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kempokid

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Posts posted by kempokid


  1. 3 hours ago, Cgriffith said:

    No natural evade. That's why the ideal C3PO roll is and eyeball <focus> so that it can be flipped. This is another reason PTL is so important because you can Focus + Target Lock 

    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.


  2. 6 minutes ago, gennataos said:

    Do you know anyone local who runs tournaments?  C-3PO was part of a tourney kit a while back or something like that..  That's how I got mine, the guy who TO's some local tournaments had some left and was a good enough guy to not sell them off, instead handing them out to those new in the scene.

     

    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


  3. 22 minutes ago, Karhedron said:

    Fortunately the alternative art version of C-3PO can be picked up on eBay without requiring a second mortgage. ;)

    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.


  4. 1 hour ago, Karhedron said:

    Just personally I don't favour Ezra that much on Norra because of his interaction with the AO title. You can already flip a Focus from the rear arc when rolling less dice so you don't tend to need the extra help. From the Front, I often have 2+ dice I want to flip so I need to spend a token as using Ezra would only flip one dice.

    Kyle is only marginally better because it can be a struggle to spend a second Focus token. With just one Green dice, Norra will only be able to spend a Focus defensively on one in four attacks. KK is handy if you want to TL, BR and Focus all in the same turn but I am not convinced.

    Tailgunner provides a solid bonus against anything except the Ghost or Decimator when shooting out of your rear arc (which I find is more often than my front arc with Norra). C-3PO makes her very hard to kill, particularly in the end game. For me, the choice of crew comes down to Biggs. If I have Biggs on my list, Norra gets a tailgunner. If the Stache is not flying, she gets Goldenrod instead.

     

    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... 


  5. 12 hours ago, StriderZessei said:

    This. I can't upvote any more today, but R2-3PO is great for lategame Norra.

    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? 

     


  6. 39 minutes ago, dada said:

    My standard Norra is:

    Norra Wexley (38) - ARC-170
    Push The Limit (3), Ezra Bridger (3), R2-Astromech(1), Alliance Overhaul (0), Vectored Thrusters (2)

    3points cheaper than you and greens are very useful for using the rear arc . Use BR to avoid being shooted

    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.


  7. 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.


  8. 6 minutes ago, gennataos said:

    It's probably a bad idea, but I'm going to run this later today.  Hopefully freak out your opponent during placement by putting Han all up in his kitchen!  Use debris clouds and don't be afraid to get all up in them!

    Han Solo (TFA) (46)
    Trick Shot (0)
    Hotshot Co-pilot (4)
    Kyle Katarn (3)
    Inertial Dampeners (1)
    Smuggling Compartment (0)
    Countermeasures (3)
    Millennium Falcon (1)

    Green Squadron Pilot (19)
    Snap Shot (2)
    Chardaan Refit (-2)
    Juke (2)
    A-Wing Test Pilot (0)

    Green Squadron Pilot (19)
    Snap Shot (2)
    Chardaan Refit (-2)
    Juke (2)
    A-Wing Test Pilot (0)

    Total: 100

    View in Yet Another Squad Builder

     

    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.


  9. 1 minute ago, gennataos said:

    I'm going down that dark Snap Shot path again.  My Shara list was an attempt to reduce the variance with Snap Shot, so I don't know why I think no variance reduction will do any good, lol!  I think it'll play out like JaceDK said...if the dice are rolling well, it'll do well.  If they're rolling crap, it'll burst into flames quickly.

    I like the Dorsal Turret.  People will probably try to avoid it just as much at the AB turret...it's certainly not a safe place to be.  Norra can bring the thunder and I'd be surprised if any opponent tried to focus her before the Ghost.  I'm trying to figure out if I like this Ghost over Expertise Rey I usually run with Rey.

     

    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.


  10. Just now, Cgriffith said:

    Are you able to proxy C-3PO ? is this going to be used at a tournament, or for casual to start. If you want to borrow C-3PO/or even proxy him I'm sure the gaming community wouldn't mind. As or the list I like it. I assume the Phantom is docked with Zeb correct?

     

    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.


  11. Just now, gennataos said:

    I like the aggressive PtL Norra for a Ghost wingman.  I was just going to ask what your list looked like, and that's the exact list I was thinking it'd be.  

    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.


