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Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
The naked TIE Phantoms are so loving terrible, it's almost criminal. The fact they don't have Adv Cloaking Device or Stygium Particle Accelerator at the very least would probably get you laughs at a tourney. Casually, use whatever and have fun because that's what the game is about but even these please consider either ACD or SPA.

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susan
Jan 14, 2013

Leo Showers posted:

The naked TIE Phantoms are so loving terrible, it's almost criminal. The fact they don't have Adv Cloaking Device or Stygium Particle Accelerator at the very least would probably get you laughs at a tourney. Casually, use whatever and have fun because that's what the game is about but even these please consider either ACD or SPA.

Hmm... Hadn't considered that... Would this be better:

"Whisper" + Veteran Instincts + Advanced Cloaking Device + Fire-Control System (39)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Sigma Squadron Pilot (25)

Or perhaps this:

"Whisper" + Veteran Instincts + Advanced Cloaking Device + Fire-Control System (39)
Academy Pilot (12)
Shadow Squadron Pilot + Fire-Control System + Advanced Cloaking Device (33)
Dark Curse (16)

susan fucked around with this message at 10:07 on Aug 31, 2014

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Both of the revised lists are tons better than the first iteration. With the first list I'd consider dropping FCS from Whisper and adding a Stygium Particle Accelerator to the Sigma SQ. Pilot, only so you can mitigate some of the inevitable incoming fire.

The second list is more what I'd prefer, that is properly-fit Phantoms. Honestly if I had to make a two-Phantom list, it would look like this;

Whisper - VI, ACD (37)
Echo - VI, ACD (35)
Obsidian SQ. Pilot (13)
Obsidian SQ. Pilot (13)
Total - 98

It's not terribly good, but by the same measure it's not terribly bad either. The Phantoms will really but anyone/anything right in the own-zone and the TIE Fighters are just in there for kicks. I made them the PS3 version to fire before the Blue SQ. B-Wing. By my reckoning, Whisper will shoot before Luke and Echo is shooting at the same time, meaning unless you gently caress up royally your Phantoms should always be cloaked.

e: I also just want to say that the Rebel list is exactly the type of list which gets reamed by Phantoms, not even R2-D2 will save Luke in this case. It would be challenging, borderline unfun to play this list with the Rebel list you presented, especially due to a lack of turrets, or even a Y-Wing.

Recoome fucked around with this message at 12:05 on Aug 31, 2014

Gerbil_Pen
Apr 6, 2014

Lipstick Apathy
Played for the first time last night, and got my rear end owned repeatedly.

First game, I loaded 100 points in two ships (Han and Wedge) and then managed to get Wedge blown up in round 3. Han held out vs 2x ties, an advanced, and the Firespray for a while...

Second game I went in with 2 academy pilots, Vader and Kath (firespray). Had a great opening, then managed to collide with vader and kath, effectively negating the glass canon builds I had. Vader was knocked out in round 3, and I flew the gently caress off the board with Kath in round 5. My two ties managed to take out a rogue squadron pilot...

I am irredeemably bad and was ready to shelve it for good last night, but enjoy it more now in retrospect.

I'm having trouble strategically deciding how far I need to stay out of the fray. I'm also ready to trash my poo poo dice, and am staying away from casinos.

e: Can't wait to play again!

Chill la Chill
Jul 2, 2007

Don't lose your gay


Pro-tips for newbies:

Measure your ranges and learn distance between straights vs. rulers. 5 straight = range 2. 1 straight = base, 2 straight = large base. You can abuse this when you measure for target locks too.
Rule of 11: assuming both ships are at the edge of their deployment zone, the range between them is 11 forward for range 1 shooting.
Turns line up to your ship's 40 degree firing line. Banks almost line up to this line as well but includes your ship. Use the above to help maneuver through asteroids.
Pinwheel formations where ships are offset vertically and horizontally allow for incredibly tight formations that don't need a 1-base room between them - lol assault missiles. Practice your formations so you know what can be achieved. Harder with larger bases but the general rule of thumb is inside turns longer, outside turns shorter.
In general, focus is better for 3 dice, target lock and evade is better for 2. Barrel rolling is best - :mad: Baron Fel!
Asteroids should be placed in large squares with 1.9 range between them (so they can't place an asteroid inside) if you have lower maneuvering than the opponent. This includes swarms. Opposite for agile, low-ship count builds.
Focus fire. A ship continues to fire at full effect unless it's been dealt a critical hit. It will still continue to block and fire until it's downed.

Last: using a low skill large (or small, but harder) ship to create train crashes and sweet no-shooting zone is totally rad.

Hope this big effort post I wrote up cuz I'm bored in class helps.

Chill la Chill fucked around with this message at 18:04 on Sep 1, 2014

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Chill la Chill posted:

.
Rule of 11: assuming both ships are at the edge of their deployment zone, the range between them is 11 forward for range 1 shooting.


