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Everything posted by GuacCousteau
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Can you not be a c**t for just one day?
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If you're looking for two points to spend on Han there, then in this list might I make a case for Jyn Erso? The range 3 bubble is big, and it basically gives Wedge, Luke and Han the evade action. If you thought BE Luke was tanky, wait till you try a Luke who can evade.
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So I guess you can read it both ways. Mayfield talks about the civilians, sure. But he also places a lot of emphasis on the guys he served with. He specifically calls out losing a whole division. Yeah, being burned on Imperial atrocities is one thing. But there's still a very specific callout that the grunts serving there didn't deserve to be massacred. And he still answers that by massacring an entire base of grunts. It's just an awkward contradiction to me. All these people who walk away from the Empire and then slaughter troops with zero remorse. Like, shouldn't it bug them even a little bit that each one of those soldiers could have come to the same conclusions they did, given the right prompts? Yeah, I literally said that. The scene just made me think about how defectors are currently being written, that's all. And whether it applies fully here or not, there is a growing trend to adopt common fan viewpoints about the Imperials seeing the Rebels as evil and make it into explicit dialogue. While I don't think the attempt was to make the pilot seem sympathetic, it was an attempt to make him a little bit more 2D, as far as nameless mooks go. I just find it odd that these moments are always accompanied by an action that's pretty ruthless to their own teammates. Could he not have had that dialogue without murdering his partner in cold blood? Yeah? And? Why does that make it good? This argument doesn't make sense. You're only saying that because you saw the version where it was Luke. If it had been filmed not as Luke, then there would have been nothing to take away from Luke. Also, if Luke really needs his own version of the Daredevil corridor fight, then that could happen at any other time in any other show. You know, you're actually more right than you intended. This really is the corridor fight from Rogue One, down to it being a wordless slaughter of mooks by a character that doesn't really have any place in the plot themselves. I guess I have to put the usual disclaimers here. I love Rogue One. I loved this episode. But here we have this show about the Mandalorian, Grogu and their allies and the plot comes to a standstill for five minutes while we watch a legacy movie character who has had zero involvement in the rest of the plot suddenly turn up and go ham. Mando, BY, Bo Katan et al literally stand stock still the whole time and just watch on a monitor, doing and saying nothing. I really didn't hate Luke showing up at all. It was, at least, better telegraphed than Vader in Rogue One. But beloved movie characters showing up for a cool action scene doesn't necessarily enhance another story simply by being included. Mando who? Fennec who? Bo Katan who? Ahsoka who? Dark Troopers, what? You can say this about any new character. Or any character borrowed from another piece of media. Thanos showing his big ugly mug in the stinger for Avengers meant nothing to the new audience, but everything to people who read the comics. There are people out there who have never seen Clone Wars, and yet Ahsoka gets name dropped and then 'Big Revealed'. Also, how is using Luke ****ing Skywalker instead a good example of the show expanding the fandom instead of contracting it? Is that not.... literally looking back at old stories? Sure. So using the Dark Troopers was a bad move then, right? Because that's old EU. They should have just left the Dark Troopers there. Folks can still go play Dark Forces if they want to see Dark Troopers. They can go re-read the Thrawn novels if they want Thrawn too, right? Or have we already forgotten that he got name dropped in this very series too? I guess what I'm getting it as I would prefer a bit more of an MCU take on this. I don't mind stories being changed and altered and updated, with characters composited and streamlined. But I'd like at least the bones to fit together the right way. I would rather they either left entire stories back in Legends, or adapted them. I don't reeeeally like robbing individual elements of them and using them in totally different contexts. If you're going to introduce Dark Troopers, I want to see Kyle Katarn involved somewhere. Having Luke show up is, to me, the equivalent of Thor showing up to defeat Red Skull. Or maybe more accurately, it's the Avengers fighting Sentinels. Like, okay fine there's a valid story case you can make for it. But everyone really wants to see the X-Men being the ones beating up the Sentinels. Totally. It just kinda kills any acting. Again, I didn't hate it. I'll take any love for green lightsaber badass Luke we can get. It's just.... not quite there for me yet in terms of being convincing. Well you can't compare that. They've completely flipped things on their head in the translation from Legends to canon. In Dark Forces, the Phase 1 and 2s were the droids, and Phase 3 was the guy (Rohm Mohc) in a suit. Also, the Dark Forces Phase 3 was waaaaay bigger and badder than what we saw here. Also also, that was pre-RotJ, pre-Jedi Kyle. This is a post-RotJ and therefore presumably Jedi Kyle we'd have been talking about here. If the Mandalorian is the very first Star Wars you have ever seen, then Ahsoka, Bo-Katan and the Thrawn