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SquadronROE posted:So my wife and I were playing last night and were curious about a couple of rules: 1. You may acquire a target lock on another enemy ship if you already have a target lock, but you'll lose the original one, unless you have a Weapons Engineer. 2. Yes. Whether it's a good idea or not is situational (IE supported by Jonus). 3. You can choose to expend a focus token after the roll is made, so when you modify attack/defense dice. The combat example in the rulebook has a good example on what is supposed to happen.
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# ? Jan 14, 2014 00:18 |
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# ? May 23, 2024 03:44 |
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SquadronROE posted:So my wife and I were playing last night and were curious about a couple of rules: 1. Yes, at any time you may acquire a new Target Lock, but your previous TL is lost. (Unless specific Pilot/Upgrade text says otherwise) 2. Yes, you certainly can. 3. Yes, after you roll your dice pool, you can choose to spend focus tokens as necessary. e: beaten Leo Showers!
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# ? Jan 14, 2014 00:18 |
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Excellent. Then we weren't making any mistakes! Thanks. I edited my post for one more question that wasn't clear: I ran Darth Vader in the x1 and would often use my 2 actions to get 2 focus tokens. Does that make me a bad person and/or is it illegal? Oh, also she completely trounced me. I ran: Darth Vader in the TIE Advanced x1 Major someone in a TIE Bomber - it had 2x Proton Torpedoes, Cluster Missiles and Homing Missiles Fel in a TIE Interceptor She ran 2x X-Wings (Luke Skywalker and Garvin), a B-Wing and a Y-wing. No upgrades. I simply couldn't do nearly enough damage and there were too many Rebel ships. I only got shields down on one of the X-Wings. The Y-Wing was useless without a turret though.
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# ? Jan 14, 2014 00:31 |
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SquadronROE posted:So my wife and I were playing last night and were curious about a couple of rules: I'll stick with the ones I know: 2: Yup, actions are different than combat. You can acquire a lock as an action and then when combat comes around, you can discard the lock to fire a big weapon. 3: Attacker rolls first, then modifies their roll with tokens/whatever. Then defender rolls then modifies. You don't roll simultaneously. 4: I'm fairly certain that the rules prohibit taking the same action twice in one turn. This one I'm not 100% on.
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# ? Jan 14, 2014 00:36 |
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You can't take the same action in the same turn.
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# ? Jan 14, 2014 00:57 |
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jivjov posted:3: Attacker rolls first, then modifies their roll with tokens/whatever. Then defender rolls then modifies. You don't roll simultaneously. Pulling this out because it's a big deal that's as easy to miss as an evading TIE at range 3.
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# ? Jan 14, 2014 01:05 |
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SquadronROE posted:Excellent. Then we weren't making any mistakes! Thanks. That sounds like a crazy amount of points piled on that TIE Bomber. I'd recommend cutting points on all of those torpedo/missile upgrades and getting some more ships on the table.
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# ? Jan 14, 2014 01:23 |
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The 2x X-W pair with a B-W and a Y-W would be a solid list just from a hitpoint perspective alone. Running 3 ships with that load out would've been a gamble, and that list could be one of the worst possible lists to face with it. If you wanted to use something similar, I'd go with the following; Darth Vader w/ Squad Leader Saber SQ. Pilot with Push the Limit Scimitar SQ. Pilot with Assault Missiles Academy Pilot Academy Pilot Do use Darth Vader's ability to pass out an action to the TIE Bomber. The biggest trap with the Bomber is to overload it, you likely won't get to use all those munitions you loaded and I am not a gigantic fan of Rhymer because I think his cost is excessive. Don't get me wrong, being able to shoot Adv. Torpedoes and Range 2 or nuke yourself with Assault Missiles at Range 1 is a great thing but it's not increasing the chance the weapon will hit. Jonus is a solid pilot but when taking a solo Bomber it's not the best choice. Otherwise do what is fun, I think the solo Bomber pumping out missiles is great.
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# ? Jan 14, 2014 01:34 |
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smashthedean posted:That sounds like a crazy amount of points piled on that TIE Bomber. I'd recommend cutting points on all of those torpedo/missile upgrades and getting some more ships on the table. It was. I wanted to see how that went, and it went badly.
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# ? Jan 14, 2014 17:18 |
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I'm trying to stay away from three-ship builds (excluding a YT), but this Vader + BH list is something I'd like to try: Bounty Hunter + Concussion Missiles + Seismic Charges + Recon Specialist (42) Darth Vader + Assault Missiles + Swarm Tactics + Stealth Device (39) Dark Curse + Stealth Device (19) Any thoughts? The idea is to exploit Vader's action to fire the missiles with a focus action at range 3, and then hopefully survive long enough to outmaneuver the opponent at close range.
