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Everything posted by kempokid
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I think y'all have pretty much sold me on C3PO. But, here's my concern. If I'm withholding my focus + TL for defensive, that means I'll just be rolling 2-4 (depending on arc and range) unmodified dice on the offensive. Is the strategy then just peck away at their shields/hull hoping to get through while I try to get that 2-3 evade result + R2. I won't be giving much damage, but hopefully over time I'll be dishing out 1-2 hits per turn? I guess that's what wins games late, though. Staying alive and taking enemy ships down one at a time.
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Next time I go, I'll ask around to see if I can get my hands on one. If not, dropping a few bucks is more or less like picking up an expansion that only comes with one card you want haha
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I was already looking it up. Do I really want to pay $12 for a single card? Not really. Do I want to play $100+ for a Tantive IV I'll never fly? Nope nope.
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Yeah, you guys have convinced me I need to get my hands on a C3PO, especially with it being a tournament, and I will definitely need Norra for the end-game. Plus, there's a nostalgia factor of piloting a ship with C3PO and R2D2 at the same time...
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Let me make sure I understand 3PO right: Norra has one agility, so naturally I'll guess I roll no evade results (which is the most likely result). If I roll a blank or eyeball, I can add an evade. If I roll an evade, I don't add any more dice. It's just ensuring at least once per round, I roll an evade?
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I like this Norra fine, but it's lacking regen/defensive abilities that I will need with the particular combo I'm running. The Ghost will only last 3-5 rounds, then all the focus goes to Norra. With the particular list I'm running, I'm not sure those three points help me much. I could throw a Dorsal on the Attack Shuttle maybe.
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Here's my best U-Wing list so far: U-Wing (100) Cassian Andor (42) - U-Wing Push The Limit (3), Sensor Jammer (4), Jyn Erso (2), Ezra Bridger (3), Pivot Wing (0), Hull Upgrade (3) Jan Ors (38) - HWK-290 Wired (1), Twin Laser Turret (6), Kyle Katarn (3), Moldy Crow (3) Green Squadron Pilot (20) - A-Wing Snap Shot (2), Chardaan Refit (-2), A-Wing Test Pilot (0), Crack Shot (1) I haven't had a chance to fly it yet, but Jan supporting Cassian and GSP's attacks while Cassian pulls stress off Jan seems to have good symmetry.
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If you could scare their biggest threat straight into your A-Wings, you should be good to go. Han will take some damage, but if you can trade their top ship for one (or even both) A-Wing, you'll have the upper hand.
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I've had a ton of success with it. It's costly, (59 points if you count the shuttle) but you open up a wide range of attack possibilities, and you get a nice little maneuverable ship to chase down wounded opponents at the end of the game. With Hera, I can do any move I want to, and I rarely care about stress because of the FCS. I've learned to not even bother with the evade, unless I'm at range 3 and don't have a good return shot. So far, everyone has gone for the Ghost instead of Norra. If that changes, I'll have some fun lining up the rear arcs on both ships. Fly them in different directions away from another and I'll be sure to get ships caught in-between them. The biggest problem this list has is going up aginst two other heavy-hitters that can take down the Ghost quickly, or probably an Interceptor Swarm that pick it apart at Range 3 while dodging almost everything it throws at them.
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Yeah, I'm sure I could proxy it. There is an upcoming tournament, so I would have to know I would be able to borrow it. Yes, Zeb will be docked to the Ghost for the better part of the game, until the Ghost goes bye-bye. Love having the rear arc + end of combat turret + FCS. Deadly if you're caught Range 1.
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I'm not surprised, considering you and I seem to have the same approaches to this game (like our Snap Shot A-Wing discussion). I may have shared this list once, as well. I tested putting the autoblaster turret on the Ghost. It did keep ships out of range 1, but it vastly reduced my ability to make use out of the docked shuttle. May have used it once per game.