name drop at the very least don't hold weight. Can you point to even one person who actually pledges allegiance to a piece of cloth? I mean, that's pretty stupid too. I never said it wasn't. Why do people always do this? Why is criticism of one thing in fiction somehow taken as acceptance of a thing in real life. Also, I think you've misunderstood my point. I don't have any problem with the notion of Mandalorians accepting as leaders anyone who kills the current leader and takes the Darksaber, because they respect strength as power and it proves your strength. I do have a problem with the notion that a random dude can accidentally take the Darksaber and then not be able to cede power to an obviously better candidate. Like, a few episodes ago they were moaning about how Mando was a weird cultist. That very episode they mocked him for being 'just' a bounty hunter. And now you're telling me they have to follow him on a technicality? Lol. Also also, it doesn't even track with the previously established continuity. Sabine Wren handed over the Darksaber to Bo Katan and made her leader already. And she accepted. I don't remember Bo Katan having to fight and defeat Sabine for that. Who said I wasn't happy? It was a great episode. Seeing Luke swinging that green saber again was amazing. But if you're gonna throw Dark Troopers at me and have a saber wielding bad*** take them down, I want that to be Kyle. That's all it is. Could totally have fit, and then Kyle could have said he'd take BY to Luke. Aaaand extra special uber bonus, they could have cast an actual actor and not needed a mushy CGI mask.
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So the Mandalorian wasn't actually the Boba Fett show that Jon Favreau really wanted to make with the serial numbers filed off, it was actually the extended backdoor pilot to the Boba Fett show that Jon Favreau really wanted to make all along. Well, I didn't see that coming. Also, could they really not have just borrowed Sebastian Stan off the set of Falcon and Winter Soldier for a day? This CGI de-aging stuff still isn't quite there yet and I find it too distracting. Cameo destroying the dark troopers should have been Kyle Katarn. Change my mind. The Mandalorians still have the dumbest rules, no matter which sect you're in. Gideon's hiding spot just being his same old Arquitens in deep space was lame, but given the budget already spent on this episode alone, I'll take it. Imperial pilot #1: "Do you know how many millions died aboard [the Death Stars?]" Also Imperial pilot #1: murders his co-pilot in cold blood. This actually seems to be a real problem with current writers trying to make (former) Imperials sympathetic. Mayfield in the previous episode was just as bad. "Oh, I'm real mad at you for getting all the soldiers I served with who were just people doing their jobs killed. Now excuse me while I blow up this entire base of people just doing their jobs even though I've already successfully escaped." I guess they weren't actually trying to make the pilot sympathetic, just giving him a realistic point of view and reason to hate Cara. Still bugs me. Arguably this goes all the way back to Finn, too. I've always thought his reason for helping Poe was not being cool with the massacre of civilians rather than seeing his buds die, but even then going from the shot of him cradling a dying trooper to cheering as he blows them up is a bit jarring.
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Mass Effect Legendary Edition - Coming 2021
GuacCousteau replied to FTS Gecko's topic in X-Wing Off-Topic
I hate that I can't get excited for what used to be my favourite franchise. I've just been burned too many times at this point by sequels made by different creative teams from the originals. Even the original lost talent over its run, and that showed. Big time skip is reasonable, given the ending of 3. It was always going to take a long time for things to get back to anything like normal. My worry is that they will assume the future needs lots of tech advancements and we'll lose the grounded feel of the first two games in favour of the space magic that 3 started to bring in. The relay wreckage is interesting. That was one of the major sticking points of the original ending. The relays were completely destroyed, which implied doom for all the characters as they were now all stranded. It ruined even the sweet part of the bittersweet ending, and it was really telling that they specifically changed it in the Extended Cut to just show them damaged. The wreckage of the relay might imply they're going back on that now and we're going to have a horrible setting where all these worlds have been cut off and isolated for hundreds of years. .... I dunno. I'm just not interested in trudging through a graveyard galaxy or a plot that's trying to rebuild an old status quo. I don't see how they're ever going to recapture the feeling of exploration and newness that ME1 had, with humans as these freshfaced underdogs. They tried that with Andromeda and it just didn't work. Maybe the worst part of this is that the strongest vibes I'm getting from this is Star Trek Discovery Season 3. Which just...... no thanks. -
Just because you haven't mentioned it, have you picked up a second edition core set too? To play 2e properly, you'll need the new damage deck and templates that include a centre line. You can buy the faction themed damage decks and the plastic templates separately and avoid buying the core set, but it's usually more economical to buy the core set, especially as it comes with Rebel and Imperial pilots that aren't in the conversion kits (Luke Skywalker being the main one). Plus, you get a cool Red 5 X-Wing mini for Luke.
