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bitsai

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Everything posted by bitsai

  1. I just got a huge ship conversion kit last week but haven't tried fitting the new bases to my 1.0 GR-75 or CR-90 yet. Now I'm worried... For those who had severe issues, has anyone tried reaching out to FFG customer support about this, and if so, what did they say?
  2. bitsai

    How to improve?

    This. In addition, try flying the lists that give you trouble! Even if you don't have everything needed, you can often borrow ships and/or proxy cards you don't have. I've found that flying a list even just a handful of times helps a lot with understanding what kinds of situations it doesn't want to be stuck in, which in turn helps me understand how to counter it. And as a bonus, it's a good way to keep the game fresh and avoid burnout
  3. I tried to build something around C1-10P earlier too, with 2 CLT Jedi, Ion Broadside, and an ARC. It had its moments (Ionizing an ace, then Jamming away their Focus and blasting them at point-blank is highly satisfying), but the ARC (the only reliable 3-dice attack) was often not in position to take advantage of the freshly-Jammed target. I think your list is great, with 2 highly maneuverable Jedi beatsticks alongside a nimble C1-10P carrier.
  4. Earlier this week I had some trouble figuring out if the conversion kit included new ship bases, and how many are included. Thanks to this thread (and I say this without any sarcasm), I know exactly what to expect!
  5. For sure, and I've learned the hard way how fast ARCs can burn down. So it turns out that CLT Obi-wan is the same # of points as a 104th w/ Seventh Fleet Gunner, so this also fits: Obi-Wan Kenobi (47) Calibrated Laser Targeting (4) Ship total: 51 Half Points: 26 Threshold: 2 Plo Koon (44) Calibrated Laser Targeting (4) Ship total: 48 Half Points: 24 Threshold: 2 "Broadside" (36) Ion Cannon Turret (5) Seventh Fleet Gunner (9) Ship total: 50 Half Points: 25 Threshold: 4 104th Battalion Pilot (42) Seventh Fleet Gunner (9) Ship total: 51 Half Points: 26 Threshold: 5 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z278XWW200WY312XWW200WY364XW138WW227WWWY341XWW227WW&sn=Unnamed Squadron&obs= I feel like this has a bit more promise. Going to take this to the next couple store nights and see if I can get any mileage out of this.
  6. I don't know if this is anything, but I just noticed that this squeaks in at exactly 200 points: Plo Koon (44) Calibrated Laser Targeting (4) Ship total: 48 Half Points: 24 Threshold: 2 "Broadside" (36) Ion Cannon Turret (5) Seventh Fleet Gunner (9) Ship total: 50 Half Points: 25 Threshold: 4 104th Battalion Pilot (42) Seventh Fleet Gunner (9) Ship total: 51 Half Points: 26 Threshold: 5 104th Battalion Pilot (42) Seventh Fleet Gunner (9) Ship total: 51 Half Points: 26 Threshold: 5 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z312XWW200WY364XW138WW227WWWY341XWW227WWY341XWW227WW&sn=Unnamed Squadron&obs= Hilariously, the Jedi is actually the least expensive ship in the whole list
  7. I guess it's a good thing that Rose doesn't work with Foresight (since spending a result counts as a dice mod and is disallowed by Foresight), otherwise Rey+Foresight+Rose+Finn would bring a lot of pain to anyone unfortunate enough to land in her bullseye arc *wistful sigh*
  8. The Beastie Boys? Really great work on the beast images!
  9. I lost to a Poe+Rey list at a HST last month that was both strong and thematic. This is the variant of it I'm currently having a lot of fun with: Poe Dameron (68) Heroic (1) R4 Astromech (2) Integrated S-Foils (0) Pattern Analyzer (5) Black One (2) Ship total: 78 Half Points: 39 Threshold: 4 Rey (73) Korr Sella (6) Rose Tico (9) Finn (10) Stealth Device (4) Rey's Millennium Falcon (5) Ship total: 107 Half Points: 54 Threshold: 6 Total: 185 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z231X172W5WW175W206W171WY244XWW245W173W174WW166W193&sn=Unnamed Squadron&obs= Rey+Rose+Finn is great of course, and Korr Sella + Rey's title makes it easier to keep things in front of Rey (where you can take full advantage of Rey+Finn) or boost out of arcs (the bid gives Rey a good chance to move after most enemy I5's). You can put pretty much whatever you want on Poe, these are just the upgrades that I enjoy and keep him alive a bit longer (so I can keep shooting things with Rey).
  10. @Archangelspiv in case you missed it on the last page, this is the standard reply I intend to use w.r.t. comments about AI's dice:
  11. Apologies if I'm missing something obvious, but how does initiative work in this format, particularly when there are ships with the same IN and points cost?
  12. In the past year I've contributed fixes for over 130 bugs in FlyCasual (you can verify this by looking at https://github.com/Sandrem/FlyCasual/pulls/bitsai, my handle there is the same as my handle here). I don't claim to know the code nearly as well as @Sandrem, but those bug fixes have taken me all over the code base. @Sandrem has explained before in this thread that the exact same dice rolling code is used for both human and AI players, and I have seen zero evidence to the contrary. The entire code base is publically viewable here: https://github.com/Sandrem/FlyCasual. Anyone who wishes to can peruse the code and look for special dice rolling code that is only used for human or AI players (or anything else, in general, that might confer dice rolling advantage to the AI). This is a good starting point: https://github.com/Sandrem/FlyCasual/blob/development/Assets/Scripts/Model/Board/Dice/DiceRoll.cs Another suggestion: show screenshots of the dice stats from your games, just enough to show, say, 1000+ combined rolls. I just played a 3-ships vs. 3-ships game that quickly reached 200+ combined rolls, so ~5 short-ish games should do the trick. A few more games might be needed to reach 1000+ combined rolls if you just take the stats from the first couple rounds of engagement (since there are multiple claims that the anomalies are most pronounced early on). IMHO this would be much more useful/actionable than anecdotes.
  13. bitsai

