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player655164

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Posts posted by player655164


  1. I had a dispute come up last night.

     

    Can you complete a barrel roll if the template itself overlaps an asteroid, even though one of the three possible locations on the template is available? Let's say that the template touches in the back, bu if you move the ship all the way forward the ship is clear of the asteroid?


  2. Last night I ran 2 Phlacc Arphocc prototypes with Advanced Sensors and Daredevil, and man was it fun. The amount of Maneuverability that Daredevil/Advanced sensors opens up was really fun with all of their blue moves. Choose a 3 hard, wait to see what they do, and you can do an immediately 90 degree turn to the right or left if it suits you best, AND you still get to take your action since their blue de-stresses. Another particularly fun combo was choosing their 5k pretty consistently. Having the option to boost before doing a 5k opened up a ton of possibilities to get easy flanks. I also had several situations where doing a red Daredevil maneuever, to give myself stress and then take a 2 forward was good. My biggest problem was hitting power. Mind you, I was trying to take down a Tie Defender which was usually modded with focus/evade, so it didn't matter how well I hit, I usually struggled to land damage.


  3. related to this topic, I just noticed that Tri-Fighters equipped with Interceptor Boosters are not allowed in YASB to equip Advanced SLAM.

    If we are allowing Luke in an X-Wing with closed S-Foils to equip Extreme Maneuvers, is there any reason a Tri-Fighter with Intercept Boosters should not be allowed to equip Advanced SLAM since its only requirement is the SLAM action which Intercept Boosters give (although only for the first 3 turns)?


  4. yes yes yes, I know he is the object of hate by all... I had a bit of a bad experience since I started X-wing right in the middle of the ensnare-hatred (I also, as a new player, was being told how the ships that I couldn't fly because they were priced out were "broken" consistently by a guy who ran Boba/Fenn Rau. I was a tad irked by this... ) and some of the first ships I bought were a pair of Nantexes that seemed cool that I have never gotten to fly because... what are you supposed to do with a pair? Except fly Ensnare Sun-Fac, but he was wayyyy too expensive for me to risk ~80 points as a new player on a 4-hull ship. And let's be real, with the 90 degree stress-rotate option now available, this certainly takes a bit of the edge of Ensnare.

    [Nantex apologetics over]

     

    When Jango came out I immediately tried a Sun Fac/Jango combo, but got absolutely wrecked (I was confused about the Ensnare rules slightly that contributed to this). All this to say, I've mainly wanted to try flying aces ever since I started playing since the idea of arc-dodging, playing patient, and taking opportune shots seemed the most fun to me (Instead, I've resorted to flying CIS-swarm, which I find a bit boring).

     

    Is there anywhere where I can watch how to fly Sun Fac effectively? Ideally the Sun Fac/Jango combo? (I've also considered a Sun Fac + Grievous + Chertek/Berwer Kret combo. Try to use Ensnare to jettison Greivous into outmaneuver position maybe?)

     

    Another question I have, is what do you do with Sun Fac when the opponent is running Medium/Large base ships?


  5. Yesterday I was playing against a guy with a confusing lineup of 5 similar--yet all differently upgraded--ships, and I was copying it down in YASB before we started just so I had it straight in my head and could wrap my head around which ships were worth how many points.

     

    That was my main reason. I then mentioend that it would be easier than constantly asking which ship was which and how many points each ship was worth. The opponent then accused me of cheating since you weren't allowed to just have the other person's list in front of you.

     

    Is this true? Obviously if so I want to know. Could someone clarify to me what information you are allowed to have during gameplay?


  6. 4 hours ago, Cpt ObVus said:

    Soontir Fel, Sun Fac, Major Vonreg, Anakin, and Fenn Rau all had a meeting and talked about it, and called to tell me they’re really, really, really not afraid of Republic Y-Wings.

    Like, I’m not saying they can’t be killed by massed two-die fire. But on the list of things these guys are afraid of, Republic Y-Wings might be dead last.

     

    dude, so for me the problem is that they're so dirt cheap they can take proton torpedoes + dorsal turrets. I'm not afraid of that two-die fire.