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Torkil Mux vs Heightened Perception?
GuacCousteau replied to ToiletPaper Fiend's topic in X-Wing Rules Questions
Torkil and Roark aren't replacement effects. You can't just highlight one word to try and make a point and pretend another doesn't exist. "These abiltiies use the words "would" and "instead"" AND. Not or. A replacement effect is worded like Jyn, "If you would [x], you may [y] instead" That is not how Torkil and Roark are worded, they just happen to use the word 'instead'. They're just normal game effects. They enter the queue like any other ability. -
I feel like this is classic anecdote based list theorising, though. Yes, the Interceptor can blank out and when it happens to you it's a real feels bad moment that makes you think they're not worth it, but the reality is that you're really unlikely to blank out completely. It also ignores the fact that there is a flip side - the Interceptor can block 3 damage at once. The Striker, under normal circumstances, simply can't. And if you have a focus token, the chances of the Interceptor evading all 3 damage are actually higher than the chances of you completely blanking out. If we compare the two in a difficult situation, taking 3 attacks from 3 dice primaries at range 2, all with a focus and assuming both the Striker and Interceptor have a focus token, we see the following. The TIE Striker takes an expected 3.7 hits, knocking on the door of being dead. There is a high, 92% chance of taking at least 2 damage, and a 77% chance of taking 3. Lastly, there is a 54.71% chance of the Striker taking the 4 damage needed to kill it. TIE Interceptor, meanwhile takes an expected 2.6 hits, still close to the 3 that will kill it, but less close than the Striker. It has only a 74% chance of taking at least 2 damage and crucially a 50.41% chance of taking the 3 to kill it. Over multiple attacks, the Interceptor has less of a chance of taking the damage that will kill it. The chances of an Interceptor blanking out against a 3 dice focused attack are only 2.2% with a focus. Also importantly, If we assume each ship takes one attack in each of two rounds, the chances of the Interceptor taking 2 and 1 are 15% and 45% respectively. The chances of the Striker taking 2 and 2 are 31% each time. Over two rounds, even only facing one attack, the Striker is more likely to die. Varying the number of the attack dice gives you the real differences between the two ships. The Striker is way more likely to survive a range 1 shot coming in with 4 dice, the Interceptor is way more likely to shrug off all damage from two dice attacks. So yes, while I wouldn't necessarily say the Striker is defensively weaker than the Interceptor, over the course of multiple games I prefer the way the Interceptor's maths falls out in a swarm type list. I mean, I love the named Strikers, I think they're fantastic. If you want to try them out, then absolutely give them a go. Personally, I still don't think they fit a Sloane list. I think you're sacrificing numbers to get them in, and I think that flying them as you suggest here - as flankers - probably means that Sloane won't do all that much for you. 12 Points is a lot to spend on something that maybe gives you a couple of re-rolls per game. I don't think that Sabacc and Countdown have the Initiative or post manuever repositioning to take advantage of stress limited enemy dials either. The key aspect of the 6 TIE + Sloane list was that you could basically cover the whole board with it and constantly rotate ships around. Without those numbers.... I dunno. If you want to run the named Strikers and Reaper support, my suggestion would still be to go all named pilots and drop Sloane in favour of upgrades that more directly benefit the Strikers. Predator on Sabacc, for example, basically gives you the same trigger frequency for the list as Sloane would, but for a sixth of the points. This is just one example of what you can do with the Striker uniques and a Reaper: "Pure Sabacc" (43) Predator (2) Ship total: 45 Half Points: 23 Threshold: 2 "Countdown" (43) Hull Upgrade (5) Ship total: 48 Half Points: 24 Threshold: 3 "Duchess" (44) Suppressive Gunner (8) Targeting Computer (3) Ship total: 55 Half Points: 28 Threshold: 2 Major Vermeil (49) ISB Slicer (3) Ship total: 52 Half Points: 26 Threshold: 4 Total: 200 I like it more than I do the two Alpha version. But honestly, I've never flown the list you're suggesting. My doubts could be completely unfounded and Sloane could pull a lot of weight. Try it out and let us know.
