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Kaptin Krunch

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Everything posted by Kaptin Krunch

  1. I find Boba with Maul crew and Slave 1 as a one-sided list that's too good for play vs average players. If it's moving last he can hedge every single move with a complete disengage. Ask mike (is mike on the forums?) abut how you can fly boba and never reasonably dial in a straight move. Then, to add insult to injury, this ship that chooses its dial at init 5 is actually *Really Good* at jousting. Also it has a buttgun, and is basically a turret. With boost and slave 1 choices that rear arc coveres insane amounts of ground. Similarly with most force powered aces. It's going to result in one sided games vs a mediocre player until it's the meme of the guy with the dollar on the fishing hook. "Oh you almost got me that time, you lost another ship. I'm sure 2x X-wings with 3 health each can catch vader/soontir, and they definitely won't get yolojousted if they do"
  2. so first up, 8 FO is kinda bad. It's not realistic to get that firepower on target, and even then, it doesn't hit that hard. It's single modded 2 die shots. The list is unironically improved by running 6 of then and Lt. LeHuese as he offers the ability to have shots that can actually hit hard, and he covers the weakness of "Hey the low health ones won't get to shoot before they die". The problem there is that France, 3 FOs, and Kylo is a better list than France+6. Now you have a high initiative ship that has everything "Ace" players want. High init repositioning, passive mods, access to double mods, defenses to mitigate shots. If you want to lower the squad size limit to 7 ships, implement a force org chart, sure, whatever. But the FO isn't too good because of 8 of them in a list by any means. With the howl swarm, the answer is that using groups with Howlrunner fly in Unga-bunga-block-formation so often that you're effetively fighting vs a 1 ship list that can shoot multiple times. the thing the 4th health offers is just "Hey you cannot yolotrade completely safely that often with your "ace"" . Also, Howl swarm hasn't been notably used in forever so honestly, I think you're just remembering 1.0. Wookiees are different- Would you play Wookiees without the 180 or Reinforce? The answer is "**** no". Those things just drive in circles and shoot because they are turrets. 5x SF with passives? That **** isn't even remotely the same. Block or engage in range 3 and the list ******* crumbles before you. It farmed players that just put their ships down and expected to win the ace-vs-ace games on list strength alone.
  3. I wouldn't. I don't like the card interaction aspect of the game. I like poisitioning and the more of my list is words the less I'm happy. I didn't come here to play card games. If I wanted to do that I'd gain 300 pounds and get into magic or something.
  4. TIE Striker generics still feel really weird. Like they are either a point or two overcosted if they want to be truly disposable (And they are incredibly frail, seeing as they are less durable than a Z-95) or they can go up a point or so and get a shield and be less-consistently 2-shot? The bomb and gunner tax that they pay (which is effectively only for named pilots) feels like it's also causing them to be in a wierd role. Can we get a config for generics that removes the bomb and gunner slot, adds a shield? I like TIE Striker generics. I wish they were more viable.
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