  12. 6 minutes ago, Cgriffith said:

    Personally my go to Norra Build is:

    Alliance Overhaul, Push the Limit, Vectored Thrusters, C-3PO, R2D2

    But of the choices your considering I would choose option #2 PtL allows you as @jmswood has already said be more aggressive with the ship and the action economy; Also Kyle giving you the focus after removing the stress from the green (which also would trigger R2D2) it has more synergy. Ezra is situational and I think the title already is good enough to deliver the needed crit in those special instances.

     

    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)


  13. 11 minutes ago, jmswood said:

    Expertise Norra is interesting, but lacking. Norra needs a TL, and with only one action she doesn't get the TL on any round you Barrel Roll or Focus. Expertise Norra can work, but you have to fly conservatively.

    You can be a lot more agressive with PtL. For three points, I like Kyle Katarn better than Ezra.

     

    2

    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.


  14. 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!

     

     

     


  15. 1 hour ago, X Wing Nut said:

    Now Palp SUCKS I kind of want to fly him

    Execute order 66

    Rear Admiral Chiraneau — VT-49 Decimator 46
    Predator 3
    Emperor Palpatine 8
    Kylo Ren 3
    Engine Upgrade 4
    Dauntless 2
    Ship Total: 66
       
    Countess Ryad — TIE Defender 34
    Lone Wolf 2
    TIE/x7 -2
    Ship Total: 34

    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.


  16. 13 minutes ago, Parravon said:

    I'm not seeing why they felt the need to make this change. Why nominate your result before rolling?

    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.


  17. 3 minutes ago, Grendelator said:

    It's not garantied, you have to guess a dice to modifie, if you guess a blank ans have only Eyes or results, you spend you chance ;)

    More dices you roll more chances you have to get the result you hope for.

     

    Defenders and Zuckuss nerf are very welcome. Nicely done.

     

    For Manaroo, it's a huge nerf, but it's still powerfull power, and a very good ship for it's price.

     

     

     

    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


  18. Just now, digitalbusker said:

    We have been very clear to this point about what "you" does and doesn't mean, and if that gets called into question a lot of things stop working they way they're supposed to. Much better for them to simply re-errata the errata. It wouldn't be the first time we had a small FAQ revision very soon after a big one that just fixed some wording issues.

     

    Point taken. But it certainly doesn't mean Palp only works on his own ship, so I wouldn't want people coming across this to be led astray.


  19. 33 minutes ago, Thormind said:

    - Nothing about Targeting synchronizer??

    - Wow, palp is now useless overpriced upgrade. They made sure all Imp players bought that big Raider before nerfing him. How about reducing its point cost or making him a 1crew slot upgrade to compensate? Wouldnt a range limit like Manaroo have done the job? Would have made Stridan an attractive option...

    - Manaroo: range 1?? Rang 2 or 3 would have brought her into fights wile still giving her a chance. Now shes useless.

    - Defenders and Zuckuss: thats how you do a reasonable nerf.

     

     

    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.


  20. 12 hours ago, Raven19528 said:

    Short answer is no, they rarely see the table competitively. Talonbane seems to be one that would be seen, but the lacking action bar means that you have to spend points on enhancing that aspect.

     

    11 hours ago, Phanto Fiend said:

    Sometimes to fill out remaining points I'll take a Cartel Marauder + cluster missile + glitterstim + guidance chips (26 points).  You can hammer in one good shot with the missile + glitterstim, then still have a decently offensive ship. (Albeit the dial and action bars are lacking) 

     

    9 hours ago, Odirse said:

    I have seen a list of 5 Kihraxz  working pretty good in a tournament, but  the guy who was flying them was indeed a good player, and of course you would  have to buy 5 ships,  which is something not many people want to do as it is a ship which is very hard to combine with others in a competitive list. At this moment, with all the very competitive ships the scum faction have, i don't think that the kihraxz is your best option. Anyway... Just play and try!

    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.


  21. 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)


  22. 11 hours ago, blade_mercurial said:

    Defenders are not particularly bothered by TLTs.  Having Focus + Evade and 3 green dice is actually a very effective defense against TLTs (not to mention 3 shields + 3 hull).

    However, they don't like the other things you mentioned, no question.  And the list you posted is indeed a really tough matchup for Defenders in general.  Not because of Miranda's TLT though; just because Dash + Miranda have high PS and the ability to arc-dodge.  

    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.

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