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Naechtweard

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Everything posted by Naechtweard

  1. Naechtweard

    PSA: Cheap card storage option

    Heh. I grew up with a family catering business that involved making dozens and dozens of cheesecakes every holiday season. I can't remember ever buying a big block of cream cheese for myself. And I can't imagine buying a block just to get a box for cards. I just happened to have the boxes around all the time growing up and still have some kicking around. They're the right size. I do live in queso country these days, though, so boxes for blocks of processed cheese product appear in my life more than I'd like.
  2. Naechtweard

    PSA: Cheap card storage option

    Growing up, I kept cards in the boxes that big blocks of cream cheese come in. The boxes for one-pound blocks of Velveeta and the like work too. The only real challenge is that you can't always make the lids useful unless the box is pretty full. The price is right, though.
  3. Naechtweard

    Rexler, Redline + 1

    Maybe some ion control to set up targets for the heavy hitters? You could throw in an assault Rhoboat with an ion cannon, FCS, and crack shot for 46 (or a jamming beam and a homing missile), or a Sienar Specialist with agile gunner and an ICT (although the range on the ion turret makes it less useful).
  4. Naechtweard

    Three Interceptors and a...?

    Interceptors were my first love in X-Wing, and they're the thing I'm most excited to get back on the table in 2e. While I'd dig breaking out four or five saber squadron, I've only got three models on hand. I'm fiddling around (and seeking advice) on the following two lists. This first one is fairly straightforward and relies on making sure the TIE/lns do enough blocking and ruthless-enabling to get Soontir to the endgame: Saber Squadron Ace (40) Ruthless (1) Saber Squadron Ace (40) Ruthless (1) Soontir Fel (52) Outmaneuver (6) Afterburners (8) Academy Pilot (23) Academy Pilot (23) Total: 194 View in Yet Another Squad Builder 2.0 Would swarm leader be too situational for Soontir here? It sounds fun to bump a wingman up to I6, but I4 is decent and swarm leader does nothing late. The second idea looks hella fun. Coordinating Ciena Ree provides an enormous amount of unpredictability to the squints, and coming early in the initiative order means that they can dial in blue maneuvers and stay stress free for their own action(s). It's a somewhat lighter Soontir and has no bid. Keeping only Ree and the Tac Officer allows 15 points of play for bid, epts, and mods. Dropping Soontir to a Saber would free up a total of 27 points, enough to put predator and a hull upgrade on all three interceptors. Saber Squadron Ace (40) Marksmanship (1) Saber Squadron Ace (40) Marksmanship (1) Soontir Fel (52) Predator (2) Stealth Device (8) Scarif Base Pilot (41) Ciena Ree (10) Tactical Officer (2) Hull Upgrade (3) Total: 200 View in Yet Another Squad Builder 2.0 Thoughts?
  5. Naechtweard

    Three Interceptors and a...?

    Thanks for the feedback! Part of what makes this attractive is the fun I've had with Starviper Mk. II. With the coordinate happening before the activation, you can have a blue move dialed in on your interceptor, coordinate to a boost or BR with Ree and turn 90 degrees, take your stress token, then complete your blue move on the interceptor's activation, clear the stress, and still have an action (and the ability to chain/autothrusters if needed). That 90 degree turn can get a ship into or out of a furball really fast. That said, I do think it might be too situational for 10 points; you can only do that trick with one ship a turn, and you're using your reaper's action to do it. It might also be a little too early at initiative 1, since it gives your opponents opportunity to do things like rotate turrets or complete their own reposition actions with knowledge of which way you're facing. You can fiddle with it a little by dropping hull upgrade and tac officer and bumping the reaper up to Vizier, but that just takes you to I2. You can finesse things to get up to Vermeil and have the choice about which I4 things you activate first, but if you're upgrading to Vermeil just to do coordinate tricks, you're probably doing it wrong. (It's too bad it's got to be a coordinated boost or BR, because being able to turn a decimator 90 degrees at a key moment would be awesome.) The suggested lists are interesting. Combining token stripping with interceptors seems really smart. Using Pred-Soontir instead of Juke-Soontir in that first list would allow you to swap in Whisper-Juke-Vader (at 70 pts) for Vermeil. That leaves you with just a one-point pseudo-bid, which isn't enough to make sure Soontir can line up for predator, but it does give you another ship with endgame potential.
  6. Naechtweard