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# ? Jan 14, 2014 18:54 |
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Got to play in an escalation tournament last weekend and came away in first with a sweet set of stress tokens and alternate Mauler Mithel. First list was 60 points -Omicron Lambda w/ Fire control -3x Academy Pilot The shuttle was absolutely lethal with the TIEs herding ships into its firing arc. Next 90 points -Omicron Lambda -Vader w/ Squad Leader -3x Academy Pilot Again the shuttle was just a damage soaking, death dealer. Managed to fake out Tycho Chelchu by stopping dead and blasting him point blank. Final List 120 points -Vader w/ Squad Leader -Howlrunner w/ Swarm Tactics -Mauler Mithel - Dark Curse -3x Academy Pilot This game was very violent. I lost Dark Curse and Mauler exchanging shots with The Falcon and an X-Wing. Howlrunner and an Academy TIE were able to take Chewie out after two more lucky turns. The game at the end was a battle between two wounded B-Wings and my Vader with his two Academy pilots. It really could have gone either way with a lucky roll. It was a really fun event and my first try at the swarm.
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# ? Jan 14, 2014 20:20 |
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Just ordered in a second starter box, a Y-Wing, TIE Advanced, and the Millenium Falcon. That oughta keep me settled for a bit. Hey, what kind of wargear cards do the individual TIE fighter and X-wing expansions have, are they something I should absolutely get or..?
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# ? Jan 15, 2014 12:24 |
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I've found the game's Wookieepedia page a decent reference for expansion contents. You can reference what the upgrades do with squadron builders like this.
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# ? Jan 15, 2014 12:39 |
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So here's a list I'm working on. The idea is for the Lambda to attract fire and be basically very survivable while the TIE Fighters do things to kill people. ================ Lambda With TIEs ================ 95 points Pilots ------ Academy Pilot (12) Academy Pilot (12) Academy Pilot (12) Captain Kagi (40) Lambda-Class Shuttle (27), Sensor Jammer (4), Heavy Laser Cannon (7), Mercenary Copilot (2) Mauler Mithel (19) TIE Fighter (17), Swarm Tactics (2) ------ View: http://xwing-builder.co.uk/view/41445/lambda-with-ties Tweak: http://xwing-builder.co.uk/build/41445
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# ? Jan 15, 2014 15:49 |
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I would put a Recon Specialist and Anti-Pursuit Lasers on the Lambda, since you have points left. edit: also I think the HLC/Merc are kind of a waste on the Lambda if you intend to make it tanky.
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# ? Jan 15, 2014 15:53 |
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The idea is to make it a bit flexible, so that if something does wander into its flight path they're screwed. However, that's a good point. If I remove the HLC/Merc that gives me a bunch more points to play with. So now I can do this: ================ Lambda With TIEs ================ 95 points Pilots ------ Academy Pilot (12) Academy Pilot (12) Academy Pilot (12) Captain Kagi (36) Lambda-Class Shuttle (27), Sensor Jammer (4), Recon Specialist (3), Anti-Pursuit Lasers (2) Saber Squadron Pilot (23) TIE Interceptor (21), Swarm Tactics (2) ------ I don't actually have any modification cards so I'm trying to not use those. If I drop the Saber Squadron Pilot, I could add 2 more Academy Pilots
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# ? Jan 15, 2014 16:03 |
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Drake_263 posted:Just ordered in a second starter box, a Y-Wing, TIE Advanced, and the Millenium Falcon. That oughta keep me settled for a bit. Hey, what kind of wargear cards do the individual TIE fighter and X-wing expansions have, are they something I should absolutely get or..? They are both good to get. The tie is almost necessary to get for imperials because of Howlrunner.
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# ? Jan 15, 2014 16:06 |
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SquadronROE posted:The idea is to make it a bit flexible, so that if something does wander into its flight path they're screwed. However, that's a good point. Academy Pilots are the best. Mine seem to survive every game. 12 points is such a steal.
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# ? Jan 15, 2014 17:21 |
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Do they actually manage to do any damage? Or are they just an annoyance?
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# ? Jan 15, 2014 17:22 |
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They pretty much just sling laser until something sticks. With a Focus at range 1 they can hurt some people. Plus with a shuttle you can block other ships in to set them up.
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# ? Jan 15, 2014 17:50 |
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Have people gotten a lot of play with Lambdas? They seem great on paper with amazing stats for a low price, but their movement dial is pretty super limited (though stopping in place seems pretty sweet) and I kind of just see them getting outmaneuvered like crazy after the first pass.
