Jump to content

missileaway

Members
  • Content Count

    129
  • Joined

  • Last visited

Everything posted by missileaway

  1. Page 3 of the rules reference has your answer: ◊ If a ship has multiple damage cards with the same name, each damage card’s ability is a different action As for red vs white such as with expert handling, no you cannot red barrel roll and white barrel roll as they are both “barrel roll actions” and you can only perform a barrel roll (or boost) once per round. Edit: @meffo nailed it. The different upgrades provide different difficulties of the actions but they are still the action, they just provide you different difficulties to attempt the action. For example if you had tac officer on a reaper you could choose the red coordinate if you wanted to disable the ailerons the next the next turn or the white option if you wanted to keep the dial open.
  2. You must rotate the turret to receive the tractor token. rules reference page 2 “paying costs” “Paying costs A ship can pay a cost for an effect only if the effect can be resolved. • For example, GNK “Gonk” Droid’s ability says “Action: Spend 1 󲈮 to recover 1 shield.” The ship cannot spend the charge if it has no inactive shields. • Replacement effects can replace a cost that a ship would pay for an effect. If a cost is replaced in this way, the effect is still resolved.” In this case the cost is receiving the tractor token and the effect is rotating the turret. You can’t pay the cost (receive tractor token) if you don’t resolve the effect (rotate turret to a new arc).
  3. I'm going to guess 4 points. Not only do you give up the attack, the downside of missing with the thread tracers can be big if the accomponying ordinance ships need that lock to shoot the ordinance. If you bring 4 bombers with torpedoes and a z-95 to paint the target, you'll probably need a focus to fire the tracer. If the bombers all focus they are relying entirely on the z95 to paint the target to launch the torpedoes. IF the z95 gets initiative killed, or has to spend the focus to survive on defense, those bombers are SOL. Even if the z95 gets to shoot, in a three defense dice meta, it has something like a 33%-60% chance of missing on the shot (depending on if the defender has any defensive modifiers) and then those bombers are left sitting with torpedoes stuck in the tubes.
  4. With three ships I'd recommend leaning in to Poe's ability to hit hard with double modded shots and give him torpedoes. Lulo can fly past and still hit with 3-4 dice, and Nien Numb doesn't mind moving first with his ability to shed stress. And add Heroic to everybody for funsies. Poe Dameron (67) Heroic (1) R4 Astromech (2) Shield Upgrade (6) Integrated S-Foils (0) Black One (2) Proton Torpedoes (13) Ship total: 91 Half Points: 46 Threshold: 4 L'ulo L'ampar (43) Heroic (1) Ship total: 44 Half Points: 22 Threshold: 2 Nien Nunb (55) Heroic (1) Pattern Analyzer (5) Integrated S-Foils (0) Ship total: 61 Half Points: 31 Threshold: 4 Total: 196 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z231X172W5WW165W175W171W136Y239X172WWWY298X172WW206WW175WW&sn=Unnamed Squadron&obs=
  5. I've been pondering something like this: Sienar Specialist (26) Dorsal Turret (2) Ship total: 28 Half Points: 14 Threshold: 3 Sienar Specialist (26) Dorsal Turret (2) Ship total: 28 Half Points: 14 Threshold: 3 Captain Feroph (47) Admiral Sloane (9) Ship total: 56 Half Points: 28 Threshold: 4 Academy Pilot (22) Ship total: 22 Half Points: 11 Threshold: 2 Academy Pilot (22) Ship total: 22 Half Points: 11 Threshold: 2 "Pure Sabacc" (43) Ship total: 43 Half Points: 22 Threshold: 2 Total: 199 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z190X137WWWWY190X137WWWWY184XW14WWY229XY229XY210XWWW&sn=Unnamed Squadron&obs= Pure sabaac is overpriced bait and runs around slinging extra dice unless the enemy decides to deal with him. And if they do deal with him, Sloan triggers for everybody else.
