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Skitch_

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  1. Like
    Skitch_ reacted to Force Majeure in N-1 Naboo Starfighter Preview!   
    Did I spot the error in the article?
    "Like Ric Olié, Dineé Ellberger also gains a bonus based on the speed of her maneuver. She prefers to take a more measured approach, however, attempting to match speeds with enemy ships to keep them from modifying their dice. Pulling off such a feat isn’t always easy, but with an astromech like R2-A6 helping modify her speed on the fly, Ellberger should have little trouble getting the upper hand on her opponents.  "
    The quote implies that R2-A6 helps her get her ability to go off, but the droid lets you change your speed AFTER you reveal.
    Her card states that her revealed speed is what needs to match the enemy's ship which would mean the Astromech wouldn't really help get her ability to work. Am I reading this right?

  2. Like
  3. Thanks
    Skitch_ got a reaction from Scopes in Glue Recommendation?   
    The Gorilla Glue gel super glue is good. Plus it fills gaps better than your standard super glue
  4. Like
    Skitch_ got a reaction from MegaSilver in Glue Recommendation?   
    The Gorilla Glue gel super glue is good. Plus it fills gaps better than your standard super glue
  5. Haha
    Skitch_ got a reaction from ClassicalMoser in The two grappling vulture center team   
    The most popular ones in North America all have it.
    Football: Center snaps the ball
    Basketball: Center swats and rebounds the ball
    Soccer/Futbol: Center(Back) stops the ball
    Baseball: Center(fielder) catches and throws the ball
    Hockey: Center passes the ball puck
  6. Like
    Skitch_ got a reaction from Burius1981 in Glue Recommendation?   
    The Gorilla Glue gel super glue is good. Plus it fills gaps better than your standard super glue
  7. Like
    Skitch_ reacted to Hiemfire in The two grappling vulture center team   
    Slight fix.
  8. Like
    Skitch_ got a reaction from Hiemfire in Does Anyone Want Dash and Dengar To Be Good?   
    Nobody wants to see broken combos that ruin the game. The framework of 2.0 allows FFG to quickly right the ship when they mess it up. Nobody is saying they want Dengar/JM5K to dominate the meta like he/they did in 1.0. We just want all ships, including Dengar/JM5K and Dash, to be viable options.
  9. Like
    Skitch_ got a reaction from RedLeader23 in Glue Recommendation?   
    The Gorilla Glue gel super glue is good. Plus it fills gaps better than your standard super glue
  10. Like
    Skitch_ reacted to kris40k in Hyena Article - Living Starfighters   
    Not a rules mistake, but putting the bomblet generator on a ship with no native shields seems like an odd decision. 
  11. Like
    Skitch_ reacted to ClassicalMoser in Hyena Article - Living Starfighters   
    Man, my poor, poor Rebels and Imps. I'm totally missing out on:
    Autoblaster
    Passive Sensors
    Plasma Torpedoes
    Diamond-Boron missiles
    Delayed fuses
    Electro-Proton Bomb
    Spare Parts canisters
    Gas Clouds
    Brilliant Evasion
    And probably much, much more, just because I can't afford to buy into prequel factions.
    Those card packs can't come out soon enough. I'm so far behind
  12. Like
    Skitch_ reacted to PhantomFO in Hyena Article - Living Starfighters   
    I dig that the AOE effect also includes the initial target of the attack.
  13. Like
    Skitch_ got a reaction from Burius1981 in Does Anyone Want Dash and Dengar To Be Good?   
    Indeed. 1.0 is dead, so are the days of 1.0 Dash and 1.0 Dengar. Why do people still hate Dash and Dengar even though FFG has already proven in 2.0 that they will quickly destroy combos that they feel ruin the game.  I think the only thing Dash needs is a points drop to become at least viable. Dengar and the JM5K chassis as a whole need a whole lot more than a points drop to be fixed since dropping points doesn't actually fix anything wrong with the ship.
     
  14. Thanks
    Skitch_ reacted to NakedDex in Does Anyone Want Dash and Dengar To Be Good?   
    I think he means spend two charges to activate, and regain on charge per turn, similar to some other abilities where reusing it is delayed that way.
    Once every other turn to ignore an obstacle sounds fair. It's not often I see Dash use that ability every turn anyway.
  15. Like
    Skitch_ got a reaction from CaptainJaguarShark in Does Anyone Want Dash and Dengar To Be Good?   
    Indeed. 1.0 is dead, so are the days of 1.0 Dash and 1.0 Dengar. Why do people still hate Dash and Dengar even though FFG has already proven in 2.0 that they will quickly destroy combos that they feel ruin the game.  I think the only thing Dash needs is a points drop to become at least viable. Dengar and the JM5K chassis as a whole need a whole lot more than a points drop to be fixed since dropping points doesn't actually fix anything wrong with the ship.
     
