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Everything posted by HanScottFirst

  1. I feel like it was said they would release card packs with each wave? Or am I getting that mixed up with them including the Wave 1 expansion cards in the Conversion Kits? I might have heard it in an interview or a forum post or something, where card packs were a thing? Or maybe I am totally mistaken . . . _______________________________________ Here is the problem if there is no new content in rereleases and they promised that you are fine to buy one faction: the only way to get new cards would be if that faction (Rebels, Scum, Imperials primarily) get an entirely new ship. Right? If they only have conversion kit content with the rereleases of first edition ships, you will never get the new cards, because new cards will only be with new ships. Unless there are card packs, or you go on eBay and pay a fortune. I am sure/hope a rerelease will get new cards at some point. I wonder if it is just these first few waves where they are trying to grow second edition. ________________________________________ Not trying to be polemic, mostly wondering if anyone else heard about card packs.
  2. I've seen Lone Wolf/Kanan Han do pretty well, and it's even cheaper now. You can evade and still have Han's ability + Lone Wolf + force for offense. With the evade and title, it's pretty crazy if you are at R1 of an obstacle: Roll your die + reroll with ability (if needed) + reroll with falcon title (if needed), and then spend evade if needed. Almost like a reinforce, except you can block one hit! Han Solo — Modified YT-1300 Light Freighter82 Lone Wolf5 R2-D2 (Crew)8 Kanan Jarrus12 Millennium Falcon6 Ship Total: 113 https://raithos.github.io/?f=Rebel Alliance&d=v5!s!42:124,-1,-1,56,41,-1,154,-1:&sn=Unnamed Squadron&obs=
  3. The nice thing is Blue Squad X-Wing and VTG/ion Grey Ys are the same cost. So you can really swap this around how you want: Unnamed Squadron (200) Blue Squadron Escort — T-65 X-Wing41 Servomotor S-foils0 Ship Total: 41 Half Points: 21 Threshold: 3 Blue Squadron Escort — T-65 X-Wing41 Servomotor S-foils0 Ship Total: 41 Half Points: 21 Threshold: 3 Blue Squadron Escort — T-65 X-Wing41 Servomotor S-foils0 Ship Total: 41 Half Points: 21 Threshold: 3 Gray Squadron Bomber — BTL-A4 Y-Wing31 Ion Cannon Turret4 Veteran Turret Gunner6 Ship Total: 41 Half Points: 21 Threshold: 4 Gray Squadron Bomber — BTL-A4 Y-Wing31 Proton Bombs5 Ship Total: 36 Half Points: 18 Threshold: 4 https://raithos.github.io/?f=Rebel Alliance&d=v5!s!1:-1,-1,-1,142:;1:-1,-1,-1,142:;1:-1,-1,-1,142:;30:138,-1,-1,-1,-1,90:;30:-1,-1,-1,-1,69,-1:&sn=Unnamed Squadron&obs= Or drop Protons for another ion turret (but not a second VTG). Or drop to seismics and put a 2 pt upgrade somewhere.
  4. I don't actually fly imperials, but I think for Hyperspace, you would probably want a Tie Advanced and a Tie Reaper. Those two expansions, plus the core set TIEs, can build you this: Darth Vader — TIE Advanced x1 65 Fire-Control System 2 Afterburners 6 Ship Total: 73 Half Points: 37 Threshold: 3 Valen Rudor — TIE/ln Fighter 28 Squad Leader 8 Ship Total: 36 Half Points: 18 Threshold: 2 “Night Beast” — TIE/ln Fighter 26 Ship Total: 26 Half Points: 13 Threshold: 2 Major Vermeil — TIE Reaper 49 Juke 5 Death Troopers 6 Ship Total: 60 Half Points: 30 Threshold: 4 https://raithos.github.io/?f=Galactic Empire&d=v5!s!173:-1,113,-1,105:;225:131,-1:;226:-1:;183:123,27,-1,-1:&sn=Unnamed Squadron&obs= For a bigger bid, drop Death Troopers or Squad Leader I'd say. Vader can get a ton of actions and the force. Vermeil is strong with juke. Night Beast can focus evade by himself and Valen can coordinate during the engagement phase. Not exactly sure what the Meta for Hyperspace will be, but I imagine this would do all right, and is on the cheaper end, as you only need two more expansions.
