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Ponczi

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  1. Like
    Ponczi reacted to Sarge144 in Line of Sight Calculator thread   
    I have created a line of sight calculator and posted it to GitHub. I've started out with the current tournament maps but definitely plan to add campaign maps and skirmish maps outside current rotation.
    https://nick-hansen.github.io/ia-los/
    To use the tool, select a map, place your attacker (blaster), place a defender (target), and possibly some blocking models (shield). The map will default to the first line of sight it can display, or none if line of sight is not possible. If more than one line of sight is available, you can change the Lines of Sight dropdown to view them.
    The lines drawn on the map are not pixel perfect. The grid is there to help players select spaces, and view results. The actual calculations are performed in code, not the displayed image.
    I hope this project helps Imperial Assault players, speeds up situations where its tough to tell how close a shot is, and enhances the game.
    I want to thank Nick (nickv2002) for granting permission to use the map images from the Imperial-Assault-Skirmish-Map-Project GitHub project.
    Added Features
    Attacker View - highlight all tiles to which Attacker has line of sight Defender View - highlight all tiles which have line of sight to Defender Comprehensive View - which tiles can this tile see? Which tiles can see this tile? Which tiles have mutual line of sight? Clear button to remove Attacker, Defender, and all Blocking models Rules have been updated to prevent shooting around edges Rules have been updated for which edges block LOS fixed bug caused by this update Rotating the map Current Requests:
    Displaying deployment zones Ability to show/remove doors Odds for making range from square with a given dice pool Add Campaign Maps Add Non-rotation Skirmish Maps Please report any bugs found with maps, and requests for enhancements in this thread! 🙂
     
  2. Like
    Ponczi got a reaction from thebrettski in Imperial 5 guys   
    This list seems interesting. Certainly, initiative 5 offers great opportunities, which is important due to weak parameters in defense of TIE / in (with weak dice rolls the opponent can take off the ship in one combat phase). They are strong in the swarm and when they could decide on the final position on the mat. Personally, I'm not convinved to TIE Striker, if I  would teke some, I prefer to use Countdown and add some device to it, which will allow me to differentiate the enemy's source of damage. With Countdown the enemy needs 4 successful attacks to destroy the ship. It'is very difficult to kill, in fact. Might be enough to do the job with others. With Proximity mines or proton bombs it can be very dangerous. I do not know if I would give a predator, because for her safety I would not let her fly alone, out of swarm, in the range of 3 or more. It could be an easy target for attack.
    I would consider changing some ship from INI5 to INI4 eg. Iden Versio or Del Meko. Their skills can be vital to the results of the game. They strongly affect other ships in the swarm. Mithel and Skutu are very good. I did not play Howle often, but I think his skill is really OK. The ability to change dice result of ships such as TIE is highly desirable, because they suffer from a lack of good dice, very often. And it is difficult to do anything without a TL. In addition, INI5 allows you to carry out most attacks, even if the enemy will destroy the TIEs. So there are pros and cons. I used to fly 2*3INI Ties, generic ones, 2*4INI (Mauler, Skutu) and Darth Vader in hyperspace format and the result is fifty fifty (16 games). But I'm not so experienced player in fact (5 months) 🙂
  3. Like
    Ponczi got a reaction from Cuz05 in Defender list?   
    If You want to win... I don't know.... If You want to have fun, take two Rexler and Countess Ryad 🙂 This two aces are very nice couple 🙂
     
  4. Like
    Ponczi got a reaction from Flyingbrick in Alpha class star wing on sale.   
    It seems they have a nice comeback. Denver SOS showed that they could make a very strong influence supporting Vader. 
  5. Like
    Ponczi got a reaction from FTS Gecko in Alpha class star wing on sale.   
    It seems they have a nice comeback. Denver SOS showed that they could make a very strong influence supporting Vader. 
  6. Like
    Ponczi got a reaction from Kylemcph240 in Defender list?   
    If You want to win... I don't know.... If You want to have fun, take two Rexler and Countess Ryad 🙂 This two aces are very nice couple 🙂
     