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This is f***ing ridiculous. My dad died this year from lung cancer. Actually, he died of pneumonia. There was too much fluid in his lungs for him to sustain his own life. You know what caused that pneumonia? The f***ing tumours in his lungs. You know what any sensible person would track his cause of death as for the purpose of statistical recording? F***ing lung cancer. If there had been a treatment that could have saved his life, do you know what that treatment would have been targeted at? The f***ing lung cancer!? Would you go into a thread saying "no one actually dies of lung cancer, so we shouldn't bother trying to cure it, we should be working on reliable treatments for pneumonia because that's what actually kills people"? Stop being a stubborn pr**k making arguments for the sake of argument. If someone was vulnerable for whatever reason to COVID and then they died after contracting it, they died of f***ing COVID. I've got to say, I do love how threads like these become a honey trap for morons. Makes it so much easier to identify whose opinions I can just straight up ignore.
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Sloane lists were kind of a solved meta element a while back. She's just one of those cards that ends up having a best use case - finding that sweet spot of efficiency in terms of triggering Sloane's ability vs maintaining a list with stopping power of its own To that end, SOTL's Sloane list was probably THE Sloane list - 2 x Alpha Squadron Pilot (TIE Interceptor) 4 x Academy Pilot (TIE Fighter) Scarif Base Pilot + Sloane (TIE Reaper) That clocked in at something like 199 points, and since then something has gone up and it's now 201 points. As a result, I don't know what the next best Sloane list is, but I think that's still an interesting starting point. The question now becomes, do you a drop a ship and use the points to upgrade everything else, or do you downgrade one of those TIE Interceptors to something cheaper? I think I'm leaning towards the 5 ship swarm plus Sloane over cutting an Interceptor out. The extra points let you upgrade an Academy to an Alpha and put Tactical Officer on the Reaper for white co-ordinates. Something like this: Academy Pilot (22) Ship total: 22 Half Points: 11 Threshold: 2 Academy Pilot (22) Ship total: 22 Half Points: 11 Threshold: 2 Alpha Squadron Pilot (31) Ship total: 31 Half Points: 16 Threshold: 2 Alpha Squadron Pilot (31) Targeting Computer (3) Ship total: 34 Half Points: 17 Threshold: 2 Alpha Squadron Pilot (31) Targeting Computer (3) Ship total: 34 Half Points: 17 Threshold: 2 Scarif Base Pilot (39) Admiral Sloane (12) Tactical Officer (6) Ship total: 57 Half Points: 29 Threshold: 4 Total: 200 It's a shame Targeting Computer can't go on all three Interceptors, but whatever. White co-ordinate will let one of those two focus, lock and reposition in one turn. Normally for the points I'd take Vizier instead of putting Tactical Officer on SBP but in this list I think keeping matching Initiative is important. Choice of movement order can be big in a swarm type list, and this gives you a pseudo control over the Reaper's ailerons. If you don't want to Aileron, you can move the Reaper first and bump one of your ships. If you do want the Reaper to Aileron, move the other ship first then activate the Reaper. Obviously doesn't apply to all cases, but it is still an option. The important thing to remember with this list is to keep everyone mobile, not to fly them as a big jousty block. You're banking on Sloane limiting dials here, that's what stress does best. The re-roll is a bonus. You won't take advantage of that if you're being a super predictable jousting block. Look for blocks and flanks, peel damaged ships off and put full health ones in the way. Use the Interceptor's dial and double repositions. I get that you're looking at your Strikers and wanting to use them, and I know that Strikers seem like they should pair really nicely with a Reaper but IMO they don't. Not in this context anyway. The movement becomes too awkward and flying them together limits them too much. I'm also not sold on their survivability for the cost. For me, Strikers are all about the named pilots. Duchess, Pure Sabacc and Countdown can do great things with a Reaper - just not as a Sloane list. I'd say you've probably got to pick one of the two: Sloane or Strikers. Not both.
