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About AdmiralKirk

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  • Birthday 09/17/1993

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  1. If they were going to do this, why would they waste the cardboard and ink on making 4 bases when they could get away with 3? It would probably save them less than a cent per unit, but they print thousands of these (tens of thousands?) so it would add up quick.
  2. The prequel trilogy's production design is just as impressive as the original trilogy's, and the sequels' biggest weakness is that theirs is not. The abilities that tend to get dismissed as gimmicky, i.e. Boba Fett (crew), are much more interesting and fun to play with and against than the more straightforward abilities that end up being strongest, i.e. Boba Fett (pilot). I think simple and mathematically strong abilities should cost more than they're worth, and positional and situational abilities should cost less than they're expected to be worth, to encourage unorthodox list concepts.
  3. I fly a lot of X-Wings. The blue 2-turn is really good and probably worth the 2 points. You certainly get more value from the R4 on a Y-Wing or E-Wing but it still helps the T-65.
  4. Flechette Torpedoes. 2-3 charges, 3 dice, cheap. It's annoying that there are only three torpedoes given the wealth options available in the missile slot. Arc Caster. Silly and mostly useless but a fun card. Cool Hand. Single charge for the same effect, maybe spend a focus in the end phase to recharge? Unfortunately it's a Talent so Cool Hand Luke can't happen. Minefield Mapper. Would give sensor slot bombers an option that's not Trajectory Simulator, and would be much easier to word now that mines and bombs are separate and charges exist. Thermal Detonators. Hopefully a different, more interesting effect. They're an iconic Star Wars weapon and they were in the game before. Mara Jade. Regardless of what she actually does, just acknowledging her would be nice. Lots of faction options too; could make her Imperial, Imperial/Scum, Scum/squad with Luke Skywalker, or just factionless. Snap Shot. Fun, thematic, and not overpowered unless coupled with control options, of which there are way fewer now. I agree it should be Bullseye only and would not be opposed to increasing the range to compensate.
  5. Having only two torpedo shots without reload is not necessarily a problem. Even at the height of triple deadeye Scouts each ship only had two shots, and three JumpMasters with Proton Torpedoes is still possible with double modded shots (though that version requires some clever flying from Manaroo to work). The lack of the white S-loop will doubtless make this list way less effective than the Wave 8 equivalent was, but that is definitely not a bad thing.
  6. @theBitterFig It would be nice if Punishing One added a 3-dice forward arc primary like Moldy Crow does (instead of just adding a die when you aim forward). The JumpMaster is definitely overpriced and underequipped compared to Lando's Falcon at the moment, and while I expect that will change relatively soon, I for one will be happy to see it be joke-tier for a while.
  7. In first edition I liked to fly a Lothal Rebel with Hera, Ezra, and Fire Control System. Losing FCS, Hera (who is both awful and more expensive now), and the 5K (which was arguably the ship's best maneuver and certainly the most fun) makes the Ghost utterly unappealing to me in Second Edition. Though I do like that Hera pilot has good initiative and a Talent. PS 7 with no EPT was practically useless. The TIE Defender in second edition is one of the few ships that can still token-stack without a support ship, and with Advanced Sensors can be pretty much anywhere it wants. Vessery seems overpriced at 88 but I think both Rexler and the generic Onyx Squadron Ace will see play. With the importance of critical damage effects and the compression of PS/Initiative, Rexler seems like a very appealing centerpiece type ship. And since both Soontir Fel and Duchess are so cheap, I think Rexler/Shuttle/Pocket Ace might be a really fun and maybe pretty good list.
  8. My challenge: what's the most ineffective squad you can build for 200 points? We can't put a Tractor Beam on Outrider anymore, but we can include the Autopilot Drone in a list without the Lando's Falcon Title: Autopilot Drone (12) Constable Zuvio (33) Maul (13) Inertial Dampeners (1) Cartel Spacer (29) Shield Upgrade (*) Hardpoint: Cannon (0) Jamming Beam (2) Freighter Captain (46) Cad Bane (4) Greedo (1) Inertial Dampeners (1) Stealth Device (*) Dace Bonearm (36) Ketsu Onyo (5) Inertial Dampeners (1) Electronic Baffle (2) Munitions Failsafe (2) Total: 200 My favorite part of this list is that Greedo costs points but actively hurts you.
  9. The answer to all three can be provided by one very entertaining list. The most devices possible on one ship is, disappointingly, just four: two devices, each with two charges. The most ships with four devices possible in one list is five (you can't fit another ship even with just a single device in the minimal list of five Scimitars each with Seismic Charges and Proton Bombs, which is as efficient as we're able to be without using more than one of the same upgrade). So that's a total of 20 devices. And if we're interested in covering the board in as many devices as possible in a single System phase, then we want as many mines as possible. If the opposing player cooperates, this squad could drop ten proximity mines and then all five ships could drop Seismic Charges simultaneously, leading to a system phase with 15 devices on the board (plus whatever the opposing player may have dropped).
