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  1. Intriguing way to trigger her ability! In my limited experience w/ Snap Shot, high-IN pilots have had a harder time triggering it compared to low-IN pilots, since most ships get to set their dials while knowing exactly where high-IN ships will be during their activation. Do you have tips for triggering Snap Shot more consistently when carried by high-IN pilots?
  2. I have a feeling named Ten/Braylen + StabFoils is going to be quite the thing in the new meta; this is making me very tempted to break my max-2-of-anything rule and get a 3rd B-wing.
  3. I got really excited by this idea (I really want to like Padme), but it looks like her ability doesn't make nearly as big an impact as I hoped for: 5 3-dice shots w/ Focus = 11.25 expected hits (http://xwing.gateofstorms.net/2/multi/?d=AAAAAAAAAAAA&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA&a4=MQgAAAAAAAAA&a5=MQgAAAAAAAAA) 5 3-dice shots w/ Focus vs. Padme (simulated by changing Focus to Calculate) = 10.391 expected hits (http://xwing.gateofstorms.net/2/multi/?d=AAAAAAAAAAAA&a1=MUAAAAAAAAAA&a2=MUAAAAAAAAAA&a3=MUAAAAAAAAAA&a4=MUAAAAAAAAAA&a5=MUAAAAAAAAAA)
  4. I think it'll be hard to hit aces with this combo, because the Ionization doesn't happen until the Engagement phase, after the aces have had a chance to move/reposition (after first seeing where Kaz landed). This might end up being more useful as anti-swarm tech, as a way to keep a dangerous low-initiative ship out of the action for a round or more.
  5. If you have an N-1, I'd also suggest considering using Obi, Ric, and 2 ARC's instead of Obi + 3 slow ships. The ARC's will likely burn down, but that's ok; their job is to kill/block as much as they can and help get one or both of your I5 aces to the endgame. This is a list I have on my phone right now: Obi-Wan Kenobi (48) R2 Astromech (9) Calibrated Laser Targeting (4) Ship total: 61 Half Points: 31 Threshold: 2 Ric Olié (42) R2 Astromech (7) Ship total: 49 Half Points: 25 Threshold: 3 Squad Seven Veteran (44) Dedicated (1) Ship total: 45 Half Points: 23 Threshold: 5 Squad Seven Veteran (44) Dedicated (1) Ship total: 45 Half Points: 23 Threshold: 5 Total: 200 I like R2's for the extra margin of safety, which lets me play more aggressively with Obi & Ric. But you can also drop one or both R2's for offensive toys, like Foresight or Daredevil or torps on Ric. P.S. One possible variant of Obi + Ric + 2 ARC's (inspired by https://www.reddit.com/r/XWingTMG/comments/ep40h6/giving_dedicated_a_chance/fehawa5/) is dropping both R2's for Battle Meditation on Obi and Outmaneuver on Ric, trading regen for more offensive punch.
  6. Anytime I have Seventh Squad Vets in my list, I like to throw Dedicated on them if I can. Blank defense mitigation for just 1 point is good, and it works especially well with Obi's ability. True, it also adds a Strain, but sometimes that's actually a good thing by tempting your opponent to spread fire. In List 1, if you drop 1 Expert Handling you can add Dedicated to all 3 ARC's, which allows them to support both Obi and each other, adding a fair bit of tankiness to the list. In List 2, you could make room by dropping the Hull Upgrade on the Seven Squad Vet, and either use the remaining 2 points for R4 on Broadside or use them for a bid (as others have suggested).
  7. If you ever need beta testers, I happily volunteer my services!
  8. The same concept occurred to me too; I'd love to hear how it goes for you!
  9. Something I'm hoping to try out soon: Rey (70) Korr Sella (6) Rose Tico (9) Finn (10) Stealth Device (4) Rey's Millennium Falcon (2) Ship total: 101 Half Points: 51 Threshold: 6 L'ulo L'ampar (43) Heroic (1) Crack Shot (1) Ship total: 45 Half Points: 23 Threshold: 2 Kazuda Xiono (40) Heroic (1) R5 Astromech (4) Kaz's Fireball (2) Ship total: 47 Half Points: 24 Threshold: 3 Total: 193 Both Lulo and Kaz can consistently throw 3/4-dice attacks if the enemy focuses on chasing Rey. Neither is as durable as a T-70, but I'm hoping this helps them draw more aggro (which is the best thing Rey's wingmen can do for her), and both have the tools to lead enemy ships on a merry chase for a good long time.
  10. I'm hoping to try this Hyperspace-legal list out on a table soon: Braylen Stramm (52) Autoblasters (3) Stabilized S-Foils (2) Ship total: 57 Half Points: 29 Threshold: 4 Ten Numb (48) Tractor Beam (3) Stabilized S-Foils (2) Ship total: 53 Half Points: 27 Threshold: 4 "Dutch" Vander (40) Ion Cannon Turret (5) Ship total: 45 Half Points: 23 Threshold: 4 Jek Porkins (45) Servomotor S-Foils (0) Ship total: 45 Half Points: 23 Threshold: 3 Total: 200 I wanted one named B to have Autoblasters and the other to have Tractor Beam, but couldn't decide who gets what for the longest time. Ended up putting Autoblasters on Braylen hoping to present a tough choice for the opponent when I spread out the B's: ignore Braylen and risk uncancellable crits, or commit to him and waste some time on his defensive re-rolls while the other ships flank. The plan for Dutch is to keep the ICT pointed sideways and have him circle the action while handing out locks to whoever needs it the most. Initially I was disappointed that I had to use Porkins instead of Garven Dreis (who might hand out a bonus Focus or two), but Jek provides the option to still get modded shots (double-modded w/ Lock from Dutch) after a k-turn or t-roll, which could be neat. P.S. In extended, Jamming Beams go on the B's for sure. And Dutch's ICT can drop down to a Dorsal, then you can either replace Porkins w/ Garven Dreis or add a couple Crack Shots.
  11. I tried a similar setup (substituting 2 104th ARC's in place of Ric & Ahsoka) when Republic Y-wings first came out. Anakin's potential for shooting APT every turn was nice in theory, but in practice the Y-wing's lack of boost (especially now that Afterburners are out of Hyperspace) made it tricky to consistently line up APT shots.
  12. There's also Rey (in the YT-1300) + friends, which is probably the most fun I've had with Resistance lists, even if certain match-ups can be tough (which might just means it's pretty balanced?):
  13. Took a tricked-out Rey along with Lulo + Tallie to the store last night and played against a Scum 3-ship list (Boba/Dengar/IN 4 Z-95). It's very powerful when facing a favorable match-up; only 3 enemy guns to worry about, and I happened to win the bid so my 3 ships moved after all but one of his (Dengar), and Dengar burned down in 2 rounds of shooting. Still, I'm not sure how to play this list when facing swarms or multiple mobile aces moving after me.
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