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ahdaniels76

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  1. If you reload and slam, do you get 2 weapons disabled tokens, and does that prevent you from launching torps?
  2. Bug report - when I fly 4 phantoms and I have a lot of cloaks on, if I fail a decloak on an early decloak it skips all the other decloaks and goes right to activation phase.
  3. That's what I have in mind... even with tokens, I feel like I'd still flip the dial before realizing the token was not where I wanted it. If I put the card on top of my dial every time, I don't think I'm giving anything away... just curious if I'm breaking any rules.
  4. Is it legal to just stick your s-foil card on top of your dial to make it obvious?
  5. I often forget to address my s-foils until after I've revealed my dial. I don't want to miss the timing and get called out at a tournament for not playing by the rules ("before you activate!!"). My friendly group doesn't care, but that's not the norm, I imagine. Does anyone have any tips that are tournament legal? For example, I think I've seen (maybe on GSP) people putting their servomotor card on top of their dials (or under) on the playmat... or maybe the dials on the card off the playmat, to force them to deal with the card as they deal with the dial. I've also seen people put stuff on their dials (esp. with multiple similar ships). Is it kosher to put the ship name/# (for numbered target lock tokens) + something like a "remember your s-foils!" reminder (or some shorter pictograph) on the back of the dial, or is that against the rules? I feel like I need a system to help remember this so I don't get crushed misplaying an x-wing at something serious like a hyperspace trial or system open. Thanks!
  6. None of those ships are very maneuverable, and all have low initiative (PS). They are beefy, though. Those b-wings don't have much of a dial, and hate stress (unlike their named brethren). Everything is 1 agility so they take damage if you sneeze at them. If you can snipe from afar (YT-1300 with turret on sides) and maybe force/encourage them through the rocks, you'd have a better shot. Maybe Lando in the YT + Luke + Norra (ARC)... they are all tough ships that the Y-wings will have trouble penetrating (esp. last two). Your initiative should allow you to chip away, and your better maneuverability should allow you to control the battle, a bit. Is this helpful?
  7. FYI that Malwarebytes is flagging this as malware under MachineLearning.Anomalous.100%
  8. Looking forward to the next update and appreciate all the hard work so far! Will the upcoming release include internet play?
  9. Anyone? Should I ditch the tractor beam and extras and go with Wedge, or will this stand up to swarms and aces? I guess initiative will dictate whether or not I'm playing a blocking game, but I'm thinking if I can stick fairly close together and hopefully joust I'm looking pretty good in most matchups.
  10. Does this have legs? I'm fairly committed to playing a Rebel list with 4 ships and I like the idea of tractoring opportunistically at highest init so my wingmen can feel like Wedge for the rest of the turn. I love Braylen and now that he and Cassian are legal, they seem like a good combo. Garven and Dutch help with action economy for well-modded shots. Crack shot, Marksmanship, Tac Officer are all optional. Not sure how much bid I need if I want to win the battle at init 4. Curious to hear peoples' thoughts. Braylen Stramm (47) Crack Shot (1) Tractor Beam (2) Garven Dreis (X-Wing) (47) Marksmanship (1) Servomotor S-Foils (0) "Dutch" Vander (39) Ion Cannon Turret (4) Veteran Turret Gunner (6) Cassian Andor (47) Leia Organa (2) Tactical Officer (2) Pivot Wing (0) Total: 198
  11. Sounds neat, but a couple things that might rain on your parade... I don't think Finn's ability works on the VTG bonus turret attack, since it's not a primary. Also, I think you can only get one TL from Rose (not one, then another if you get more blanks) -- some language about "once per opportunity" Finally, if a ship overlaps the mine, the mine blows up and gets removed so you don't get it for the attack bonus during engagement... not bad, of course, but you lose two attack dice if that happens.
  12. The goal was to get 4 ships into the list and get a bunch of free actions, so initiative suffers. Edrio's TL isn't so bad because it adds to the attack power. On Dutch, maybe he's better in this list with VTG and ion turret. That saves 2 points and keeps him closer to the action. For Garven, yes, it's not 100%, but after getting the action freebies in there (benthic, edrio, dutch), there's not much left with the points. He fits the theme, though.
  13. I was using Fly Casual. I trigger Leia's ability to reduce red moves to white. I then had a U-Wing touching an opponent ship and dialed in a white 0. No problem. Then I pivot 180 and Fly Casual tells me I've crashed into another ship and cannot take an action. That made me think -- is there any sort of official ruling on pivot wing while touching another base? With Leia's ability, it matters because of the action loss, and I imagine with a lot of U-Wings and Leia out there, this might come up a lot.
  14. Anyone think this list has legs? Benthic leads off, passes a spare focus to Edrio, who gets 3 actions (effectively), followed by Garven's focus and Dutch's TL, both of which get passed to others if we're close. That's 4 ships with 3 red dice (and one with torps!) and decent health, all looking very well-modded. Now I just need to practice flying it. Garven Dreis (X-Wing) (47) Servomotor S-Foils (0) "Dutch" Vander (39) Proton Torpedoes (12) Edrio Two Tubes (45) Servomotor S-Foils (0) Benthic Two Tubes (47) Perceptive Copilot (8) Leia Organa (2) Pivot Wing (0) Total: 200
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