  5. Hmm. Yeah I feel like IG is the best use and I can see the Star Wing for sure. Also reinforce and setting up attacks is a good point. Other ships with cannons: B-Wings, Upsilon, TIE/D, T-70, etc. But I think for those, I'd almost always want to do damage instead of take tokens. Especially with an Upsilon throwing 4 dice. The only situation I can imagine I would use jamming beam would be this: - Time is up, and my jamming beam ship can shoot an enemy before that enemy ship can fire on one of my ships that is close to half or close to destroyed, and the mov my opponent would get would from halfing/destroying would make them win. Jamming would hopefully lead to an unmodded attack on my ship and give me better odds. - This also presumes that a normal attack from my jamming beam ship would not stand any chance to gain mov that would impact the game result through halfing/destroying the enemy ship, or removing it before it could shoot
  6. Also folks, Resistance had some updates! Bombers down a little probably to compensate for 10 point trajectory simulator. Also, BB units are variable priced, too, by initiative. And Vader I believe is still 14...
  7. Also, Rebel Han is down to 82
  8. Double EPT Rebel A-Wings!!!
  9. I agree with a lot of this discussion. I have often thought that arc dodging does take some skill, but beyond a point, is it really that difficult if you move last and can reposition once or twice? Obviously this breaks down with things like the quadjumper where you want to move first with perfect board knowledge, but in principle, I agree that higher initiative should go up, and generics should go down. The chance to move last,TL last, shoot first, Init. destroy stuff, etc. is huge. It's interesting because I4 Generics were supposed to be this cool thing, but it really is I5 or bust. Would it be too drastic to increase most I5s by 2 points, and decrease most generics by 1 or 2? That way there is a 3-4 increase in the price gap between them? * * * * To switch topics to pilot abilities: There are a lot of cool abilities, but you almost only see the ones that have greater action efficiency, even if they cost more. The ability to get multiple actions or modifications will always trump some other type of ability, even if it is really cool. For example, you never see Dalan Oberos even though it is an awesome ability, because Guri gets focus tokens. You will never see another Attack Shuttle because Sabine can do up to 3 actions. Why take the Chewie falcon when Han can get rerolls, and Lando pretty much has PTL? Why take another other interceptor when Soontir often will get a free focus? Boba's ability for rerolls his heads and shoulders above any other pilot ability. In the land of 2.0 and less action economy, abilites that provide multiple mods/actions are even more valuable than they were in 1.0. P.S. Bring back "zero as a thing" for Garven! P.P.S. Just saying 2.0, really though, is awesome and a lot healthier than 1.0! I have definitely enjoyed the change and I am excited about the new design spaces they have opened up. And fortunately they more easily have the ability to address the topics we are discussing
  10. Cool idea! I could see that being a thing. I wonder if the weapon could assign a strain token if the ship is not strained, independent of the attack hitting (so basically as long as you have a shot, you can strain someone). Or maybe that would be too strong of an effect.
  11. There's a LAAT in the Treacherous card art. Which isn't to say it's a guarantee, but FFG (at least in Legion) seems to hint at future units with card art. And I think the LAAT is likley considering how iconic it is. The TIE striker is another example of a mostly atmosphere ship in space. I'm thinking large base crew carrier - 2 slots and a gunner? Maybe copy the BSF-17 and have front arc with rotating dual arc. Torpedo slot for sure, too. Actually instead of coming with a bowtie, it would be cool to have a LAAT specific upgrade called "Clone Gunners" or something. It adds a bowtie arc weapon to simulate the two side gun pods. Then, if you want to run it less points, you don't take the Gunners and only have a front arc.
  12. Hmm. I could see them excelling in Hyperspace, but like any swarm, trajectory protons will be a nightmare 😕 Fortunately in hyperspace the only trajectory platform will be the Resistance Bomber, I think at least for now.
  13. I am notorious in my group for wrecking the game state on accident; me and miniature games do not mix well at times. For example, we will have two ships marked. They put the first ship down, and I'm like "oh cool," so I pick my marker up, which was for the second ship that was marked haha . . .
  14. For the K-Fighter, I could see the Vaksai title coming back in the re-release. Something, like, "modifications cost 1 less point" or "pay for modifications as if you were agility 0" or something like that.
  15. Hey all, obivously if they alter points soon, this discussion may not be super relevant, but I have wondered: How have the First Order and Resistance stacked up against some of the meta contenders? Boba, quads, Redline, Whisper, Rebel torps, Dash, etc.?? The Wave 2 games I have played, and pretty much all the ones I watch on YouTube, always seem to feature Wave 2 content playing against itself. I know GSP's league stream has 2 games up of Wave 2 vs Scum, but I am wondering how Wave 2 has done in Extended overall? (I imagine it should do okay in Hyperspace). Thoughts? Games? Experiences?