  10. Fortunately all the Escape Craft pilots are unique, so madness like this isn't possible. But if it were this would also easily be the most expensive list in dollars, since you'd need 16 Lando's Falcons and every one is $40! In a bid to actually win most expensive list ($$), here's the most I could do with that: Autopilot Drone (12) L3-37 (Escape Craft) (22) Outer Rim Pioneer (24) Lando Calrissian (Scum) (Escape Craft) (26) Trandoshan Slaver (58) Hound's Tooth (1) Nashtah Pup (6) Palob Godalhi (38) Moldy Crow (12) Total: 199 You'd need four Lando's Falcons, a YV-666, a Z-95, a HWK-290, and both the Scum and Rebel conversion kits to fly this (really, really bad) list. At MSRP that's $310 before taxes and assuming the Core Set. Best I can do for Rebels is this: Warden Squadron Pilot (40) Barrage Rockets (6) Ezra Bridger (Attack Shuttle)(41) Maul (13) Lieutenant Blount (30) Afterburners (8) Bandit Squadron Pilot (23) Afterburners (8) Bandit Squadron Pilot (23) Afterburners (8) Total: 200 This list requires all three conversion kits (because Maul is only in the Scum kit and Barrage Rockets are only in the Imperial kit) as well as a K-Wing, a Ghost, three Z-95s, and two Fangs (cheapest way to get the extra Afterburners). At MSRP all this is $265. And for Imperials I came up with this: Cutlass Squadron Pilot (36) BT-1 (2) Cutlass Squadron Pilot (36) Cutlass Squadron Pilot (36) Scarif Base Pilot (41) Darth Vader (14) Alpha Squadron Pilot (34) Total: 199 This list requires two Imperial conversion kits and one Scum conversion kit as well as three Punishers, a Reaper, and an Interceptor, for a total MSRP of $225. I discovered I had a convenient way of forcing Imperials to buy three conversion kits but couldn't also force them to buy Fang Fighters for Afterburners (because Punishers are medium-base). Incidentally, it's easy to make more expensive lists than these in First Edition. Just look at this (admittedly silly) list, which requires three Ghosts, a Rebel Transport, Tantive IV, Most Wanted, a TIE Reaper, a Quadjumper, a Phantom II, two Jumpmasters (or four Inquisitor's TIEs), a Mist Hunter, a U-Wing, Saw's Renegades, a T-65 and a T-70 X-Wing, and a Z-95, for a staggering $565. This hilariously awful Scum squad totals $665. I discovered while making that Scum squad that the Tantive IV comes with one copy of a crew card that's limited but not unique and can be used by any faction, which led to this abomination, requiring four corvettes and four Ghosts (along with some other junk) for a total of $710, and my masterpiece, which requires three Corvettes, an Assault Carrier, a Raider, two Imperial Veterans, three TIE Bombers, a Lambda Shuttle, Saw's Renegades, a TIE Reaper, a U-Wing, a TIE Defender or Z-95, a Shadow Caster or VT-49, a Starwing, a TIE Punisher, and an Upsilon Shuttle for a grand total of $775. And for those who would point out (quite correctly) that these lists are a deliberate attempt to spend as much money as possible and First Edition lists aren't actually that expensive, this is what I flew to a Store Championship this weekend, totaling $285 if you use the Force Awakens damage deck (which I did), which is more than the most expensive Rebel or Imperial lists I could make would cost in Second Edition. Having all the upgrade cards in (mostly) one place is a really big deal.
  11. The Sensor/System, Cannon, and Modification slots are kind of abstract anyway. It's not clear (in universe, of course) why a B-Wing can have upgraded electronics but an A-Wing can't, or why a Lambda-class can have an ion cannon but an X-Wing can't. It's much more important that upgrade slots allow fun combos and disallow overpowered combos than that they make thematic sense. So I wonder what combo was deemed too strong on the Ghost to allow the Sensor slot? Maybe Fire Control System was too efficient on a ship that has many ways of shooting twice in one round?
  12. Soontir Fel with Predator is 54 points, which seems pretty cheap for I6 (compare 68 points base for Fenn Rau in a similar ship), and has double repositions. And you get double mods if you fly well. I think a good player could make back 54 points with that ship. The real loser, I think, is Turr Phennir, who is stuck at lower initiative than ships like Luke Skywalker, Thane Kyrell, and Guri. With that ability you really, really want to shoot first, and with no VI and so many attractive I5 ships, that seems like a grim prospect.
  13. I wouldn't even word this as an extra attack or bonus attack since spending results is a mechanic now. Seems more streamlined to me to just have it all happen in the same attack. Fire-Linked Cannon: TIE/D only, Cannon, maybe 5ish points. Setup: Place 1 Ion, Tractor Beam, or Jam token on this card. While you perform a primary weapon attack, you may cancel 1 [hit], [crit], or [eye] result to assign `1 token to the defender of the type that is on this card. This isn't necessarily better than an ion cannon since it can't inflict multiple ion tokens, and it's definitely better than Jamming and Tractor Beam because it can still deal damage and works at Range 3.
  14. I'm AdmiralKirk, and this is my favorite thread on the X-Wing Forums. --- Redline: Guysguysguys, watch this! Does a 0-stop Gamma 3: Yeah, we know, Redline. You showed us three times yesterday. Redline: No way the Rebels can stop me if I beat them to it! Jonus: Redline, you're distracting the other pilots. Could you dial it down, please? Redline: But I don't have a reverse maneuver!
  15. I think Star Trek could definitely still work using the same system X-Wing has (I've never played Attack Wing so I don't have a bias from that). But where most ships in X-Wing are small bases with a single forward firing arc, most ships in a good Star Trek game would be large or medium bases with multiple firing arcs and few slow maneuvers. Imagine a match where almost every ship flies like the Shadow Caster or 2E Millennium Falcon. And given the scale of engagements we generally see in Star Trek, I would have it be only just barely possible to include more than one or two ships in a list; just Enterprise versus two Klingon Birds of Prey feels like the right size for the scale of the game.
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