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Everything posted by GuacCousteau
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Okay, so there's a whole point I want to make here that I might take to the Selfless thread, but the essence is that I'm not sure that raw numercial efficiency vs only health actually gives you a complete picture of how the talent works on the table. Basically, looking at how much health a B-Wing and an X-Wing have and saying how many times each can use Selfless is only worthwhile if you're assuming that you will always get through all that health using Selfless. If a B-Wing and an X-Wing only trigger Selfless twice each during a game, then they're as efficient as each other as in both cases all you've lost is two shields. Agility is relevant here too. The aim of Selfless is to keep as many ships alive as long as possible. I think there's an argument to be made that Selfless is less about how much damage a single ship can take, and more about the rate at which it takes damage and whether or not that rate is low enough that you can add to it by including an additional source of damage via Selfless. If a B-Wing voluntarily takes two points of damage from Selfless, then two 3 hit attacks it can't block with it's crappy agility, it's just as dead as an X-Wing facing those same shots. Of course, this is better accounted for with lower attack rolls. Taking two damage a turn, a B-Wing will only last one turn more than an X-Wing. But for three of those turns, an X-Wing has a better chance of turning that two damage into one or even zero damage. This is getting long winded, but essentially what I'm trying to say is that an X-Wing able to nullify a two damage attack with a two evade roll is more likely to be okay taking a crit on the shield for someone else than a B-Wing that's steadily losing one HP per round even with the best possible defensive rolls. Just gonna chuck a list out there and you can see what you think. I've only had chance to test it in a couple of Fly Casual games, but I think it has legs. Wedge Antilles (54) Servomotor S-Foils (0) Ship total: 54 Half Points: 27 Threshold: 3 Luke Skywalker (61) Servomotor S-Foils (0) Ship total: 61 Half Points: 31 Threshold: 3 Biggs Darklighter (47) Servomotor S-Foils (0) Ship total: 47 Half Points: 24 Threshold: 3 Gold Squadron Veteran (32) Selfless (2) R5 Astromech (4) Ship total: 38 Half Points: 19 Threshold: 4 Total: 200 Might be better with Predator on Wedge and Dorsal on the GSV, but boy is this an unattractive block of ships to be facing. The key here is understanding that Selfless and the Y as a whole are really only here to get you through the first couple of turns of engagement. Luke is soooo hard to kill with Biggs and a Selfless Y nearby, but he's also a real end game threat to anyone not named Soontir Fel or Darth Vader. If you don't go for him early, he'll make you pay later. But if you go for him early, he's hanging around long enough to distract a lot of attention away from Wedge, and Wedge is great at punishing you in the early game. The easiest ship to kill here is Biggs, but if you kill Biggs then he's just doing his job of letting Wedge and Luke kill you. Once you've got through a couple of ships and Biggs and the GSV are probably looking the worse for wear, if not dead, then you're totally free to send Luke and Wedge off out on their own. If they go after Luke and Wedge, as they should, then the GSV can repair a couple of hull points back. IMO, the key to list building with Selfless is not to try and analyse its performance on one ship - it's to look at the list as a whole. That either means lots of copies of Selfless for lots of damage sharing, or it means using it smartly to protect the right ships. The ship itself I don't really think is that relevant. Looking at Selfless ships as a hull battery to chew through isn't how it will play out.
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Shaak Ti only has two Force. While the timings involved here and the fact that Yoda can keep topping her up means you can probably pull this off for a couple of turns, eventually you're going to run out of Force. And if they're spending all this Force defensively, they're not spending it on attack. Stealth Device puts them at over the half the list already. If they're evading, they're not barrel rolling and so bullseye is less likely. If they're spending all this Force defensively, they're not spending it on pre-movement positioning with the ship ability or on purple tallon rolls. In other words, all the other tricks on the ship go out the window. They're also only I3 and and I4. You're basically running two very hard to kill TIE Fighters for over half your list. With the bullseye attack bonus, it's a lot like running Scourge and Mauler at double the cost and lower I, even if they are, granted, almost impossible to kill for a couple of turns. It sounds frustrating to play against, but I'm not show how that list starts winning. If the other player does anything to make up for those shortcomings, like using purple tallon rolls are pre-maneuver boosts, or rocks Predator and barrel rolls to line up bullseye and spends Force tokens on eye results on attack, then the Force battery for Shaak Ti's ability empties and she becomes another Jedi General. HLC, Ion Cannon, Autoblaster, R7-A7, R5, R2-D2, Brilliant Evasion, Patience... anything that might address these problems just takes more points that could be going on an offensive piece. I'd love to see what ProTorp Wedge does to these ships....