  7. 6 hours ago, Makikis said:

    I play Republic, so I might have some insight into this (but I don't play Y-Wings so also take all of this with a grain of salt)

    One of the main people I play against plays CIS, and what always works for him when he plays against me is a swarm. Multiple times he's tried to use a few beefed up guys, but that hasn't worked very well. CIS is very good at swarming. Try not to sink too many points into one ship, and make it so that losing any one or two ships isn't a huge deal. Assume that some of your vultures are going to die at some point and prepare for that.  

    Another thing (and this goes for swarms in general) is to try to focus your fire on one or two ships at a time. Point all your ships at one guy, and you'll probably be able to get it off the board in a turn or two. 

    Also make use of Networked Calculations and Kraken. I don't know if you're using vultures, but hoarding and sharing calculates is one of the big parts of flying vultures. Always default to a calculate action. You'll find that calculates can do a lot more than you might initially think, and they have been a big source of power for my CIS friend.

    I hope this helped a little bit!

    Yeah, I think that one issue is that I've tried to avoid playing swarms... When I first started playing I was bad until I just started throwing out 6 vultures with 2 Bellbullab's, and then started winning a bunch.

     

    I kind felt like the swarm was boring so I've been trying to get out of it.

     

    When your opponent flies swarm, do they typically fly in box formation?


  8. I give up. I admit. I have no idea what I'm doing.

     

    So among my friend-group who plays there's only one person I can never seem to even come close to beating.

    They typically throw a bunch of y-wings with a nasty assortment of synchronized console, dorsal turrets, and proton torpedoes.

     

    and for the life of me I just cannot figure out how to beat him. I start firing away and chipping away, and maybe start to get half on some y-yings for a grand ~20 points a piece, by the time that some of my ships start to go down from a barrage of lock-modded attacks and torpedoes.

     

    What do I do? I'm flying CIS. I was going to try to use a Darth/Jango combo that's been working decently well for me. Any other suggestions?


  9. Just now, Cpt ObVus said:

    Yeah, the Conversion Kits are great! They also allow you to buy old 1.0 models for the factions you’re into, and use them in the 2.0 game. It widens your options considerably, since many of the ships that they had planned to update to 2.0 never got updated (there seems to have been a general lack of demand; presumably there’s enough stock of most of the old ships still floating around). So if you come across a good deal on a 1.0 Rebel E-Wing or an Imperial TIE Bomber or something, you can buy the model and play it using the dial and cards you’ll get from the Conversion Kit.

    A word of caution, however: I got the Rebel and Imperial Conversion Kits when I started, and it led to a wicked cycle of, “Well, I’ve got all these cards and dials, and gee whiz, this Lambda Shuttle looks pretty fun, let’s go see what one costs on eBay,” and now I’ve collected one of every ship in the game, with multiples of most. These things are dangerous! :)

    Yup!

    I think it's best to view it as "a pretty good deal for a bunch of upgrade cards" first and foremost.


  10. Just now, player655164 said:

    I agree that upgrades that add actions should permit one to use other upgrades which require said actions on the ships action bar.

     

    The trickier issue with S-foils is that since the card can be flipped it means.... during the same game, sometimes the boost action is on the ship's "action bar" and sometimes it is not...

    Overall I think S-foils should allow a pilot to use Extreme Maneuvers. The biggest argument against it is that sometimes the boost action is not on the action bar/available to the pilot. But in these cases the player obviously cannot use Extreme Maneuvers when S-foils are open, so really the only person it's hurting is the player who chooses to equip Extreme Maneuvers to a ship with closed s-foils? If a player believes that the marginally decreased value of Extreme Maneuvers is still worth it on pilots who only sometimes have the Boost action available, I say that's their call and it should be allowed.

    I could also foresee an interpretation which says that players who use S-foils with upgrades that require Boost should not be allowed to open their S-foils; I would also disagree with this interpretation. Let players choose to use upgrades with decreased value if they so choose...


  11. I agree that upgrades that add actions should permit one to use other upgrades which require said actions on the ships action bar.

     

    The trickier issue with S-foils is that since the card can be flipped it means.... during the same game, sometimes the boost action is on the ship's "action bar" and sometimes it is not...

