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I'm struggling over a list for the tournament tomorrow. I don't expect to win because I've gotten like no practice due to being sick for two loving weeks, but I think I want to try something along the lines of: Biggs Gray Squadron Y-Wing with Ion Cannon Turret Dagger Squadron B-Wing with Ion Cannon (not sure of the upgrade here) Rookie Pilot X-Wing That's 98 points, and I'm not sure what to do with the other two points. I guess I expect a lot of TIE Swarms and XXBB lists, since those are the "meta". Has anyone had success at tournaments with a Falcon-based list? There's not much room for customization there, I know, but also less room for me to gently caress up movements too much.
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# ? Mar 23, 2014 04:04 |
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# ? May 24, 2024 19:57 |
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You could give the Y-Wing and X-Wing an R2 Astromech, which would turn all 1 & 2-speed maneuvers into green maneuvers.
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# ? Mar 23, 2014 04:12 |
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You could drop the Y-Wing down to a Gold Squadron and give Biggs R2D2 to increase his survivabality.
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# ? Mar 23, 2014 08:39 |
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Or you could drop the Y-Wing to a Gold and switch the Ion Cannon out for an HLC. This also makes that B-Wing a target and you can use that to your advantage by flying Biggs defensively around it.
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# ? Mar 23, 2014 14:34 |
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I haven't really ever used a Gray Squadron Y-Wing, I don't find the points increase worth it. I apply the same logic to Gamma Squadron TIE Bombers, the PS 4 is nice but a lack of an EPT isn't really worth the increase.
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# ? Mar 23, 2014 14:35 |
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I don't have much experience with Y-Wings. Is the Ion Cannon Y-Wing worth it?
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# ? Mar 23, 2014 17:23 |
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Fetterkey posted:I don't have much experience with Y-Wings. Is the Ion Cannon Y-Wing worth it? A lot of folks think it's the only viable way to run a Y. I have minimal experience with them, but have seen them used well.
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# ? Mar 23, 2014 18:00 |
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KO Derf posted:Or you could drop the Y-Wing to a Gold and switch the Ion Cannon out for an HLC. Ion Cannon on B-Wing is 3pts, HLC is 7. Going grey to gold is only gonna give you 2pts.
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# ? Mar 23, 2014 19:20 |
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BJPaskoff's current list only adds up to 98, two points is all he needs.
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# ? Mar 23, 2014 20:16 |
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If you are running ions, you need at least two. One ion never seems to work well, especially against large ships you need to ion twice. Personally, I think B-wings are a way better ion control ship in most situations. Y-wings two attack really hurts them and you give up a lot of phantom range one dice because of the turret. With the b-wing and cannon they have to be in your firing arc but it almost always means when you ion something, next turn that b-wing will get range 1 attack. Y-wings with ion turrent are a lot easier to fly well but I think a well flown b-wings is way way more dangerous. The only list I would use y-wings with ions is with a falcon.
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# ? Mar 23, 2014 20:45 |
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How are ion turrets on the HWK-290?
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# ? Mar 23, 2014 21:08 |
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Fetterkey posted:How are ion turrets on the HWK-290? Terrible because they are on a hwk.
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# ? Mar 23, 2014 21:10 |
I went 2-2 at our store championship playing 7 TIE yesterday. I lost to a double falcon build and another swarm list. Both my losses ended up 1st and 2nd place respectively. I walked away with a nifty range ruler anyways because 2nd place was awesome and said I earned it! (He had 2 1 HP ships left, I had 1, and we finished with about 30 seconds left on the round). Double falcon is super loving annoying to play against though.
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# ? Mar 23, 2014 21:23 |
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Yeah, at the store championship I played in today, there was once 2x YT list. Run by a 13 year old. Kid apparently made the final 16 at world's last year. I went 1-2 with a bye in the final round because 3 people dropped, including the guy I beat. The two losses were relatively close games at least up until a point (basically the immediate post-furball turn- I turned left when I should have k-turned in the first and then didn't k-turn far enough in the second). My one win almost made me feel bad- went up against a guy running Fel, Turr Phenir, Howlrunner and an Academy Pilot. Flew my Soontir up into range on first turn, put 2 hits on Howlrunner. My Soontir then ate shots from all 3 of his named pilots, but my block of Academy Pilots and Howlrunner were right there to drop his Fel and Howlrunner the next turn. He then bumped my k-turning Academy Pilots and I tabled him over the next two turns.