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# ? Jan 15, 2014 18:28 |
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I picked up an A-wing and Y-wing and wanted to fly all the smaller starfighters, so I played this list against my friend's Slave 1, Bomber and 2 Ties list. 29 points Biggs Darklighter R2-D2 29 points Dagger Squadron Pilot Autoblaster 19 points Green Squadron Pilot 23 points Gold Squadron Pilot Ion Cannon Turret Kept the Y-wing and B-wing near Biggs most of the time so he can cover them, occasionally ducking the B-wing out to pound something if he could get in and out without too much trouble. The A-wing I flew behind the formation and then would zip him out behind his ties to harass them. He did a great job plinking at them and kept them from herding my other ships, but I hosed up and forgot to boost him one round and his bomber caught him out with cluster missiles. Lost the Y-wing with some lovely flying out of the game zone (not used to its maneuvers yet) and then Biggs was taken out by the Slave-1. The B-wing was still untouched and all his other ships had taken hits except 1 tie, so I ended up winning the game with a couple lucky rolls. The b-wings are just absolute monsters, I'm probably going to get a second one and potentially replace my Y-wing (though the ion cannon turret was amazing, I ended up hitting the Slave-1 multiple times with it, almost knocking it out of bounds the second time).
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# ? Jan 15, 2014 19:40 |
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I've been flying 2 Daggers with Advanced Sensors and 2 Golds with Ion turrets and it's been taking all comers. The Golds block and ion, the B-Wings get the kills. Nothing frustrates your opponent more than ioning 2 ships, making a 3rd crash into a Y-Wing, and your B-Wings getting range 1 shots from outside of the enemy arcs. Try it!
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# ? Jan 15, 2014 20:03 |
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smashthedean posted:Have people gotten a lot of play with Lambdas? They seem great on paper with amazing stats for a low price, but their movement dial is pretty super limited (though stopping in place seems pretty sweet) and I kind of just see them getting outmaneuvered like crazy after the first pass. The most success iv had with the lambda was: Colonel Jendon with Darth Vader, Saboteur, ST-321 Saber Squadron Pilot with Veteran Instincts x3 Its a fun list to fly but its not super competitive. If luck is on your side though you can really really wreck some top tier lists with B-wings/x-wings. The only other list iv played that sort of works is jamming a Lamdba into a tie swarm like: Omicron Group Pilot with Saboteur,Darth Vader Howlrunner with Determination, Stealth Device Dark Curse Academy Pilot x3 Still this is better without the lambda.
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# ? Jan 15, 2014 21:23 |
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Just played a 75 point game on a 3x4 space with 6 asteroids. I had Wedge with R5-k6, marksmanship, and adv. proton torpedoes. Along side him was Biggs with R2-d2 and proton torpedoes. I kept a tight formation and swept the board in under 10 turns. So overpowered
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# ? Jan 15, 2014 23:51 |
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SquadronROE posted:The idea is to make it a bit flexible, so that if something does wander into its flight path they're screwed. However, that's a good point. I would drop Anti-Persuit Lasers. APL are basically worthless on ships with high Pilot Skill and Kagi is at an 8 meaning very few ships will move after him and crash. Sensor Jammer is also kinda meh when the majority of you ships are low PS Academys. Sensor Jammer works best when you shoot first and strip the focus off the enemy ships. Advanced Sensors is the better option that way you can maximize your red 0 maneuvers. Sensor Jammer
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# ? Jan 16, 2014 00:32 |
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How viable is TIE swarm, anyhow? Once my order arrives my Imperials are going to be up to 4 standard TIEs, 2 Interceptoirs, one Bomber, one Advanced, a Firespray and a Lambda. The thought of just burying some poor bastard in TIE hulls and maybe plonking a couple missiles or something on the Bomber for heavy support does sound amusing.
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# ? Jan 16, 2014 16:45 |
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Drake_263 posted:How viable is TIE swarm, anyhow? Once my order arrives my Imperials are going to be up to 4 standard TIEs, 2 Interceptoirs, one Bomber, one Advanced, a Firespray and a Lambda. The thought of just burying some poor bastard in TIE hulls and maybe plonking a couple missiles or something on the Bomber for heavy support does sound amusing. Tie swarm is probably still the top meta build but its just made up of 7 standard ties.
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# ? Jan 16, 2014 16:53 |
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7 ties? A couple of cluster missiles later...
