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gadwag

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  1. You want some scum? I've got some scum. First off, here's a crazy list flown by @Dalli and another player in the top 16 of german nationals (I think). I've not played it but it looks like a lot of fun, and I know @Dalli is very good at making things work that seem like they are bad (see the decimator thread). Latts Razzi (59) Unkar Plutt (2) 0-0-0 (5) Hound's Tooth (1) Ship total: 67 Half Points: 34 Threshold: 6 Nashtah Pup (6) Ship total: 6 Half Points: 3 Threshold: 2 4-LOM (49) Crack Shot (1) Contraband Cybernetics (3) Ship total: 53 Half Points: 27 Threshold: 5 Koshka Frost (70) Crack Shot (1) IG-88D (3) Ship total: 74 Half Points: 37 Threshold: 5 Next, here's my own list, "Vorpal Blade", which I and others have flown to great success in hyperspace tournaments across the world. It's built to deal with aces, including jedi, and it does a great jump of bumping and destroying them. Fenn Rau (68) Crack Shot (1) Ship total: 69 Half Points: 35 Threshold: 2 Captain Seevor (30) Ship total: 30 Half Points: 15 Threshold: 2 Black Sun Assassin (48) Crack Shot (1) Ship total: 49 Half Points: 25 Threshold: 3 Black Sun Assassin (48) Crack Shot (1) Ship total: 49 Half Points: 25 Threshold: 3
  2. I'm not sure I'd go as far as saying it's perfect*, but I agree, the initiative system is an important thematic part of X-Wing. X-Wing fundamentally is a game about ace pilots outflying generic nobodies, and including initiative as a core mechanic makes X-Wing what it is. The initiative system isn't something that you'd want in every game, but it is part of the DNA of x-wing, as decided by the design team. If this was a historical dogfighting game (like Wings of War) or a tactical skirmish game (like infinity) then it would make a lot more sense to use a different mechanic like alternating activations. Legion makes good use of this - commanders can have some sway, but the battlefield is so large that the bulk of the game is based on alternating activations. *I think a wider spread of initiatives (like 1.0) makes things slightly better, as it leads to fewer game-slowing moments with multiple ships at the same initiative. I also would like to see all pre-move repositioning occur in the system phase, like decloaking, and I think the interaction between initiative and target locks needs work. I think punkuser suggested something along the lines of "all locks work like advanced sensors", which sounds like a good start - but that's not the topic of this thread!
  3. I've flown the imperial 5x5 Crack Shot list a fair bit, including at a hyperspace trial against some of the top players in my country. The list performed well, but aces were certainly the hardest matchups. Bringing howlrunner means that even though the list is flying at i5, your ships are restricted to flying in a fairly tight formation. Even if you break formation, only duchess has particularly good maneuverability. Never mind bullseye effects, that list has a hard time keeping jedi in arc at all! I would suggest that this list is a poor example for supporting your argument - not only is it a fairly unmaneuverable list, it is also composed of high initiative pilots. During my time flying 5x5 TIEs, I found that getting crack shot to work and getting aces in arc often involved delaying the engagement or waiting until aces wound up out of position. In many games I would fly along a board edge an kturn while my opponent flew towards the center of the board so that I could get a better approach. Of course, catching aces is very difficult when they can flee so quickly - that's what made the games hard. After that tournament, I revised my list to be able to better handle aces. I needed an endgame ace, but I also needed a way to kill jedi or other aces quickly, before they could flee out of arc again and regen. Bringing palob or seevor wouldn't be enough - jedi need to be bumped if you want to stop their fine tuned controls. The core of the list thus became two black sun assassins with crack shot - excellent blockers and hard-hitting gunships. Working as a pair, they can reliably block and kill any ace. Fenn provides endgame support, and I gave him crack shot to help front load damage and reach that end game faster. Finally, seevor rounds out the list as a cheap distraction and blocker. This list usually fires 2-3 crack shots every game, and I've never regretted having them. Also, you can't complain too hard about crack shot even if it doesn't fire - it only costs 1pt! I think now is a prudent time to point out that high initiative pilots cost more than low initiative pilots. Scaling upgrades by initiative is only necessary when higher initiative has a disproportionately large effect on the effectiveness of those upgrades. As per my previous post in this thread, I don't think bullseye effects fall into that category.
  4. OP, I see where you're coming from, but I actually really enjoy bullseye effects on ships of all initiatives. They are dirt cheap, but if you pick the right one it can do a lot of work for you. Compare predator and crack shot, which are probably the two best bullseye upgrades. Crack is half the cost, but almost twice as powerful when it triggers (assuming crack shot is +1 hit, and a single reroll without focus is +0.5 hits). Crack can only trigger once, of course. Which do you choose? If your ship will often have a focus token, predator starts to look better, because it adds +0.75 hits each time. Alternately, if you can reliably get bullseye more than twice in a game, predator will be doing more work than crack shot. Soontir is an excellent predator carrier because he will always have a focus token when bullseye triggers and he can reliably get bullseyes over and over. Guri is not a bad choice either, because if she gets in close she's likely to have both bullseye and focus. However, maarek stele and wedge are relatively bad choices for predator. Neither have strong, repeatable repositioning options or strong enough action economy to support it. Note that a lot of other aces where you might consider predator have strong contenders in other talents (fearless on teroch, juke on whisper, trick shot on blackout). Crack shot, on the other hand, is much better if you will probably only get bullseye once. Crack is also "faster" than predator - it does +1 hit in one go, rather than adding up lots of +0.5 or +0.75 hits over time as predator does. Crack also has a bit of "ace scare" factor that predator doesn't - even a tokened up ace has to respect crack shot a little. I like to put crack shot on medium-init ships like black sun assassins that can position their bullseyes easily in an annoying spot. Another tip for including bullseye effects on low init ships: use bumping abilities to pin enemies in your bullseye when you need to.
  5. Predator looks pretty solid on Ric as well. I think I'd drop predator to put CLT on obi-wan though so he has something worth doing after the torps are away
  6. You madman, you're actually running battle meditation! What a champ
  7. I do miss pulsed ray shields. I'd like to see a score to settle come back as well, probably as a 1pt upgrade. For the most part, though, I've forgotten first edition (apart from my dearest Carnor Jax)
  8. "After an enemy ship moves through or overlaps you" does trigger if a launched droid lands under an enemy ship, right? I could see an argument for "the droid overlapped the enemy ship" rather than "the enemy ship overlapped the droid" causing the droid to not relocate. Given the rigged cargo ruling though, I'm pretty sure the droid does indeed relocate right away
  9. gadwag

