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Boom Owl

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  1. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    Its been quiet lately. To quiet. Random rambling Wave 3 thoughts now that the hyperextended hype train is beginning to slow down: Gas Clouds No Consequences Clouds are dumb. Do these not make you roll for damage so they benefit Aces & Swarms more equally? Paige Allowing 2x Device Drops per Turn isn't the most graceful way to buff Resistance Bombers I played the card "wrong" for 2 games before the rules change and it was remarkably degenerate. Not a fan. Yes it leads to resource management on charges, but the bomb coverage is worth it. Energy Shell Charges Very cool. Very cool. This makes each Vulture feel important. Range 3 engagements are awesome but also kinda risky if you don't get all Shells on a target. You can quickly end up with just your front line on target which leads to sad trades. Infiltrator I think eventually players will settle on having at least 1 infiltrator in their CIS lists Helps alot to have something that can't realistically be initiative killed early. Maul + 5 Vultures is more comfortable for me than B22 + 6. B22 I cant decide between WAT or Sear. That probably means I should just take both? Vultures Networking + Kraken makes me happy. CIS dials lead to lots of "parallel" approaches. Hard 1 Turn + Barrel Roll might be my most used move so far. I haven't figured out the best way to split these up into groups. I want to move out of formation to trap things but networking wants a critical mass of calc tokens. 🤔 Delta 7b Jedi Anakin and Obi Wan with just Delta are pretty much awesome. Glad I have put so much time into super-less Kylo. White PTL is dumb but Resource Management is actually fun so its ok for now. Its like Jedi have a Stamina Bar. R4-P17 and R4-P Mechs I really like these on both Jedi and Arcs Pattern Analyzer is very much worth it for 5 pts on an Ace. Torrents I have no idea what to do with these other than Delta Obi + 5.
  2. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    Haha. Its the only way I can make enough money to afford all these new ships! I havent played any official Wave 3 yet but I did play some vassal proxy test games with friends after mostly all the spoilers dropped. Tried Maul/Greivous/2xESC, Maul and 5 Vultures, Super Anakin and 3 torrents, and Delta Obi 2x Arc. Turns out all but 1 of the lists ( maul + 5 ) was right around 199 pts. I really liked Delta Obi. 70 pts feels like a bargain to me. Its just so flexible with the config only and nothing else. Managing the charges was key but the mobility and flexibility to evade force modify on 2 was solid with enough hp to act like an X-Wing. These Jedi are insanely mobile to. They do so much themselves. Feels like a ship that will always be one wrong upgrade away from being busted. The dial is so flexible and the turn arounds simplistic. Super Delta Anakin was an absurd bully. Probably the easiest Ace I have ever played even in a small sample. Just reposition before and after everything its fine. Cant hang out in arc for long but that should always be true. Glad he is 110 points. Maul in both games with just Hate and Scimitar or no upgrades did work to. With Hate it felt like he had 2 or more focus tokens every turn. The double tap is real and I am super stoked the infiltrator has both a k and 2 sloops which are surprising. Decloaking big bases are a neat puzzle. Maul is several pts cheaper than I was expecting. Vultures....so much to say but for now ill just leave it at Range 3 + Kraken + networking + ESC is a powerful combination. I love the precise hunters and the other bullseye ships that get locks or calcs. Those are by far my favorite. Networking is remarkable. Otherwise Greivous pilot ability is as badass as Graz and that makes me happy. Force difficult decisions on your opponent seems to be the CIS gameplay theme.
  3. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    WAT?!?!?
  4. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    My most immediate concern is Biohex Codes scares me. Still excited for Hyperspace though.
  5. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    Hi FFG I am happy. This is cool. Thanks, Boom Owl
  6. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    Try Kylo with almost any combination of upgrades and its good.
  7. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    WAT WAT WAT
  8. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    Kylo is good. Are the people ready to believe yet?
  9. Boom Owl

    The value of generics?

    The problem with generics is that when they are good, bad players complain about how they cant use their aces or turrets to straight joust everything anymore. The other problem with generics is when they are average, bad players complain about how they cant use their generics to straight joust everything anymore. The other problem with generics is that very few players count generics as being useful if they arent 100% of a list and they dont count role player or filler generics as being good. The other problem with generics is that most players only give a **** about their preferred factions generics so if one of them is bad they are “all” bad.
  10. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    Wait is YYYYY actually the Baba Yaga now? X-Wings the best.
  11. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    The Phantom Menace is a good movie because it gave us Wave 3.
  12. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    The boogeyman is whatever list i lost to last because my opponent lacks honor.
  13. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    Pick a side! Good Guys or Bad Guys
  14. Boom Owl

    Carolina Krayts is the best X-Wing podcast

    Here is the typical X-Wing Player Path: Novice: Run directly at opponent with all ships from the same direction. Re-Positions alot instead of modifying dice Commits to an angle of attack immediately, sometimes unknowingly correct other times incorrect. Primary Plan is to just go destroy all the other stuff Works ok when opponent opts in and the list can joust, defend/soak damage, init kill, and use multi arcs all at the same time. Average: Run directly at opponent from multiple angles and occasionally range controls. Splits forces up and able to arrive on a "spot/target" to overlap arcs. Leans heavily on High Initiative, Alpha strikes, or HP Counts for defense to cover up mistakes Primary Plan is still to just go destroy all the other stuff Understands how useful blocking can be Might run to time or attempt to preserve MOV in the end game, but doesn't try to create that situation intentionally. Above Average Coward: Waits for opponent to commit to a spot or fly through rocks. Attempts to protect MOV or a joust advantage from the beginning of the game. Often gets caught out by more direct players and is to patient. Is only slightly more or less correct than Novice or Average players. Doesn't understand exactly what good trades look like, unless identified before the game. Does have a concept of "early game ships" and "end game ships". Keeps the closers alive. Often lets part of their list commit directly to bad jousts with an opponents entire list. Still Depends heavily on clear joust advantage or re-position advantage ( boost/roll or alt-arcs ). Wins a decent # of games just by letting their opponent make mistakes. Arc Knight: Combination of above. Waits and/or Moves swiftly to a spot that allows choice of angle or disengage or set up for options next turn(s). Understands game pace, timing, and the concept of "good" trades. Lets the game develop when it makes sense to, forces the game to change when necessary. Wins alot of games by letting or forcing their opponent to make mistakes. Using the force is the key difference. Mostly I only am able to do this against novice players, so I am pretty sure I am still bad at X-Wing.
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