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Roundy1161

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  1. Roundy1161

    Defender Thoughts?

    I really feel the nuance in playing the defender is know when not to 4k. It is so easy, and tempting, to just set the dial at 4k and forget for 2 or 3 turns. But as mentioned above, often you need to think about where the next 3 speed move will land you, and if there will be a kill box there. Also knowing when to go slow is also key, and you can still take the evade. Often people will commit hard to a 4k, so a 1 bank or 2 forward can often catch and opponent out. I do avoid red moves like the plague however....that may be to my detriment.
  2. Roundy1161

    Defender Thoughts?

    One thing I find with juke is it can be something of a defensive mod too. Often I'm shooting first and people so often spend the focus without thinking about the fact they need it to have any real chance to do damage. Way back when Juke and Lone Wolf was 4pts I tried both, and I felt that Juke was better, Lone Wolf was so good defensively as you effectively have 4 green dice. I also found I was trash at getting it to trigger in a 3 ship list. They definitely need some help offensively, I'm almost at the point that if I can't put FCS on I'm can't afford Rexler. Makes the 1v1 in the end even more absurdly in your favour.
  3. Roundy1161

    Defender Thoughts?

    Biggest trick to them is to have enough other threat in your list that people ignore them until it is too late. They are such a point fortress, often the win-con is they haven't halfed Rexler, so they just lose because they can't do damage to him with what they have left. That plus FCS for the reroll at the end means you can still push damage whilst keeping your defense sky high. Palp is also amazing with them, freeing up an action for a lock instead of focus, coordinate also helps with that, and increases their tankiness. I've been using this recently: Omicron Group Pilot (43) Jamming Beam (0) Emperor Palpatine (11) Ship total: 54 Half Points: 27 Threshold: 5 Rexler Brath (81) Juke (7) Fire-Control System (2) Jamming Beam (0) Ship total: 90 Half Points: 45 Threshold: 4 Grand Inquisitor (52) Fire-Control System (2) Ship total: 54 Half Points: 27 Threshold: 2 Total: 198 Quiz with Palp and coordinate seems pretty solid. I tend to group Quiz and Palp and flank with Rexler. Quiz can also be a mini defender by simply taking the evade and having force. Plus his not range 1 ability is way better than the range 1 ability.
  4. Palob, I play defenders a lot and he just bullies their biggest advantage out of the game.
  5. Juke getting the hit it did surprised me. I was practicing a list with 2 copies that I thought would be pretty safe from the changes (if anything, I expected it to drop a little) and it now doesn't fit. It's curious to me, as at 5pts I was using it on Duchess with 5th Bro Gunner for 56pts of awesome, and it felt good even though I didn't get the free evade. At 7pts, it is probably still ok in that build (it was 58pts before the first points change and still did ok) but now it is just a bit harder to fit into lists. Seeing Sloane drop surprised me. It is only a small amount, but still curious.
  6. From my factions that I converted to 2.0 (empire, first order, and then CIS) the only ship I've not used is the Gunboat. Outside of that, I've hardly played scum, resistance, rebel, or republic. But I've not converted them/ got them
  7. But it killed the defenders in 1.0 🙄 I certainly did a double take when I read it in 2.0, feels a bit dumb
  8. It is, but if you are a force user it really feels like no consequence. I lose an action, still have focus mods, and now have autothrusters. Playing a game of mtg with my brother in law recently also made me think about these. His deck was built around mutual card draw (i.e. he puts out cheap artifacts/enchantments that enable both players to draw more cards, hence 'balanced') With that strategy, you are banking on you being able to take greater advantage of the cards than your opponent. That is how I feel with the gas clouds as well, and I'm not sure I will get more benefit than my opponent. Normal rocks/debris are the same, but the extra defensive bonus from the gas clouds really change the balance. Strikers like them as they can roll up right behind them, and then completely 0 consequences over them with ailerons. Jedi love them as they don't switch of fine tuned controls so charge through them, reposition to ensure cover, and have force as mods. Afterburners Vader loves them (twice) and the defender quite likes them as well.
  9. I've been trying 3 with a palp aces list running Duchess and Rexler, both of which have tricks when running over them. I'm not sure how impactful they've been for me, but it is telling to me that I'm mildly annoyed when my opponent brings 3 clouds. That tells me I should bring some rocks. I think they're a bit dumb, given that were released with the strain mechanic I thought for sure they'd give a strain token. The 'zero' consequences for hitting them feels bad when your opponent does it, but feels good when you do it! 😂 Previously I pretty well always used the 3 largest rocks, with only one tourney recently taking debris.
  10. TIE Defenders were my favorite ship from XWA, and were the first ships that I got because I love their lore. I like their place in 2.0 being as tanky as they are, and as expensive as they are. The full throttle and white 4k I like, as I believe one of the keys to been better with this ship is choosing when not to go fast or 4k. Their point cost is still rough for list building though, but I also think it is (more or less) a fair cost.
  11. How often do you find you get 'critted out'? My games with the Deci is kinda the same as yours, it lives forever with reinforce, but can randomly just pop to crits. That RNG component of it is what is keeping my away from it for competitive, but it is so close for me as I like what it does. RAC can play hammer or anvil, they can't ignore it because he will just crit them away.
  12. Pretty much what I argued, glad I was right.
  13. Hi All, Playing a game with friends yesterday and got a shot at Luke who had 1 shield and 1 hull left with fuel leak up (R2D2 regen) I rolled hit hit crit at range 2, so in my mind, he was dead because fuel leak triggers. He managed 2 evades so then we argued about whether it triggered or not because he had a shield. We ruled it did trigger, to his disappointment, as it reads that you still suffer the crit to the shields. The damage section wasn't particularly helpful, but the attack chart is where I based it on. Am I right? TL;DR does a crit on shields trigger fuel leak?
  14. I had the same issue, I sent through saying it was from the core set templates, and sent through a photo. They replaced it with no issue and sent out a new one which I received last week.
  15. My friends and I messed around with this at the start of 2nd edition. There was 4 or 5 of us, bringing 1 ship worth up to 65 points (what we chose) We scored 1pt per kill, then if you killed a ship you got a bounty so were worth more when you got killed. Setup in corners initially, then used the hyperspace marker to spawn in after been killed. It was a huge amount of fun, aces tended to rule though.
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