Jump to content

5050Saint

Members
  • Content Count

    1,376
  • Joined

  • Last visited

Everything posted by 5050Saint

  1. Correct. If it was going to bybass shields the words that would have been used would have been along the lines "dealt a damage card".
  2. I'm curious about this. Will it be an upgrade? Or will it be its own separate ship? Perhaps you could score 12 points (or whatever it's worth) when you destroy it. If that is the case, I'd almost be fine with it in standard play.
  3. In the faction that has the most ways to give away locks or rerolls, it should hardly hurt at all. V-Wing Tarkin, Sync'd Console, Wolfpack, and LAAT can all provide rerolls. Beyond that, locks don't seem super necessary as you'll likely be taking evades anyway. What will hurt it is the lack of linked actions.
  4. @saturnflight These two blogs have some info that might help: Before Setting Dials: A Turn Zero Guide pt. 1 Before Setting Dials: A Turn Zero Guide pt. 3
  5. Completely agree. Joy currently costs 57 points with Ion Torpedoes. That's more expensive than Wedge who can do it more than twice. If she dropped to the Skull price, she would be 52 points, old Wedge's price which seems much more fair. Certainly she has the Faceoff, but also is two initiative lower and with two less shields. 52 sounds good. Kad also is 2 points less than Old T, which seems off. 50-52 sounds much workable for him.
  6. While I agree with GreenDragoon's sentiment of "Don't base anything off of Nantex for fairness" I would like to see a mod slot on the Fang, if only for one season. You could take Fenn out of Hyperspace for that season out of an abundance of caution, or just leave Afterburners out of Hyperspace for another season. Also, Joy Rekkoff needs to go down to 47 points.
  7. One thing that helped was I set my pitch and yaw sensitivity to maximum. Now, I can turn. I was watching videos online of folks making fairly quick (non-drift) turns to stay on target while I continually felt like I was flying through space molasses. I need to find a good spot for drift. I've tried a few, and I don't like any of them.
  8. Here is my rewrite: Move the purple to red maneuver info into the Rules Reference. The Clone keyword for wingmates is a novel idea but that includes ARCs and LAATs currently. If we went that way, we would need to also specify small base and it would allow for the Clone z95 in the future. I chose only 2-3 similar to the First Order Elite since it can be put on a hyper maneuverable Eta-2 or Delta-7. The Republic restriction would be needed if small base Jedi ever popped in another faction (Ahsoka or Kanan come to mind).
  9. RR pg 17. "Remotes are devices that have initiative, agility, and hull values, and can be attacked."
  10. The Actis being able to set up blocks seems pretty big to me. If your I5/I6 blocks an I1, the I1 has lost one of it's best selling points (aside from being cheap). That has to at least make up for the pre-movement being in the system phase for everyone to see. The Dreadnaught Hunter doesn't contain any wing leader info because it isn't a wing leader upgrade. As you say, Quickbuilds break the rules often. But there are other things wrong with the Jedi Commander card beyond what can be paired with it. First, it has no restrictions. It's not restricted by faction, base size, or even keyword. Meaning you can take it on Dengar, who is in the wrong faction, on an atypical wingleader base size, and isn't a Jedi. Also, if this is equipped to an Eta-2 as is intended by the maneuver text, any other Eta-2's paired up in the Jedi Commander wing cannot do purple tallon rolls in the wing. They must be treated as red.
  11. No doubt he should be a little cheaper, as Jake Farrell is the same cost. 30 points would be a bit much of a drop. I think he is overlooked in that his "coordinate" is about as late as you can get. Put him next to Dutch Vander to pass out two locks after every ship has hit it's final position. Opponents that thought they were safe from Dutch's and another Y's torps because they both took a focus are now eating two fully modded torps that get their pick of target.
  12. It's pseudo-supernatural reflexes that really are the cost driver here. Superflexes isn't cheap even at I4. Even if we value the ship ability at half of the cost of Superflexes, that's an 8 point uptick on the chassis at I4.
  13. I suppose another take away from this article is that we will likely get the points update on Nov 27th when the wave releases.
  14. Yup. It's the First Order version of R2 Astromech with some de-tokening options.
