Jemmers
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Posts posted by Jemmers
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2 minutes ago, Boom Owl said:I have always struggled with that bit. Basically crashing into a formation, without taking a whole bunch of shots from the formation itself.
I guess if you hit it at an angle you can close off a direction for them to turn especially if they have a rock on the other side and avoid one or two arcs in the process?
I usually want to come in from an angle on them as that is when a formation can get a little wonky plus it leaves you the option to turn and strafe instead of splitting if you don't like the engagement. I aim to get just outside the range 3 or possibly just inside so only 1 or 2 of them can get a shot. You are going to take shots doing this so if you think they can alpha you off the board with their group then obviously find another tactic, but after that initial engagement (which you can hopefully lessen with a bump and kylo blind) you will have the turret advantage and ideally a split squadron that will lose a lot of bite by themselves.
This is also against formations I would see nowadays which aren't 8 man swarms. If there are more then 4 ships I would probably just strafe them around rocks.
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I've play a lot of RAC and another wonderful ace to pair him with is backdraft. It takes a bit to learn how to use his critting rear shot, but once you have his flying figured out he is a great compliment to RAC/kylo. I personally prefer Kylo/Captive/Gunner when I run RAC.
Bit of advice I would offer which is more of a personal playstyle, but if they are running ships in formation then fly aggressively at their center (need to get a bump in) and Rac's size will usually make them have to split up their squad. Your maneuverability with EU and your ace sitting back should be able to let you get some isolated shots on one of the side afterwards. Bit of a risk, if you screw up the approach then RAC may melt but worth learning.
Velvetelvis reacted to this -
Swarm fighter (title 0 or 1 point) (Tie only)
When attacking an enemy ship with your primary weapon if that ship has been attacked by another swarm fighter this round, reduce its agility by 1 for this attack.
You may only equip this title on ships with less than 3 primary attack dice.
Keeps from being too strong against 0 agility ships which already have it rough against a swarm while making your reds more effective against everything else.
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Just now, RampancyTW said:Just to note something here: with 2 FCS Phantoms, statistically you should be averaging at least one Crit per round.
Statistically, yes. But not getting the crit off when you need it can really really hurt which is a lot to leave to that chance. I mean when rolling 5 greens I should see an evade too, but I've blanked out enough to not count on it.
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Wouldn't put kylo in a bomber. Your list has no means of getting crits aside from natural rolls which is potentially just wasting an action.
Velvetelvis reacted to this -
Heads up, Vader crew will not trigger IWSYTDS. The condition requires the critical to be dealt during the attack, whereas Vader deals a critical after the attack is made.
I would vote whisper and keep the higher ps pair.
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I was your game 4 opponent! Was a fun list to play against, it asked some really interesting questions. Would love to play it when myself and my greens are more awake.
Great game and congrats on your victory!
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My dice and poor decision making will get me every time. I don't serenade my dice with music.
Velvetelvis reacted to this -
I'll see you Thursday where I expect to probably lose to this monstrosity of design. The guns are larger than the ships!
Velvetelvis and Punning Pundit reacted to this -
I played against this yesterday, it was a neat concept. You like dormitz shenanigans more than I do. Against a better pilot than me you may hit some more troubles (like someone playing into the alpha when using teroch instead of hitting range two).
I personally would rather use the dormitz points to have a bully that runs with the ships instead of behind. He got one relevant round of shooting then was stressed and maneuvering the rest of the game. Overall seemed a pricey gimmick.
You flew it really well though.
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Can we please cut back on the number of nerf/whining threads? Growing a player base is not great when half of the board is taken up by people crying nerf and others arguing with them.
Maybe we can try to relegate balance discussions to a particular day maybe? How about we collectively cry on Wednesdays and the other days we discuss actually interesting topics?
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3 hours ago, Velvetelvis said:Ups is fun even if you don't load it up with all the jank. ran the starslapping bassist with just palpatine ,ryad and pure sabbac last night. Coordinate is awesomesauce. and a palp carrier that can fight is icing on its floppy winged cake.
I was the one playing him, was a pretty scary thing for palp to be able to return fire. Gives him teeth and maneuverability for some extra points. I want to see a couple of these stripped down in a list.
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Testing the below list this evening, quite excited honestly.
TIE Bomber: •Tomax Bren (39)
Lightweight Frame (2)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Homing Missiles (5)TIE/FO Fighter: •"Omega Leader" (26)
Juke (2)
Comm Relay (3)Lambda-Class Shuttle: •Colonel Jendon (35)
•ST-321 (3)
•Darth Vader (3)
•Kylo Ren (3)Total: 100/100

Chasing The Sun - Uni Spoiler
in Legend of the Five Rings: The Card Game
Posted
You have to be the attacking player to use it though...so this doesn't work. If I am attacking the unicorn player they cannot move the conflict.