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There's been a suprising lack of Han in this thread for some time. Am I doing the thing where I put too many eggs in one bad synergy basket here, or does this actually have some legs? I call it "Stop Trying to Hit Me and Hit Me" Han Solo (79) Selfless (2) Jyn Erso (2) R2-D2 (Crew) (8) Ship total: 91 Half Points: 46 Threshold: 7 Wedge Antilles (54) Predator (2) Servomotor S-Foils (0) Ship total: 56 Half Points: 28 Threshold: 3 Norra Wexley (Y-Wing) (41) Selfless (2) Ion Cannon Turret (5) R4 Astromech (2) Ion Bombs (3) Ship total: 53 Half Points: 27 Threshold: 4 Total: 200 Upgrades can easily be dropped out of here for a bid, but I don't think it's super important with how Han and Wedge fly most of the time. The basic core is that two of these ship are hard to kill and one of them is Wedge. I'm thinking a Luke version might work better, as Luke is a bit more independent, but I like getting to use both of the Rebels only real I6s. I also don't know who goes with Luke here other than maybe Thane (who only gets Selfless if I drop Jyn).
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The short version that damage spreading and crit mitigation can be powerful effects in a faction where almost every ship has shields. The (very) long version is that Selfless plays to the Rebel design style well. Rebels are generally lower agility, higher health ships. When they get shot at, it's more likely they'll take damage. And it also takes more damage to see most of them off. So losing a shield often doesn't really faze most Rebel ships. Losing a couple of hull points is usually fine too, and often to be expected when you're running with 1 or 2 agility. So in that sense, a ship taking a single point of damage voluntarily outside of being shot at doesn't fuss a lot of Rebel ships. The number one tactic that experienced players will always try to drill into new ones as early as possible is 'focus your fire'. Two ships firing at one ship in round round is worth so much more than the sum of two ships shooting one ship over two rounds, because the token system (and indeed a lot of charge based abilities) means that ships are most resilient to one shot per round, then less and less resilient as they spend tokens/burn through effects. More than that, the tactic is effective because getting a ship off the board means facing one fewer attack, have to account for the position of one fewer ship etc. Selfless is a low level counter to this. If your X-Wing takes 3 damage a turn two turns in a row, it's dead. If it instead takes two each turn because other ships are stepping in, now your X-Wing lives to shoot another round. This is super obvious and you clearly get that, but it's important to establish that the name of the game is keeping your ships alive one more round than they should have been. The key to Selfless is that sometimes, all it takes is one use. One crit taken on a full HP shielded ship instead of a ship on one or two hull (Direct Hit is a thing, don't forget). Can keep a heavy hitter alive one more turn and let it kill something. If that happens, don't forget that the swing is huge. You've saved half the points on your ship and taken at least half the points on theirs. To be honest, I think this is key. It's one of those talents that seems awkward and too niche until you see what it can actually do to your game. A bit like Heroic in that respect, I guess. People crunched the numbers for pages and pages of forum threads to demonstrate it was a useless talent, and here we are years later with people largely accepting it as the key to success in a lot of Resistance lists and rightfully being hit with a justified points increase. Selfless isn't Heroic, not even close, but see it save a ship once or twice and you start to see it's value. I'd strongly suggest just messing around with it in Fly Casual or something. You've correctly identified that it's not best used to have a generic low power ship support an expensive, independent ace. Even if that might seem ideal - sacrifice a pawn to keep your queen. The range requirement means you want it on ships working physically close to each other. But more than that, damage spreading gets better the more ships you can spread to. You don't really want two ships splitting 6 damage over a game between the two of them, you want four or more ships to only be down 1HP. Selfless is for jousting blocks and little else (some edge cases, one of which you've identified - large base tanks). IMO, current best use case is a jousty block of four X-Wings. Two Red Squad Vets with Selfless, Biggs and a named pilot of your choice. Usually Wedge, but with the points drops as they are, Luke is a super viable choice. Garven can get you some free mods, maybe. And going a bit cheaper gives you points for torps. Amazingly, the Wedge version of this list can take ProTorps on Wedge and I think that's absolutely worth looking at. X-Wings really like Selfless because they're sort of at a perfect break point. 6HP is decent, especially if it only goes down 1HP per round. 