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About FrightfulCommand

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  1. A force mod gunner and the force in general makes me a little worried. I'm frankly not seeing the appeal either. Its not like Xwing1.0 felt incomplete without the force.
  2. more excited about it. Still not excited to spend this much money on multiple conversions.
  3. but does it help when they are not in your front arcs, to make those other shots better? Should JErjerrod be taken or Vader or Admiral Motti?
  4. Yes i notice this too. The firing solutions are not very optimal. Would Quad Battery help?
  5. I really want to do something cinematic or story-focused with Task force, but can't think of how yet.
  6. I wish they got a little more in the dial though. That dial is kind of boring.
  7. Do we get Ciena Ree from lost stars?
  8. Do we get a 1.0 K2SO pilot card? If so I might buy Saw's. If not... meh.
  9. Makes it so hard to choose between Silencers and Defenders, I haven't flown my defenders much. Lately also this list seems a little one dimensional. Bait them into attacking the silencers, who generally move and action.
  10. they thought half a base of movement was too much but a quarter is enough? Yuck. At this point, why not just make it straight across only. I don't see why barrel roll had to be changed. Also, no inherent value from bullseye? I don't like this.
  11. No absolutely not. The sheathipede should never have had Ps11 Coordinate for anything close to 20 points. Ezra also has what was to be the most powerful combo in all Xwing for 8 waves: r3A2 gunner. Absolutely not. I've not seen a more horrific ship.
  12. Absolutely. I'll help compile things that are way out of line. Like the Sheathipede. Number one most awful game balance decision ever. Remove astromech slot. Fenn Ray PS = 7. The Ghost is most annoying. Turret should need to be equipped to the docked ship. TLT adds: "defender rolls 1 additional green die if at R3". Reinforce: "if an enemy ability or upgrade interacts with evade tokens, they may treat your reinforce token as if it was an evade token."
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