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svelok

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  1. Like
    svelok got a reaction from Rodafowa in Inert Fat Han   
    White stops are really, really strong.
    Also, any ship that was exactly like a strong 1.0 ship would absolutely destroy 2.0.
  2. Like
    svelok got a reaction from Hiemfire in How many of your friends have left x-wing?   
    does not compute
     
  3. Like
    svelok got a reaction from JJ48 in Inert Fat Han   
    White stops are really, really strong.
    Also, any ship that was exactly like a strong 1.0 ship would absolutely destroy 2.0.
  4. Thanks
    svelok reacted to GreenDragoon in Introducing X-Wing Analytica [Blog]   
    Also maybe important to point out that I just finished my take on 4 weekends full of Wave 3 data
    https://greendragoon.home.blog/2019/04/17/meta-analysis-mid-wave-3/
  5. Like
    svelok got a reaction from Ulster in A different perspective on stealth device - maybe it isn't entirely awful?   
    The fundamental design of Stealth Device means that if it's actually working against multiple attacks, the other player is probably not having fun.
  6. Like
    svelok got a reaction from ThinkingB in Inert Fat Han   
    White stops are really, really strong.
    Also, any ship that was exactly like a strong 1.0 ship would absolutely destroy 2.0.
  7. Like
    svelok got a reaction from meffo in When a white action becomes red...   
    if you treat a red action as red, it stays red
  8. Like
    svelok got a reaction from Hiemfire in Inert Fat Han   
    White stops are really, really strong.
    Also, any ship that was exactly like a strong 1.0 ship would absolutely destroy 2.0.
  9. Thanks
    svelok reacted to ThinkingB in Inert Fat Han   
    I'm still amazed that people enjoy extended at this point. It seems like that format is the ghost of 1.0.
  10. Like
    svelok got a reaction from Punning Pundit in [Wave IV] HD spreads for N1, Resistance Transport & Hyena   
    Anakin: "Before you reveal your manuever*, you may spend one force to barrel roll (not an action.)"
    we did it team, we got there
     
    * why before and not after? I hate "before you reveal" triggers I always forget them, just let me flip the dial it literally doesn't matter. Also, why "reveal your manuever" and not "reveal your dial"? Weird.
  11. Thanks
    svelok got a reaction from Hippie Moosen in Tie v1 has non CK cards   
    Hate and Predictive shot were both in the FO conversion kit, tho
  12. Like
    svelok got a reaction from AngryAlbatross in Snap Shot   
    they're both bonus attacks, so no dice
  13. Like
    svelok got a reaction from SpiderMana in [Wave IV] HD spreads for N1, Resistance Transport & Hyena   
    Anakin: "Before you reveal your manuever*, you may spend one force to barrel roll (not an action.)"
    we did it team, we got there
     
    * why before and not after? I hate "before you reveal" triggers I always forget them, just let me flip the dial it literally doesn't matter. Also, why "reveal your manuever" and not "reveal your dial"? Weird.
  14. Like
    svelok got a reaction from Zura in [Wave IV] HD spreads for N1, Resistance Transport & Hyena   
    Anakin: "Before you reveal your manuever*, you may spend one force to barrel roll (not an action.)"
    we did it team, we got there
     