The rule of 11 is that in order to get within range 3, the sum of the movement of both sides needs to be at least 11, if the ships are at the forward most edge of the deployment zone and directly opposite one another. If both sides open with forward 4, the total distance moved is 10 (4 from the template + 1 from the base = 5, times two) and the ships won't be able to shoot. So, if nobody does a 5 forward (or a 4 forward with a large ship, or boost/barrel roll shenanigans), you know nothing is going to happen in the first round. The practical use of the rule is for trying to get your ordnance off while your opponent's primary weapons are granting you an extra green die, or preventing your torpedo laden opponents from getting that advantage.

WorldIndustries
Dec 21, 2004

Chill la Chill posted:


In general, focus is better for 3 dice, target lock and evade is better for 2.

I hadn't heard this before, what's the reasoning?

I know that focus and target lock have the same probability for rolling a given number of hits (counting a critical hit as a hit).

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


A buddy of mine recently went nuts and dove headfirst into X-wing, so last night we got together and played a game. I ran the following Imperial list:
Howlrunner w/ Swarm Tactics
Mauler Mithel w/Squad Leader
2x Obsidian Squadron
Thurr Phenir w/ PTL
Whatever the PS3 TIE/in is (Alpha squadron?)

Against his Rebel list which was:
3x Red Squadron
Dutch Vander w/proton torpedoes and the named R5 droid.

I flew the TIE/lns in a close offset block formation to focus their fire and take advantage of Howlrunner and Mithel's abilities, and used the interceptors as chasers to herd his X-wings around. It was pretty ugly. I took out all of his X-wings before I lost a ship, then the four-ship of TIE/lns boxed Vander with Phenir coming in from outside and he conceded. It was the first time I really flew a TIE swarm, and it was pretty fun.

Chill la Chill
Jul 2, 2007

Don't lose your gay


Thank you for the correction. Trying to visualize things in class without models is tough.

Caddrel posted:

I hadn't heard this before, what's the reasoning?

I know that focus and target lock have the same probability for rolling a given number of hits (counting a critical hit as a hit).
Given a probability is the same, focus is more flexible. Usually a pilot will only ever have 3 of either stay but that's where you get into skill #, hp left on target, etc. It's a decent general rule.

WorldIndustries
Dec 21, 2004

Chill la Chill posted:

Thank you for the correction. Trying to visualize things in class without models is tough.

Given a probability is the same, focus is more flexible. Usually a pilot will only ever have 3 of either stay but that's where you get into skill #, hp left on target, etc. It's a decent general rule.

Focus is definitely more flexible and you have a higher chance of the focus token remaining after you attack. I'm wondering where the "target lock is better than focus for 2 attack dice" comes from. I generally only take a TL if I know I won't be shot at, or if there are conflicting free actions.

Ville Valo
Sep 17, 2004

I'm waiting for your call
and I'm ready to take
your six six six
in my heart
Tried out XXBB last night, with Biggs, Rookie Pilot, and x2 Dagger Sqd Pilots w/ Adv Sensors. ... That list is fantastic. Shot down a Lambda shuttle and one of two Phantoms real, real fast. I just need to get better at positioning - I wanted to keep Biggs close to the others but far from the Imps, and kept running into issues with pilot skill blocking.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Have Biggs fly from the back. The lower pilot skills will move first, giving you a bit of flexibility with him.

Ville Valo
Sep 17, 2004

I'm waiting for your call
and I'm ready to take
your six six six
in my heart

Strobe posted:

Have Biggs fly from the back. The lower pilot skills will move first, giving you a bit of flexibility with him.

That was the plan; I had paired the Rookie with him in the "back row", but it kept leap frogging the B-Wings. I realized my mistake on the very first turn, and had to make some corrections to get it into a workable position for turning.

dogsarentdangerous
Aug 11, 2008
Just getting into this and I wanted to put together a 4 X-wing list but none of my local stores had X-wings, so I decided I could still keep it Battle of Yavin and got 2 starters and 2 Y-wings.

I was thinking of going with:

2 Gold squadron with ion turrets (46)

Luke with Marksmanship (31)

Red Squadron X-Wing (23)

My mind is full of glorious visions of TIE swarms turning into hilarious pile ups after a few ion blasts whilst Luke and pal mop up, but I am a little concerned that taking two ships with turrets will leave me wide open to the "lol, learn to play noob" gambit.

Luebbi
Jul 28, 2000
I could use some advice regarding my next couple purchases. I was lucky to get a good deal on some used stuff, and have been buying a ship here and there, but only played the game 3-4 times, mostly with the same buddy whenever he’s too lazy to lug his Warmachine stuff over.