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No problem at all, that's what this forum is here for. Fair enough. Most people round here will tell you that it's totally fine not having the cards, you can just proxy by making the lists in a squad builder and referencing their effect from there. But I've always liked having the physical cards in front of me, and I think it's especially helpful when you're starting out because it helps you remember that you've got them, and when to trigger them. With that in mind, here are some tweaks I'd make that should keep to cards you already have (not sure entirely what you've got, so I've only gone with cards found in the Core Set, B-Wing, Millennium Falcon, Decimator, TIE Striker and TIE Adv v1 expansions): Rebel: Chewbacca (70) Leia Organa (7) Lando Calrissian (2) Ship total: 79 Half Points: 40 Threshold: 7 Braylen Stramm (52) Jamming Beam (0) Ship total: 52 Half Points: 26 Threshold: 4 Luke Skywalker (61) R2-D2 (8) Servomotor S-Foils (0) Ship total: 69 Half Points: 35 Threshold: 3 Total: 200 I've swapped to Braylen because he's a little more self-sufficient than Ten without additional upgrades. Braylen basically wants to do the opposite of Ten. Stress gives him re-rolls, so you'll rarely - if ever - need to lock with him. Instead, you should look for ways to get focus tokens and stress, if possible. The best way is to use the built in focus > barrel roll linked action the B-Wing has. Hint: you still get the stress if you fail the red barrel roll, so if you won't fit you can trigger the roll anyway and deliberately fail to get stress Leia is there for turns when both Luke and Braylen want to turn around, or if Braylen is already stressed but really wants to do a red maneuver. To fit this, I've had to drop Torpedoes on Luke. While that's a shame, because Luke is really good with Torpedoes, in the old list he was a very obvious target because of how dangerous he is. R2-D2 technically isn't great value - you're better off running the generic R2 astromech for the points because it's rare you'll get to use R2-D2's third charge anyway. But for a first list, I figured it wouldn't hurt to pair Luke up with his buddy. I think you'll enjoy flying them together. Imperial Grand Inquisitor (52) Fire-Control System (2) Ship total: 54 Half Points: 27 Threshold: 2 "Pure Sabacc" (43) Shield Upgrade (6) Ship total: 49 Half Points: 25 Threshold: 3 Captain Oicunn (74) Fifth Brother (12) Proximity Mines (6) Dauntless (4) Ship total: 96 Half Points: 48 Threshold: 8 Total: 199 What you've got here is a list that can really mess with the Rebel list by giving it no good options to go for. Ignore the Decimator, and you're ignoring a close range tank with a ton of health that will be hard to get off the board. Ignore Pure Sabacc and he's throwing 4-5 red dice at you. With a Shield Upgrade, you've got to land two damage on him for that to stop. Ignore the Inquisitor, and you're ignoring a mobile little ship that can dodge yours, can hit hard and can be hard to kill if you don't focus your fire. When starting out with Strikers, I would recommend not using Duchess. A lot of people will say the opposite, that Duchess making the ship ability optional means she's more forgiving and you can get used to it without making as many mistakes. Personally, I think if you want to get good with Strikers, you need to get to grips with how most of them fly, and treat Duchess' ability as a bonus once you've figured it out. Duchess is a crutch that IMO will weaken you Striker play.
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For the same cost, I'd also take Mauler over Scourge every time. He's just easier to trigger. I barely ever trigger Scourge at any range other than 1 anyway, so you may as well guarantee it.