2 Agility is in that usually frustrating spot where it's not enough to fully prevent damage from a shot, but good enough to mean you don't have the HP to be a real B-Wing or Y-Wing level tank. But here it works great. X-Wings often only take 1 or 2 damage. If you can spread that around, you can often completely redirect the damage onto another ship. It's a bit like you've forced them to not focus fire. And if they switch fire to the Selfless ships, then they're still only going to chip away. As something of a TL;DR here - just picture the situation with Wedge as the torp carrier in a jousting block of fire. He's by far and away the most dangerous piece in the list, so naturally he gets focused down. Lets say you're running a mean looking swarm that rolls really well, and Wedge rolls really badly. Their list does a big old 8 damage to him across their attacks, but Biggs eats two of the regular damage and two of those results were crits. Each Red Squad Vet eats one, which doesn't fuss them at all, and now Wedge is alive next round to potentially get his second Torp shot off. The front rank of a TIE swarm focused down Wedge and did better than the odds, but he's still not dead. And the worst another ship is looking for it is Biggs having just lost shields. Now assume that Wedge rolls a little better, and you might end up with a situation where instead if having valuable Wedge on half points and vulnerable to being finished off, you have four ships all short just one shield. That's an extreme case, obviously. @theBitterFig is correct that Selfless is not amazing. In addition to everything he said about how this list archetype and the talent itself have been reduced in power for second edition, I also want to point out that half points on small base ships is also a huge reason why damage sharing isn't as big a deal as it was in 1e. Fair Ship Rebels was so good because it could absorb a huge amount of damage from players doing the right thing and trying to focus down single ships, and still come out of it having conceded no points. There was a huge outcry over this list at the time, and it converted a lot of people to the idea that half points should apply to all ships. This became a very vocal argument and I have no doubt that this specific list was a huge influence in FFG's decision to change the rule for 2e. But the talent points changes have changed the landscape a little. Crack Shot is no longer the "well I've got spare points, may as well" talent. Selfless has entered the realm where it won't cost you much to take it, even if it never triggers. But it could also save your game. On top of that, Selfless is also one of those talents that gets better the more ships in your list can take it. Even if you don't expect to use it. The option to, at some point, take a crit for someone might be super important for saving the integrity of your list. There are some out there situations where even Selfless on someone like Wedge could be big. That's why this: Would be a reeeeealllly bad idea. If it becomes something you don't even have to consider when list building, then it just goes on every single Rebel ship with a talent slot in the list. Now everyone can pass crits off to everyone. 0 points would mean you could run 5x Selfless RSVs. This is not a list anyone wants to play against. It would mean you'd run it by default on, say, Thane who doesn't really have any particularly synergy with most talents and so rarely takes one. Selfless is a net gain to a list using it, and that gain increases exponentially rather than linearly with each ship that takes it. It should never be free. I really think that Wedge + ProTorps + Biggs + 2x Selfless RSVs has legs. But beyond that, Selfless has potential to be sprinkled into lists. It's become very attractive to me on Ten and Braylen (so long as you're bringing both). You can also now fit Wedge, Luke and Biggs in with a Selfless Gold Squadron Vet + R5, and that's definitely something I want to try. Selfless is also now 2 points to Trick Shot's 4. Between that and the cost reduction on R2-D2 crew, I'd very tempted to run it on Han. If the timing works out, Han can potentially absorb a crit on his last shield then regen it right back. Norra doesn't hate it either, as she's pretty good at shrugging off damage from attacks.
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Yeah, it's super dependent on how you play it. I just happen to find it way easier to work around the lock and target selection problems with R4 than working around the red hard 1 with R3. Mostly, that's because I see the locks as a bonus anyway. If you end up pointed at a ship you didn't lock and are now at range 1 of.... well, you're still a 3/3/3/3 ship with a focus token. But seeing that the 1 hard plus boost or roll is probably the best way to gain position or potentially dodge an arc or block... That's tough when there's literally nothing you can do about it. To put that another way, I can't lock two ships off the bat with R4. But I can still fire at locked ships and get double mods and use FCS; and even without the 'free' lock at all, I'm still an X-Wing with 3 agility, the evade action and boost without sacrificing an attack die. I can't 1 hard into a boost with R3. Ever. Can't even focus. But it's also super list dependent. In a pure E-Wing list, I'd go with R3s all round every time. Because then you're going to range control and boom and zoom and the 1 hards are less relevant. You're absolutely right, I always forget Fenn is range 1 only. Okay, let me be clear about the way in which this goes. I think the best use case for Zeb is on the Ghost. I don't think the best Ghost build uses Zeb. Zeb on the Ghost is about as good as Zeb gets, but I'm not saying it's a good list building option if you're using the Ghost. Like I said, Zeb is a weird card and I don't think he's good on much at all. There's a reason he's barely ever taken at only 1 point.