    Overall I think S-foils should allow a pilot to use Extreme Maneuvers. The biggest argument against it is that sometimes the boost action is not on the action bar/available to the pilot. But in these cases the player obviously cannot use Extreme Maneuvers when S-foils are open, so really the only person it's hurting is the player who chooses to equip Extreme Maneuvers to a ship with closed s-foils? If a player believes that the marginally decreased value of Extreme Maneuvers is still worth it on pilots who only sometimes have the Boost action available, I say that's their call and it should be allowed.


  12. If I might make a SLIGHT recommendation, which depends ENTIRELY on how "into" the game you foresee yourself becoming, but if you like the thought of having many of the upgrades I might recommend a conversion kit? They are around a 23-30 dollar investment (assuming you purchase them from Amazon discounted).

     

    Conversion kits are sets of cardboard, dials, cards, etc., that were used to allow players with models from x-wing 1.0 to use their models in 2.0. Although their main purpose is to allow 1.0 models to be used for 2.0, they also can be good ways to amass upgrade cards quickly. They are specific to each faction, and the rebel/empire/scum will contain the most upgrades since they are the oldest factions and require the most "upgrading."

     

    They have the additional benefit of potentially making future purchases cheaper! Let's say you have a rebel conversion kit and want to add another T-65 X-wing to your ships available to use. Instead of buying a 15-20 dollar x-wing expansion, you could hop on Ebay and probably find just the ship model for 10 or under.

     

    Although I mainly planned on playing Separatists when I began, I found a good deal on a Scum conversion kit and went ahead and grabbed it since I can find many Scum ships cheap on Ebay. I gotta say, playing a "new" faction while secondarily dipping my toe in an old faction with a conversion kit is turning out to be a pretty good experience. I buy Scum models cheaply, and when new upgrades come out I usually end up getting them when I buy new Separatist expansions.

     

    but then again, if you mainly plan on playing very casually, hopefully the people you're playing with are fine with just "proxying" upgrade cards that you don't have!


  13. 2 hours ago, Cpt ObVus said:

    Oh, yeah! You’re totally allowed to use upgrades from any expansion or the Core Set on any ship with the appropriate upgrade slot(s). That’s part of the fun of the game, using cards in fun new ways on ships that didn’t they didn’t come with.

    That said, the designers have done a pretty good job of mostly pairing ships with upgrades that work well on them, in most cases, and the included pairings can often provide little clues on ways you might want to use a ship that’s got you scratching your head a bit.

    Of course, not every upgrade is good. For some reason, new players always tend to be drawn to the (awful) Composure talent, for example. And like I said, not every ship needs very many upgrades at all; in fact, most need very few, and some need none, to be very, very good indeed.

    If you are hunting for particular upgrades which you may have seen in a squad builder app, but aren’t sure where to find them, the “X-Wing 2.0 Wiki” is an excellent resource that gives you information on which cards are found in each expansion. All the expansions also have a complete list of contents, so you can see how many of each thing you’ll get when you buy a particular expansion.

    haha, well I mean, there IS a pretty obvious reason why new players are drawn to composure. they're more likely than experienced players to misjudge where a ship will land on barrel rolls, etc..


  14. 49 minutes ago, missileaway said:

    That's insanely pendantic. It should be noted that Rebel Han Solo uses similar wording to Dooku "After you roll dice.." and that one is specifically mentioned in the Q&A as affecting other rolls "such as the roll to determine if a ship suffers damage from overlapping or moving through an asteroid." In short, your opponent is either just being pedantic for the sake of being pedantic, or was trying to cheat.

    Thanks everyone!

     

    And this is just what I was looking for! I was hoping to have some text-based reference in the rules for future reference, and the Han clarification seems perfect! Without a clear reference I'm afraid of getting stuck in the "well the card reads 'dice'" circle with nothing to back myself up...

     

    Thanks!!


  15. Hello,

     

    I played with someone the other day who claimed that I could not use Dooku's ability for 1-agility defense rolls, thermal detonators, obstacle effects, etc... because in each case you only roll a single "die" and not plural "dice" as the card reads.

     

    The way I understand it, Dooku has traditionally been understood as being able to modify single-due obstacle effects, or used to beef the Sith Infiltrator's 1-agility by guaranteeing an evade. Is there any legitimacy to the claim that since Dooku reads "attack or defense dice" it require at least two dice?