  16. Like
    Skitch_ got a reaction from heychadwick in Let's Talk Blockers   
    Thanks for your responses all! You have helped guide me on my decisions.
     
    This is what I am looking to do. I am looking to try either a medium base with intimidation or two small bases with intimidation. What I have gathered from everybody's responses is that you want your blockers to actually be able to be a threat as well. Which makes sense.
     
     
  17. Like
    Skitch_ reacted to bobafett1228 in Let's Talk Blockers   
    I'm amazing at bumping if I try to or not.
  18. Like
    Skitch_ reacted to 5050Saint in Let's Talk Blockers   
    A local flew two Balck Sun StarVipers with intimidation to hilariously good effect as blockers. You aren't wrong about them being in super unexpected spots.
  19. Like
    Skitch_ got a reaction from Punning Pundit in Let's Talk Blockers   
    What makes a good blocker? Low Initiative? Survivability? Maneuverability? Base Size?
    What do you look for when you look for a blocker? In your opinion what would you say the best blockers are for each faction? How many points would you think to dump into a ship you plan on using as a blocker?
    How many rounds do you expect your blocker to live?
    Do you fly your list to accommodate your blocker? i.e. do you fly your non-blocker ships assuming your blocker will do its job?
    How many ships do you try to fly in your list when one of them is a dedicated blocker?
    In your experience do you see your opponents targeting your blocker more so than your other "more important" ships or just out of convenience? 
  20. Like
    Skitch_ reacted to Sandrem in Fly Casual X-Wing Simulator   
    Oh, you ask me add full campaign mode, to develop it alone, in my free time, and for free? Hmm... I need to think...
    Development of Fly Casual depends a lot on community support (from another programmers, 3d-artists, Patreon donators). More support - more things can be added to the game.
    So if anyone wants to see cool things - support development. If anyone wants to see cool things, but no one wants to really support - sorry, things don't work in this way 😃
    With current level of support I have enough resources to add new ships/cards, to update UI and to fix bugs. I don't have enough resources to develop online mode in the same time, for example.
    I want to develop HotAC-like campaign mode, but this is a lot of work. As a few  first steps, I plan to add "Survival mode" with waves of enemies, then support of missions with specific scenarios / win conditions. But I don't know when I will have resources to add these things.
  21. Like
    Skitch_ reacted to ficklegreendice in Let's Talk Blockers   
    I mean, you gotta be lower I to block by definition, unless you've set up a large base in a poor bwing's face
    The "best" blockers are just low I dudes with good speed and repositioning, making something like the I 1 A-wings the best (in theory). Another BIG mention is the I 1 scum falcon of large base boosting hilarity.
    But I can't ever seem to justify taking a ship for the sole purpose of blocking, because then you're banking a lot on something that does not occur so often. After all, range 1-3 is MARKEDLY larger than Range 0! Mainly, I just take a PEWPEW ship that CAN block because it's lower I than the opponent
    Still, I'll bring up i2 Arcs (because of course I would). Medium base makes them easier to overlap and gives them good displacement despite their dial. RED rolls let them get into irritating positions. They've got a good forward facing primary for cost AND can shoot out the rear in case the enemy flies right by!
     
    Also Starvipers, with their flexible speed 1 manuever, boost, and weirdo roll get them into spots your opponent can't anticipate. Pair with coordinate and just let hilarity unfold 
     
