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Posts posted by HanScottFirst

  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. 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=

  3. 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. 

  4. 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.

  5. 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.



    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.



  6. 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

  7. 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.

  8. 21 minutes ago, LagJanson said:

    Depends on the type of clouds. Dust cloud would be a minor irritant, particularly to unprotected eyes... though at high speeds could be damage inducing. Acid cloud melts things. Clouds of chlorine gas? Yeah, don't play with that. Sulfur? Well, that stinks... Ion clouds... nah, that'll never happen.

    Yeah good question! Hmm.

    We can only hope they are not Methane clouds ;)

  9. 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 . . .


  10. 6 hours ago, Okapi said:

    I wonder if they could balance Vader in a Defender somehow. He'd be near unkillable, but maybe so expensive you'd have to play extremely aggressively to get much out of him?

    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.

  11. My buddy put together a similar list, but slotted Wedge in. You can run Biggs, Wedge, Magva or Saw (w/Leia), and a selfless X-Wing or Selfless VTG Y.

    I had some pretty good luck with it. I think it's a strong archetype for Hyperspace. I have not tried it vs triple Us, but I suspect it will stack well. Should be able to spread damage, and 4 ships shooting w/at least 1 mod should burn down an Upsilon in two turns.

    The nice thing is Wedge will give the Upsilons 0 agi, meaning they could not spend evades from hyperspsace data vs his attack.

  12. I think 3 reds, no range bonus, after damage, if there are shields left remove a shield, is probably what it will be? So just the same as 1.0, but minus a red? A little nerfed as there are less shields in 2.0 to start with. But not bad overall. One hit vs Luke will take shields down.

  13. How about this variant? Jess locks the Red Squadron, and then uses ability for rerolls. So, if Bastian can get a lock, potentially Lulo + 3 X-Wing with  rerolls and focus for offense. Not as defensive, but Ints of 2, 3, 3, 5, so a tad more activation flexibility. I haven't flown it, but I want to.

    https://raithos.github.io/?f=Resistance&d=v5!s!296:197,-1,175,-1,-1,-1:;257:-1,-1,-1,175,-1,171,-1:;254:196,-1,175,-1,-1,-1:;239:172,133,-1,-1:&sn=Unnamed Squadron&obs=

    Jessika Pava — T-70 X-Wing 52
    M9-G8 7
    Integrated S-Foils 0
    Ship Total: 59
    Half Points: 30 Threshold: 4
    Red Squadron Expert — T-70 X-Wing 48
    Integrated S-Foils 0
    Black One 2
    Ship Total: 50
    Half Points: 25 Threshold: 4
    Lieutenant Bastian — T-70 X-Wing 48
    BB Astromech 2
    Integrated S-Foils 0
    Ship Total: 50
    Half Points: 25 Threshold: 4
    L’ulo L’ampar — RZ-2 A-Wing 38
    Heroic 1
    Trick Shot 2
    Ship Total: 41
    Half Points: 21 Threshold: 2

  14. So, you can only rotate a bowtie F/B or R/L, but I think this works:

    A Bomber w/Paige and VTG, Bowtie set R/L: (1) shoots a ship out of its Right arc. (2) It uses Paige to rotate arc F/B, so the Right bowtie is now in the front, and the Left bowtie is now in the back. (3) It then shoots with VTG out the back with the "Left Arrow" and then rotates with Paige R/L again.  

    So, if you are careful to rotate the side arc you shot from to the front, you can use Paige/VTG to shoot Side then Back? So Paige and VTG are pretty much a 360 arc?


  15. I think 4ish points is fair. Unlike old Countermeasures, this takes an action to do, and it doesn't increase agility. Taking an action is a fair cost.

    It may be slightly better for higher Int, I think, because you can drop locks if a lower Int moves up and locked that round.


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