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About hargleblarg

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  1. Wedge and Fenn in the same ship, with the added possibility of throwing your opponent on a rock. I hope Ensnare is priced appropriately.
  2. Not a scum player, but I have a serious question for you all: Why aren't you flying Palob? Even without Moldy Crow, at 40 points naked Palob is an incredible support that can set up kills by removing defensive mods (and he can even jam for double the aggravation). Don't get me wrong, I'm happy to continue to hang on to my focus tokens, but is it just that scum points are awkward right now and fitting in 40 points is too difficult to do effectively?
  3. I don't think you'd get much value out of angled deflectors. Luke likes locks, but he can't get them if he's reinforcing. Further, reinforce will only benefit if he ever takes 2 or more damage, which is less likely thanks to his ability. You would need to prevent 2 damage from reinforce for it to have had any benefit at all, and then you have to factor in the cost of trading your normal action for a reinforce.
  4. Countdown is a much better flanker than a jouster. 2 or more guns on Countdown is very dangerous as his ability can only pop for one attack. I also think intimidation is a trap on Rhymer. Yes, he can launch a range 0 torp, but that is an edge case benefit and should not be your game plan.
  5. I think he's sharing a beer with Carnor Jax and Thweek
  6. hargleblarg


    Low I cheap ships make good blockers. You don't generally want to use an expensive ship to block because the blocking ship frequently loses its shot and/or is more vulnerable. Because of this, deciding IF you should block is most frequently done while still listbuilding. Occasionally, and typically towards the late game, you may use an expensive ship to block, but only if either A) You have enough ships left over to leverage the block, or/and B) The blocking ship is highly damaged and blocking will ensure it doesn't get shot this round. Easy ships to block are those with either large bases or predictable dials. For example, a stressed X-Wing only has 6 blue maneuvers, and often you can predict that maneuver based on what is more likely to get it back into the fight. Blocking is most effective when you have ships to take advantage of an actionless defender. So early to midgame is typically good, endgame becomes more difficult to leverage as you lose ships. Blocking is especially great if you can block a high-value ace early, as you can eliminate a lot of your opponent's list in one round of fire.
  7. I'm running a very similar squad (Instead of SFs, I'm running all FOs with optics on everyone). I'm currently 8-0 at league night. Granted, league night is not the most competitive scene, but my group has some very good players.
  8. Tie FOs have been very good to me with the new points. If I wanted to go all generics, I would go 4 Omega Squadron Aces with advanced optics and fanatical and 2 Epsilons with optics.
  9. I had the same thought. There are a couple of differences, of course. The biggest obvious difference is maneuvers vs actions, but also that the ruling refers only to effects that "Treat ______ as ________" and not effects that reduce difficulty. However, if they use this as precedent, future rulings would likely stipulate that the more difficult difficulty persists. It really is up in the air until we get official clarification.
  10. That's been my exact experience so far. I take big rocks because I know I can fly around them with ease while forcing my opponent to engage in predictable lanes.
  11. That's awesome. The efficient cost of FOs and SFs makes me think that FO swarms are going to have a bigger impact on the meta than anyone predicted
  12. Has anyone else tried putting an advanced optics FO swarm on the table? 6 epsilons with optics gives you 20 points to play around with. I upgraded 3 to Scorch, Longshot, and Rivas and I have found that this squad does a ton of work. It's most clearly comparable to the 6 tie Howl swarm. The biggest disadvantages are the loss of Howl's passive mods and Iden's Hail Mary save. In return, however, you don't have to fly a tight formation, which lets you create more elaborate flight patterns such as pincer formations. Advance Optics makes up for the loss of Howl and those extra shields give overall more bulk to the list than Iden, although you're still more likely to lose an early ship. Finally, that dial. Those sloops give you a lot of flexibility when you need to turn around, and those 2 hard blues give you such good movement options when you need to clear stress. In conclusion, if you haven't put 6 FOs on the table yet, I think you really ought to try it.
  13. The effect is, "the attacker rolls 1 additional die to a maximum of four." This effect isn't fully resolved until you've rolled your dice, which again, are all rolled at the same time. If it read, "if the attacker is rolling 3 or fewer dice, it may roll one additional die," then the order you resolve abilities would matter. But the maximum of four is part of the ability itself, which means that restriction hangs until dice have been rolled.
  14. Have any of y'all looked in the RRG under attack? Roll attack dice all happens at once. Specifically: 2. Attack Dice: During this step, the attacking player rolls attack dice and the players can modify the dice. a. Roll Attack Dice: The attacking player determines the number of attack dice to roll based on the chosen weapon’s attack value, range bonus, and any abilities that add or remove attack dice. Then they roll that many dice. b. Modify Attack Dice: The players resolve abilities that modify the attack dice. The defending player resolves their abilities first, then the attacking player resolves their abilities It doesn't matter what order you trigger either effect - you roll all your dice at the same time. If you roll more than a maximum of 4 dice, you're not following the text on seventh fleet gunner.
  15. Looks solid. If the bid isn't important to you, it could be worth it to upgrade one epsilon to Rivas
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