    Vaderism

    FCS does nothing for Whisper because Whisper has no target lock. If you want to use FCS on the Phantom, though, you could move Krennic there.
  7. Naechtweard

    An XYU Squad?

    You're flying Heff, though, who gets a free action when somebody runs into him. You could go FCS to get locks; 3-dice in-arc primaries are not nothing. If you want defense, there's sensor jammer. As far as PS10 Horton...which PS9s do you want to beat? If the main point is stripping tokens, can you finesse the list to put in either a closer or a heavier hitter? With the blocking and the token stripping, you have a lot of set-up...but for whom are you setting things up? Is the goal to prevent the opponent from having tokens to use on offense? Maybe keep Horton at 10 and swap Wedge in there? You've got the points to kit him out a bit. Or Luke for an endgame ship?
  8. Naechtweard

    An XYU Squad?

    I'm not sure about using both APL and Ion Projector on the U-Wing; it's a little overkill. Advanced sensors when the only actions on your bar are focus and TL also seems like an odd choice. If you swap one of the "hurt on bump" mods for Engine Upgrade, it makes a little more sense. Is there a particular reason you want Horton at PS10? Between the 360 arc and the damage ceiling, TLTs seldom care about positioning, and you're going to want Wes to activate first to strip a token anyway. Using your astro slot just to go from 8 to 10 seems like a lot of opportunity cost (especially with the Y's limited dial). Maybe if you're throwing BTL on there for extra attacks?
  9. Naechtweard

    Wave XV

    Disney destroyed the Vong far more thoroughly than any Skywalker or Solo ever could have.
  10. Naechtweard

    X-Wing a Dead Game?

    I'm in that "Star Wars Generation" group, born right at the end of the 70s. In utero for Empire, but really wanted to name my little brother Luke Skywalker. ESB pajamas, RotJ bedspread, and I ended up majoring in music more or less because of the John Williams score. Now I teach high school. My students are all about the prequels. Three years ago, I had a student tell me, absolutely seriously, that Jar Jar Binks was his favorite Star Wars character (even though he was old enough by that point to understand the racist caricature bits). He pointed out that he saw Phantom Menace when he was a little kid. I have a group of students this year that tries to turn everything into prequel memes (high ground/you were a brother to me/etc.) That's their Star Wars. It's fine. There's going to be a generation whose Star Wars is defined by Kylo Ren's ridiculous crossguard and Rey swinging lightsabers with her hair in a triple bun. By porgs (rather than pogs, ah the years pass so swiftly). I swear TFA single-handedly brought shoulder-holed sweaters to my school. I liked TLJ, thought it had the "traditional" amount and type of ridiculous plot holes. I thought the prequels had an interesting underlying story that was told almost entirely in the wrong tone (and with mediocre-to-terrible performances from some otherwise fine actors). I treasure the original trilogy not because the movies are great, but because of what they mean and have meant to me (entire Saturdays watching it on pirated VHS tapes, playing the soundtrack on cassette in my car when I was nervous about driving at night, et cetera). [--*--] I think X-Wing, as a game, has plenty of analogues to those different feelings about the movies. A lot of us picked it up because "man, X-wings are cool." The core mechanic of dials and dice is pretty easy to pick up but has enough depth and counterplay to hold attention. Yeah, dials and dice are not as important as they were in the early waves. There's no doubt people have been turned off by that, or by competitive groupthink, or even just forum salt. The game has a ton of moving parts and players seem better at finding the cracks between them than the devs are. None of that makes X-Wing a dead game any more than a subset's reviling TLJ makes Star Wars a dead franchise. Maybe it's plateaued, maybe it really does need a 2.0, maybe there's somehow a perfect FAQ around the corner...but it's a long way from dead.
  11. Naechtweard

    4 small ship no point limit. What would you do?

