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Everything posted by Powermind

  1. Thanx for the replies, some good things to think about. We've never played the WotC editions, but we are used to the old WEG stuff where you could usually "full dodge" your way out of the action. I guess that's why I feel there should be an easy way to make yourself get harder to hit.
  2. I seem to have a small problem when it comes to making adversaries last in a fight. If you have a NPC who is not combat oriented, there is very little they can do to affect the their own chances of survival in a fight. You either need to have talents (Dodge/Sidestep) or some sort of very good armor to make it difficult for a properly combat-trained PC to dispatch them with ease. Specific example: Don't want to spoil more than needed, but for example in one of the last fights in "The Jewel of Yavin", one NPC is supposed to fight until they reach about 13 wounds. The problem is that this easily happends in the first two seconds of the fight since they have no armor, little cover and no useful defensive abilities (there is Adversary, but that is nowhere near enough). And they won't be able to escape any time soon without a miracle happening. This also affects the PCs of course. Those not trained in combat have very little chance except taking cover and trying to stay out of harm's way. Does anyone have any tips for making it easier to defend? For example an "evasive action" for character fights? I have other problems with evasive action but that might be a start?
  3. I understand your predicament. FFG does however publish point lists for offline use, but I understand that you lose the easy way to build a squad that way. But it works if you're in a pinch. You can find them on this page under Support->Points Lists https://www.fantasyflightgames.com/en/products/x-wing-second-edition/
  4. His card says that I should be able to equip "Dark Side" upgrades. Does this also allow Force upgrades like "Sense"? I cannot seem to find any "Dark side" upgrades in the conversion kits. Or do these simply not exist yet?
  5. Looking at the TIE/D, the wording on Full Throttle is "...you may perform an [Evade] action". Can I still perform a normal action on top of this (I know I cannot Evade twice)?
  6. This! Somehow the upgrade is calculated in the squad cost when you add it. Then when you go to your squads, the upgrade is still calculated in the total point cost, but when you click on it to enter the squad, the cost is reset to only the shop cost and the upgrade is removed. So you have no idea what your squad cost is. And when you try to add the upgrade again, the app crashes.
  7. Posted this in another thread (with harpoons), but what the heck: PILOTS Major Rhymer (34) TIE Bomber (26), Extra Munitions (2), Proton Torpedoes (4), Adaptability (0), Seismic Charges (2), Guidance Chips (0) Tomax Bren (33) TIE Bomber (24), Adrenaline Rush (1), Extra Munitions (2), Proton Torpedoes (4), Seismic Charges (2), Guidance Chips (0) Captain Jonus (31) TIE Bomber (22), Extra Munitions (2), Proton Torpedoes (4), Veteran Instincts (1), Seismic Charges (2), Guidance Chips (0) Yes it has a lot of faults (overpriced pilots etc), but it's darn fun to fly casually. PS8 helps you acquire TLs so you can have chips instead of LRS, and after all missiles are spent you still have bombs in a pinch. Adrenaline Rush can of course be switched to Carck Shot on Tomax for a bit more power.