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The first list I quite like, but you'll run into problems with Ten there. What you'll find as you play is that Ten really likes to be stressed, as it lets him get more out of his dial and actions, but also gives him effectively a focus token for free. And spending that stress like a focus lets you remove the stress too. What that means is that you'll end up playing to deliberately get him stressed. And that means that it'll be very rare you actually take the lock action because that requires you to a) not be stressed at the start of the turn, b) perform a stress free white or blue maneuver and c) take only the lock action, with no way to get more actions or stressed. For that reason, Fire Control System isn't a great pick on him. Yes, you can take a lock one round and use FCS to get a single re-roll and keep the lock till the next round when you can focus, but that's not very efficient. However, for just 2 more points you can add the Stabilised S-Foils config card from Hotshots and Aces. This gives Ten access to a barrel roll action linked into a red action. Ten loves this card. That red lock gives him re-rolls and a pseudo focus token at the same time. That is ideal for performing an attack. And FCS makes him even more efficient by letting him keep that lock till next turn (when you might want to do a red maneuver, like a tallon roll and so won't get to lock again) or if you want to spend the lock on a second attack with the Jamming Beam (it's not common for this to be worth it, but it can be). I would suggest either finding an extra point for the S-foils config, or dropping FCS and spending the points elsewhere. Informant is a good card to drop here, I don't think it will do much for you as you don't really have many ways to react to the information you might gain from it. I'd be tempted to drop both Informant and Lando to run Agile Gunner on Chewbacca and Stabilised S-foils on Ten. Agile Gunner gives you a little more flexibility going into next turn if you think ships might end up in front or behind you rather than at the sides, or vice versa. ================================================================================================================================== For the Imperial list, I'll confess I'm not great with Decimator builds, but I would suggest at least dropping some of the upgrades on your TIE Striker to go for a named pilot instead. The unique Striker pilots all have really good abilities, and the upgrades you've put on your generic strike me as a bit mismatched. Trick Shot especially is a strange choice. The Striker can only shoot forwards - i.e. the direction in which it will move next turn - so to trigger Trick Shot, your Striker will need to be pointed directly at an obstacle. Given that (so long as you're not stressed) you have to do a 1 speed bank or straight before the maneuver on your dial, there's actually a very good chance that triggering Trick Shot one round means going over a rock the next. Those 4 points alone get you Vagabond instead of the generic, who gives you an additional option for how to use the bomb you've equipped. Dropping all the upgrades gets you Countdown, who could be a really good choice against that Rebel list. Countdown basically hard counters high damage spikes, like Proton Torpedoes. Shooting those ProTorps at Countdown would be a waste of a lot of points, so the Rebel player won't do it. That's something the Imperial player can exploit. Predictive Shot is really, really bad, by the way. Save yourself a point and don't bring it. Darth Vader isn't a bad shout on a Decimator, but I do wonder if he's a bit expensive for what he brings. And Oicunn really wants the Dauntless title to be at his best (means you get to ram into someone, still get an action and still get to shoot them while they can't shoot back). Even if you know you're going to be moving first, as you would be facing this list, there will be times when blocking another ship with a partial maneuver will prevent their maneuver from completing and leave them stuck in place. That's invaluable, especially if you still get to lock them. I would say Vader in this build is far more useful for the Force point than he is for his ability, so you might want to look at Fifth Brother Gunner instead. It'll probably get you better results. Dropping Predictive Shot from Grand Inqy and dropping Lone Wolf (just take locks instead) gets you the points for Dauntless and some spare points that I would strongly suggest spending on Intimidation. It combos so well with Oicunn's ability that, as far as talents go, I would say means it should effectively be stapled to him. I also don't love Proton Rockets on Grand Inqy. His ability won't work on them, as missiles can't get the range bonus, and he doesn't often want to be focusing. At I5, locking, rolling or boosting are all normally better choices, as he can use his Force token to change eye results. I'd probably not bother with missiles and give him FCS and Brilliant Evasion to focus on making him as efficient as possible.
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Kinda wish they'd just used TIE Reapers tbh. They have the digital models from Rogue One, and they've already had that connection to Gideon with his Death Trooper contingent. I guess it was a deliberate attempt to show a connection between Gideon and the First Order, but still. TIE Reapers are cool. Though that does remind me that, once again, the weakest bit of this episode was making the Stormtroopers out to be completely incompetent. They're trying to make Fennec, Boba and Mando out to be complete badasses in those action scenes and it's just not working for me because the Stormtroopers are so dumb and there's zero tension. There was a shot where Fennec is shooting a couple of troopers, then one comes up behind her. She spins round and shoots him, but it was just painfully slow. The guy was behind her in full view for several moments and makes no attempt at making even a single shot. Then there's the squad leader ordering the one troop to flank, he questions the order then tries it and immediately gets shot. I'm not sure whether the intention was to make the commander or the trooper look dumb, but for me it made them both look dumb. Then there's Gideon letting two of his troops be tossed around like ragdolls...... None of it works for me. People can finally shut up about Boba being a jobber though, so this episode still gets a gold star from me. Oh, also there's this Amazing really. I was completely open minded about what they could do.... ... And still came away seriously disappointed. I know that this Star Wars on a TV budget but still.... that was really the best you could do for the world the Jedi originated on? I was hoping for either super lush paradise or desolated ruin and got neither. A patch of desert scrubland? Really? Tiny little ruins Mando found immediately? I get the western in space vibes, but the lack of imagination in settings is starting to wear a little thin. You couldn't CG in some alien looking vegetation? No ancient collapsed ruins like the Jedha statues in Rogue One? Nothing made this world special.