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# ? Mar 24, 2014 00:22 |
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TouchToneDialing posted:Terrible because they are on a hwk. Is the HWK bad? I'm really unfamiliar with the overall meta/gamestate.
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# ? Mar 24, 2014 00:58 |
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KO Derf posted:Or you could drop the Y-Wing to a Gold and switch the Ion Cannon out for an HLC. This is what I ended up doing. I never wished that my Y-Wing had +2 PS, but I did constantly wish that my ion cannon turret was any other kind of turret. There was only one instance where I ion'd something where it was relevant. To be fair, it made a huge difference, keeping Wedge from turning into firing range of any of my ships for a turn, but not good enough. Round 1 was against a three HWK list! I managed to kill her focus battery (Kyle?) on the first salvo, which was the cornerstone of her list. It was kind of easy after that. I think she did decently in matches where that didn't happen, though. Round 2 was a TIE swarm. Between asteroids and seven TIEs, I didn't know where to move and ended up playing bumper cars and losing 3/4ths of my actions a turn on average. Round 3 was even worse; another TIE swarm, but against someone who'd won a championship at another store, who'd been playing in every tournament he could. I'd only played a few matches against the same two friends for practice before this tournament, so it was a massacre. I killed Howlrunner though! Round 4 was against a Rebel XBBA list. A-Wings suck. I tabled him, though I got some incredibly lucky 4-hit rolls with my B-Wing. B-Wings are so good, I think I definitely want to run two of them. Two Bs, Biggs (essential to survival, I feel) and secondary weapons for the Bs is a lot of points though, if I want to run four ships. Heavy laser cannon was my MVP, too bad it's seven points.
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# ? Mar 24, 2014 01:04 |
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The problem with the HWK is its a support ship that is really easy to take out.
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# ? Mar 24, 2014 01:17 |
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Fetterkey posted:Is the HWK bad? I'm really unfamiliar with the overall meta/gamestate. With a primary weapon of 1 and a really restrictive dial, it's not an easy ship to fly. It's certainly rare that it's going to be the primary hitter in a list. I did see it used to good effect yesterday, with Roark Garnett, Chewie and Biggs in the list that took first at the tournament. Kyle is also a pretty popular choice, along with Recon Specialist and the Moldy Crow title to create a massive focus token battery and deal them out to your allied ships.
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# ? Mar 24, 2014 01:20 |
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TouchToneDialing posted:Terrible because they are on a hwk. I kind of hope the crew upgrades in the new box with the modification that adds a crew slot to the B-Wing don't really help the B-wing much because they're actually intended to be patches for the HWK.
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# ? Mar 24, 2014 01:31 |
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So, after tinkering with the Kyle/Garven idea, I think the most sensible option is a pair of Y-Wing buddies to add some HP/firepower/Ion to keep the HWK running. Gold Squadron Pilot + Ion Cannon Turret (23) Gold Squadron Pilot + Ion Cannon Turret (23) Kyle Katarn + Blaster Turret + Recon Specialist (28) Garven Dreis (26) Manoeuvrability is poor, but three of the ships are running Turrets anyway, so Fire Arcs are problems for other people. You could switch the Y-Wings to run 3 A-Wing Prototype Pilots with Chardaan Refits, and have a point spare to upgrade Kyle's Turret as an alternative option, but I'd need to see how it performed, and I kind of get the impression even the A-Wing speed wouldn't hold up that well.
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# ? Mar 24, 2014 01:40 |
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I would unironically throw 5x Avenger Squadron Interceptors at that list just to see how it pans out. I'm biased against the HWK, I just really don't see it perform too well and it's fairly vulnerable to pretty much everything except other HWKs. Also remember that the Blast Turret requires a focus to use, so if you fire it you'll be losing a focus and heaven forbid you get stressed.
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# ? Mar 24, 2014 01:50 |
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Feels like I should wait for the upcoming releases before buying back in, because something like this just sounds dirty: 35 points Keyan Farlander Advanced Sensors, Push the Limit 31 points Ibtisam Advanced Sensors 17 points Bandit Squadron Pilot Assault Missiles 17 points Bandit Squadron Pilot Assault Missiles
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# ? Mar 24, 2014 02:14 |
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I'm actually really looking forward to wasting points on Stealth Devices when facing Lt. Blount, as his attacks count as hitting regardless if any damage was taken.
