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UndeadCrusader

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Everything posted by UndeadCrusader

  1. What are you talking about? Rebels are in a really good shape. Fat Han, Y-wing spam.. Wedge+Thane+Jake+Dutch, Leia is quite broken for her price.
  2. And where do you take that from. Because neighter rulebook nor rules ref say that.
  3. Hi, I went trough rulebook and rules reference, but I'm still not sure about this. So here I am. Can I do ensnare like once per end of activation phase or each time I am tractored during end of activation phase? Lets say, I have three, or for easier example, two nantex fighters. One of them has tractor, he passes it to the other one trough ensnare and boosts itself, then it is tractored and can pass it back to the first one and repeat?
  4. My playtime got longer in 2.0 but thats because I'm more cautious. With certain lists I was able to table my opponent in like 20 minutes in 1.0, which I wasn't able to do in 2.0 most of the time. But 8/10 games end before time.
  5. Anakin - quite expensive and I'm not that much sold on his ability. Obi - great for... reasons Plo - can do some crazy things or not... depending on your list and your opponent Ahsoka -useful, even at I3 Mace - I just find great, slap hightened perception, 7B and R4-P17 on him and he is just beast. Probably my favourite pilot of all, good ability, 3 force and solid price. Saesee - maybe useful, playing him, Mace and Lumi with hightened perc each against 4xI5 squadron was really strong but moving first didn't net me use his ability once, still I didn't need it. Luminara - I found her to be quite good. The turns I didn't use HP and shot second made my opponent use his focus/force to push more damage trough or just settle with one hit which I evaded. Less useful when I engaged at I7. Barriss - That one force is just bad and too expensive to even consider her in a list for me as I see Luminara just better. Jedi Knight - 3x with Battle meditation, R3 and 7B were quite solid but not that great I won against high ini rebel list but my opponent just rolled bad. And as a support ship with cheap battle meditation pretty solid. But I agree, better to find points for named pilots with atleast 2 force.
  6. Yeah, I don't know what I have been thinking about.... screwed up. But still, if Snoke, Informant or whatever flips your dial, you don't get to change it until it is you who reveals it. So no changing maneuver in systems phase.
  7. There are things that specify "reveal" your dial and "flip" dial... that is a difference... Most of the time you "reveal" while your opponent "flips" your dial... but even if he revealed dial... Hera still specifies " After you reveal " .. you like YOU the player have to reveal the dial. With Snoke/Informant your opponent does it so YOU don't have a dial to reveal as it already is.
  8. Hera specifies after "you" "reveal", while your opponent "flips"... even if Snoke revealed, the condition is that you have to reveal it. As I read it...
  9. Works, it is still a primary attack, so he gets to roll his additional die.
  10. You recharge one per round. Even if you have more crew members with force. You recharge just one per ship.
  11. I tried Gideon and Del with Kestal, Rhymmer and Vynder. They are still tie fighters and die too easily. Even if you have Iden, I don't think it's worth it, you pay 40 to survive one more shot and your 2 dice attack does not do that much. I would just sink points into other ships.
  12. Well Delta-7 2/3/3/1 Delta-7b 3/2/3/3 in lore, 7b is different in astromech placing, allowing full-size instead of integrated. It was bigger and thicker than standard D7. I expected to have 2 models, but it having similar role, same pilots and everything would be pointless to have. 7B should have more hull not shields but there things were together with Eta-2 custom to the needs of a Jedi, some had more weapons, others had more shields, hyperdrive. You had the chassis and made it whatever you wanted it to do. Afterburners, shield upgrade... this ship is more likely to have any upgrade in contrary to like imperial ships which were all made the same and almost no mods in them.
  13. Oh, I mistook that for Calibrated Laser Targeting the config+mod for Delta-7, my bad. There is small chance it would get 2, but atlas we know it has 1 mod. that can work well too.
  14. I have been thinking about it having 2, would be great, strong but I don`t thing it would be OP. But Mace in there.... 3 mods, 7B, shield, AB. That is crazy.
  15. Force is more white, like more full, this is double mod, Shield Upgrade and afterburners for Mace
  16. No. Homing Missiles " the defender may choose to suffer 1 hit" BT-1 you may change 1 hit result to a crit result. There is no (dice) result to change. He just suffers it.
  17. I can rule out several out of seven factions that game has/will have just by personal taste. I don't like the new movies and most of rebel ships, including most things about rebellion, so 2/7 out. I started by the time TFA core set arrived. And in 1.0 TIE/SF and Omega Leader were just too good to pass on. Now? I just don't need them and FO as a faction does not appeal to me as much (FO interceptor and future ships might get me in. 3/7 out. I'm not really a scum player, I have a few ships but most scum ships just don't do i t for me. Yet I'm willing to buy the nice ones. (3/7 out, 1/7 in). Empire has been my main faction and well, I'm not really satisfied with it now, but as it is Empire I'm going to go on. It just won't get many new releases. (3 out, 2 in). CIS, except for Infiltrator just meh. (4 out, 2 in). And then.... Republic. As I see it, it is the only faction I'm really interested in playing. Then 4 out, 3 in, considering that Empire is not going to get many new releases and I just don't care about most scum ships... then I'm just stuck with buying Republic as the only faction.