    I spitballed a couple of different "all the Aces" Imp squads, but it was ultimately too appealing to just take a bunch of named Defenders together: Colonel Vessery (35) Predator (3), Ion Cannon (3), Harpoon Missiles (4), Guidance Chips (0), TIE/D (0) Countess Ryad (34) Push the Limit (3), Twin Ion Engine Mk. II (1), TIE/x7 (-2) Maarek Stele (TIE Defender) (35) Predator (3), Ion Cannon (3), Harpoon Missiles (4), Guidance Chips (0), TIE/D (0) Kylo Ren (TIE Silencer) (35) Veteran Instincts (1), Fire-Control System (2), Advanced Optics (2), Autothrusters (2), First Order Vanguard (2) Total: 170 View in Yet Another Squad Builder Or, for a similar 170 points and...lots of bomb tokens: Black Eight Squadron Pilot (23) x2 Minefield Mapper (0), Extra Munitions (2), Proton Torpedoes (4), Harpoon Missiles (4), XX-23 S-Thread Tracers (1), Cluster Mines (4), Conner Net (4), Long-Range Scanners (0) "Deathrain" (26) Trajectory Simulator (1), Proton Torpedoes (4), Extra Munitions (2), Harpoon Missiles (4), XX-23 S-Thread Tracers (1) Bomblet Generator (3), Twin Ion Engine Mk. II (1) "Redline" (27) Minefield Mapper (0), Extra Munitions (2), Proton Torpedoes (4), XX-23 S-Thread Tracers (1), Harpoon Missiles (4) Thermal Detonators (3), Proximity Mines (3), Long-Range Scanners (0) Total: 170 View in Yet Another Squad Builder I have no idea where you'd even fly your ships after deployment, but it'd be super fun watching your opponent try to solve the same problem.
  12. Naechtweard

    4 Resistance Bombers

    3x Crimson Squadron Pilot w/thermals, silo, and accuracy corrector for 99? ...or, for some extra battlefield shaping, 2x CSP w/thermals, silo, accuracy corrector, and deflective plating 1x CSP w/cluster mines, silo, and minefield mapper
  13. Naechtweard

    Scum version of kylo boats

    This. Fenn's gotta be pretty careful about finishing off harpooned targets. His love of range one and the exploding condition isn't a great fit. I think you can probably fly around the problem, but you're likely giving your opponent a dead man's switch vs. Rau.
  14. I'm enough of a narrative geek that flying mixed Imp/FO squads tilts my teeth. I also enjoy too much black paint in my squads. I've been thinking about things to fly with a Silencer (even though I think the model looks ungainly). It's enough of a points hog that pushing a list with one to more than three ships results in a microswarm+one model—doable, but better probably better in theory than in practice, especially if you're sticking with First Order ships. (I love my TIE/fos, but squashing four epsilons with a skinny Silencer is getting the worst of both worlds.) Here are a couple of options I've muddled through, probably not fantastic. If folks have lists to share or suggestions for either of these, go for it--as long as they're FO squads. I already know silencer+gunboats is hawt. Blackout Zetas Test Pilot "Blackout" (31): Push the Limit (3), Collision Detector (0), Primed Thrusters (1), Autothrusters (2), First Order Vanguard (2) Zeta Specialist (23): Accuracy Corrector (3), Sensor Cluster (2), Lightweight Frame (2), Special Ops Training (0) (x2) Total: 99 View in Yet Another Squad Builder Why? Because I love the Silencer+double sf bit from TLJ. The silencer is Blackout because sticking with a generic didn't net me enough points to do anything that seemed particularly interesting. I suspect there's hay to be made rebuilding the Silencer in this set-up from the ground up. Kylomega Kylo Ren (TIE Silencer) (35): Push the Limit (3), Advanced Sensors (3), Primed Thrusters (1), Autothrusters (2),First Order Vanguard (2) Zeta Specialist (23): Collision Detector (0), Harpoon Missiles (4), Primed Thrusters (1), Lightweight Frame (2), Special Ops Training (0) "Omega Ace" (20): Veteran Instincts (1), Advanced Optics (2) Total: 99 View in Yet Another Squad Builder This one seems more solid, with a squirrely Kylo and some affordable crit generation. So what have you got? Batwing and a Silencer and a blocker? Emaciated Kylo and some sfs?
  15. Naechtweard