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# ? Mar 24, 2014 02:25 |
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Alright here's some horribly newbish dumb questions. I am getting back into card/board games but I have a soft spot(hard on?)for space combat games and/or star wars related sorta things. Already getting back into the swing of things and I've seen a local, plus a 30 minute away gaming store, run what looks like decent turn outs for this game. So Is it worth it? Are there GLARING flaws in the releases ie new stuff complete smashes older stuff so you always HAVE to have the newest/shiniest things to win? Am I handicapping myself by being the "bad guys" if(read when)I go Empire? Anything I need to know before I purchase the starter or any of the expansion? Anything thats complete poo poo or what? Yes I realize that asking people in a thread dedicated to this game only is kinda stupid if they "like" the game. But maybe someone will chime in "I like it but....." So there we go. Thanks
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# ? Mar 24, 2014 04:15 |
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So far its been pretty well balanced. Like anything, there are good tournament builds and bad ones, but the balance is still far better than most games. As for power creep, the first three sets are well balanced. When wave 4 comes out, that might change, as it seems to have ships that are superior to current ones, but it also seems like they might have fair points costs that doesn't make them strictly better to include in a list, especially since so far quantity seems slightly better than quality in this game. The World Championship winners have been 6-7 ships for Imperials and 4-5 ships for Rebels, esp if you count the large ships as two. For wave 1 and 2, imperials were slightly dominant. In wave 3, rebels are slightly ahead, but its not heavily in favor of either and the upcoming stuff looks to keep it that way. On the official forums there's been some whining about rebels getting too much love in the upcoming Rebel Aces compared to the just released Imperial Aces, but Wave 4 looks more exciting for Imps. None of the expansions are worthless. The weakest are probably TIE Advanced, Y-Wing, and Hawk-290, but: TIE Advanced is regarded as the worst ship, but it has Darth Vader, the best pilot with the best pilot ability, so its still alright, but only with Vader. The Y-Wing is only okay generally, but there are builds that make good use of it. The HWK is a support ship and its a little too easy to kill for that role, but it can still be used well in certain builds. Furthermore, the Aces sets have already shown that FFG is willing to refresh the meta on the ships that aren't seeing much play by giving them upgrade cards or new pilots that 'fix' them. Brilliant game. Its my favorite. edit: Generally folks recommend getting two core sets for economical ship getting and having enough dice, but you will still want the individual X-Wing and TIE Fighter expansions for the cards that come in them. OH, probably the biggest gripe I can think of is: Given upgrade cards come with certain ships. However, they are not always useful only for that ship, and often see their best use on a different one. This can be irritating if you only want to play one faction. For folks who want one of everything anyway, like my wife and I, this is not a big deal. Lunatic Pathos fucked around with this message at 04:29 on Mar 24, 2014 |
# ? Mar 24, 2014 04:26 |
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My gripe is that 2x YT-1300 per list is a 'thing'. I mean sure, turrets are really great and it's the reason why I love Y-Wings but they really are a hard counter to the superior maneuverability of all the TIE-series ships.
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# ? Mar 24, 2014 05:03 |
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Lunatic Pathos posted:OH, probably the biggest gripe I can think of is: Given upgrade cards come with certain ships. However, they are not always useful only for that ship, and often see their best use on a different one. This can be irritating if you only want to play one faction. For folks who want one of everything anyway, like my wife and I, this is not a big deal. This is probably my biggest issue with the game thus far- Advanced Sensors is the most aggravating example- a card that's drat near perfect for the B-Wing, but only comes with the $29.99 Lambda shuttle. Leo Showers posted:My gripe is that 2x YT-1300 per list is a 'thing'. I mean sure, turrets are really great and it's the reason why I love Y-Wings but they really are a hard counter to the superior maneuverability of all the TIE-series ships. As far as game balance, yeah- the proliferation of turret weapons- specifically on a ship as tough as the YT- can really put a hurt on the Imperials. It's totally possible to beat 2 YT builds with Imperials- even with TIEs. The problem is you've either got to build to beat it or get lucky.