  7. Like
    Ponczi got a reaction from pakirby in Imperial 5 guys   
    Malur and Skutu are INI5 of course.
     
  8. Like
    Ponczi got a reaction from pakirby in Imperial 5 guys   
    This list seems interesting. Certainly, initiative 5 offers great opportunities, which is important due to weak parameters in defense of TIE / in (with weak dice rolls the opponent can take off the ship in one combat phase). They are strong in the swarm and when they could decide on the final position on the mat. Personally, I'm not convinved to TIE Striker, if I  would teke some, I prefer to use Countdown and add some device to it, which will allow me to differentiate the enemy's source of damage. With Countdown the enemy needs 4 successful attacks to destroy the ship. It'is very difficult to kill, in fact. Might be enough to do the job with others. With Proximity mines or proton bombs it can be very dangerous. I do not know if I would give a predator, because for her safety I would not let her fly alone, out of swarm, in the range of 3 or more. It could be an easy target for attack.
    I would consider changing some ship from INI5 to INI4 eg. Iden Versio or Del Meko. Their skills can be vital to the results of the game. They strongly affect other ships in the swarm. Mithel and Skutu are very good. I did not play Howle often, but I think his skill is really OK. The ability to change dice result of ships such as TIE is highly desirable, because they suffer from a lack of good dice, very often. And it is difficult to do anything without a TL. In addition, INI5 allows you to carry out most attacks, even if the enemy will destroy the TIEs. So there are pros and cons. I used to fly 2*3INI Ties, generic ones, 2*4INI (Mauler, Skutu) and Darth Vader in hyperspace format and the result is fifty fifty (16 games). But I'm not so experienced player in fact (5 months) 🙂
  9. Like
    Ponczi got a reaction from Rubales in Imperial 5 guys   
    Malur and Skutu are INI5 of course.
     
  10. Like
    Ponczi got a reaction from Rubales in Imperial 5 guys   
    This list seems interesting. Certainly, initiative 5 offers great opportunities, which is important due to weak parameters in defense of TIE / in (with weak dice rolls the opponent can take off the ship in one combat phase). They are strong in the swarm and when they could decide on the final position on the mat. Personally, I'm not convinved to TIE Striker, if I  would teke some, I prefer to use Countdown and add some device to it, which will allow me to differentiate the enemy's source of damage. With Countdown the enemy needs 4 successful attacks to destroy the ship. It'is very difficult to kill, in fact. Might be enough to do the job with others. With Proximity mines or proton bombs it can be very dangerous. I do not know if I would give a predator, because for her safety I would not let her fly alone, out of swarm, in the range of 3 or more. It could be an easy target for attack.
    I would consider changing some ship from INI5 to INI4 eg. Iden Versio or Del Meko. Their skills can be vital to the results of the game. They strongly affect other ships in the swarm. Mithel and Skutu are very good. I did not play Howle often, but I think his skill is really OK. The ability to change dice result of ships such as TIE is highly desirable, because they suffer from a lack of good dice, very often. And it is difficult to do anything without a TL. In addition, INI5 allows you to carry out most attacks, even if the enemy will destroy the TIEs. So there are pros and cons. I used to fly 2*3INI Ties, generic ones, 2*4INI (Mauler, Skutu) and Darth Vader in hyperspace format and the result is fifty fifty (16 games). But I'm not so experienced player in fact (5 months) 🙂
  11. Like
    Ponczi got a reaction from Magnus Grendel in Imperial 5 guys   
    This list seems interesting. Certainly, initiative 5 offers great opportunities, which is important due to weak parameters in defense of TIE / in (with weak dice rolls the opponent can take off the ship in one combat phase). They are strong in the swarm and when they could decide on the final position on the mat. Personally, I'm not convinved to TIE Striker, if I  would teke some, I prefer to use Countdown and add some device to it, which will allow me to differentiate the enemy's source of damage. With Countdown the enemy needs 4 successful attacks to destroy the ship. It'is very difficult to kill, in fact. Might be enough to do the job with others. With Proximity mines or proton bombs it can be very dangerous. I do not know if I would give a predator, because for her safety I would not let her fly alone, out of swarm, in the range of 3 or more. It could be an easy target for attack.
    I would consider changing some ship from INI5 to INI4 eg. Iden Versio or Del Meko. Their skills can be vital to the results of the game. They strongly affect other ships in the swarm. Mithel and Skutu are very good. I did not play Howle often, but I think his skill is really OK. The ability to change dice result of ships such as TIE is highly desirable, because they suffer from a lack of good dice, very often. And it is difficult to do anything without a TL. In addition, INI5 allows you to carry out most attacks, even if the enemy will destroy the TIEs. So there are pros and cons. I used to fly 2*3INI Ties, generic ones, 2*4INI (Mauler, Skutu) and Darth Vader in hyperspace format and the result is fifty fifty (16 games). But I'm not so experienced player in fact (5 months) 🙂
  12. Thanks
    Ponczi reacted to Mu0n729 in Handy all-ships-in-one maneuver reference card. Ready for print!   
    You could arrange this and print this handy reference. It's missing Lando's falcon, but the rest checks out
    http://xhud.sirjorj.com/xwing.cgi/dialcomp
     