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Agreed. People are losing their **** over this episode, but outside of a bunch of continuity drops this episode was just... dull. Mando is becoming a side character in his own show. The action felt clunky, and almost tacked on. Why bother bringing Michael Biehn in if you're not going to do a single thing with him? Did his character even fire his blaster, or did he spend the entire episode bumbling around looking confused? Why would you make a spear out of Beskar? ******, the music in this show is still great though. It's such an easy button to press, but I still got close to choking up when Yoda's theme crept in just because they mentioned his name. Don't get too excited for the namedrop of who the villain's master was. It's almost certainly a tie forward to the rumoured Rebels sequel series, and nothing to do with Gideon and the Mando plotline. Despite what a dozen youtube channels will be claiming on the basis of absolutely nothing. The droid model reference is classic Disney era name dropping, and I'm not a fan. They're successfully able to make fans go giddy over just using a name, but the references are never anything of substance. What's the point of referencing other media if you're not going to do anything with the reference? Tying something to that model of droid should indicate capability, plot importance and suggest that the droid is a highly capable assassin. Relegating them to completely ineffectual bodyguards that look totally different just dilutes things and completely devalues the reference. The namedrop of the next planet is the only EU reference that piqued my interest. And that's mostly because we know we're actually going there. It's a big planet to throw in out of nowhere, and I'm looking forward to seeing what they do with it visually. Will it be the lush rainbows and waterfall idyll teeming with life we know it as, or will it have been destroyed by some cataclysm (as it was by this era in Legends)? This being an OT era appearance, they've got total liberty to do whatever they want with it. That's exciting. Ahsoka's lekku were way too short and it bugged me for the whole episode. Really minor nitpick, but whatever. It's not even that she looks wrong compared with Shaak Ti, as an adult Togruta. She looks wrong next to her own earlier portrayal in Rebels. Other than that, Ahoska was pretty cool. Props to Rosario Dawson. She took the role seriously and clearly did her homework, I had no trouble seeing her as Ahsoka. I know that Ahsoka is Dave Filoni's baby and he deserves to be as involved as possible.... but boy I wish we could see Ahsoka directed by someone with a little more live action experience. Something about the dialogue scenes and general physicality levels of the actors in this episode just really didn't do it for me. The villains especially were weak as ****. All round actually, weak writing, weak direction, weak acting. The opening of the big showdown was weak too. Morgan Elsbeth started out holding that spear like she'd never even seen one before. I was genuinely surprised when she held her own against Ahsoka. For being a character so closely connected to active members of the Alliance, it seemed weird to me that Ahsoka seems to not know about Luke. Has she not spoken to Hera once since Endor?
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No. Zeb's a bit of a weird card. I don't think he's good much of the time at all. But if there's an argument for his use, it's on your blockers. Because Zeb allows both bumped ships to shoot each other, you're looking for edge cases where it's more in your favour to shoot than theirs. In a rare case of Rebel theme meeting gameplay synergy, one of the best places for Zeb is on the Ghost because you're guaranteed to beat the number of attack dice you're rolling vs anything else. The worst case is against Fenn, Talonbane, an Upsilon or a Ghost mirror where you only match their dice. You will at least never be outdiced (outside of very specific list based edge cases, like a Jan Ors buffed Ghost). The other situation where the advantage is (usually) yours is if you're getting mods and they're not. This means you getting your actions, them not. Which means you want to be the one blocking. As a corollary, Zeb on Lando is bad because you're expecting Lando to be the one getting bumped. While Zeb will let you get a shot off (assuming your arc is pointed the right way), it'll be unmodded. The blocking ship's shot will likely be modded. Which means not only is Lando at a disadvantage vs all other opponent ships, he's now at a disadvantage compared with the blocker and you're the one giving that blocker a shot anyway. Intimidation is not enough to bridge this gap. And as a practical matter, I would expect the blocking ship to be in front of Lando, and Lando's arcs to be pointed to the sides. That's generally how Lando is flown, and unless you correctly called the block the turn previously and have Agile Gunner, you almost certainly won't get chance to rotate the arcs. It is, of course, very difficult to block at the side of a ship. So Zeb becomes really bad on Lando. You've given your blocker a shot without even getting the benefit of a shot yourself. Will there be lucky moments where Lando is able to use his I5, Intimidation and a lucky unmodded roll to one shot his blocker before the blocker even engages? Sure, but you absolutely can't count on that and I feel that Zeb will cost Lando far more times than he would help.
