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flooze

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  1. I have flown Ketsu + Guri a few times. It can work out great, but for me it was quite hard to pull it off. Guri wants to dance but still be in range 1, Ketsu wants spread tractor tokens. So much is clear. But keeping them going after the first encounter was hard. Against newer players this will be an absolute stomp since you will be able to outfly them, but against more experienced players you will have a hard time I think. Give it a shot, if the style suits you, the list has potential. Not sure about those protons though... Maybe a hull upgrade and a bid?
  2. I feel like you need to be able to reliably mod dice, otherwise three ships won't pull it. You also need some tank, either many hit points, good green dice or not getting shot at.
  3. flooze

    Rename X-Wing

    Star wars: play this wonderful game
  4. I have been theory crafting something similar, replacing maul with more ion Ketsu Onyo (70) Fearless (3) 4-LOM (2) Contraband Cybernetics (3) Static Discharge Vanes (8) Shadow Caster (3) Old Teroch (56) Fearless (3) Serissu (40) Elusive (3) Ion Cannon (5) Total: 196 View in Yet Another Squad Builder 2.0
  5. When I read the title, I was thinking about Thweek. Glad to see it is the first pilot on your page 🙂 I'd also like to see Carnor Jax
  6. I found that I don't use the lock action on vipers. Simply because the boost/barrel roll into focus is so much value. So I couldn't use fire control system since I didn't have the lock. Haven't tried passive sensors.
  7. No worries. Just noticed that the autocorrect changed my sentence. Had trouble understanding it myself 😞
  8. Not relevant. Ketsu doesn't move, she just signs a token to another ship. Yet she rolled for damage.
  9. Again, asteroids doing strange stuff. Parked Ketsu on a rock (shame on me), when she assigns a tractor token from her pilot ability, she just rolled for damage as of she just moved onto the stone. But this is in the engagement phase...
  10. The question for me is, which marker will you spend with Lando? Reinforce?
  11. Don't forget - the programming only works when you have no shields left
  12. Pursuit craft vs freighter. I'd expect a better dial on the first one. I think the falcon suffers from its 2 dice primary.
  13. I feel like 0.9.3 did some good and some bad. Nashta pub deployment doesn't cause the game to crash for me any more, I like that. But the implementation seems to contradict my understanding of the rules. Quoting the rules reference: A docked ship performs an emergency deploy similar to deploying, as described above, except the ship first suffers 1 [critical] damage and after executing the maneuver, does not have the opportunity to perform an action. I would expect the critical damage to go into the shields, instead it is assigned an open damage card. I had the impression it also spawned with a weapons disabled token, which I think is also not correct since it still capable of attacking at its initiative. Did some obstacles things change, or something about vader? Ate a few cluster missiles from vader who was standing in an asteroid. He is good, but that good?
  14. I think I would go for the tractor. Gives you some sort of control element which potentially amplifies the damage output for the other ships. I am not sold on the fire control system on the assassin. It is cheap, but when I fly vipers I barely think about taking a target lock. The barrel roll with line focus is so good on them. Flew against Dalan Oberos today, was surprised that he is quite potent.
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