    Three Ship First Order Lists w/Silencer

    Fiddled a bit with the SF in the second list and ended up, for the same 30 points, with: Omega Specialist (25) A Score to Settle (0) Collision Detector (0) Harpoon Missiles (4) Primed Thrusters (1) Guidance Chips (0) Special Ops Training (0) Full list still comes in at 99 points (Kylo and Omega Ace unchanged): View in Yet Another Squad Builder ASTS and the lack of LWF make the SF somewhat vulnerable, but also turn it into a more reliable crit generator. I haven't spent enough time with ordnance lately to have a good read on whether PS 5 is going to be enough to get the harpoon missile off. Obviously a Black One at higher PS can peel the lock off, but Omega Ace's lock is as much a potential threat as the SF's. ASTS can also, of course, be swapped out for trick shot.
  16. Naechtweard

    Black Sun Thematic (Non-competitive)

    Man, the Black Sun theme on the Z-95s limits you. Dropping them to Binayre allows you to take a harpoon or cluster missile on each of them. I think you're probably better off with missiles than the stealth device--maybe cruise missiles. Z-95s are slow and squishy, but cheap enough that using them as some combination of disposable blocker and one-and-done ordnance platform is reasonable. Likewise, the K-fighters want missiles, too, and you should take advantage of the Vaksai title to load them up with 1-point "free" modifications and illicits like contraband cybernetics and munitions failsafe and such. Don't leave any slot empty if you've got a free upgrade! (Assuming you're proxying cards for casual games.) I find that the K-fighters really like a reposition option, so I'd try to squeeze in vectored thrusters for barrel roll.
  17. Naechtweard

    For the Swarm!

    The thread tracers on autothrustered test pilots was just a goofy thing for the stray points. Rather than a 5 point bid, I'd likely just stick a 3-point missile on one of the prototypes (likely Ion Pulse to try and set up a juicy target). I have actually run 5 F/O ties, but only as 4 Omega Squadron crackshots+Omega Leader. Throwing an ace in there, even a cheap one, really changes the way the squad flies. Four-plus-one just isn't the same.
  18. Naechtweard

    For the Swarm!

    Because I'm curious, a question for the braintrust assembled here: any thoughts on Tie Advanced Prototypes? The 1-pt. title gives you an evade when you take a TL. Base pilot (Sienar Test Pilot) is only 16. You've got 3 points for either gchips+missile or autothrusters+...well, probably nothing, but you could throw tracers on for giggles. Either of those would put you at 20 points each for 3 green dice, 2 shields (shields!), 2 hull, and either thrusters or ordnance with a decent dial and an evade every time you take a TL.
  19. Naechtweard

    Proposed VI nerf

    Yeeeah. But look at what's at the top of that list. Everything Nym--650 Havoc titles. If something like a third (conservatively!) of your instances are on one ship, maybe the problem is with the ship and not the EPT?
  20. Naechtweard

    Please critique my list.

    Just be careful flying to keep Nym in range to benefit from Biggs without putting the T-65 at risk from stray bomblets--it may limit some of the utility you get from Genius.
  21. Naechtweard

    So close to wiping Imps out of game!

