Superstrength79

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About Superstrength79

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  1. Introducing some blue dice / Shield Dice would be interesting. As long as you have a shield point left, you roll a number of Shield Dice when defending, equal to your agility score (plus any mods, maybe the shield upgrade card could +1 your dice total). This roll would be in place of agility dice for as long as you have shields left. The dice would have an additional evade result on them, and you could also roll them against bombs and accuracy turret attacks. You wouldn't even need to change any existing pilot cards.
  2. M3-A reminds me of the Gungan submersible, actually.
  3. I love his content as well. His enthusiasm and the way he edits his videos so we aren't bored with movement of ships is key. Clear audio is another thing he gets correct. As mentioned before, if I can't hear the commentator, I'd rather just watch ships and dice rolls.
  4. 1 for large ships, 2 for small ships. 4-5 if the small ship can fly as a squadron (like A-wing or TIE).
  5. The 100/6 format doesn't do justice the Empire at all. Rebels would have 20 ships to every 300 TIE fighters in a normal fight.
  6. Doesn't having fewer upgrade slots keep the costs down, and thus let you fly more ships? Empire loves those swarms. That's my understanding of the faction design anyways. EDIT: Leia must play X-wing in her spare time. Nerf-herder insult finally makes sense. She wants that power creep fix
  7. Does he get his actions after the free barrel roll and maneuver? Technically didn't overlap or hit the asteroid that turn.
  8. I've had the best luck against him with my new A-Wing list that I fly. Pincer approach means I get to melt him down fast. As mentioned, I have started to set up obstacles in columns on the board when facing large-based ships. Works wonders to make them fly bad (and thus, preventing his ability).
  9. I might only get one of the Phantom II. Last few Rebel ships have only been playable as one of the aces. A full list/squadron just wouldn't be worth it in their case.
  10. TIE Panther
  11. Green dice tend to give you all of the evades when only one or two are needed (especially when you have an evade token already), but tend to be Blank City when you need at least one to stay alive (and you're rolling 3-4 of the bastards).
  12. Discarding cybernetics.... uggh.
  13. Most tournament games are timed. You'd be able to get off, like, maybe 4 at most? You can't fire it off on the turn you reload, and then you'll need a target lock for most of the missiles, so your actions are spoken for.
  14. Drat, I was getting ready to call it Emolga too.
  15. At PS11, Nym could just maneuver and drop the bomb right on Han anyways.