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This is easily the most appalling thing written in this thread and it says sooooooo much about the people that go along with this cult. There is zero point me going into why, because you won't listen. But as brief summary for anyone else who might not be so colossally brainwashed, a) Even assuming that statement were true, why should children suffer for the actions of their parents? How is that in any way fair or justifiable? b) It says so much about you that believe HIV only affects those that 'make mistakes', that they must have done something to deserve it. You know that a person could be doing everything 'right' by Christian standards (e.g only having sex within marriage) and still catch HIV from a partner that was cheating, right? You know that accidents happen with medical equipment, with blood transfusions.... that there are hundred other ways it could happen? And that's just the potential mother themselves. See point a for the rest. c) Also incredibly telling that you only addressed the one you had even a sh***y answer for and completely ignored the other condition that has no means by which you could possibly blame someone else attached to it. This thread is garbage, by the way. It was supposed to be political news about the election. But such is the absolute state of American politics that some of you can't keep your cult out of it and now we have this. I've only continued following along so I could point and laugh, but I couldn't let such a vindictive, ignorant comment stand. The religion of love. What a f***ing joke.
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I guess Boba survived the sarlacc by eating his way out, huh. Mah boy looking real thicc in that armour.
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Riiiiiiiight. First turn of the game, not first turn of engagement. My fault for mentally adding that word in. But yeah, still doesn't work as you just let them keep the useless lock. While I'm posting in the thread, just want to add that I really like FTC. It's a perfect example of what Illicits should be about. It can be strong. But most of the time it's just single use jank. And even 'strong' here isn't all that impressive. Jam needs all the help it can get, and one free long range jam action that you might not even get to pick the timing of seems fine to me. It's not like there are ton of things that will let you exploit it beyond the simple lack of mods thing. I really doubt we'll see Juke FTC Aggressors, for example.
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Be interesting to see how all this comes out in the wash. In my experience (and it's still reeeeeallly limited, obviously), the I5 and I6 Eta's only start to become Force starved after they've attacked and need to start defending. Which makes the use case for Patience very limited. Anakin in particular has little trouble positioning, attacking and usually making at least one defence roll before running out of Force, at which point you simply run a way for two turns to regen. Having to make a second defensive roll does maybe wish you'd taken Patience, but then the offensive potential goes down and you lower your chances of Initiative killing something and not needing to defend... And often, if you haven't needed the tallon roll or pre-position, Anakin is at full Force when Patience would trigger. Gonna need some real game results for sure, but at the moment I still feel liking making your token spend more efficient defensively with Brilliant Evasion saves you more Force points over the course of a game than Patience will regen.
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Er, what? Walk me through that, because I'm not getting something here. We're talking about putting FTC on Dengar, who at I6 moves last (for the sake of argument, lets assume no I6s on the other team). This is the first engagement, and ships are moving into range. Dengar is out of range 3 of any enemy ship before he moves, so he can't lock them but they can't lock him. Dengar moves. He's now in range 3 of an enemy ship and locks it, which also gives it a jam token via FTC. You're saying the defence against that is to have every ship on the other team take a lock action before Dengar moves? So that must be a lock on something other than Dengar, I'm presuming that includes a rock if there are no other enemy ships in range (maybe Dengar is only flying with Fenn and/or Scum Han). But when Dengar jams a ship isn't he just.... going to remove that lock? If your ship locked a rock, and Dengar's jam token removes that lock then yeah Dengar hasn't really gained anything (as in, he hasn't gained the benefit of removing a lock from himself or a teammate) but at the same time, that ship has still wasted its action. The net result is the exact same as if it had taken a focus action then had the token jammed away. And if every ship in the list is doing it, that's even worse. Because every ship has wasted the action locking a rock when they could have all just focused. The jam token will only remove one green token or break one lock from one ship. And if they're not locking rocks, but locking ships other than Dengar, then the jam token still removes a lock on a ship and one of Dengar's buddies has one fewer attacking dice mod against them to worry about. Wouldn't having everyone find a way to use barrel roll, boost or their own jam action be a better defence against jam? That way you're still getting the benefit of an action, but a jam token won't affect you.