  22. Like
    Skitch_ reacted to player2422845 in Rebel Pilots - Help me brainstorm!   
    Totally
    The Inferno squadron is so well designed, any other 3-4 pilot combo would be a great addition to the game.
  23. Like
    Skitch_ reacted to Red Castle in Star Wars Episode IX The Rise Of Skywalker   
    My personnal opinion regarding the backlash on Rey and the Sequel.
    I think that most people that didn't like the new movies didn't like them simply because they don't think they are good movies. And that's okay, we all have different opinions. But I don't think we hear a lot from them, just like I don't think we hear a lot from the people that love them. And while I do believe that for some people, Rey being a girl played a part in why they didn't like the new movies, I don't think that there is actually a lot of them, they are just more vocal than others, and I believe they are pretty much the same persons that had a problem with the new Ghostbuster movie all-girl cast and that now have a problem with the new Captain Marvel movie. There is clearly an anti-feminism agenda at play against hollywood pushing for more diversity. But like I said, I don't think they are a major part of those that didn't like the new movies, they are simply a very small minority that doesn't even deserve our attention.
    My personnal opinion is that most of the backlash come at its core from people that never really accepted that Disney erased the old EU. They were very attached to it, spent a lot of time reading those books and just can't accept that all this ''knowledge'' is now worth nothing, as if they lost their time. So, that makes them highly critical of the new movies. They don't want the new EU to succeed, in the hope that Disney will say mea culpa and revive the old EU. That's why there is a more often than not a double-standard in the Sequel Trilogy critisisms. Most of those critisims can actually be applied to the Original Trilogy too. But since we grew up with the OT, there is a willingness to accept those critisms and make mental gymnastic to explain it. But in the case of the Sequel Trilogy, no, everything must be absolutly perfect or it's the worst thing to happened in the cinema history.
    That's also why I think the The Last Jedi had soooo much more backlash than Force Awakens. While the Force Awakens suffered from the critisim of Rey being a Mary Sue and beng just a retell of a New Hope, that was pretty much it. It didn't really shook things up, nothing was really different from the Original Trilogy. Han Solo was still Han Solo, same for Leia. Only big difference was that they were not together. As for Luke, nothing was really said about him, but people could still expect him to be the greatest Jedi of the Galaxy. It was still conservative of the Original Trilogy. But then came the Last Jedi, and this movie really shook things up, going in a very very different way than the old EU. Luke is the exact opposite of who he was in the old EU and I think that a lot of people just can't accept it. And since they were already apprehensive of the new trilogy because Disney erased the old EU, they now had to destroy this movie, make sure that nobody love it, so that Disney could go back and reinstore the old EU. So, to destroy this movie, they started to watch it with the actual idea to spot all the possible flaws in it, and turn it into something objective and not just subjective like an opinion should be. Thing is, if they were to watch the Original Trilogy with the same mindset, the Empire Strike Back would also be one of the the worst movie in the history of cinema. Or just imagine if Episode 6 were to be release today and watched with this mindset, how it would have been destroyed because Boba Fett died like a punk or because of how the Empire lost to Ewoks.
    I will always wonder... if Luke Skywalker would have been represented as the super-hero badass jedi that he was in the old EU in The Last Jedi, would it still have received so many backlash? If the old EU would never have been erased by Disney, would the new movies would have been watched with as much highly critical mindset? I personnaly don't think so. I believe that there is some people that want those movies to fail and will do anything for it to happen.
    For me, The Last Jedi is one of the best Star Wars movie (second only to Episode 5 because of Nostalgia) because it dared to bring the franchise in a new direction and didn't just tried to feed on Fan Service to please the fans. It told the story that it had to tell and I can't wait to have the conclusion with Episode 9.
  24. Like
    Skitch_ reacted to Hawkstrike in Misleading conversion kit advertising...   
    They're *unique*. Why would FFG put more than one of them in a kit or expansion?
  25. Like
    Skitch_ reacted to Dalli in Hot Rod - The Decimator lives!   
    Some people know me. Im the guy who plays the imperial junk (Backdraft, Deathfire, OL and DC) in Top 8 SOS in Germany 2017, or Kylo Kath in some German Regional cuts 2018, or the Reaper-Countdown-Volso List two times in the Hyperspace cuts this season - all mentioned by american podcast - for example the mynocks. (Yes - it was always the same guy) Now I played again some kind of underastimeted list as well as for the last 5 years. Business as usual. A Decimator in a kind of old school list with Whisper. Branded as unplayable (some threats call for buffing the Decimator or some elements in that List and so on - It is a good index for this general view). When I was made aware of this by some German players and asked to translate my articles for you, I agreed. Maybe you are interested. Thank you Mark for helping me translate this one.
    Hot Rod
    I am tinkering around with the Decimator since October 2018. I bugged Steffen Kähler (some of you know him because aof the worlds), other well know German tournament players as well as my team members shortly after the release of 2.0 with my ideas. Earlier this year I wrote an article “Ode to Decimator” in the German X-Wing Forum (so far only available in German; http://www.moseisleyraumhafen.com/t18286-taktik-eine-ode-an-den-decimator#297984) explaining why the ship is – other than a lot of people think – not a **** ship and basically “dead on arrival” but a viable option in 2.0 for all the Imperial Admirals out there.  Now, around half a year later and after being constantly challenged to “play it in a big tournament if it is that good” I had to turn my ideas into a viable squad for a tournament. 
    On top, I had to come up with a squad not only for myself, but also for my team mate Enno; he committed way before me to bring a Decimator to the SOS in Hannover; eventually he went with RAC and Soontir. A little bit of fine-tuning and a couple of tough matches later his squad was set. At this point and time I was still playing a Sloane swarm and I was undecided whether to stick to it or to play with a Decimator as well. Nine test games later the squad was unbeaten (some of the games I won 200:0) and I was truly surprised by its performance. And when Jack Mooney on top of that won the SOS in Milton Keynes with Han/Jake I was sure that a Decimator squad is able to do this as well.
    Composition
     