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Nah, you've got it totally backwards. Intimidation on Lando is kinda brilliant and I'm annoyed I've not thought of it myself. Lando's biggest problem - and it's often a list killing problem - is that's he's both vulnerable to and easy to block. Block Lando and you take away both his action and the extra action for that other ship that was going to do something good with it. And while Nien opens the dial up a bit, the predictability of Lando's blues (he basically never does a hard turn), the large base and high I make him very easy for anything I1-I4 and potentially even I5 to block. Intimidation won't give you your actions back, but it gives the E-Wings a better chance to remove the blocker. It lets Lando still contribute in some way, and gives your opponent something to consider when going for that block. For 3 points, I can't think of a better talent on Lando unless you're going to attempt to tank some crits with Selfless (not optimal, IMO). Again, just because R3 is the generally accepted good choice for E-Wings, doesn't mean it's right for this list. Usually, you take R3 so that you have two locks on the board so that you're opponent can't just run away with the one ship you locked - they don't know which of the two you're going for. But this is less of an issue with Lando on the board. You have an option to retake a lock without losing out on a focus. But more importantly, you're going to want to fly your E-Wings to support Lando. Ideally, you want them shooting at whatever is in front or right next to Lando. With only three ships on the board, you also want range 1 shots as much as possible to max your attack dice. These E-Wings are going to run as brawlers. They need those hard 1s. R4 on an E-Wing is less about the blue hard 2 (though that is a boon), it's to stop the hard 1 being red. If there's a weakness in this list, it's that ideally you want to run your E-Wings behind Lando so they can shoot at anything trying to block Lando, but at lower I they won't be able to. I'd take the title on Lando in this list too. Normally I think Jyn is better, but E-Wings have evade natively. Lando can always use his ability on himself to get focus evade, and with the title defensive rerolls. Should only be triggered if he's being focused down, but the option is worth the points IMO.
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You definitely would have noticed if they were actually missing when you took them out the box because there would have been gaping holes in two of the punchboards. Yeah, I'd for sure go through and check your assembled dials, this is way more likely.
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If I'm at my most generous, the best explanation I can offer is that it was supposed to be like the scene in RotJ where the fighters first enter the DSII tunnel. You've got that one TIE who just clips his panel off the side of the tunnel and explodes, while all the Interceptors dodge out the way. It's meant to show that what they're all doing is extremely dangerous, and to highlight the skill that's getting Wedge, Lando et al through. But also to show that the TIEs still following them were good enough to not make that mistake too. It's also immediately followed up by one TIE nailing an X-Wing, so you've got a bit of balance restored - our guys might be good, but they're in trouble because the guys behind them are also good. So in this case, you have the two (unknown to audience, youngest and least experienced) Scouts crash to show that diving down the cliffside was extremely dangerous, so the guys that managed it must be really good. But if that's the case, I'd still argue it failed because there's no setup to that and no pay off. While the other Scouts are admittedly shown as being fantastically ballsy (the one getting on top of the transport), they're still largely ineffecutal for the rest of the scene. Ah well. It's not the end of the world, I still really enjoyed the episode and the chase in particular (even if Mando's ship getting repaired in such a short span of time seemed like a bit of a stretch). I'm just happy to get more live action Scout Troopers tbh. Would love it if we could get a Scout Trooper sniper at some point, too.