  6. On Squad one, I am always a fan of the names B-wing pilots, but at i4 they won’t be initiative killing much. Thane needs to be in a list where he can always shoot last, otherwise he will not get much of a chance to trigger his ability. In that squad I’d recommend trading initiative killing for pure damage output. Something like this: New Squadron (52) Braylen Stramm [A/SF-01 B-wing] Points: 52 (48) Ten Numb [A/SF-01 B-wing] (2) Stabilized S-foils (Open) Points: 50 (51) Cassian Andor [UT-60D U-wing] (0) Pivot Wing (Closed) Points: 51 (40) "Dutch" Vander [BTL-A4 Y-wing] (2) R4 Astromech (5) Ion Cannon Turret Points: 47 Total points: 200 Now both B-wings can double modify their shots, Dutch can pass a lock to Cassian so Cassian can focus for double mods or be free to coordinate. Squad 2 I think is the best overall, with everyone at i5 or 6 Tha e can shoot last and should be able to flip some cards. squad 3 faces a couple problems. Ten is great but is i4. Nora in the arc is strong but with Zeb and elusive she’s going to be trying to crash into people...and then will not have any way to mod her shots. I’d drop Ten from that list and maybe put in AP-5 in the Sheathipede. So-5 can coordinate Nora to make her shots count. It also frees up points to turn Thane into Luke. Luke and Nora together are a nightmare to kill. Maybe something like this. K2SO crew can be used to give AP-5 a calculate to help kee him alive while coordinating. New Squadron (55) Norra Wexley [ARC-170 Starfighter] (1) "Zeb" Orrelios (3) Intimidation Points: 59 (32) AP-5 [Sheathipede-class Shuttle] (8) K-2SO Points: 40 (62) Luke Skywalker [T-65 X-wing] (0) Servomotor S-foils (Closed) Points: 62 (38) Hera Syndulla [Attack Shuttle] (1) Deadeye Shot Points: 39 Total points: 200
  7. I love Holo, but I’ve been looking at using Rush. Can do Malarus+Rush+4x cadets or Malarus+Rush+3 zeta sf w/ ATP. Don’t have to worry about somebody being double strained, Rush doesn’t really care about the strain at i2 and if he does get shot you have an i6 silencer on cleanup duty.
  8. I’ve been flying this lately and it’s delightfully stupid. Watching opponents flail away trying to kill Finn and Rose is great fun. Even more fun when L’ulo drops in uncontested from the flank and proceeds to go HAM on the opponent. Heroes of the Resistance (and Bucket too) (29) Finn [Resistance Transport Pod] (8) Perceptive Copilot (1) Heroic (4) Advanced Optics Points: 42 (29) R1-J5 [Fireball] (6) C-3PO Points: 35 (44) Red Squadron Expert [T-70 X-wing] (0) Integrated S-foils (Closed) (1) Heroic Points: 45 (26) Rose Tico [Resistance Transport Pod] (6) PZ-4CO (1) Heroic Points: 33 (43) L'ulo L'ampar [RZ-2 A-wing] (1) Heroic Points: 44 Total points: 199
  9. I think this and Malarus with 6 FOs are the strongest Xi lists. Just stuff as many bodies in to mass fire and keep anybody from getting to close to the shuttle.
  10. So, someone sell me on sensor buoys. For one point less than the probe droid they can’t reposition and allow locks only for the ship that deployed them and must be immediately deployed on setup. i can think of only two uses for these things: 1) Freelance slicer 2) Tavson so he can have even more action economy. Still, feels like maybe should be worth 2 pts max.
  11. I think with Hask you are better teaming up an ace with as many bodies as you can cram in. With a potential third die, a double modded Rivas is nothing to sneeze at. New Squadron (40) Gideon Hask [Xi-class Light Shuttle] (6) Agent Terex Points: 46 (25) Epsilon Squadron Cadet [TIE/fo Fighter] Points: 25 (25) Epsilon Squadron Cadet [TIE/fo Fighter] Points: 25 (27) Lieutenant Rivas [TIE/fo Fighter] Points: 27 (76) Kylo Ren [TIE/vn Silencer] Points: 76 Total points: 199
  12. To be fair to FFG, I think Hux was broken emotionally and physically long before the Hondo change. Being ridiculed by Poe Dameron and Kylo Ren and then getting shot in the chest would break pretty much anybody.
  13. This is my hopper to try at some point. 37 hp, 12 greens, 12 reds, and once they punch into the hull on something the sf/s can turn into x-wings with rear arcs in order to finish it off. FO Beef (40) Gideon Hask [Xi-class Light Shuttle] Points: 40 (32) Zeta Squadron Survivor [TIE/sf Fighter] Points: 32 (32) Zeta Squadron Survivor [TIE/sf Fighter] Points: 32 (32) Zeta Squadron Survivor [TIE/sf Fighter] Points: 32 (32) Zeta Squadron Survivor [TIE/sf Fighter] Points: 32 (32) Zeta Squadron Survivor [TIE/sf Fighter] Points: 32 Total points: 200
  14. Correct. Very handy to know if it will be worth it to take the strain.
  15. Scorch triggers first when you establish the dice pool. Hask doesn’t trigger until after dice are rolled. They don’t interact at all.
  16. Couple things I noticed: Chewbacca and explosion with wings was apparently too strong to be allowed to live. Slamming being restricted to the only action during a ships activation has been removed as a restriction, this enabling red slams. Concussion bombs did not receive an errata, therefore the only way to use them is to launch them.