    Soontir Fail?

    Piggy-backing on the excellent post from @Okapi, another hammer+anvil list featuring Soontir is the Flying Circus by @Eruletho, who flies it to great effect: Soontir Fel (53) Predator (2) Ship total: 55 Half Points: 28 Threshold: 2 Scimitar Squadron Pilot (29) Barrage Rockets (8) Ship total: 37 Half Points: 19 Threshold: 3 Scimitar Squadron Pilot (29) Barrage Rockets (8) Ship total: 37 Half Points: 19 Threshold: 3 Academy Pilot (23) Ship total: 23 Half Points: 12 Threshold: 2 Academy Pilot (23) Ship total: 23 Half Points: 12 Threshold: 2 Academy Pilot (23) Ship total: 23 Half Points: 12 Threshold: 2 Total: 198 IIRC, he flies it as 3 distinct elements (Soontir, the bombers, and the fighters) that spreads out to flank then converge on the enemy. No matter which element you focus on, the other two can punish. And all 3 elements are either hard to catch or takes time to chew through. Truly a pick-your-poison kind of list. Edit: as a bonus, Flying Circus battle reports can be found at the excellent blog by @Eruletho, https://eruletho.wordpress.com/
  14. I caught one of his games on stream yesterday, it was 3 A-wings (two named and one generic), Vi Moradi (with just GA-97), and a loaded-out Finn (Heroic, Perceptive Copilot, and Advanced Optics). In the game I watched, he used GA-97 to put Finn in reserve, baited with Vi, and flanked with the A-wings. His opponent went straight for Vi, who ended up dragging the enemy ships near a board edge. Once engagement started, Calen deployed Finn to the rear of the enemy ships where he could fire with impunity, while the A-wings did A-wing things.
  15. @Wazat you make some great points re: the advantages of Luminara + Chopper, I'm gonna have to give that a go next store night.
  16. I took Chopper to a HST this weekend (full list: CLT Obi + R5, CLT Plo Koon + Chopper, Broadside + ICT, 104th ARC). Didn't have an amazing record, but definitely had some fun moments with Chopper, and I think it has potential in the hands of a better player. My strategy during the tournament was to burn both charges in the first two turns so I can Jam ASAP. I thought about waiting until the initial engagement to use the second charge, but didn't like the idea of having a stressed/predictable dial for the crucial following turn. Broadside + ICT & Chopper makes for a great anti-small-ace combo: I killed a tricked-out Poe and a Fenn by ionizing them then Jamming away their Focus on the next turn, which allowed me to put a bunch of damage into them and then easily ionize them again to repeat the process. Doesn't work as well against Force-using aces though. The ideal initiative for a Chopper platform is a great question. High init is nice for the usual reasons, but in my experience it's actually easier to Jam something when you move *before* it, because you know exactly which maneuvers are needed to get within range 1. Something I'd like to try is CLT Saesee with Chopper; IN 4 ensures you move before IN 5 & 6 aces (the juiciest Jam recipients), and his ability helps avoid blocks (intentional or otherwise) from lower-IN chaff.
  17. I've been having a lot of fun with C1-10P on Mace. He's a great carrier for it because his Force economy allows him to weather the occasional turn where you end up Jamming yourself. Just noticed that this fits: "Wolffe" (50) Snap Shot (8) C-3PO (Republic) (8) Clone Commander Cody (3) Ship total: 69 Half Points: 35 Threshold: 5 "Matchstick" (43) Ion Cannon Turret (5) Veteran Turret Gunner (8) Ship total: 56 Half Points: 28 Threshold: 4 Mace Windu (45) Foresight (4) C1-10P (7) Delta-7B (18) Ship total: 74 Half Points: 37 Threshold: 3 Total: 199 Now, not only are all 3 ships capable of dishing out bonus attacks, they are also potentially handing out Ion, Jam, and Strain tokens every turn. Not bad for a 3-ship list!
  18. Oops, that's true. Sorry, that's what I get for posting too early in the morning
  19. Random shower thought: can Plo Koon's ability (which can pull an orange token from a friendly ship at range 0-2 to himself) help the Jedi combat the new tractor meta?
  20. Lost to a 5 Inquisitor list sporting Sense and 4 copies of Foresight at the Bellevue/Seattle Hyperspace Trial on Saturday. Can confirm that when massed, Foresight becomes quite deadly, especially on the Inquisitor chassis, for all the reasons folks mentioned earlier in the thread.