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This is probably the thing about the Mandalorian that bugs me the most, and it's something that bugs me about all the Disney films too. They're too self aware, and too happy to slip in real world nods to fan conceptions. Stormtoopers suck because they're mooks in a campy adventure story. Everyone knows that, so lets double down on it only now we're also going to nod to the camera while we do it. And we'll offer silly in universe comments and explanations too. Like, way to suck all the tension out of an action scene when you've got characters completely dismissing any opposition because they can't shoot straight. That crash immediately took me out of the scene. It really bugged me. They sped out the base, jumped down onto the side of the valley and my brain had just gone "oh awesome, they're finally showing Biker Scouts as the bad*** recon specialists they're supposed to b- Ohhhhhhh. Oh. Oh they crashed. Because Imperials aren't allowed to look good at their jobs for even a second in Disney-verse" Like, just when I'm getting ready to really enjoy a scene, they suck any drama out of it by showing the bad guys are doomed to fail miserable before they've even got close to catching up. What was the reaction to that scene supposed to be? Was I supposed to find it funny and laugh? I have no problem with the good guys always getting away from the Stormtroopers, but every now and then you've got to include a scene like the opening of ANH, or the Battle of Hoth, or the Death Troopers dropping into the Battle of Scarif in Rogue One to show that the good guys are getting away because they're awesome at what they do, not because the bad guys are clowns in cosplay armour.
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I think that more than any other pilot, Aayla is actually able to make a case for Brilliant Evasion. 3 Agility with a blank to an eye will land her with two eye results on defence more consistently than any other pilot in the game. Given that she only has two Force tokens, she also needs the efficiency more than the 3 Force aces. Aayla with BE and Stealth Device has an insane defensive profile, by the way, as you're free to take the white evade action on her pretty regularly. But I do think it's too expensive and that shows here. You'd have to drop R2-A6, and Aayla having options to range control is probably better. I feel like, at the very least she does indeed need Predator stapled to her. Even moreso than Fel, the Etas get crazy bonuses for lining up that bullseye, so using your action to get it will usually lead to reward. Maximising the economy of that is a priority. With Predator, a single barrel roll can get you a an extra die, a re-roll and an unspent Force token. IMO, it's a better two point spend than TC and it's pretty much always going to be worth it - even if it slims the bid down a bit. I guess we'll just have to see if Esk config ion shenanigans are worth it. IMO they'll be a solid option at 4 points (Esk + R7-A7), but equally if points started to get tight, they'd be the first thing I'd drop. I hate to do my man Ric like this, but I almost wonder if V-Wing Odd Ball might be a better fit for the list. I feel like it gives you slightly more options to play with, and a more open dial as you're not always pushing the speed 3. Besh config gets you Ion Bombs, now only 3 points. I feel like Esk Contrail and Ion Balls working together could let you do some real nasty things with Aayla and Obi-Wan. But equally, anything up to Prox Mines is now an option. Alternatively, you can drop Predator from Aayla and run Synchronised Console around the list. Keep Odd Ball cheap, and try and get him to pass out free locks. Regardless, I think this list is promising. Aayla looks to be the best of the Eta bunch to me, and she's the first pilot I want to fly in it. Pairing her with CLT Obi-Wan, my current favourite Republic pilot, is icing on the cake. My gut instinct is to run those two with a heavier anvil like Wolffe or Broadside, but the idea of running more ships all at I5 is very compelling too.
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No one currently writing for Star Wars will care about this, but to me that dogfight came across as a classic case of TIE Fighters sucking in atmosphere. Mando is able to do what he does in the Crest party because of gravity and air resistance. And while still essentially a brick, the engine size and placement on the Crest gives it more maneuvering options in atmo than the TIE, which is essentially a big metal kite. His vertical k-turn type maneuver was a result of stalling out and using the angular thrust possible by firing only one engine when they're spaced away from the centre of mass. Those TIE pilots were also presumably bottom of the barrel Academy drones full of Imperial conditioning and possessed of zero creativity. I don't think the Crest itself does anything unreasonable for a ship that seems to have a very big power plant and large thrusters for its size.
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Official App is Updated -- with new expansion points and Epic ships.
GuacCousteau replied to Frimmel's topic in X-Wing
This made me throw up in my mouth a little. -
Official App is Updated -- with new expansion points and Epic ships.