  13. Thanks
    Ponczi reacted to RollingSwarm in Vader Swarm   
    That looks strong - 4 crack-shots will hit hard if you can fly the swarm to line them up properly. I think though, with 4 TIEs, you might want to consider Iden or Howl to get the most out of the block (hit harder or live longer).
  14. Like
    Ponczi got a reaction from Max Teranous in Hate Vader Swarm - Hyperspace   
    Maybe this would be better
    Darth Vader (65)    
        Hate (3)    
        Fire-Control System (2)    
        Afterburners (6)    
        
    Ship total: 76  Half Points: 38  Threshold: 3    
        
    "Scourge" Skutu (32)    
        Crack Shot (1)    
        
    Ship total: 33  Half Points: 17  Threshold: 2    
        
    "Mauler" Mithel (32)    
        Crack Shot (1)    
        
    Ship total: 33  Half Points: 17  Threshold: 2    
        
    Black Squadron Ace (26)    
        Crack Shot (1)    
        
    Ship total: 27  Half Points: 14  Threshold: 2    
        
    Black Squadron Ace (26)    
        Crack Shot (1)    
        
    Ship total: 27  Half Points: 14  Threshold: 2    
        
        
    Total: 196    
        
    View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v6!h=200!173:204,113,-1,105:;220:116,-1:;219:116,-1:;227:116,-1:;227:116,-1:&sn=Przydupasy Vadera&obs=
  15. Like
    Ponczi reacted to SpiderMana in Advanced Sensors - I don't get it...   
    It's also great for shuttle-style ships with 0-stop maneuvers. I've only flown a Lamda once in 2.0, but I ended up doing a 0-stop every other turn, and being able to take my double-focus (perceptive copilot) action on those turns was great.
    Another example is the U-Wing. That 90* turn is a great maneuver, but losing a defensive die for the round and losing your action can be really annoying. Definitely worth the 8 points if you can spare them.
  16. Like
    Ponczi reacted to thespaceinvader in Advanced Sensors - I don't get it...   
    You are.
     
    But if you 2 bank roll versus roll 2 bank you're not.  Especially so if you bank boost then do your move.
     
    The big things you gain:
    Perform your action before your red move or if you're going to be blocked.
    Perform your repositioning action before your move so as to end up in a different position than would have been possible after.
    Neither Vader nor Defenders are the best users for it by the by.  Vader because it blocks his pilot ability, defenders because it blocks their free action.  But Defenders specially Rexler also like it because they are very predictable and easily blocked, and it means you get your evade anyway, because you took Juke, and if you're Rexler, you need it for your ability.
    The best single user of it in the entire game is 4LOM.  He has a dial that is amon the reddest in the game, with some key moves being red, he can reposition with the title, and he gets a free token from completing a red move, AND he can lose the stress in order to repeat it every round, which most other ships cannot, which means advanced sensors is a bit of an 'every other round' thing, which is middling at best.
  17. Like
    Ponczi reacted to Glattyator in Whisper + Vader - Here you go   
    Yeah Battle of Glendale was the last ride of Phantom dominance, afterwards was the point update with Phantom at the focus for Imps. They took away crew slot (Replacing with Gunner slot) and increased price on Whisper as well as the almost required Juke. Not a single list in that winning line up is even legal anymore  
    Here is my squad I have been tinkering on since.:
      What it is now(ish)
    Darth Vader — TIE Advanced x1 65   Hate 3   Fire-Control System 2   Afterburners 6   Ship Total: 76 Half Points: 38 Threshold: 3     “Whisper” — TIE/ph Phantom 54   Juke 5   Fifth Brother 9   Ship Total: 68 Half Points: 34 Threshold: 3     Major Vynder — Alpha-class Star Wing 39   Proton Torpedoes 12   Advanced SLAM 3   Os-1 Arsenal Loadout 0   Ship Total: 54 Half Points: 27 Threshold: 4
     
    Previous (immediate post point change) edition:
    Darth Vader — TIE Advanced x1 65   Hate 3   Fire-Control System 2   Afterburners 6   Ship Total: 76 Half Points: 38 Threshold: 3     “Whisper” — TIE/ph Phantom 54   Juke 5   Collision Detector 6   Fifth Brother 9   Ship Total: 74 Half Points: 37 Threshold: 3     Inquisitor — TIE Advanced v1 38   Supernatural Reflexes 8   Fire-Control System 2   Ship Total: 48 Half Points: 24 Threshold: 2  
    I found that my original list had a gaping weakness against ships with high HP and good dials/actions (first order Tie SF, Silencer, T-70 X-wings). With their maneuverability, high HP, and low/equal cost, it didn't matter how my squad flew they were still getting fired on with mods,  
    Bring the updated list with Proton Torp burst. Star wings have a bit more hull and Maj. Vynder gets extra die for def and adds variety to an otherwise pure knife list.
    Still adjusting thinking about taking Whisper for Echo to  keep ColDet or Vader for Steele to have more points to pour into Whisp/Vynder. Ill admit that I am very uncomfortable flying Star Wings since day 1 but still appreciate what baseline stats could bring (might even just say lets do this Nu Squadron!)
    To sum it up and answer your original question Ponczi, I am not motivated to run Whisp and Echo in the same list with gunner options being extremely limited for Empire since most the generics are focused on turrets. When you had a crew slot there were several viable options, keeping fingers crossed for better gunners in the near future....
     
