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HanScottFirst

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  1. So, not asking for spoilers about Chapter 11 (bankruptcy, jk), just got there, but when it says "Warning: If you lose this scenario, the campaign will end" it doesn't just reset you to square 1 if you lose, right? Or like, auto delete? Or idk some other horrible thing? Can you retry it?? I've played the first 4 scenarios way too many times, and I am not too keen on replaying 10 scenarios if I lose. Fantastic game, I just don't have that time right now 😛
  2. I had not considered the reload trick before, especially if you already have a TL from FCS or get coordinated, etc.
  3. This could be fun: Hera Syndulla (VCX-100) — VCX-100 Light Freighter 73 Lone Wolf 5 Advanced Sensors 10 Saw Gerrera 8 R2-D2 (Crew) 8 Hull Upgrade 2 Ghost 0 Ship Total: 106 Half Points: 53 Threshold: 8 Luke Skywalker — T-65 X-Wing 62 Proton Torpedoes 12 R2 Astromech 4 Afterburners 6 Servomotor S-Foils 0 Ship Total: 84 Half Points: 42 Threshold: 3 https://raithos.github.io/?f=Rebel Alliance&d=v6!s=200!61:124,111,,,58,56,164,,148:;4:,136,2,105,142:&sn=Unnamed Squadron&obs=
  4. I had some flying Saw, Lone Wolf, R2-D2, hull upgrade Hera. The idea is R2 takes the heat off of Saw a little, and Lone Wolf let's you reinforce each round. That was before it had a sensor slot, so I'd probably add advanced sensors now. It was decent. Not great, but decent. A friend of mine had a lot of fun with some build for Kanan, it was Collision detector and Hera crew, though I guess you could just sub it for Leia crew now.
  5. Something I never got was the 4 Attack rating in the front arc. Is it to simulate the crew on a bunch of little turrets, so it's basically 4 reds?
  6. I personally love two-ship lists. The level of advanced planning and thinking about dials is enjoyable to me. I almost think a 2 ship list flown well will, at certain points, take more time choosing dials than a swarm will. But yeah, I do think at least one or both of the ships need consistent and/or passive mods. Two ship lists are very, very variance dependant, and it feels really bad when you think you have out positioned someone consistently (you shoot they don't), but the dice just do not push damage through. So anything to mitigate variance is great. Hence Han is so good.
  7. Go to that high def Y-Wing spread floating around (thanks @svelok) and look at the second card in, just after Snap Shot. Its something "sight" and is a secondary weapon, 2 red dice, bullseye range 1-3. Going down the side there seems to be the words "executes" "spend" "attack" and "result" So, guessing, works just like snap shot, but either (1) spend a force to use it, or (2) you can only modify with force or (3) spend a force to use it and only modify with force. Thoughts? ___ I remember in the old PC games (Dark Force 2?) Deadly Sight or something was a force power. Not that Jedi in ships will be shooting lasers from their eyes, but yeah. ____
  8. HanScottFirst

    Snap Shot

    The question is the cost. For example, Saw Crew in 1.0 was 1 pt (so 2 2.0 pts), but he now does the same thing in 2.0, but costs 8 pts (so 4 1.0 pts). So yeah, I could see snap shot costing 6 points in 2.0
  9. Super cool idea! I'm in favor of the IG-88 style moves. Like, a purple 3 hard where you move the 3 hard, and then rotate 180 degrees. Or, maybe have a ship that has both T-Rolls and Sloops, either one red and one purple, or both purple or something. I guess with how force regenerates, you will always be able to execute purples, right? Because you will always have at least 1 force at the start of activation? Maybe having it cost 2 like @BDrafty said. But that would lock out 1 force pilots.
  10. Yeah good question! Hmm. We can only hope they are not Methane clouds
  11. Clouds should roll for damage, but only do damage on hits. Or only damage on focus or something. That way they are less dangerous than asteroids, but more dangerous than Debris. Rebels had an episode with gas clouds, and the clouds were like melting ships and stuff. ____ Or something weird like, "If you perform an attack at range 0 of a gas cloud, suffer one damage" to represent if the gas is easily ignited or something. But I guess that concept contradicts their defensive buff . . .
  12. Since you have Vader Crew, I wonder if it would be worth squeezing 0-0-0 in on Oicunn?
  13. This would be so great. He would probably need to be costed over 100 points, so it would be like "Gunner Luke" in the Rebels - You can play it, but it is just so expensive. 3 Force and a free evade behind 3 greens with 7 HP would be very tough to kill.
  14. What about mixing in a few Assault, Ion, Adv. Slam gunboats? They are right at 40 points. You can slam, focus, and still get 3 reds.
  15. So Triple Us don't really make waves in Extended. It will be interesting to see how they fair in the Hyperspace portion.
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