    I came up with the name of the squad after the SOS due to the feedback I received and the obvious functionalities of it. The ships in the squad are well known, they are fast and tuned to the max. And thanks to Moff Jerjerrod they are even faster than what you would normally expect from Whisper and a Decimator.
    Well known, fast and tuned to the max: Hot Rod
    ·         Whisper (54)
    o   Juke (5)
    o   Fifth Brother (9)
    o   Stealth Device (6)
     
     
    ·         Rear Admiral Chiraneau (80)
    o    Lone Wolf (5)
    o    Darth Vader (14)
    o    Moff Jerjerrod (10)
    o    Veteran Turret Gunner (6)
    o    Proton Bombs (5)
    o    Hull Upgrade (2)
    o    Dauntless (4)
    Total: 200
    https://raithos.github.io/?f=Galactic%20Empire&d=v6!s=200!199:123,,82,166:;214:124,,26,50,90,69,164,147:&sn=Hot%20Rod&obs=


    Functionalities
    The most components are more or less obvious. However, the there are elements and synergies that you might not get right away, hence a closer look is needed. Most important: both ships have initiative 5; for flying and triggering the abilities it is crucial to have the same initiative.
    Moff Jerjerrod: Combinations and tactical concepts
     
    The core of the squad is Moff Jerjerrod. His abilities allows all friendly ships to perform a red boost action during the system phase. The possibility to reposition before all other ships move doesn’t sound that great at first, especially when you look at the conditions and the price: the boost is a red action, you have to choose and pick the same direction for all ships, you can only trigger it every second round and it costs 10 points. 
    However, it makes the Decimator (and especially Whisper) faster, even more less predictable and gives the option to fly around obstacles easier (instead to fly with a 3 bank-left (white) onto an asteroid you do a 1 straight boost (red) and then turn in with a 1 bank-left (blue)). So it is all about to broaden the engage/disengage possibilities. Especially the Decimator is able to get back into action more quickly after disengaging due to the additional boost provide due Moff Jerjerrod.