    Scum inspiration.

    Two Crack Assassins with Boba is also a good shout
  10. gadwag

    Selling prizes

    I have sold prizes for reasons #2 and #3. I'd rather buy another ship for my collection than have a set of grey dice that I can't read, or a second set of acrylic templates that I'll never use. That said, if I know a friend (or especially a new player) that could put the prize to good use, I'd rather give it to them. Fostering a healthy and generous community is much more important than scoring an extra fang fighter for my army.
  11. I think I agree with you but boy that sentence turned my brain inside out.
  12. Username checks out. Not all of us have pants made of money
  13. gadwag

    Scum inspiration.

    A friend of mine has been running ruckus with trick shot and qira alongside captain seevor. Ignoring rocks helps with the dial, because you can fly back and forth over it while enemies have to go around, and zuck drops a ton of dice onto your opponent. It's quite an effective build. Fickle gets it. If you can debuff an enemy ship and take advantage of it with your whole squad, that's synergy. It's not the only thing scum has, but it's one good way to build a squad. Hyperspace might not have many scum debuff pilots, but it does have seevor, who is truly excellent at 30pts. I'm in two minds here. On the one hand, we lose a LOT of the really interesting pilots, but we do still have some very very strong offerings in hyperspace. I think it's fair to say that while it's a bit easier for resistance and republic to build good hyperspace lists, scum are still in a very good place. Again, I encourage players to look at black sun assassins with crack shot. If you don't want to fly 4 of them, try running two with seevor and crack shot Fenn. It's good.
  14. gadwag

    Fireball Is Fun

    I think that's pretty much it. Kazuo looks like the most useful pilot to me - to me he feels like a budget ace similar to Ric Olie (obviously a bit less powerful, but also cheaper).
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