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Thanks, yall. I think Kyle makes most sense. I like the idea of C3PO, but don't have the card and I'm not sure if I'll be able to borrow it (maybe could). Here's the full list I'm prepping for a tournament: Lothal Rebel (41) - VCX-100 Fire Control System (2), Dorsal Turret (3), Hera Syndulla (1), "Chopper" (0), Ghost (0) "Zeb" Orrelios (18) - Attack Shuttle Norra Wexley (41) - ARC-170 Push The Limit (3), Kyle Katarn (3), R2-D2 (4), Alliance Overhaul (0), Vectored Thrusters (2)
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Ah, I get it. With Kyle, I can do a green maneuver, shred the stress, get a focus token, regen a shield, do a TL action, then PTL barrel roll if needed. Maximize all three actions in one turn. I like it. I would start the game conservative with Norra since the Ghost is the big hitter until it goes down, but I may need the agessiveness of a PTL Norra for the end-game.
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I'm trying to decide which one of these Norra builds will work best alongside my Ghost/Shuttle: Norra Wexley (41) - ARC-170 Expertise (4), Tail Gunner (2), R2-D2 (4), Alliance Overhaul (0), Vectored Thrusters (2) OR: Norra Wexley (41) - ARC-170 Push The Limit (3), Ezra Bridger (3), R2-D2 (4), Alliance Overhaul (0), Vectored Thrusters (2) Norra1 Pros: I don't have to stress myself to trigger the focus/target lock combo. I get better use out of the rear arc. Cons: I don't get two actions. Norra2 Pros: Since I'll PTL focus/target lock often, Ezra gets me a crit most turns. I can PTL to focus or target lock and then barrel roll if needed, to better position myself without losing a dice-modifying action. Cons: I'll be stressed a lot which makes flying more predictable. Won't get full use out of the auxiliary arc compared to Norra1. Any thoughts/suggestions are appreciated!
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That's a lot of points for one ship. Granted it will do damage, but up against 3+ ships, it'll go down fast. Should be a fun 3-4 rounds though.
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By stating your intent before the roll, it keeps you from waiting until you need it to use it. You have to decide when you want it to take effect. It's more of a chance game now, which is ultimately the point of the game anyways. Not much is given to you. Although with two crew slots and 8 points, I certainly understand the frustration.
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It sorta is guaranteed: "A player may change a die result to the result it is already showing (for example, using Emperor Palpatine to change a [crit] result to a [crit] result)." Semantics, I know. haha
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I like the new Palp rule. I don't think it's made him useless. Most of the time, you have a good idea of how you're going to use him before you do. It's just to prevent you from having chance after chance of using him. It's a "once per round" card, and without the stipulation, he's effectively being used every time you roll up until the point you do use the ability. Now it's an official "once per round" card. 8 points to guarantee a dice result every round isn't a bad trade-off.
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Thanks for all the feedback! I'll probably try my list or maybe change up a bit for Phanto's idea. I just hate buying ships just for the cards, even though I've done it with the K-Wing and also Most Wanted.
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Im not much of a scum player, and I picked up two Kihraxz expansions, mainly for crack shot and glitterstim. I was wondering the ship itself sees competitive play. The stats and dail are similar to an X-Wing, though I wish it came with a salvaged astromech slot or something. If these are competitive, what's the most efficient way to use them? Anyways, here is what I came up with (based on my limited scum collection of Most Wanted and M3A). (100) Black Sun Ace (28) - Kihraxz Predator (3), Glitterstim (2) Black Sun Ace (28) - Kihraxz Predator (3), Glitterstim (2) Emon Azzameen (44) - Firespray-31 Conner Net (4), Tail Gunner (2), Slave I (0), Extra Munitions (2)
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Help with a Rebel anti-Defender list
kempokid replied to Books McZaddy's topic in X-Wing Squad Lists
They can be bothered by the TLTs if they have to lose the focus on one attack and the evade on the other. TLTs are great not only to deal damage but also to strip tokens.