  16. Hmm. I think Pg. 3 of the Rules Reference is your best bet. Ships cannot perform the same action more than once in a round. It does not matter how you get the action, can't do it twice. ________ Just a funny side story, for a while when my dad and I started out, we would only change 1 focus with a focus token. It was revolutionary when we figured out focus changed all results!
  17. I think Tavson will get some use out of it. Or maybe a Moldy Crow Hawk bc you may already have a focus? But I'm not sure on the math of (1) only have a focus for offense vs defense w/no tokens bc you jammed or (2) focus + TL for offense vs a defense with a token bc you did not jam, but TLed instead.
  18. HanScottFirst

    Tavson + Gonk

    I think Railgun is Electronic Baffle, Gonk, probably Pattern Analyzer, and I guess whatever upgrades you want. You can just stop in place over and over again and shoot 4 dice But yeah, Tavson with reinforce and gonk is pretty darn tanky. But good discussion points about wanting him to be shot at
  19. Wait wait wait... Rules Reference Pg. 9: "Each ship can drop or launch only one device per round" Finch: "Before you drop a bomb, you may place it in the play area touching you instead" So, the RR says you can only launch or drop once per round. Finch does neither of those things, he places it. Is this the same difference between acquiring a lock and taking the target lock action? Does this mean Paige + Finch can place multiple bombs per round (but not launch or drop multiple)? ___________ I doubt it works likes that based upon the replacement effect discussion, as placing replaces dropping, and thus counts as dropping? But technically on the wording alone, Finch could place (not drop) multiple a round! Vtg + Paige could mean place in system, place after one shot, place after another shot haha.
  20. I searched the rules section, found nothing recent for 2.0, and just want to double check this still works. Here are my thoughts: > Debris moves the stress to after the check difficulty step of execuing a manuever, but you still get the stress as part of executing the manuever (RR pg. 13) > If you fully execute a white manuever with Kanan, you can spend 1 force to remove 1 stress token at a ship 0-2. So, you go through the Debris on a white move, get the stress as part of the move, then fully execute it, and then can spend Kanan to remove stress?
  21. Hmm. Yeah they should just rerelease Redline as "after you perform an action, you may perform a red target lock action" They will have a chance to update the pilot card in the Punisher 2.0 release. I know in 1.0 they rereleased Advanced Slam in the Gunboat with errated wording, so maybe they can do the same with a pilot card? It's either that or cost him up near 55-60 points.
  22. Hmm. I feel like pro torps would be an easy way for Kylo to gaurantee getting the IWSYTDS Condition to trigger (auto crit), but then it's 9 more points on an already expensive ship. Would Midnight and Null fit into a ten point bid? But I could see what you meant with a firepower problem with only Kylo and two FOs . . . https://raithos.github.io/?f=First Order&d=v5!s!236:74,178,136,-1,-1:;233:116,-1,-1:;290:116,-1,-1:&sn=Unnamed Squadron&obs= 188 total: Kylo Ren — TIE Silencer 82 Supernatural Reflexes 12 Primed Thrusters 8 Proton Torpedoes 9 Ship Total: 111 Half Points: 56 Threshold: 3 "Midnight" — TIE/FO Fighter 44 Crack Shot 1 Ship Total: 45 Half Points: 23 Threshold: 2 "Null" — TIE/FO Fighter 31 Crack Shot 1 Ship Total: 32 Half Points: 16 Threshold: 2
  23. Hmm. Taking VTG on Finch Dallow could be decent for 2 reasons: (1) W/Finch's pilot ability letting you put bombs into play anywhere touching your base, you could get away with not taking Traj Sim to take Fire Control System instead. This would let you have at least one mod on both shots. (2) At PS4 Finch would likely be able to set up a TL on somebody (if you take FCS). But yeah I agree. The dial likely will be pretty rough, so you could maybe get 1 or 2 double taps in per game . . . (the stop move could help, but yeah. Not very mobile lol). I guess VTG could also let you shoot out of both sides, too, which might have its uses.
  24. Vulture Swarm I think will depend on 1. the cost of Energy-Shell Charges. If you can field 7 with Energy-Shell Charges that could be pretty good. Even if one goes down, you still have 6, 3 die shots which can do some work. So if Vultures are 23, and Energy-Shell Charges are 5 points (28 total), you could run seven of them with Energy-Shell Charges and still have 4 points left. 2. the flip side of the struts configuration (+1 agi??) But yeah sharing calculate could help as well. Should be an interesting play style for the CIS.
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