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About xanatos135

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  1. Isn't that jamming beam there just because it's free...?
  2. Or two turret indicators that can be pointed to one side or to the front. When both are at the front, one extra die. A bowtie with an arrow pointing backwards that doesn't allow you to shoot backwards would be very weird.
  3. How about this? I think you already said it Squad Seven Veteran (46) Snap Shot (8) Ship total: 54 Half Points: 27 Threshold: 5 Squad Seven Veteran (46) Snap Shot (8) Ship total: 54 Half Points: 27 Threshold: 5 Red Squadron Bomber (33) Ion Cannon Turret (5) Veteran Turret Gunner (8) Ship total: 46 Half Points: 23 Threshold: 4 Red Squadron Bomber (33) Ion Cannon Turret (5) Veteran Turret Gunner (8) Ship total: 46 Half Points: 23 Threshold: 4 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z340X256WWWWWY340X256WWWWWY361X138WW90WWWY361X138WW90WWW&sn=Unnamed Squadron&obs=
  4. What about 2 lateral arcs with 2 dice and a bullseye with 3 or 4 dice? That would be fun. I would love to see a ship with fixed lateral arcs.
  5. Oh god you are right, totally forgot that effect xD. Still, you can do a k-turn, use r4-p17 to drop the debris and be able to reroll one die thanks to stress (a bit crazy due to the few blue moves but still). I tried it on wolffe, but the medium base makes obstructed shots difficult, yes. It shouldn't be so hard with small base.
  6. Ok, an unboxing by Crabbok shows proton torpedos in the quickbuilds for 4 pilots so I think we can assume it will have the option.
  7. If you go to the rules questions forums you will see a topic called Matchstick: are locks considered red tokens? That I started some days ago. After some discussion I think it became clear they are indeed red tokens, so you can definetely do that (I still think it's a bit weird though 😄)
  8. Another fun thing to do (not too good, but fun =)) : Matchstick with any astromech, dorsal turret, trickshot and spare parts cannisters. The idea is to drop debris behind you and attack (hopefully) someone behind you with 3 or 4 dice which can be rerolled thanks to friends locking matchstick.
  9. So you can use these guys with r2 astromech for even more eficiency when recovering the gunner's charges, or go even crazier and add bombs for a lot of relaoding+shield regen+gunner recovery turns haha. Who needs to shoot anyway? 😃 it would be cheaper with dorsal turret, I hope it becomes hyperspace legal soon.
  10. Yes, but what about quickbuilds? They could be using the core set's proton torpedoes there. If no quickbuild features torpedoes then yes, I would assume they sadly don't have that slot. To compensate... Maybe double mod/device?? It would be nice. A pity the very taxing red reload is only useful for bombs, right?
  11. Wow, no torpedoes? That would be weird, it's supposed to be a "better" version than the rebel y-wing, with all its options and so. On the other hand, I understand if the y don't want to give torpedoes to an initiative 6, 3 force pilot, but the other guys... Come on.
  12. Perfect 😃 after all these comments I feel confident now to bring that trick to the table and argue that it can be done with any oponent who questions it.
  13. Well, when I say it looks like cheating to me is because as I see it, Matchstick's flavour and design show a pilot that works better under stress, in difficult situations in general. So starting the game with his ability already activated because he is "threatened" by some squad mates locking him looks totally out of flavour and absurd. So forgetting about power level it just doesn't feel right to do it because it looks like that's not what you are supposed to be doing with this pilot, and it looks like something that should be forbidden in his ability text.
  14. You are right, but you are not losing that option. If it's more beneficial for you at that moment you can just lock and forget about the y (who can still get stressed by himself), but until that point you had the mod so maybe it worked for at least 1 or 2 turns of shooting, so not bad. Yes, the pilot ability comes at a cost, but they all do. It's just that locking on your ship looks to me like "avoiding" the additional cost that is getting your ship stressed/strained/ionized. Many pilot abilities come at an additional cost or requirement (Ten Numb needs to be stressed, the force users spend force, Poe needs to be stressed, Soontir needs the bullseye...). For example, I would love to find a way of activating the b-wings pilot abilities without needing to stress them, so I see this like doing that. Maybe it's not super broken or anything, but I like it and it looks efficient enough, specially with veteran turret gunner. I have seen people using rebel y-wings with turret and vtg without this offensive power and they were alright but yes, it's a bit expensive. About the dial, R3 astromech is only 2 points and turns it into a really good dial, with all those interceptor speed 2 blues, but yes, more points... XD it just looks fun. PD: About friendly ships not being able to lock... I guess I played too much imperial so I don't see target locks so necessary 😆 but I know, I know... they are quite useful
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