    Same goes for Whisper: she is even faster and more flexible than she already is: Decloak 2 forward (white), boost 1 left (red), fly 3 straight (blue) and then do a barrel roll; hard to see this coming. This example as well as other combinations turns the Phantom suddenly to one of the fastest ships in the game. It is also great to avoid getting trapped between obstacles and enemy ships: just do a boost and you are good to go. It is not as good as collision detector, but pretty useful nonetheless. Downside with the last mention option (boost to avoid being trapped) is that you might not get the auto evade token when you decloak due to the stress. However, you still can get it back using the regular action; and thanks to Fifth Brother and his Force token you are still “tokend up” sufficiently. In other words: most of the time it doesn’t matter whether you boost before or after you decloak (again: the importance of the same initiative of both pilots).
    Also, as both ships can move within the system phase (Whisper even twice) they can set a block before other ships move (you can say at initiative 0). Especially the big base of the Decimator makes him more resistant to blocks but, at the same time transform him into an efficient blocker himself: due to the boost he is able to move before initiative 4 ships to counter-block them (blocking the blockers). Another tactical component for this scenario is the proton bomb, which can be placed either before or after the Decimator uses the boost action. The imminent danger is quite often enough to force enemy aces or swarms to disengage, and it keeps the stern of the ship protected. The possibility of being blocked or facing a bomb often means that the opposing ships won’t have an action respectively a token: bombs have to be outmaneuvered using a barrel roll or a boost and being blocked means that you lose your action. In the very end all this plays into the hands of Whipsers’ Juke and Vader (Crew) (both are synergizing on their own very well already).
    Standard Tactic
    The Decimator is a tank, he wants to get into range 1 to shred enemy ships into pieces. He can either overlap ships with a lower initiative or set block; both is in his favor. Chiraneau with Vader (Crew) works a bit like the old Oicunn: as soon as the ship is in the arc of the Decimator it will get a damage from Vader. Thanks to the Moff and the Dauntless title you are able to set blocks respectively bump into enemy ships and get an action nonetheless pretty easy. This way the Decimator won’t get shot at, but deals damage; and Whisper will take care of the rest. The combination of the re-enforce action and Vader (Crew) makes the Decimator effective in the offense as well as in the defense. On top: both ships can generate a lot of Crits due Chiraneaus’ ability and Fifth Brother on Whisper. The games I have won with this squad were always pretty high points wise; a lot of them were even 200:0… even against squads where I wouldn’t have expected such a result at all. I wasn’t able to pull something like that off with another squad in 2.0 and I wouldn’t have expected to pull something like this off with a Decimator.
    The Decimator is a good choice also with regards to the current Meta: Juke, Out-Maneuver or Crack Shot don’t matter for a re-enforced Decimator. Once he is engaged in a dog fight, he simply tries to overlap/bump/block; the Dauntless title will provide the action he needs to then deal out massive damage to the ships he is not touching.
    In case the Decimator is going down he should have done his job by getting rid of the crucial element in the opponents’ squad. Whisper is an highly efficient (and annoying) late game ship that should be able to finish the game (potentially by just surviving to deny the victory points)

    Upgrades:
    Lone Wolf: A two-ship-squad including a Phantom might be the only set up to use this upgrade optimally… thanks to the movement options of the Phantom of course. It will boost the offensive output of the Decimator (action should be used for the re-enforce and you can potentially modify a focus using the Force token from Vader) and even could be useful when being shot at (especially from range 3).
    Dauntless: It’s a must have if you follow the standard tactic (overlap/bump/block) as you are not using Tua to get the re-enforce token. Goal is to ram other ships to deny them the attack on you and, at the same time, engage the remaining enemy ships. 
    Veteran Turret Gunner: It’s very helpful against squads with multiple ships that don’t have a lot of defensive dice; doing more than 4 damage in a round is likely. However, it doesn’t trigger often but when it does, it will hurt. It’s also a great tool against squads with a lot of hit points like Four K-Wings, Rebel Beef, etc.
    Hull Upgrad: It’s simple: Re-enforce turns the Decimator into a tank, having another hull makes him even harder to kill. More detailed information (with some math) can be found in my initial article on the Decimator (see link above)
    Vader: As described, he is the jack-of-all trades on the Decimator. He will make sure that you will deal damage, whether directly or indirect by taking away tokens from the opponent ship. Vader finished a ship in every second game I played, without getting Whisper or the Decimator directly involved. He is one of the best Crew options you can get.
    Stealth Device (Whisper): Ideally Whisper has a Focus, two Evades and potentially a Force token when being attacked. That amount of tokens and three green defensive dice makes it difficult to kill her; when being cloaked you even have 7 green dice. In all games I have played I only lost Whisper twice. The good thing is (or bad thing if you have to face this squad): you can’t ignore the Decimator, but also can’t ignore Whisper as she is a beast in the late game. Whisper is the defensive counter-part to the Decimator: no green dice vs. „too many“. This conceptual interplay between the ships and the difficulty for the opponent to set a target priority makes the squad very balanced.

    Conclusion:
    When you follow the described tactics there are not a lot of other squads that will give you trouble. No matter the matchup, you have at least one tool in your box to be able to deal with it. I personally don’t like to joust my opponent’s squad directly, even though it would be the best option most of the time. Squads that deal a lot of Crits as well as using jam actions are to most challenging matchups for the Hot Rod, however they are not unbeatable. This is also the reason why I will stick to this squad for the extended format for the time being. I was able to get into the top 16 at the SOS Hannover and almost made it into the top 8. The overall performance of the squad makes me confident that I could have made it even further that day.
    Therefore: Stand firm! The Decimator is not ****. The Decimator is not dead!
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