  15. Comparing these two cards, Jedi Commander doesn't enable you to lead a wing which is quite an oversight, especially when you could have just copypasted the majority of the text. It doesn't say what ship type or types a Jedi Commander can lead, or how many they can lead. It's not restricted in any way, so you can put this on a CR-90 Corvette in one of the command slots. Even if we are to assume that it should go on a non-huge base ship, you could put the Jedi Commander upgrade on Oddball, since it isn't restricted to the Jedi keyword. Also, if a you were to put this onto a say Shaak Ti with two Jedi Generals in tow, if Shaak did a purple maneuver, the Jedi General's purple maneuvers would now be red despite having the force to do a purple maneuver. It would have been simpler to errata this in the epic section to address purple maneuvers in a wing and left the original "You are a wing leader..." text.
  16. Counterpoint: without conversion kits, 2nd Edition would have died immediately. I do agree with what I believe your sentiment is, in that FFG didn't get to learn off of each wave releasing, so OT ships got the least polish and lack new mechanics. But I will also say that not doing the conversion kits does not mean that they would have learned lessons from the wave iterations. "Fully execute" seems to be a lessen that they forgot after wave 2. Pre-movement reposition is now baked into a chassis. Pilots with high orange and purple keep popping up in factions that already have those.
  17. I may be the single dissenting voice, but Squadrons isn't really hitting the mark for me. Perhaps it's because I'm on console? I find myself continually wishing I had like 6 more buttons for all the functionality of the inputs. Are the rest of you beautiful people playing on PC? Mouse and Keyboard? HoTaS? I'm hoping the rub lies in the format I'm playing and not the game.
  18. I think it might actually be intentional. Otherwise, these remotes would likely be shot down before they ever got to be used.
  19. I'm not certain I would put it on any ship even at 1 point, as the real cost is the shield and the action. The one ship I want to put it on is the StarFortress, and that ship cannot take it as the upgrade is restricted to small and medium base ships.
  20. They could probably see a drop, true. FFG clearly thinks their ability is very strong, but the community has not bit on that. Back when you could get Ric Olie at 42, why would you have even bought a Handmaiden. At launch, they actually cost more than him. If the N1 had a native evade action, they'd be better, but having to go full throttle to even consider the ability is rough.
  21. Hera is a cheaper Duchess and is most likely overlooked. Airen is a limited I5 coordinate and is definitely overlooked.
  22. You have inaccurate information there, and I can see how that would skew you opinion of Tarkin, but Tarkin's locked object can be range 1-3, not just at range 1. give him an R3 Astromech, and he gets his choice of 2 separate locks to pass off. Almost certainly the Eta-2 won't have a mod slot, but Synchronized Console doesn't need to be on the Eta-2 for it to get the lock. Any friendly with Sync'd Console at range one can pass the lock. This is further enabled by Wolfpack giving nearly any defender an actionless lock on a target. So not only does this give the Eta-2 a non-purple lock, it gives friendly low initiative ships locks that they can pass to others such as the Eta via Sync'd Console. Also, the LAAT hands out re-rolls anyway, removing the need for lock at all. I imagine that may have had something to do with being 4 points cheaper, allowing for 4 copies of Crack Shot, and something to do with being more maneuverable, as well. Presumably, Tarkin will be priced similar to an A-wing, and will be similarly maneuverable as one, as well, (at least closer than a Y-Wing) making him fairly comparable to Jake.
  23. Putting Plo on Wolffe or Jag who can generate their own offensive mods would be the right choice. Particularly on Jag, since the opponent either needs to fire into your reinforced 9 HP ship, or shoot your buddy, thereby giving Jag a lock. Give those buddies Dedicated and if they shoot Jag, then Jag now has reinforce with defensive rerolls for strain that Plo will clear from the buddy in the end phase.
  24. Almost certainly this isn't a good list, but... Omega Squadron Expert (34) Snap Shot (7) Automated Target Priority (1) Omega Squadron Expert (34) Snap Shot (7) Automated Target Priority (1) Omega Squadron Expert (34) Snap Shot (7) Automated Target Priority (1) Omega Squadron Expert (34) Snap Shot (7) Automated Target Priority (1) Omega Squadron Ace (28) Fanatical (2) Total: 198 Do the typical bowtie for the SF at setup. Either you snag calculates or damage off of your Snap Shots, then take your actual shots. You get double the chances to collect calcs, and you can just take evades once you establish a bank of calc giving the list longevity.
×
×
  • Create New...