  8. This is basically my groups single motivation above all else. As you said it quickly becomes boring when the new toys lose their appeal after a few uses. Some reflections in no particular order: 1. They usually don't need a frackin ton of money - they just want to be able to buy all the cool equipment. There is a line between being able to buy all the cyber tech and buying a small moon. The right mix can make sure balance is maintained. 2. If the campaign is money intensive, monetary rewards can still be used. Just increase them. Instead of 25 000 for a job, offer the PCs 250 000. In a normal campaign this might distort game balance, but if the PCs are already flush with cash it won't really matter. 3. Nit-picking, but if they said they want to "make" a frak-ton of money, nothing says they need to *have* a frack-ton of money. Just dangle a lot of really big pay offs down the line and they will pursue them with vigor as long as they feel there is a shot. This obviously only works for a while. Make the campaign about finding a lost treasure ship with vast wealth (all the coins turned useless), a forgotten relic than could be worth millions (once state of the art technology, now mass produced on Corellia) or helping a business man with a corporate take over (he obviously stiffs the PCs in the end). 4. Give the PCs one big shiny toy each. Something worth a lot, but also very useful (so they don't sell it). A superior customized armor with all the bells and whistles, a really fantastic weapon or an amazing ship (just hand them the book before starting the campaign and say "money is no object"). They will guard that thing with their LIFE. It also creates a good angle when you really need to frighten them. Instead of threatening life or death, their new shiny toy could be destroyed / stolen. It's like the line from Terry Pratchett: “I think that sick people in Ankh-Morpork generally go to a vet. It’s generally a better bet. There’s more pressure on a vet to get it right. People say “it was god’s will” when granny dies, but they get really angry when they lose a cow.” 5. Anecdote: Many years ago during a wild west campaign, one player managed to acquire a horse that was probably the fastest horse in the west. It was FAST. It won racing competitions without even breaking a sweat. His PC spent every XP he could find on riding, horse management etc. Turns out, a horse is a lot more difficult to protect than your average PC. It led to some very interesting combat scenarios where you either try to help your mates survive, or you follow your horse that wasn't a big fan of noises and guns. I think the die that killed it is still somewhere out in the snow. Hope any of this helps!
  9. Ok, I hear you. The single Proton was there only to trigger the other two harpoons of course. I think it's better than a third harpoon since you have a lot of rerolls and GC.
  10. Grunching, but how about an Imperial Alpha Strike list? Something like this? 98 points PILOTS Major Rhymer (34) TIE Bomber (26), Extra Munitions (2), Proton Torpedoes (4), Adaptability (0), Seismic Charges (2), Guidance Chips (0) Tomax Bren (33) TIE Bomber (24), Adrenaline Rush (1), Extra Munitions (2), Harpoon Missiles (4), Seismic Charges (2), Guidance Chips (0) Captain Jonus (31) TIE Bomber (22), Extra Munitions (2), Harpoon Missiles (4), Veteran Instincts (1), Seismic Charges (2), Guidance Chips (0) GC + rerolls is usually enough against low agility ships. Unfortunately this list is pretty horrible against aces (and lots of other stuff) but it can usually melt a big ship pretty fast. Change EPT on Tomax as needed, and bombs are for arc dodgers. Might not be optimal for a tournament though
  11. I flew almost this precise squad yesterday, against a Rebel list of Nien Numb + assorted other stressbots, but I used two Alpha Squadron TIE Interceptors instead. Worked perfectly (lost a TIE interceptor in the first engagement but the rest survived) but I really wished the second TIE would have had autothrusters. Hard to fit though, points wise.
  12. I love mine, but IMHO they really need some buddies to shine, so just one might not really be a great investment. As others has mentioned, they are not up to tournament standards so if you want them it should be for the casual/fun squads. That said, they're not totally worthless either, they do great in certain situations.
  13. This! Personally I prefer just 4 M3-A's, but with mindlinks. Biggs in the above list makes it a bit harder, but a challenge is always fun.
  14. I like this list: Serissu [Attanni Mindlink, “Heavy Scyk” Interceptor, “Mangler” Cannon] (27) Inaldra [Attanni Mindlink, “Heavy Scyk” Interceptor, “Mangler” Cannon] (22) Tansarii Point Veteran [Attanni Mindlink, “Heavy Scyk” Interceptor, “Mangler” Cannon] (24) Genesis Red [Attanni Mindlink, “Heavy Scyk” Interceptor, “Mangler” Cannon] (26) Packs quite a punch against ships with few shields / lots of hull. Unfortunately no space for Pulse Ray Shields, I've tried switching the mangler on Serissu to a Tractor Beam and giving Inaldra PRS, which worked "ok", but not that great.