  18. Like
    Ponczi reacted to Glattyator in Whisper + Vader - Here you go   
    I agree it will help any ship at least once in a game  Elusive on Phantom is incredibly hard to run efficiently and effectively because, including the turn you use the charge, it takes minimum 3 turns before you have recovered that charge, shed the stress, and have your cloak abilities synergizing. 3 points for a non-guaranteed reroll on a single def die for a ship that only has 2 natural green die... Ill be looking at other EPTs for Phantom pilots.
  19. Thanks
    Ponczi reacted to theBitterFig in Whisper + Vader - Here you go   
    Count me also in the "FCS is a nice perk, but something you can cut from Vader" camp.  It's always good when you don't need to spend a lock, when you can more easily pull K-Turns and T-Rolls or just not have to use an action.
    But I also think FCS on Vader are some of the less valuable points in most Vader lists.  If it's the choice between FCS on Vader, or Juke on a Phantom, to me this is a no-brainer: Juke on the Phantom.  He has enough action economy--particularly with Hate--to be fine spending his locks instead of keeping them sometimes.  However, Juke is a really crucial upgrade on a Phantom, IMHO.
    //
    So many -ators! It's like a doppelbock convention!
    https://sites.google.com/site/librarypubomaha/news/whydodopplebocknamesendin-ator
     
  20. Thanks
    Ponczi reacted to Glattyator in Whisper + Vader - Here you go   
    100% disagree with taking FCS off of Vader. With the ship ability giving you a free crit on a locked ship it means that you will seldom have a missed shot with FCS. The average crits thanks to FCS are typically 2 per attack its a glorious thing. If you are flying Vader IMO you are taking Afterburners and FCS with you (73 points)
    That being said you could take elusive and collision detector off of Echo and throw on just Juke
  21. Like
    Ponczi reacted to benlane17 in How do I get my copy of Predictive Shot?   
    Yes, it can be used by any ship that is able to equip it.
  22. Like
    Ponczi reacted to DarthSempai in TIE Phantom - Fifth Brother or bust   
    They should have just changed Vader to Medium or Large ship only, honestly, but they won't because it's a printed change. But like that the phantom would have retained acces to Informant, Agent Kallus, Krennic, Perceptive Copilot, etc. Which we're all good choice. Now there's no way to make the phantom a support ship, it's flanker / arc dodger, and that's it. Kinda sad really.
  23. Like
    Ponczi reacted to JBFancourt in Starwing Alfa Class   
    I love flying an Ion Vynder! 
    Ion Vynder
    (41) Major Vynder
    (0) Xg-1 Assault Configuration
    (5) Ion Cannon
    (3) Fire-Control System
    (6) Adv. Proton Torpedoes
    (3) Advanced SLAM
    Points 58
    Total points: 58
     
    Drop the Adv Torps and FCS for a more trim model. 
  24. Like
    Ponczi reacted to Darth Wrath in Starwing Alfa Class   
    Here's how I've been using them with a lot of success. Crazy action economy and alpha strike capability. I get fully modded protons off on a regular basis and they can really spread those arcs out wide. I'm 4-0 with this list. I put it aside to get a solid Hyperspace list together but I'm about to pick it back up.
     
    Nu Squadron Pilot (35)
    Fire-Control System (3)
    Proton Torpedoes (9)
    Advanced SLAM (3)
    Os-1 Arsenal Loadout (0)
    Nu Squadron Pilot (35)
    Fire-Control System (3)
    Proton Torpedoes (9)
    Advanced SLAM (3)
    Os-1 Arsenal Loadout (0)
    Nu Squadron Pilot (35)
    Fire-Control System (3)
    Proton Torpedoes (9)
    Advanced SLAM (3)
    Os-1 Arsenal Loadout (0)
    Colonel Jendon (46)
    Shield Upgrade (4)
    Total: 200
    View in Yet Another Squad Builder 2.0
  25. Like
    Ponczi got a reaction from kempokid in Starwing Alfa Class   
    #kempokid 
    Thanks a lot for broad justification of your squad and pros to use Alpha class. Thats nice
     
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