GuacCousteau replied to Frimmel's topic in X-Wing
Is Aayla Secura with Stealth Device, Brilliant Evasion and Predator a big waste of points or a potential I5 Fenn-lite? With a re-roll from Predator and both Force tokens, you're free to take that white evade action and use a Force on attack (as you only ever need one on defence with BE) giving you two guaranteed evade results even if you blank out. I can't quite accurately simulate the overlap between the guaranteed eye and Brilliant Evasion on any other eyes that may come up, but my closest approximation (4 green dice, two evade tokens, one Force) gives a tiny expected hit value of 0.06 against a single focused 4 dice attack. That seems..... wow. You're not even drastically compromising attack here. You need to be range 1 for this, so you've probably got bullseye and therefore four reds of your own with a Force and single re-roll. Expected damage back out against a focused 3 agility ship is 1.3. Not great, but not bad either. This clocks in at 63 points, which is probably 4-6 points too expensive to be good. But it feels pretty unkillable, even with only 3 hull. I mean, Obi-Wan had never met Wedge. How would he know? -
Official App is Updated -- with new expansion points and Epic ships.
GuacCousteau replied to Frimmel's topic in X-Wing
I hadn't even seen that Crow had gone down too! That's great news. Means Jan gets a little bit more useable too. Very excited to see where I can fit a HWK in now. Wait, what? That's got to be an error, right? You can't just change a ship's dial like that, surely. Possible, but still not good. The 50 point ProTorp T-65 filler might have a place though.... -
Official App is Updated -- with new expansion points and Epic ships.
GuacCousteau replied to Frimmel's topic in X-Wing
Proton Torpedoes are now 12 points. That's down 1 this update, right? That's not something that happened earlier and I just wasn't aware? Not going to drastically change the game, but I like that. 13 points was too much. I think they could stand to go down another point personally, but with drops to Luke and Wedge (well, all T-65s, but these two specifically) I'm excited for T-65s. -
Official App is Updated -- with new expansion points and Epic ships.
GuacCousteau replied to Frimmel's topic in X-Wing
The Imperial Raider is listed as an option to be added to your collection in the profile settings for the app. That's an interesting one. All other options have had a 2e release or re-release. I've seen several sites list the Raider in 2e packaging up for pre-order with a December 2020 release for a while now, but I assumed that was just placeholder. Anyone else think these two references together strongly imply a Raider (and possibly a Reaper/Saw's Renegade repack) getting the 2e treatment next month? Also, love the Rebel point adjustments. I feel like it's still not enough to make Kyle Katarn useful, but if there's even a hope of getting Rebel HWKs back in the game, I'm going to try it. I think Wedge, Kyle, Braylen and Arvel might be doable. -
I'll be getting an Eta-2, but mostly only because I love the ship and I think the model will be cool. If I ever get to play in person again, then maybe I'll actually manage to put together a Republic list, though I don't really have much competitive outside the Delta-7s. I could do a three Jedi list if I get the Eta, but I'll almost certainly suck at it. I'm just bad at that sort of playstyle. Which will probably lead me to picking up a V-Wing down the line, though I'm really not fussed by it as a ship. I'm done with small, pointy 2 dice ships. I really, really wish we'd got the Nu shuttle instead of the LAAT. The LAAT just feels really out of place in X-Wing to me. Yes, yes I know. They can technically operate in space. But it just looks wrong to me. I'd rather the LAAT be some sort of improbable super unit in Legion. I want the LAAT to be big, bad, fast and deadly air support that pops out of nowhere to save you (y'know, like what it does in the films). I don't want it to be slow, fat dice re-roll support with awkward guns. But whatevs. We'll get a large base shuttle eventually. The Tri-Fighter is tempting me into getting into Separatists, even if just to have a suitable OpFor for in person Republic games. But I don't really love the rest of the faction, and the thought of needing to pick up two SoS boxes, two Vulture standalones and a Nantex/Hyena/HMP to get close to a variety of even just two or three 200 point lists is wearying.
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This was a great episode. I can't really say much more than that. Only thing that bugged me slightly was that this is the second episode in a row where they've had to just dump Baby Yoda on someone so he doesn't get in the way of the plot. I guess they made up for that with macaroon barrel roll vomit.