  17. I love the idea of 666 scum, but I do run against popular opinion that Lando is actually the best pilot for his own ship. Sure he’s at i4, but slap agile gunner on him and you get the action economy that Han simply doesn’t have. I had a few extra points to toss on L3, which can help Lando clear stress and is oh so thematic. IG88 could also be a good fit with the double calcs to provide mods on offense and defense. Fenn Rau (68) Predator (2) Ship total: 70 Half Points: 35 Threshold: 2 Dengar (53) Greedo (1) Contraband Cybernetics (2) Punishing One (5) R5-P8 (4) Ship total: 65 Half Points: 33 Threshold: 5 Lando Calrissian (Scum) (42) Trick Shot (4) Qi'ra (2) L3-37 (4) Agile Gunner (5) Rigged Cargo Chute (4) Lando's Millennium Falcon (3) Ship total: 64 Half Points: 32 Threshold: 6 Total: 199 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z97X127WY115XWWWW83W92WW159W8Y90X133WW55W43W76W96WW152&sn=Unnamed Squadron&obs=
  18. Scorch is absolutely horrible and overpriced by 3-5 pts...but if you have a 33 pt hole and need something that hits hard FO doesn’t exactly have many other options to fill his spot at the moment.
  19. https://xwing-miniatures-second-edition.fandom.com/wiki/Snap_Shot?file=Swz47_upgrade-snap-shot.png https://xwing-miniatures-second-edition.fandom.com/wiki/Thane_Kyrell?file=Swz12_card_thane-kyrell.png Because Thane spends a result for his ability, and spending a result is a dice modification, which you can’t do when performing Snapshot attack.
  20. Pre update I had some fun with Peoud Holo+4x zeta survivor SF with optics. since the points update that’s evolved into this FO salad: Holo and the bulk order ties (32) Zeta Squadron Survivor [TIE/sf Fighter] Points: 32 (32) Zeta Squadron Survivor [TIE/sf Fighter] Points: 32 (33) "Scorch" [TIE/fo Fighter] Points: 33 (53) "Holo" [TIE/ba Interceptor] (2) Proud Tradition Points: 55 (48) Sienar-Jaemus Engineer [TIE/vn Silencer] Points: 48 Total points: 200
  21. I would drop lone wolf to crack shot on Jake, and upgrade Thane to Wedge. With five ships lone wolf will be hard to trigger and for roughly the same cost in this list Wedge is better all around. Edit to add: I like Thane but shooting first in this list his ability will have a tough time triggering and he will likely be dead by the time he gets a chance to use it.
  22. Flew this and it barely squeezed past Grevious+Nantex swarm. Saw could stand to drop a few points, but his ability plus Leia are basically tailor made for the wookies. Kulbee picks off anything trying to swing behind the hairy lugs. There are plenty of better lists, but it’s just so darn thematic I had to try it. Hull upgrade can go on either Saw or Kulbee (or neither). Saw’s wookie revolt (42) Kashyyyk Defender [Auzituck Gunship] Points: 42 (52) Saw Gerrera [UT-60D U-wing] (0) Pivot Wing (7) Leia Organa (2) Contraband Cybernetics Points: 61 (42) Kashyyyk Defender [Auzituck Gunship] Points: 42 (46) Kullbee Sperado [T-65 X-wing] (2) R4 Astromech (0) Servomotor S-foils (2) Contraband Cybernetics (5) Hull Upgrade Points: 55 Total points: 200
  23. Just want to make sure I’ve been playing fine tuned thrusters right when it comes to obstacles. fine tuned thrusters: after you fully execute a maneuver, if you are not depleted or strained you may gain one strain or deplete token to perform a lock or barrel roll. Asteroid: Roll for rock damage, then perform fine tune thruster action, then skip normal perform action step. Debris: No fine tuned thrusters because you receive stress during check difficult step. (Then if you are Holo with proud tradition, take a focus, ditch your stress and laugh maniacally.) Gas cloud: Roll for strain first (since it is game effect and it comes before player ability). Then if you did not get strained, you may perform fine tuned thrusters action, then skip normal perform action step. Do I have that all correct?
  24. Welp, that Wookipedia rabbit hole informed me Jaxxon is now cannon again as well. Edit: Rabbit hole, heh!
  25. I went down a rabbit hole on Rey/Kaz/Poe and came back out with this: Rey and Poe are Yeager Believers (67) Poe Dameron [T-70 X-wing] (2) R4 Astromech (0) Integrated S-foils (1) Heroic Points: 70 (68) Rey [Scavenged YT-1300] (9) Rose Tico (10) Finn (2) Rey's Millennium Falcon Points: 89 (33) Jarek Yeager [Fireball] (2) Coaxium Hyperfuel (3) Intimidation (2) Kaz's Fireball Points: 40 Total points: 199 Yeager flies around and slams into as many people as possible. Heck, his ability may even actually be useful as he can slam into a three hard or four straight. At i5 he should be able to pick some good targets. Rey and Poe nuke whatever he runs into. Is it good? Probably not! But the possibility to toss double modded 3-5 dice attacks into an intimidated target is an idea I’ll be exploring.
×
×
  • Create New...