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feltipern1

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  1. The others tend to work better if there's at least one other bomb launcher/dropper in the fleet, which Resistance doesn't have a lot of. Delayed Fuses does work to improve Cat, I think (though I haven't tried the list I made to test it), but the higher-initiative pilots are better with bomb shenanigans - Finch, particularly. I think I could make a bit of a monster list with two StarFortresses, but I only have one.
  2. feltipern1

    The Hyenas

    I recently tried a list with them - very helpful to keep your fragile little droid fighters out of the battle until it really matters, while still setting your opponent up for a big ol' ordnance strike when you get closer. It's awfully nice to have a lock before you get close enough to engage.
  3. Use liberally against dodgy aces, I presume?
  4. I see a lot of people giving shout-outs to Homing Missiles, but personally, I've never seen the value. What makes them so special?
  5. I just picked up a Resistance Transport and saw this thread. I haven't read all five pages (so forgive me if this has already been dealt with), but to me it's pretty straightforward - when you reveal a maneuver, it has certain attributes such as speed, direction, and difficulty, which cannot physically change - a red hard turn is still going to be a red hard turn as shown on the dial, no matter what other effects are applied. When you execute the maneuver, however, you can apply game effects; i.e. reduce difficulty (which only applies to a maneuver's execution and the potential to perform an action, AFAIK). Cova Nell specifically states the "revealed maneuver" which is going to be red, before anything applies to it to change its difficulty. I thought that FFG made that very clear when they were doing the previews for this wave, and in the rules reference documents. There is a difference between the 'revealed maneuver' and the 'executed maneuver'.
  6. I have almost never flown more than one big base ship in 2.0. The only exceptions have been a double JM list to see how the ships fly, and a double YT-1300 list for Resistance that failed miserably. To me, adding such a restriction is unnecessary, because I already tend to build that way anyway - even as a primarily Scum player.
  7. Good point, @lordvorkon. The below are two different takes for one card. Glitterstim - 2 charges, Illicit slot (3 pts) "Before you activate, spend a charge on this card. During your activation, your [Focus] results may not be modified by enemy ships" Alternatively; Glitterstim - 2 charges, Illicit slot (5 pts) "Before you activate, spend a charge on this card. During your activation, you may change any blank results to [Focus] results. This does not prevent other dice modification."
  8. Nice to have a place to put this -it was kind of awkward in the new points update thread: Coaxium Fuel Cell (Scale-costed to base size 4/7/10) Illicit + Modification Slot / 3 Charges. Grants white [SLAM] > red [Boost]. After you perform a [SLAM] action, lose 1 [Charge]. Then you may suffer one [Hit] damage or gain 3 ion tokens to remove one disarm token. While you have no active charges, you cannot perform the [SLAM] action. This card's charges cannot be recovered. *Had a few users weigh in on the original version, so this is slightly modified. (Thanks, @thespaceinvader, since you're here).
  9. Advanced SLAM grants an additional action (so you can at least be a bit defensive after you blow out your guns trying to juice the engines - never understood quite how that would translate into physical effects on a ship, though. Did you fire the engines so hard that you fused the barrels of your laser cannons? Burn them off going so fast that a purgill couldn't catch you if it tried? I just don't know...), but it is a modification, so there's weasel room. I can understand how that one works. Likewise, I can see the reason that @thespaceinvader is giving in the rules. However, I do appreciate the discussion on my fictitious, but hopefully future game-breaking (or even better-designed, but in-the-pipeline), card In case you haven't noticed (the bold, italic, underline emphasis should give it away) I agree with your revolutionary sentiment above, but I think that, sadly, we will never see Glitterstim in the same form as the OP version that 1.0 had. However, I can imagine what it'd be like in 2.0: Glitterstim - 2 charges, Illicit slot (3 pts) "Before you activate, spend a charge on this card. During your activation, your [Focus] results may not be modified by enemy ships Alternatively; Glitterstim - 2 charges, Illicit slot (5 pts) "Before you activate, spend a charge on this card. During your activation, you may change any blank results to [Focus] results. This does not prevent other dice modification. For all the rest of you, I'm going to stop hijacking the thread, now. It was originally about the new points updates, so feel free to pull it back on track