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# ? Mar 24, 2014 05:53 |
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I'm in a similar boat to Tiny so I thought I would throw in my thoughts. I picked up the starter and one each of the tie fighter and x wing expansions and I've played it a half dozen times so far and it's been really enjoyable. Imperial player arguably has a steeper leaning curve and the fact that is harder to concentrate fire but is rewarded by having a slight edge for good play over the rebels. 3 ties to 2 xwings at 50 points seems to be quite well balanced, especially with an asteroid field. The rebel player found just the starter set a bit limited as only having one ship to control feels a bit too simple. So goons, given that I have 2 x wings and 3 ties, what should I grab next? Should I just proceed in release order and go for a y wing and tie advanced?
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# ? Mar 24, 2014 05:57 |
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shalcar posted:So goons, given that I have 2 x wings and 3 ties, what should I grab next? Should I just proceed in release order and go for a y wing and tie advanced? Assuming you want to collect both factions, that's not a bad way to do it. Another core set is probably the most cost effective way to bulk up your forces, but isn't going to offer much variety. I'd play around with one of the numerous online squad building tools, throw some lists together that look interesting to you and let that guide your purchasing. This is my preferred list builder, as it lets you enter the expansions you've got, and then will let you know what you can build from what you own.
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# ? Mar 24, 2014 06:02 |
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shalcar posted:So goons, given that I have 2 x wings and 3 ties, what should I grab next? Should I just proceed in release order and go for a y wing and tie advanced? I would go either big ships next (Falcon/Firespray) or go B-Wings/Interceptors.
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# ? Mar 24, 2014 06:14 |
shalcar posted:I'm in a similar boat to Tiny so I thought I would throw in my thoughts. If you want to play in tournaments and the like I'd focus on getting what you need for a list that looks interesting. If you just want to play for fun get whatever you think is cool.
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# ? Mar 24, 2014 06:25 |
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As a newer player who hasn't had a chance to play with ion cannons yet, can someone explain what their main usefulness is? Does it just knock out their maneuverability for the next phase?
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# ? Mar 24, 2014 10:39 |
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Otterspace posted:As a newer player who hasn't had a chance to play with ion cannons yet, can someone explain what their main usefulness is? Does it just knock out their maneuverability for the next phase? Basically it's controlling where the enemy goes, and potentially preventing destressing. If you hit a Saber SQ. Interceptor after it uses PtL, you can basically prevent it from taking any action that turn and force it to use a green one next turn. Add in asteroids and it's a pretty solid combination. If you are facing TIE swarms then you might find that they collide and lose actions, conversely a well timed ion hit can really ruin the day of any rebel ship.
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# ? Mar 24, 2014 10:48 |
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Veritek83 posted:This is probably my biggest issue with the game thus far- Advanced Sensors is the most aggravating example- a card that's drat near perfect for the B-Wing, but only comes with the $29.99 Lambda shuttle. Good news, Advanced Sensors will come with E-Wings
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# ? Mar 24, 2014 13:59 |
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So over spring break I brought my x-wing minis with me to uni. For those who've tried it, what's the best way to strip the things so I can start painting them? I don't know what kind of plastic they are but I hope simple green works?
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# ? Mar 24, 2014 15:24 |
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Is the limited number of available cards intended to force some kind of balance? We've not been restricting the number of times we can take an upgrade by the number of cards we have.
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# ? Mar 24, 2014 15:30 |
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spacegoat posted:Is the limited number of available cards intended to force some kind of balance? We've not been restricting the number of times we can take an upgrade by the number of cards we have. FFG's bank account balance, sure
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# ? Mar 24, 2014 15:34 |
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http://www.fantasyflightgames.com/edge_news.asp?eidn=4715 Can't wait
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# ? Mar 24, 2014 15:35 |
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The Z-95 seems likely to be a lot worse than a TIE, given its inferior resilience and presumably inferior dial. Is there some element that I'm missing that makes it strong?
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# ? Mar 24, 2014 18:10 |
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# ? May 24, 2024 19:57 |
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I think FFG is pretty clearly pushing the missile slot and cost within the context of the Rebel meta as being the big advantage. At 15 points (with the Ion Pulse missile) it's still cheaper than any other ship the Rebels can field. At 17 points, you can get an assault missile, which is something you may see Rebel players just including in their tournament lists to deal with TIE swarms.
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# ? Mar 24, 2014 18:40 |