  18. I found cards in 1.0 a nice thing but over the time they became just a useless trash. We played just with printed A4 with all the cards or took out just the pilots and knew what everyone had. We played imperial aces so no brain dead. Going full app like in warhachine would push the game because they could change the cards and if you want them, just print them ad put them in a card sleeve with the original. Havin an app like war room where I can see what I have and my opponent has including health and everything before me would be much better. And if you want cards, you can, if you want app, you have it. But FFG would have to put some effort in it... the official app just seems like a trash to me. Well I used to defend 2.0 but after some time I just stepped down and don't play the game anymore because the transition between editions seems pretty poorly done and I don't see any reason to play for like next half a year until I see in what shape the game is.
  19. I loved Interceptor as long as they were usable. Now I'm torn between Defender and TIE/SF and give it OLs ability "Enemy ships that you have locked cannot modify any dice when attacking you or defending against your attacks." PS reflecting my ability in x-wing? Sometimes I fly like I'm drunk, even before I start "drink and fly". Other times... "just as planned". So something between 3 and 7.
  20. Not really, he can assing evade this way when he needs it.
  21. As a mostly Imperial player I flew TIE Phantom just once. TIE Advanced never. But I have some scum ships and tried to pick some that I would play, so I got myself two protectorate starfighters, repainted and played them once. Never played headhunters.
  22. So, this is simple. I played alot defenders, TIE/SF, mostly 2 defs, bomber and FO, or ion cannon defenders with jonus, which I liked as I could get Nym out of map in a few turns. Well, what I have figured out. If you attack from different angles, you can keep enemy ships ionized for defenders to take out. It may be hard to pull off but when you do.... I don't run into large amount of missiles, but if I survive alpha I think it'll be ok. Have not tried yet, because I don't have second gunboat yet. I have also been thinking about switching one defender for TIE/SF (title, FCS, AO, LWF) which needs me to switch one ion cannon for flechette or further down and adding something. Flying monkeys, 100 points. Nu Squadron Pilot — Alpha-class Star Wing 18 Ion Cannon 3 Long-Range Scanners 0 XG-1 Assault Configuration 1 Ship Total: 22 Nu Squadron Pilot — Alpha-class Star Wing 18 Ion Cannon 3 Long-Range Scanners 0 XG-1 Assault Configuration 1 Ship Total: 22 Delta Squadron Pilot — TIE Defender 30 TIE/x7 -2 Ship Total: 28 Delta Squadron Pilot — TIE Defender 30 TIE/x7 -2 Ship Total: 28
  23. Thats the reason me and my friend don't enjoy this game as much as we used to. I got this game for the fun of playing star wars with starfighters when FA core set got released. And now we just play it for the tournament prices and the models are quite well done. No longer we play just for the fun, but to adjust our lists to current meta. We were two empire players, one rebel and one scum as core of our group and now we mostly switched from empire to scum, because it is just easier and stronger... I still try to make imperial lists work, but making lists just to counter bombs and auto damage is not funny.
  24. I recently tried to go against Dengar+Nym with two Defenders TIE/D+Ion Cannon and Cap. Jonus in bomber with fleet officer. Well I made one mistake that cost me the game, but it was not nearly as bad as I expected, yet there were still things that annoyed me. While I kept Nym ionized for like 4 rounds and almost managed to fly him off the map, but made wrong choice by b-rolling instead of taking the bomb with 5 health defender. If he had Cad Bane on it would be more deadly for me, but he did not, so the bombs were not really a problem. The most ridiculous thing is just autoblaster with accuracy corrector, when my opponent said "Take two damage." I just had to laugh. As @Kumagoro said, auto damage just does not belong in this game. If it was that crits are unblockable, it would be more balanced, but no one would play it. By adding "This roll cannot be modified." Would lessen alot of stress from Autoblaster. I have an issue with bombs after SLAM but that's not that much of a problem. Yet I have to test bombs going against ship agility, since almost everyone has some way to modify the roll, while you fly on bomb, or it is thrown right on your ship, it would give aces some more space to live and would make some sense, as small ships tend to have more agility, than big ones who would have and have harder time avoiding bombs. Like each bomb having attack value and then suffer the effect of like "seismic bomb having you suffer one damage". But I don't think that this will happen as it would require too much testing from FFG and we all know how much they test things and also alot of rewriting and FAQ changes. Just changing how autoblaster works would make difference.
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