  21. At the Bellevue/Seattle Hyperspace Trial yesterday, I played against a list with 5 Inquisitors, 4 with Foresight and 1 with Sense. Until that game I didn't think much about Foresight due to the bullseye arc requirement, but when you mass enough of them together... it's scary. Also, Foresight's ability to turn 1 Focus result to a hit for free, and the option to use it for both regular as well as bonus attacks, allowed the Inquisitors to put out consistent damage while holding on to their Force + Evade (the action they took by default unless threatened) and made them very hard to damage.
  22. I love A-wings, so I'm particularly excited for the arrival of Snap Shot in 2.0, since A-wings are one of the few chassis that can carry Snap Shot PLUS another Talent. How good is it in reality? I have no idea, but I figured it couldn't hurt to start a thread for pooling build ideas and battle experiences There are two lists I'm particularly intrigued by right now (I'm sure I'm far from the first person to think of these): *** Rebel Snap Shot A-wings *** Luke Skywalker (62) Servomotor S-Foils (0) Ship total: 62 Half Points: 31 Threshold: 3 Green Squadron Pilot (32) Juke (7) Snap Shot (7) Ship total: 46 Half Points: 23 Threshold: 2 Green Squadron Pilot (32) Juke (7) Snap Shot (7) Ship total: 46 Half Points: 23 Threshold: 2 Green Squadron Pilot (32) Juke (7) Snap Shot (7) Ship total: 46 Half Points: 23 Threshold: 2 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z4XWWWW142Y52X123W256WY52X123W256WY52X123W256W&sn=Unnamed Squadron&obs= (could also swap out Luke for Wedge + Snap Shot, but I like the tankiness of Luke) -- *** Resistance Snap Shot A-wings *** L'ulo L'ampar (43) Heroic (1) Elusive (3) Advanced Optics (4) Ship total: 51 Half Points: 26 Threshold: 2 Zari Bangel (35) Juke (7) Snap Shot (7) Ship total: 49 Half Points: 25 Threshold: 2 Green Squadron Expert (35) Juke (7) Snap Shot (7) Ship total: 49 Half Points: 25 Threshold: 2 Green Squadron Expert (35) Juke (7) Snap Shot (7) Ship total: 49 Half Points: 25 Threshold: 2 Total: 198 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z239X172W119WW186Y271X123W256WWY300X123W256WWY300X123W256WW&sn=Unnamed Squadron&obs= Initially I went with uniform groups of 4 IN 3 Snap Shot + Juke A-wings, but after reading early reports here I decided to add an "ace", to give opponent a tougher choice: give you initiative and allow Snap Shot to trigger before their "after maneuver is executed" abilities, or take initiative and let your ace move after their ships. What Snap Shot A-wing builds do you have in mind, and how have they fared on tables for you?
  23. The Tavson player surprised me by taking first player so he could corner 2 of my 3 rocks, so I put the one rock in my control in the center. The gas clouds ended up sprinkled fairly evenly around the remaining spaces. I elected not to straight-up joust Tavson + friends (again, not sure if this was the right call), so I split up into 2 groups (Finn + Bastian just right of center, Snap + Jess in the SW corner) with the idea of making Tavson commit to one side of the center rock and bringing in the other group behind him. Tavson and the SF's set up in the center. We both spent the first several turns not commiting; Finn + Bastian hard-turned and then k-turned back and forth along my board edge, Snap + Jess crawled up the west edge with 1-speed maneuvers, Tavson stopped as much as possible and intentionally blocked the faster ships from zooming ahead. When I turned Finn + Bastian up the east edge, that's when Tavson and the SF's finally committed and zoomed in hard on them. Once I saw that, I moved Finn + Bastian as slowly as possible while bringing Snap + Jess over as fast as I could to help out, but the first engagement still ended up with Finn + Bastian at range 1 of Tavson (yikes), range 2 of the SF's, while Snap + Jess only had range 3 shots on the enemy formation. First round of combat, Quickdraw used Swarm Tactics to give IN 6 to Tavson, who rolled (after a Target Lock re-roll) Hit, Hit, Crit, Crit. Finn rolled double blanks, then re-rolled with Heroic into... double blanks. I used his ability and spent 1 Focus for one Evade, but still ate Hit, Crit, Crit. The second Crit drew Direct Hit, and that was it for Finn. No one else did any damage. After that, things devolved into a scrum behind Tavson. Nothing else died, and when time was called, I lost 66 (halved Tavson + Backdraft) to 67 (lost Finn, Bastian halved). Initially I chalked it up to bad luck on that very first shot, but in retrospect, even if Tavson didn't one-shot Finn he might still have died to follow-up shots from Quickdraw and Backdraft. Hence my questions to see what I could/should have done to create a better engagement for Finn + friends against this list.
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