    * why before and not after? I hate "before you reveal" triggers I always forget them, just let me flip the dial it literally doesn't matter. Also, why "reveal your manuever" and not "reveal your dial"? Weird.
  15. Like
    svelok got a reaction from Elavion in A different perspective on stealth device - maybe it isn't entirely awful?   
    The fundamental design of Stealth Device means that if it's actually working against multiple attacks, the other player is probably not having fun.
  16. Thanks
    svelok reacted to GreenDragoon in Inert Fat Han   
    It is important that this Han is worth 2-4 ships, and that has two important consequences:
    He should not be able to arc dodge all, even with his choice of 8 positions; He should not be able to fight near the rocks that he wants due to final salvo. If he's unobstructed then he only gets one green die. One green die will take damage. Dealing more than 1 damage per turn (at 42% for a single ship having arc at r1-2) can't be regenerated. In theory.
    In practice and if the Han player is as good as the other one, Han will take r3 shots and - once ahead on points - stay around the rocks. A 2-3 green dice Han with 2 force and the reroll is much harder to put damage into.
    Accordingly, the problems of the list are that
    the defense of Han is unexpectedly strong (factually 2-3 dice with 1-3 mods: force, evade/focus, Han's reroll); Han's reroll is not charge-based; the R2-D2 regen is unlimited and not charge-based (because of the previous point damage will be slow, and R2 can regenerate that one damage infinitely); the consequences of i6 movement choice (Inertial Dampeners) can be completely ignored due to Kanan and R2-D2; it turns into a waiting game whenever the Han player wants; the burden of execution is on the opponent due to no-consequence-i6-movement -choice with 8 options; on top of that, Luke Gunner assures that Han gets to shoot; and finally the 144pts(+bid!) mean that you have to go against Han and half-point him as soon as you lose a ship, because your ship is often more than the below 50pts of Han's wingman. Initially I was against calling it an NPE because it is not yet widespread or successful enough. But this build forces the opponent to castle, to wait, to run, and ultimately not to play the game that most of us signed up for.
     
    So what are possible strategies to reliably win against the list until points get changed? I don't know, but these come to mind:
    Listbuilding
    i6 and a deeper bid -> Wedge, Poe, QD, Vader, Soontir, Anakin if not i6: bring enough ships, 4 or more 4dice attacks with double mods -> Proton Torps, HLC, Homing, Prockets. Range1 shots will be difficult to get consistently generate crits -> Proton Torps, TIE advanced, CountDooku (crew), marksmanship (vs large base is much easier, but worthless for other matchups) removing green dice -> Wedge, Outmaneuver, Tractor Beam, Strain control elements -> ion (but requires 3!) or stress ion means he can't do any of his tricks stress means he can only focus, so no boost. However, that's more difficult due to Kanan Tactics
    place all rocks into a corner/to a side that you'll NEVER visit; try to go to final salvo, castle, wait, let Han come to you; once he is in range or close, fan out to cover all 8 positions (or 2 position-clusters) with shots; then realize that he has way more than 8 positions on each turn, because it's 8 positions per maneuver! However, see below* try to block the boosts after stop: that is possible with a single ship due to the large bases overlapping. It also means you cover the 4th position with a range 1 shot!; you can't do the same for the boost after movement unless you know 100% which maneuver was chosen;  
    *His movement choices are less distinct than for a small base due to the overlaps. That means if you cover one kind of maneuver, you'll often cover all of them including the boost. Still important to keep in mind that the boost might change the shot to a different range band - including out of range!

  17. Thanks
    svelok reacted to Boom Owl in Inert Fat Han   
    Im not sure if I fully understand the extent of Inert Fat Han's movement capabilities just yet.
    So posting this to find out if I have it defined correctly. Images below are just to facilitate that discussion. 
    Han Solo — Modified YT-1300 Light Freighter 82 Trick Shot 2 Luke Skywalker 26 Kanan Jarrus 12 R2-D2 (Crew) 8 Engine Upgrade 7 Millennium Falcon 6 Inertial Dampeners 1 Ship Total: 144 Half Points: 72 Threshold: 7 Q: If a ship that is equipped with Kanan Jarrus [Crew] uses Inertial Dampeners [Illicit] to perform a white stationary maneuver, in which order to Kanan's ability and the "gain 1 stress token" portion of Inertial Dampeners' ability occur?
    A: Both abilities have the same timing window: after the ship executes the maneuver. Thus, after the ship executes the white stationary maneuver, if the player chooses to spend one Force charge to activate Kanan, two abilities enter the ability queue: Inertial Dampeners' "gain 1 stress token" and Kanan Jarrus' "remove 1 stress token." The player who controls both effects determines the order they enter the queue, and then the abilities resolve in that order. If a player wants the ship to gain and then remove a stress token, Inertial Dampeners' ability should be placed into the queue before Kanan's ability.
    Q: How is Han Solo [Rebel, Modified YT-1300]'s ability categorized? Is it a dice modification? Is it a reroll? What is its timing window?
    A: Han Solo's ability is treated as a dice modification effect that is not a reroll. Because it is a dice modification effect, when attacking or defending, it triggers during the Modify Dice step. Note, however, that it can also affect other die rolls, such as the roll to determine if a ship suffers damage from overlapping or moving through an asteroid. 
    Result: 
    Dialing in a 4 Straight, the Initiative 6 Fat Han can choose to use Inertial Dampeners to white stop and boost one of 3 directions or they can select the 4 straight. ( One of 8 Locations can be "selected” ).