     

    Thanks!


  16. 3 hours ago, 5050Saint said:

    This is it. They aren't worse than the TIE Interceptors. Lacking Autothrusters hampers it, but Networked Calculations and extra blue hards are strong. The problem lies in the pricing:

      Int Tri
    i1 31 35
    i3   37
    i3 - named   38
    i4 35  
    i4 - named 42 40
    i5 - named   41
    i6 - named 54  

    My guess is that the higher prices were a kneejerk reaction to the Nantex being priced too low in the last season. The higher initiatives for the Trifighter seem right, but that helps make the lower initiatives look even sillier. The i1 Tri should move to 1 point higher than the i1 Int just in case networking on them is stronger than we think. By the same token, make the i3 Tri the same cost as the i4 Int. And while we are at it, lower the cost of i4 Turr Phennir to match the i4 DIS-T81. Turr needs love.

    Yeah, the prices still strike me as just a bit too high. I think I am also salty since I think the newly released Republic stuff is too cheap....

    The way I see it you need to find some use for the Networked calc. I think this advantage needs to be compounded by having multiple calculate tokens and reroll abilities, hence the elusive and Kraken. I could foresee independent calculations being useful, but at 4 points it seems to expensive at the moment. I would rather spend 11 points on Kraken which has a range restriction but doesn't stress than 12 on Ind.Calc.


  17. 5 hours ago, Watcher42 said:

    I think the overall problem with the Tri's is that they're 4 points more than the Tie intceptor their closest counterpart, but the interceptor is just better, it's linked actions with boost/barrel is amazing to be an arc dodger getting about its weaker hull

    The tri doesn't have this, not to say its a bad ship, just needs to be cheaper to be more of a swarm ship,

    I'd say about 28-30 points would be perfect for the I1

    I understand why they did it, the sear swarm was deadly so giving the seps access to an even better swarm ship is risky, but reducing them to about 28 only let's you have a 5 ship swarm with sear

    Other wise I like your list 😄

    Yup. I agree. I just flat out don't understand why they priced the tri-fighters this expensive while giving the republic the Etas so cheap... the only real advantage is Network calculations, so I figured you have to find some way to make that work for you and this has been the only way I've been able to see that work.


  18. I've been struggling to figure out tri-fighters. I'm currently waiting for my third Tri-Fighter to arrive tomorrow. The way I see it, they really don't have much of an advantage over other cheaper 3-3-3 ships (e.g., Tie/In). Their dial is very good, especially with their linked actions. But 3-3-3's are still liable to pop or strike out on their hits. So to take full advantage, I think you need to do as much as possible to support them.

    The plan is to fly them in V-formation so that at least one can take advantage of Captair Sear's ability.

    Hopefully they should be entering their first engagement with 2 calcs per ship. Hopefully the first ship is able to land a thread tracer and give his buddies locks, and if attacking a Fearful Prey this has the double advantage of giving a strain.

     

    The elusive talent is the most iffy part of this list I realize. They don't have the greatest need for red maneuvers, especially since you want to remain unstressed in order to take full advantage of their linked actions. It's mainly there because I think it's really important to make sure they don't whiff it on their defense rolls. Even if it gets an eye, since you should have plenty of calcs this should help immensely.

     

    Thoughts? Improvements?

     

     

    Fearsome Predator (38)    
        Elusive (3)    
        Fire-Control System (2)    
        XX-23 S-Thread Tracers (2)    
        
    Ship total: 45  Half Points: 23  Threshold: 2    
        
    Fearsome Predator (38)    
        Elusive (3)    
        Fire-Control System (2)    
        XX-23 S-Thread Tracers (2)    
        
    Ship total: 45  Half Points: 23  Threshold: 2    
        
    Fearsome Predator (38)    
        Elusive (3)    
        Fire-Control System (2)    
        
    Ship total: 43  Half Points: 22  Threshold: 2    
        
    Captain Sear (45)    
        Kraken (11)    
        Impervium Plating (4)    
        Soulless One (6)    
        
    Ship total: 66  Half Points: 33  Threshold: 4    
        
        
    Total: 199    
        
    View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Separatist Alliance&d=v8ZsZ200Z420X119W113W332WWY420X119W113W332WWY420X119W113WWWY308X222W207W229&sn=Unnamed Squadron&obs=


  19. 3 hours ago, Cpt ObVus said:

    It is absolutely insane to me that people don’t staple Scimitar to the Sith Infiltrator. I understand disarming Maul is not what you usually want to do, but imagine the power of your opponent suddenly deciding to ignore Jango, wolf-pack and kill Maul, and you respond by cloaking. Now, instead of shooting at 1 agility, they’re firing into 3 agility and 4 Force, and possibly taking a stress to do it. And Grievous is griefing them as well. 