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# ? Jan 16, 2014 22:07 |
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So...how high of a points value have you guys been playing? My friends and I have begun to acquire an ungodly amount of ships between the 3 of us, and we've begun playing in larger points values, as 100 points feels empty when you have to leave all those beautiful minis on the sidelines. We usually play 155 points for a normal sized game, but the other night we threw together 275 point lists and had a massive battle on a 4' x 6' table. I should have snapped pictures, but there were 2 YT-1300s, a Firespray, Lambda, and a swath of other ships. We almost always play with 2 sets of asteroids, but we felt with the massive amount of ships on a bigger playing field, we could have probably used more. I saw someone had made 3D asteroids/debris from foam, do you guys use anything else for obstacles in play? Have any of you guys used different scenarios/rules at higher points? We usually play to turn 6, then roll to see if we get a turn 7, as our games already take forever.
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# ? Jan 16, 2014 22:30 |
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I use potatoes for asteroids.
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# ? Jan 16, 2014 22:37 |
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Drake_263 posted:7 ties? A couple of cluster missiles later... TIE swarms were pretty much the top list during Wave 1, which preceded the Assault Missiles. Even today, you could probably do pretty well with a TIE Swarm as long as you manage it carefully. Also you usually take Howlrunner in the TIE Swarm due to the primary weapon rerolls.
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# ? Jan 16, 2014 22:45 |
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Leo Showers posted:TIE swarms were pretty much the top list during Wave 1, which preceded the Assault Missiles. Even today, you could probably do pretty well with a TIE Swarm as long as you manage it carefully. In practice missiles never seem to work well. Not to mention 5 points per missile gone right away and the only decent ships that can hold them are both large. There is a reason people don't use missiles in competitive play. The only "splash" damage lists that I dread playing as a swarm are double bounty hunter with Assault Missle and Seismic Charge. But no one plays that competitively because 4 ship builds tear it apart.
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# ? Jan 16, 2014 23:43 |
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TheTofuShop posted:So...how high of a points value have you guys been playing? My group has been sticking with 100, at least until the extra-large ships come out, like you mentioned, with the capriciousness of the dice, 100 point games can take a really long time as-is, so we've not really seen the point of going higher. I like the concept of 3D asteroids and whatnot, but I can't imagine the practicality of doing that with the range rulers and having to move the 3D part off if you end up overlapping the asteroid, and jostling the marker around in the process. The only game aid we really use in that regards is my 3'x3' GF9 starmat, which while comically overpriced, is incredibly convenient for slapping a play area down.
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# ? Jan 17, 2014 00:57 |
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TouchToneDialing posted:In practice missiles never seem to work well. Not to mention 5 points per missile gone right away and the only decent ships that can hold them are both large. There is a reason people don't use missiles in competitive play. I only use Assault Missiles in my 4 ship Bomber list, I agree it's pretty specialised. Also I think secondary weapons like missiles needs focus or marksmanship or Jonus to work properly.
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# ? Jan 17, 2014 02:35 |
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Leo Showers posted:I only use Assault Missiles in my 4 ship Bomber list, I agree it's pretty specialised. Also I think secondary weapons like missiles needs focus or marksmanship or Jonus to work properly. What they really need is lower point cost or ability to reload.
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# ? Jan 17, 2014 07:04 |
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PJOmega posted:What they really need is lower point cost or ability to reload. I think it's a tough call either way, because I find the point values to be more or less balanced. Some combinations are not as optimal as other (ie: TIE Advanced) but holistically speaking it's alright. I think if you made the points lower for missiles or made them able to reload you certainly would see more of them, but probably at the cost of gameplay. What I'd like to see is more Pilot Talents or abilities which increase the effectiveness of missiles. That way if you wanted to build a missile-centric list you can, but it can also be countered and you are essentially specialising you squad towards launching said missiles. Personally I don't run missiles outside of my Bomber list, just because I feel like it needs the support to be good. Maybe I'm just spoilt by Howlrunner.
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# ? Jan 17, 2014 07:34 |
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The only success I've had with missiles is using a Homing Missile with Tycho and PtL. I can usually accelerate five forward and wreck someone like Howlrunner on the first turn. Totally worth the points to be honest.
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# ? Jan 17, 2014 08:41 |
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So, I haven't played this in quite a while thanks to TIE Interceptors being nonexistant for months. How's the game looking these days? Anything totally insane I should know?
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# ? Jan 17, 2014 14:07 |
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# ? May 23, 2024 03:44 |
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Huh. Here I thought I was being clever by equipping my TIE Advanced (Darth Vader) with Cluster Missiles so that I could have him get in close, do a target lock + focus, and then blast away.
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# ? Jan 17, 2014 14:22 |