  15. This is a lot more annoying than it looks: 99 points PILOTS Serissu (29) M3-A “Scyk” Interceptor (20), Attanni Mindlink (1), “Heavy Scyk” Interceptor (2), Pulsed Ray Shield (2), “Mangler” Cannon (4) Inaldra (22) M3-A “Scyk” Interceptor (15), Attanni Mindlink (1), “Heavy Scyk” Interceptor (2), “Mangler” Cannon (4) Tansarii Point Veteran (24) x 2 M3-A “Scyk” Interceptor (17), Attanni Mindlink (1), “Heavy Scyk” Interceptor (2), “Mangler” Cannon (4)
  16. Powermind

    What the.... FFG

    1) This game lives as long as people buy new stuff. If the new stuff is better than the old stuff, people buy a lot more of the new stuff. Hence an easy way to make money is to simply print better stuff. This can give rise to power creep, which can be handled in a good or bad way. Unfortunately, FFG hasn't really found a good way to deal with this. Simple and expected part of the game. Earlier stuff will almost always be phased out (I myself liked the way this was done in the (very) old CCG Middle Earth: The Wizards. Core set was still relevant when the game eventually folded lots of expansions later). Marketing wise it makes sense to release all the well known stuff first. Hence all the well known stuff will suck after a few years if the game is successful. 2) Thematically, the T-65 isn't really a very good specialized ship for any particular role. It's a "jack of all trades"-ship and that role is difficult to fit in in a small dog fighting game where specialized ships will almost always be better. It shouldn't be as hard hitting as a B-wing, should be as maneuverable as an A-wing or as sturdy as a freighter. If the T-65 would generally be better than all those ships it would only make sense to fly the T-65 and that game would get boring very fast. 3) The game has a huge problem with maneuver dials. These cannot easily be "fixed" because you have to either make a totally new dial (will probably force a lot of rebalancing issues with other dials, and will probably cause a headache for most casual players) or give the ship lots of repositioning abilities but these usually require actions (if upgrades, they will probably also be available to almost all other ships). Once set, a maneuver dial is pretty much fixed. A green maneuver in the beginning was at a premium but power creep has given now given us ships with an abundance of greens and we're starting to get white s-loops/K-turns in some (ok, everyone except rebels) factions. The T-65's maneuver dial needs a major upgrade to be effective. 4) If you want to fly X-wings, fly T-70's. Triple (or even quad vanilla) T-70's are viable even in a tournament if flown well against moderate opposition (but I understand you really want to fix the T-65 and the pilots from the movies). I agree it would be fun to fix the T-65 (but obviously not make it OP or anything) but so far FFG hasn't been very interested in fixing old ships instead of releasing new ones. They could easily have released upgrade kits (new pilots, upgrade cards and maneuver dials) but my guess is without ships they wouldn't get enough people to but them (most casual players would just proxy the new stuff). They could easily have released new sets like the imperial/rebel aces (I liked these a lot) but then again new ships sell better than old ones (since people already have the old stuff and again would only use the old ship models with the new (proxied) cards). I guess what I'm saying is that commercially speaking, fixing the T-65 is pretty low on FFG's list of priorities. If you want to put it higher up, vote with your wallet and stop buying the new stuff until they fix the old stuff. PS. One major gripe I have with the game is that large ships (specifically the jumpmaster) are way more maneuverable than the small stuff, which should be a lot better since they are designed to be dog fighters (most anyway). With engine upgrade on a large ship it really has no problems zipping around asteroids or outmaneuvering most small stuff. I really like the Lambda shuttles dial, that's how most large ships should have been IMHO.
  17. I've flown the following (very similiar to the Bomber all-stars above) a couple of times and it's a fun squad to fly. You have one giant alpha strike and unless you face a swarm or PS 9 aces it can cause quite a mess for your opponent. After the missiles are gone you still have bombs to clear annoying leftovers. Loadout needs to be changed according to your local meta of course, and Elite talents can be reconfigured if you don't need to have all your pilots at 8 (makes flying a bit easier). PILOTS Captain Jonus [Extra Munitions, Concussion Missiles, Veteran Instincts, Proton Bombs, Guidance Chips] (34) Tomax Bren [Crack Shot, Extra Munitions, Proton Torpedoes, Seismic Charges, Guidance Chips] (33) Major Rhymer [Extra Munitions, Advanced Homing Missiles, Adaptability, Seismic Charges, Guidance Chips] (33)
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