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Starships and Speeders is just a collection of all the vehicles from all the FFG Star Wars RPG sourcebooks and adventure modules, right? They were almost all originally printed under the Legends continuity (not that it was called that at the time). Just because S&S has been published this year, doesn't make it canon, right? Obviously I'd be happy to be wrong here.
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No, but I get the sense from the rest of your post that I'd be wasting my time justifying that. All I'll say is that the indication that autodamage isn't a problem is that..... so far it hasn't been a problem. Crits plus arc dodging are hard to come by for basically every ship that can carry AB.
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I don't want to be too hyperbolic about this, but I'm pretty sure that this is going to be really, really strong: Anakin Skywalker (ETA-2) (56) Brilliant Evasion (2) Marksmanship (1) Autoblasters (3) R7-A7 (3) Stealth Device (8) Ship total: 73 I've only played around with it in Fly Casual, which I know is no substitute for a real game, but honestly I'm not sure it matters in this case. It was still a decent model for what the ship is able to do. It's incredibly strong. I really get 1e Fel vibes from it. You can fly pretty badly and be safe by just taking an evade action. Purple tallons into boost or barrel roll when you've got three Force at your disposal is bonkers, it sets up so many good shots. Which leads into the Autoblasters combo. I'm trying not to toss this word out lightly, but it's borderline broken. All the other drawbacks of the ship don't matter when you're running this. You don't need Predator, don't need to use the purple locks; you can happily burn all your Force on pre-maneuver repositions and purple tallon rolls because you don't need those Force tokens for offence. Just get behind a ship and get the bullseye. You can roll terribly, and still do super consistent damage. Just turn whatever hits you get into crits. The 2e evade change, the lack of an Autothrusters type upgrade, the lack of double repositioning and the bullseye requirement keep this from actually being 1e Fel, but given the general decrease in power curve for 2e, that's not saying much. The open dial, and reposition into tallon roll into reposition if you really need it almost bring Anakin back up to Fel levels anyway. And to be fair, the bullseye isn't even much of a requirement. R7-A7 means you can get cheap chips in without it (though being able to double up with Marksmanship feels stronger). This build is soooooo much better than Delta-7B Anakin and it's 11 points cheaper. I think the cannon slot was a big mistake. A config card that let you equip specifically an ion cannon (maybe even at the cost of the bullseye primary arc?) might have been okay if you wanted to keep the theme (supposedly the little wing guns on the Eta-2 are ion cannons, but Anakin swapped his out for the lasers you see in RotS which could have been what the bullseye represents). But as is, this ship is the most capable of exploiting Autoblasters to an absurd extreme. It's better than Scyks, better than B-Wing double taps... I think this is bang on the money, actually. The ship itself has its strengths, but is pretty vulnerable and requires a lot from the player. But the upgrade slots it has push into very dangerous territory. This is one of those weird outlier cases where the ships, pilots and all the upgrade cards are probably all priced correctly. But together, they become far greater than the sum of their parts. It's like Juke on Phantoms.
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For the why.... a fused obstacle would prevent Seismic Charge from working, right? It goes off, you remove the fuse instead of the obstacle and because the obstacle wasn't removed the other part of the Seismic Charge effect doesn't happen and so no one takes any damage, but the Seismic Charge is still wasted. The how, of course, is the problematic part. Because there's currently no way to do it. Could be interesting to see if this was future proofing for a reason though...
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Only by burning Force though, which is okay because it stops the ability shenanigans. Sure, but is that first engagement damage sponge really worth it over other Eta aces who might actually be able to kill stuff? I think Shaak Ti is potentially great too, but this self reinforcing tank with Yoda is only a list that looks horrible but doesn't actually do much. Shaak Ti plus CLT Delta 7 Obi-Wan and Aayla scares me a lot more.