    The idea here is to make Maul really unattractive, so that they go after Jango, and Maul dogs and kills them. Meanwhile, Jango on the run is still very dangerous, with that 3-red aft attack and Thermal Detonators. 

    The biggest danger to this list is letting them get behind Maul, because then he’s left with only two options: run or turnaround. The turnaround maneuvers leave him stressed. So I say cloak, and let your defenses go to work while Jango swoops in to pick off an attacker. Scimitar just adds tactical options, and even if you never use it once, it changes the opponent’s play.

    Drop Heavy Laser Cannon from Maul, add Scimitar title.

    that's fair. I think the philosophy is to just let him get swarmed with the hope that you can kill more with him than he takes. you're drowning in force and can use it even during the turn to hand out stress and still begin next turn with full 4 force. Always get your guaranteed two shots per turn.

     

    Unless you think you're going to get completely blocked from any shots, I think just taking your kill shots and taking fire in return is still worth it with Maul. The way I see it stress cloaking would only be really worth it if you think you won't get shots off with Maul that turn. He still will probably take some damage if he's cloaked, but will be blocked from his powerful two-shots.

     

    but I might try scimitar with him next time though. I think my biggest hesitation is that I see scimitar's best benefit in allowing Maul to recharge his force safely, but if you have Hate you almost don't mind since you're always at full force (especially nasty when paired with Palp).


  20. 12 hours ago, Enigami said:

    Of course Maul & Jango can be a thing, you can pretty easily scoot Zam and Palp into the Infiltrator and run Hate Maul to make another "I dare you to shoot me" ship. I actually worked out that list before the Jango+Zam list, but I haven't gotten it on the table yet. Maul's massive Force pool fueled by Hate looks really good, but Zam's +1 Agility and rear firing arc are really good too. It'll take some time for me to get a feel for which is better.

    I stole some of your ideas, and ended up with this..... (I just ran and won with a linelup where the only difference was that I had Adv. Pro.Torps. instead of the heavy laser cannon on Maul. Figured it's safer to not have to worry about the locks since I always seem to have trouble getting actions with big honkin ships like the Sith Infiltrator.

    Jango Fett (79)    
        Autoblasters (3)    
        Count Dooku (10)    
        Thermal Detonators (3)    
        Contraband Cybernetics (3)    
        Slave I (Separatist) (3)    
        
    Ship total: 101  Half Points: 51  Threshold: 5    
        
    Darth Maul (65)    
        Hate (9)    
        Heavy Laser Cannon (5)    
        General Grievous (3)    
        Chancellor Palpatine (14)    
        Hull Upgrade (3)    
        
    Ship total: 99  Half Points: 50  Threshold: 6    
        
        
    Total: 200    
        
    View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Separatist Alliance&d=v8ZsZ200Z429XW232WW218W339W92WW370WY272X204W10WW219W217WW164WW&sn=Unnamed Squadron&obs=


  21. Just tried an "all the prequel villains" combo which included Jango with Dooku.

     

    Had a lot of fun with Dooku, autoblasters, Slave 1. Use Dooku to declare a "crit" result. Get at least one guaranteed unavoidable crit thanks to Dooku, and probably at least a second unavoidable crit thanks to Slave 1. Throw marksmanship on for more fun...


  22. 1 hour ago, gamblertuba said:

    YASB is working perfectly to the best of my knowledge.  New points are in.

    The only slight quirk I've noticed with YASB is that for some reason it now allows you to put upgrades that require two slots on ships that only have one relevant slot. (e.g., it now lets you put a Bomblet Generator on a ship that only has one payload slot; to my knowledge it didn't used to allow this?)

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