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Everything posted by matt.sucharski
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Why is LolRichard+2 Liberators Better Than x3 Liberators?
matt.sucharski replied to Tvboy's topic in X-Wing
Don't let Lowhhrick's sweet sweet pilot ability prevent you from flying how you need to fly in order to win. There will be many times when you want to get Lowhhrick into range one of whichever wookiee happens to be on fire or in front of dangerous guns, and that's great. But if it means compromising your overall position too badly, think carefully about the tradeoffs. You might be better off dialing in moves that will more likely catch an enemy in multiple Tactician shots, or setting up for better maneuver options the following turn. If you cannot accomplish all the good things you want with the One True Maneuver, then you must prioritize, and that comes down to context and experience. And math. And feelings. And stuff. -
Great question, @Boba Rick! I think the answer is yes. Here's the Reload Action rules info: "To reload, choose any number of the ship's equipped, discarded Torpedo or Missile Upgrade cards and flip them faceup, then assign the ship a weapons disabled token." It has been established that "any number" includes zero, right? If so, you're set.
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Why is LolRichard+2 Liberators Better Than x3 Liberators?
matt.sucharski replied to Tvboy's topic in X-Wing
I think it depends on exactly what else is going on with the other list, and the context of the board state. If you could have Lowhhrick in range 1 of the Harpoon target when it takes the shot, and then spread a bit in the next turn, that'd be ideal. That is, unless you're going to get more than 1 Harpoon Missile fired in the same round, which is often what those lists are trying to do. In that scenario, the opponent is probably trying to land those Harpoons on Lowhhrick anyway. Spreading out more and avoiding the Harpoon splash is not a terrible answer. Your squad could always tighten back up after the danger has passed. You should have that kind of flexibility with the squad once you get used to flying them at different angles. -
Why is LolRichard+2 Liberators Better Than x3 Liberators?
matt.sucharski replied to Tvboy's topic in X-Wing
It's possible Tvboy posts in the FFG Forums for games other than X-Wing. And even if that's not the case, don't noobshame! -
Vassal Module 7.7.0 out – W12 and W13 + Autorange complete
matt.sucharski replied to Mu0n729's topic in X-Wing
Awesome, @Mu0n729! Downloading now.... @Admiral Deathrain Vassal League was extended 1 week! Get some extra games in for folks who need interdivisional matchups and earn yourself more raffle entries for those sweet templates! -
Why is LolRichard+2 Liberators Better Than x3 Liberators?
matt.sucharski replied to Tvboy's topic in X-Wing
First, although it seems clear you're joking about it, there's no need to be self-deprecating about netlisting. Lists belong to anyone with the cards to play them (or everyone on Vassal). Regarding your actual question: Expertise + Tactician + Breach x3 is good. The Lowhhrick version sacrifices a few things: some offense, breach specialist (which, although some folks value it less highly, I find to be extremely good), and the subtle advantage of shared Pilot Skill (it allows some moves that would self-bump if activation order were set, and in the combat phase allows you to activate in the order which works best for you). What Lowhhrick adds in exchange is substantially better defense, especially in combination with C-3PO. The first ship your enemy fires on each round while this combo persists reduces the incoming damage by 2 (or 3 if you roll an evade, which feels like cheating when you fly wookiees!). Each shot on the same ship after that has its damage reduced by 1. That's an extra shield or hull you get to keep for each round of firing compared to Exp/Tac/Breach wookiees. That is enough of a difference to make a ship last an extra round, sometimes two or 3. That means more shots for you, and a reduced effectiveness per shot for your opponent. Most importantly, I think: this defensive boost plays into the strength of the list archetype. Outlast them drown them in stress tokens. It's very effective. If you're picking this list up cold without some practice, it will take some getting used to, but there is some good advice over in this thread: Have fun and may the force be with you. -
But Epic, though....
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Community Consensus Nickname Needed on the Sheathipede
matt.sucharski replied to Boba Rick's topic in X-Wing
This is what just came out naturally when I was talking about the ship. I think this one will stick for me. -
AP-5 Removes Stress, the friendly ship's action fails. Then what?
matt.sucharski replied to matt.sucharski's topic in X-Wing
Oh, I found something else relevant and interesting: Rules Reference p. 12 under "Free Actions" If a ship is specifically granted a free barrel roll action or a free boost action and cannot complete the action in the desired direction, it may choose a different direction. It cannot choose to perform a different action. Interesting. No corresponding rule for Target Lock. -
"But I don't want to eat a high production video camera." - the masses
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AP-5 Removes Stress, the friendly ship's action fails. Then what?
matt.sucharski replied to matt.sucharski's topic in X-Wing
That'd be a change to how Coordinate works currently, though, right? Maybe that's how it ought to be, but it is not the current way Coordinate works. -
AP-5 takes a Coordinate action, removes stress from a friendly ship, and that ship tries to acquire a Target Lock, or tries to Barrel Roll, but cannot. Maybe the chosen enemy for the TL is out of range, or the BR does not fit. The stress has already been removed. Normally this failed Coordinate action would mean AP-5 can Coordinate a different action to the friendly, or Coordinate a different friendly, or choose a different action altogether. But in this case, AP-5's pilot ability has already triggered, even if the Coordinate action fails. There's no rules-method of putting the stress back on the friendly ship, or taking the stress back off of AP-5. If it is a failed action, could AP-5 then choose a different friendly and remove stress there, too (let's say AP-5 has "Chopper" crew in order to attempt actions while stressed)? If that action fails, too - AP-5 won't even take damage from using "Chopper", because that damage is triggered after performing the action and AP-5 could go around the board removing stress from all his friends. I think the final, correct answer ought to be that this shouldn't be allowed. What I am looking for is a rock solid rules-as-written reason why this cannot happen, and I haven't found one.