    How much of that is due to the fact that, with the exception of RAC+[x], Imperial squads are three-ship lists rather the two-ship dominant Rebel and Scum lists?
  22. I picked up a single aggressor because reasons, and have been trying to figure out a spot in which it's not just filler with a turret. I got to thinking about bombers, and how the combination of bombs/mines with a turret could make a list of three slow ships a little less vulnerable to the many, many faster ships out there. Also, Jonus+secondary weapons is fun and comparatively easy to remember as far as handshakes go. The first version I came up with was this: Lieutenant Kestal (22) Adaptability (0) Twin Laser Turret (6) Cluster Missiles (4) Lightweight Frame (2) Captain Jonus (22) Veteran Instincts (1) Systems Officer (2) Operations Specialist (3) Twin Ion Engine Mk. II (1) TIE Shuttle (0) Tomax Bren (24) Crack Shot (1) Extra Munitions (2) Proton Torpedoes (4) Cluster Mines (4) Lightweight Frame (2) Total: 100 View in Yet Another Squad Builder Everybody's at PS8 so that Jonus can move last to trigger Systems Officer. I flew it against an Imp Ace list and won through a mix of luck, my opponent's mistakes, and the power of running away with a TLT pointed backwards. Even with this version of the list, I'm feeling fuzzy about the ordnance. I was tinkering with it and came up with a different version that makes Tomax the shuttle: Lieutenant Kestal (22) Adaptability (0) Twin Laser Turret (6) Cluster Missiles (4) Lightweight Frame (2) Captain Jonus (22) Veteran Instincts (1) Extra Munitions (2) Proton Torpedoes (4) Cluster Mines (4) Lightweight Frame (2) Tomax Bren (24) Cool Hand (1) Systems Officer (2) Fleet Officer (3) Twin Ion Engine Mk. II (1) TIE Shuttle (0) Total: 100 View in Yet Another Squad Builder The Tomax shuttle gets to hand out more goodies, and the chain of fleet officer/cool hand adds some of the survivability that goes missing when LWD is swapped for Mk II engines. It's a nice support shuttle. Since Jonus only affects "another friendly ship" with his pilot ability, though, he's not doing much here beyond buffing Kestal (whose TLT shots aren't generally going to care about the rerolls anyway). And I'm still fuzzy on the ordnance. I'm hoping, broadly, for suggestions about 1. ordnance choices for bombers in a list like this and 2. what to do about the shuttle support. Tomax? Jonus? Swap in a different pilot or ship with either version?
  23. Naechtweard

    Two Bombers (?) and an Aggressor

    So I've fiddled around with different Aggressor+Support Shuttle+??? builds: Infini-crackshot Tomax shuttle is more dangerous as an individual than Jonus, while still having the ability to hand out focus tokens at a good clip for Synced Turret, missiles, and the two primary-weapons users. OL is the usual late game closer. Putting two different missiles on Kestal makes me a little nervous—I've had too many games where ships have died with unused ordnance—but there are points going spare. I haven't flown my SF much at all (recent acquisition). The EPTs seem a little fuzzy to me, but without the Systems Officer there's not really any need to move Jonus late. Squashing in a TIE/D is harder, but workable if I drop Kestal (could also drop Jonus to a scimitar, but that's getting far afield from the original intent): Some wiggle room for cheap EPTs and ordnance swaps here. Maybe?
  24. Naechtweard

    Two Bombers (?) and an Aggressor

    I've got other aces kicking around, and had considered a TIE/D defender or the Inquisitor to go into Tomax's spot in the original version of the list. Either would give more options, though the prototype's dial plays better with bombers. My primary goal is to get better with support ships and find something for the Aggressor to do. I'm appreciating the discussion so far!
  25. Naechtweard

    Two Bombers (?) and an Aggressor

    Thanks for the ideas (and explanations). I'm stuck with a TIE shuttle if I want an Imperial support ship at the moment, as I've got neither of the "traditional" shuttles. I like the deadeye idea, though; I'd never thought of it with synced turret.
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