    Example Opponent Starting Position: 

    Example Approach #1 ( 4 Safe Locations for Han )

    Example Approach #2 ( 2 Safe Location for Han )

    Example Approach #3 ( 3 Safe Locations for Han )

    Example Approach #4 ( 4 Safe Locations for Han )

    Example Approach #5 ( 4 Safe Locations for Han )

    Example Approach #6 ( 8 Safe Locations for Han )

    Example Approach #7 ( 5 Safe Locations for Han )

    Example Approach #8 ( 4 Safe Locations for Han )

    Specific Location Scorch Could Start to Have an Option that Guarantees Han will be in Arc Next Turn Assuming Han Only Has a 4 Straight on his dial, there are obviously other specific starting spots that make this possible: 

    If Scorch is slightly Left or Right or Forward from this starting position an option will Exist for Han to Choose to Be Out of Arc: 

  18. Haha
    svelok got a reaction from Kaleb daark in Wave 5 announcement   
  19. Like
    svelok got a reaction from TheCeilican in How long will FFG maintain the low initiative swarm spam?   
    Is... is any swarm doing well except Howlrunner TIEs specifically? And Howl/Inferno swarms are mostly I4/5, anyways.
    5x RZ-2s does alright, I guess? Although it's got 2x I5 pilots too.
  20. Like
    svelok got a reaction from william1134 in How long will FFG maintain the low initiative swarm spam?   
    Is... is any swarm doing well except Howlrunner TIEs specifically? And Howl/Inferno swarms are mostly I4/5, anyways.
    5x RZ-2s does alright, I guess? Although it's got 2x I5 pilots too.
  21. Like
    svelok got a reaction from Punning Pundit in A different perspective on stealth device - maybe it isn't entirely awful?   
    The fundamental design of Stealth Device means that if it's actually working against multiple attacks, the other player is probably not having fun.
  22. Like
    svelok got a reaction from nitrobenz in Let's talk Jumpmaster   
    Sensor and gunner slot gives generics passive sensors and Dengar FCS + Agile Gunner?
    Are there any other gunners really worth taking? The generics don't want to pay for hot-shot... 
  23. Like
    svelok got a reaction from Hiemfire in Snap Shot   
    they're both bonus attacks, so no dice
  24. Thanks
    svelok reacted to RStan in Dear Separatists: I <3 U   
    Alright, I looked into this a bit with some help discussing and researching from peers.
    "After you execute a maneuver, you may gain 1 tractor token to perform a rotate action." 
    Baseline, a ship cannot perform actions while stressed unless an upgrade card or ability explicitly states being able to while stressed. Nantex ship ability doesn't explicitly say the rotate action can be taken while stressed, therefore, to perform the rotate action, it must not be stressed. 
    Next, under "Paying Costs" in the rules reference it says "A ship can pay a cost for an effect only if the effect can be resolved." That means that the Nantex CANNOT gain a tractor token while it is stressed because it cannot complete the perform of a rotate action from the ship being stressed restriction. The cost being "gain 1 tractor token" and the effect needing to resolved being "perform a rotate action." The keyword in the "you may gain 1 tractor token to perform a rotate action" is TO as it's not a may type that would make it optional allowing the ability to just gain a tractor token to give you an option of performing a rotate. It has to be able to perform a rotate action to be able to gain the tractor token. 
  25. Like
    svelok got a reaction from AngryAlbatross in Snap Shot   
    http://xwing.gateofstorms.net/2/multi/?d=AwAAAAAAAAAA&a1=IQAAAAAAAAAA
    Fenn Rau lands at R2 and is ready to boost into range 1... and has a 30% chance to lose a quarter of his HP then and there. Ow.
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