  10. As mentioned by several others, the Scyks should have been looked at, but at the same time, remember we're getting a reissue of them in Wave V - which is going to be releasing before January, and until then, they're mainly used in Extended (I don't think they're Hyperspace legal yet; correct me if I'm wrong). That means that new players will get a chance to use them soon, and makes it that much more likely that we'll see some rebalancing that includes them in the January points update, which is, I think, probably at least part of the rationale. I can see arguments on both sides, but I think I'd fall on the side that the Prockets are costed fairly, since there are more Missile-carrying platforms available across all seven factions than there are Torpedo-carrying platforms. Just off the top of my head, Scum has the Kihraxz, M3-A, YV-666, Firespray, and YT-1300 for Missiles and the StarViper, M3-A, Jumpmaster, and Fang for Torpedoes. Separatists have Vulture droids, which can EACH equip Prockets, and you can run six in a list with 38 points to spare at current points values (and the Trade Federation Drones are going down a point in a couple of weeks), which in my mind makes the cost appropriate.
  11. Why not? All the rulebook says is that it can only be performed in your Perform Action step. Cards have messed with this many times already Same thing as above - I'm curious what other restrictions apply that would prevent the action order of Boost > red SLAM. I haven't seen any. Whalers on the moon, you said "The K fighter would be a much better ship with boost (especially Talonbane), but I like the fact that there are several X Wing-like ships in the game, and what sets the T-65s apart are their s-foils. Maybe a Vaksai configuration could take away its barrel roll and give it a boost (similar to a T-65 upgrading to the T-70 sans S-Foils)?" I like the idea of a Vaksai configuration.
  12. Last actual game: Wat Tambor, head of the Techno Union, and four escort Vulture droids were reactivated nearly six decades after the Clone War, drifting in an asteroid field in the Unknown Regions. Kraken, long dormant, had detected some highly advanced hexacryption and alerted the droid fighters of a potential enemy presence. Long distance scanners on DFS-311 relayed an image of ships with a strange profile, very unlike the Delta-7 and Actis Interceptor ships they'd been programmed to recognize. These ships boasted a tiny, spherical cabin bracketed by two hexagonal solar arrays. While they appeared quite threatening, it was only after the droid squad had engaged that they realized a new, deadly interceptor class of ship had snuck 'round behind them silently, maneuvering with the same supernatural precision that had characterized their battles with the Jedi pilots long ago. Fighting was fierce, but in the end, with two of the strange fighters trailing clouds of ionized propellant and having sustained heavy damage, and the interceptor crippled, perhaps, by a lack of knowledge regarding these long-disused ships and their capabilities, the squad departed the asteroid field to determine what had become of the Techno Union, and whether the Clone War still raged...
  13. I'd be down with this. It could even be drawn from canon - there was a Star Wars Resistance episode that featured the "Corellian hyperfuel" coaxium, as well as said fuel being central to the plot of Solo. This would fit perfectly into the illicit slot, and it would be thematic as well, although I'd kick it up a notch. Since it's so powerful, I would do this: Coaxium Fuel Cell (Scale-costed to base size 4/7/10) Illicit + Modification Slot / 3 Charges. Grants white [Boost] > red [SLAM] or white [SLAM] > red [Boost]. (Both options on the card) After you perform a [SLAM] action, lose 1 [Charge]. Then you may suffer one [Hit] damage or gain 3 ion tokens to remove one disarm token. This card's charges cannot be recovered. I really miss 1.0 Burnout SLAM.
  14. And none too soon. It makes it marginally more useful; I still think the addition of a Sensor slot as well would have made it a halfway-decent ship (at least Dengar). Still, Gunner+Astromech and Gunner+Crew do have some potent combinations, even if the attack's not the best. It gives it a white rotate, for example, if you use Agile Gunner. You can run Han+Lando at a reasonable intiative level, for a not-bad price. Consider the fact that three of the four got cost reductions, as well, and there's some lists that might find them useful. I agree, although it does put a big dent in the Rebel and Scum Yion lists (especially Scum, which is regrettable, since Drea's also gone up). I think it's a rather unfortunate jump, especially since Trick Shot is one of the few useful EPTs in the lower cost range. If you load out three Vultures with them, you've got a potential crit gauntlet set up. Even with two, launching them at the beginning of the engagement has definite value. Vultures with 1 K-Turns can set up shots since the opponent will likely need to play around them.
  15. Just heard Contraband Cybernetics is coming down - good!
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