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Yeah, this tracks. I've never been able to get much value out of Heff. His ability is just at odds with the U-Wing's 'signature move'. It's shame there's no talent carrying generic for cheaper. If all you were after is an Intimidation medium base blocker, you might be able to squeeze out a few more points. In general, this is way more like what I'd be looking at for a U-Wing list. But I do want to ask how useful you found Dutch in your games. Because to me, he's almost dead weight in this list without something to add of his own. As you said, Ten can get his own double mods pretty easily with the foils (and boy does he hit like a truck with them) and Dutch isn't as big a help to Wedge as he might seem. I suppose I can see merits in K-2 co-ordinating a focus to Wedge, getting a calculate for his trouble and then getting a lock from Dutch for third double modded three dice attack in the list (actually, that's pretty tasty), but this also requires everyone to be in a loose block and.... I don't know, I feel like Dutch isn't doing much outside of lock support here. The reason I'm banging on about that is because I feel like all the other ships are just a little light on upgrades. Yes, more ships and better base ships rules over more upgrades in 2e, but all of these pilots are missing a couple of cheap upgrades to elevate them further. I really, really think Ten wants FCS with the s-foils. It's normally pretty easy to set things up for the roll and red lock in the opening engagement, but after that when you're getting into the furball you can run out of the room you need. FCS helps mitigate this a ton. It gives Ten a re-roll on that opening engagement, and lets him keep the lock into the next round. If you're able to spend his stress, that can open up Ten's dial to allow him to use those red tallon rolls and still get double mods. You can also take Jamming Beam on him, and while yes it's a terrible upgrade, with FCS in the mix there are some rare use cases. Ten can fire his main guns as normal, double modded with FCS, and keep the lock to enable the double tap. Even with it being an extra shot and a free upgrade, the cost of losing your lock is still too high most of the time, but sometimes being able to use the jamming beam to strip locks they might be about to shoot ordnance with can be big. FCS is good on its own anyway, at least, and with 0 point Jamming Beam you gain an extra option. K-2 would love a crew. Even a cheap one. Jyn can be a surprisingly useful card. Chopper isn't terrible for a point. The damage can hurt, but if it lets you get a double modded shot off at a key time, it could be the difference between getting half points on something just before time and not. Hera is overlooked. Getting 2 red stops in in a row for 4 points isn't bad. The of course there's Leia, though we're getting up there in points now. Wedge needs upgrades the least, but any of Predator, R4, R3, Crack Shot or even Hull Upgrade (strangely overlooked on T-65s, even though it bumps the half point threshold up) can make a difference at a key time. Dutch himself feels light in this build, I think that's my big problem. Y-Wings with only a turret just don't do enough for me, outside of Norra. VTG, Proton Bombs, Seismic Charges or even Ion Torps all start to make a difference. I just feel like to get all these ships in, all 4 of them are slightly compromised and Dutch pulls the least weight. Dropping Dutch down to Jake gets you 15 points to play with. He can still support the list with action economy, or be decently modded and mobile himself. But now you've got points for FCS on Ten, crew on K-2, a talent on Wedge and points for Jake himself. Proton Rockets are solid, Outmaneuver can work well. I dunno, not necessarily better but something to think about. I'm curious how Dutch specifically works out at the moment.
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Dude, I know you've got your personal preferences but you've got to realise what a terrible take this is. The strong competitive scene from early in 1e's life cycle is absolutely a huge part of the reason X-Wing got as big as it did. I can tell you that as someone who didn't even get particularly involved in competitive play. It struck absolute gold as being a game that was easy to pick up, pretty to look at in shop windows and robust enough to sustain formal competition. Just look at the all those pillars of the community. The podcasts, the blogs, the the teams and orgs. They all pushed sales of the game, all promoted awareness and popularised the game in other areas. The good will marketing of the game GSP has done alone is impressive. And all of them have a focus on competitive play. Without the competitive scene existing to allow players to become dedicated, there would have been no dedicated players to keep coming back to the game buying packs just for upgrades, buying new ships just to try out weird list ideas and buying weird obscure comic book ships just because they had interesting, potentially competitive stat lines. Without the competitive scene, this game would have died out halfway through 1e once they ran out of movie ships.
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This honestly is making me strongly consider whether I want to spend any more money on this game. It would be pretty easy not to, at this point. There's nothing coming up for the factions I enjoy that I want. I had a passing interest in the Eta-2, but I don't desperately need to have a lot of options for Republic. I haven't played an in person game since the start of the year. My buddy who I played most with has moved to a different country. There was still stuff I would have bought, bits and pieces here and there. But now I'm just not sure I really want to. The people who made this game aren't going to be involved anymore. I know how that goes. I can't help but feel this is like 343 taking over Halo from Bungie. I just immediately stopped caring.
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Ugh, I hate the elongated Interceptor style panels on the Defender. Still, whatever. B-Wing and TIE Defender, yayyyyyyyyyy! Almost certainly they'll just go the X-Wing route and have the cockpit static in place at the top.