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@BlodVargarna I agree - although it's not even a sly wink and nod - it's just totally normal above-board business practice. Third party reviewers and in-house preview articles are two different means of generating interest in advance of a product's release. We're used to seeing one thing before the other, and this time things were the other way around. Not a big deal. Not even a small deal.
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My point is that sending out products in advance of their release to 3rd party reviewers is a means of making the information public, and a legitimate one. I may be wrong, but to my knowledge SpikeyBits just did what they normally do - and happened to beat FFG to the publish button. My suspicion is that with the release of L5R and Legion, the limited FFG staff were struggling to tie up all the loose ends with these two waves of X-Wing and the preview articles were late as a result. X-Wing, remember, also has the extra hurdle of dealing with Disney, so unexpected delays while the Great Mouse Lawyers review the details are probably not unusual.
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Usually in this context, a "leak" means the release of secret information that is not yet intended for public consumption. As far as I know, reviewers like SpikeyBits (who released unboxing videos of wave 12 & 13 stuff) are given their products in advance of public release for the purpose of review. To my knowledge, SpikeyBits has not violated any agreement, and nothing fishy is going on with them. It seems like what happened in this case is that FFG's articles were later than they should have been. That's not on the reviewers. Also, pewpew man. Pewpew.
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What do you do to avoid "Missed Opportunities"?
matt.sucharski replied to Force Majeure's topic in X-Wing
I think there is some good advice here, especially the suggestion to verbalize the steps. Doing this will help not only with the list you're learning, but it will help internalize the steps and help with any future lists and their triggers. I would also recommend trying out a new list in an environment suited to doing new things: for example with a practice partner or at a casual game night: not at a tournament! You can set appropriate expectations with your partner about reminding one another of steps and triggers. -
I like Ezra as a little stress bug, and I like AP-5 as the coordinate ally. Different purposes. Ezra + R3-A2 + Wired + Hera Crew + Pulsed Ray Shield is a tough little nut that you want to kill because he is causing stress but is a lot of trouble to finish off.
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I don't have TLT in this list, but for Operations Specialist to trigger from TLT, both shots would have to miss.
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@SOTL How about this, instead of 2y2wook? Kashyyyk Defender (24) Tactician (2) Operations Specialist (3) Gold Squadron Pilot (18) Ion Cannon Turret (5) Flight-Assist Astromech (1) BTL-A4 Y-Wing (0) Gold Squadron Pilot (18) Ion Cannon Turret (5) Flight-Assist Astromech (1) BTL-A4 Y-Wing (0) Ezra Bridger (Sheathipede) (17) Wired (1) Hera Syndulla (1) R3-A2 (2) Pulsed Ray Shield (2) Total: 100 View in Yet Another Squad Builder
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I think for everything you want the U-Wing for, the Auzituck is better. Sadly; I do love that U-Wing model.
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@Skeether Operations Specialist is a great idea. Replace a ywing and the bombs with a ps1 auzituck and he's got enough points for Ops Spec.
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I think y-wings without the title are the primary place for it now. Y-wings with the title are probably coming back and they're bringing Flight Assist Astromech.
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And it was 1 week after the nearby Mandalore System Open at PAX Unplugged in Philadelphia. This does not diminish Duncan's accomplishment. It's as if lots of practice and clear thinking matters, or something! Congratulations, Duncan.
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Y-Wing: Gold Squadron Pilot (26) BTL-A4 Y-wing (0) Ion Cannon Turret (5) Bomb Loadout (0) Flight-Assist Astromech (1) Ion Bombs (2) Y-Wing: Gold Squadron Pilot (26) BTL-A4 Y-wing (0) Ion Cannon Turret (5) Bomb Loadout (0) Flight-Assist Astromech (1) Ion Bombs (2) Y-Wing: Gold Squadron Pilot (24) BTL-A4 Y-wing (0) Ion Cannon Turret (5) Flight-Assist Astromech (1) Y-Wing: Gold Squadron Pilot (24) BTL-A4 Y-wing (0) Ion Cannon Turret (5) Flight-Assist Astromech (1) Total: 100/100 I've flown this a few times now, and won 100-0 2 of 3 times, and 100-26 the third time. That's enough for me to explore further; I think there's something here. I've considered making one of the y-wings a stresshog, and I've considered making one Jess Pava. Who else has tried it? Anyone have suggestions or criticisms (other than the fact that I'll need another Most Wanted for 2 more BTL-A4 titles). Edit: I call the squad The Federal Aviation Administration: FAA for Flight Assist Astromech and because they are controlling the **** out of the airspace.
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3 Tactician Auzitucks? It'll never work! (also Daredevil Wulf)
matt.sucharski replied to Wazat's topic in X-Wing Squad Lists
When you're unsure, or when the enemy can repostion and decide whether they land in arc or out, I reinforce the rear. That way either I'm protected or I get a shot.