My goal is to have an even playing field between the two factions – both in power and skill level. While I know that TIE Swarm is pretty good, it also seems far tougher to handle (and maneuver!) than, say, a Falcon/Xwing build. Right now I feel like my rebel stuff has a slight edge to the imperium side – also I want to buy the rebel aces as soon as they come out, because I love running A-Wings.

Here’s what I’ve got right now:

2 Starter Sets

X-Wing
Y-Wing
A-Wing
B-Wing
Falcon
HWK 290

TIE Fighter
TIE Interceptor x2
TIE Advanced
Slave 1

I’ve been thinking about getting a TIE Bomber to deal with heavy stuff like the Falcon and B-Wing, but then I also heard great stuff about the Phantom. I’d also be fine with buying the Imperial Aces, but don’t know if having 4 Interceptors is the right way to go. Can you recommend the next 3-4 purchases (including the order of importance), keeping in mind that one of them will be the Rebel Aces pack?

Sigma-X
Jun 17, 2005
We're playing a 2v2, 100pts each player game at work right now, and one of the guys brought a Decimator with advanced sensors and Engine Upgrades which makes it very manueverable. It caught up to our BB/EA formation a turn early, rammed a B-Wing and started stressing everyone out with Mara Jade and completely hosed what we thought was a pretty strong kill on it - now the B-Wings are scrambled and facing the wrong way and only a stressed A-Wing that pulled a K-Turn has firing arc on it for the next turn. Meanwhile the Decimator still has full Hull (shields are down though, and next turn Etahn A'Baht and the B-Wings should be able to get a bearing on it, provided they survive the TIE/Shuttle/Decimator fire) and is set to blow up a damaged B-Wing unless he rolls poorly.

This game is so goofy, I love it.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

dogsarentdangerous posted:

but I am a little concerned that taking two ships with turrets will leave me wide open to the "lol, learn to play noob" gambit.

Gold Sq. Y-Wings with ion cannons are legit good ships and good against the new(ish) phantom that a lot of imperial players like. Just remember that being told to learn to play is a sure sign your opponent is either A) a bag of dicks masquerading as a human, or B) really terrified he's going to lose to you.

Merauder
Apr 17, 2003

The North Remembers.
I just played a 150 point game where I fielded Outrider, Falcon, B-Wing...against 11 Academy Pilots and Howlrunner. o_O

I forced him to fly the huge mess of ships through asteroids pretty consistently and he lost a lot of shots and actions (not to mention close to 10 free damage cards dealt out) and while he had to call it after about 90 minutes I still had all 3 ships and he was 5/12 destroyed. Crazy fun game!

Madurai
Jun 26, 2012

I find myself wondering about a downgrade like the Chardaan refit card, but that would delete Y-wing turrets.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Madurai posted:

I find myself wondering about a downgrade like the Chardaan refit card, but that would delete Y-wing turrets.

2 attack and a mediocre dial with no boost or roll is a recipe for useless.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
If it made them cheaper, and also kept their hull/shields as high as it was, that'd be a win.

A 16 cost Gold Sq. Y-Wing would be loving nice.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Strobe posted:

If it made them cheaper, and also kept their hull/shields as high as it was, that'd be a win.

A 16 cost Gold Sq. Y-Wing would be loving nice.

Not really? I mean, I guess it could sit there and not get killed for a turn, but that's hardly a glowing achievement. If I saw a Y-Wing like that I would just ignore it and never land in front of it.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
A 16 point Gold lets you field six of them.

Y-swarm. Go.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Strobe posted:

A 16 point Gold lets you field six of them.

Y-swarm. Go.

Who cares if you have six, that's my point, they're awful ships as is. If they were like 14 points (with no turret option) they might be playable as filler, but they'd still be a bad swarm compared to Howl+Academy.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Would a no-cost option that swapped their turret for an agility be more to your liking?

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

It's a goddamn Y-Wing, they don't swap the fuckin' turrets. Their turrets are the point of their ship. They should just get a straight up upgrade card for 0 points that adds a Crew. That's the point of Y-Wings, they're a two man attack ship with a turret. loving B-Wings why the gently caress did they get the crew card.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Strobe posted:

Would a no-cost option that swapped their turret for an agility be more to your liking?

More like:

alg posted:

It's a goddamn Y-Wing, they don't swap the fuckin' turrets. Their turrets are the point of their ship. They should just get a straight up upgrade card for 0 points that adds a Crew. That's the point of Y-Wings, they're a two man attack ship with a turret. loving B-Wings why the gently caress did they get the crew card.

Yeah, this. An option for crew and actual EPT's is what would help them. They need to be able to actually contribute to the game beyond handing out target locks with Vander and being an Ion turret.

Slab Squatthrust fucked around with this message at 03:35 on Sep 3, 2014

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

alg posted:

It's a goddamn Y-Wing, they don't swap the fuckin' turrets. Their turrets are the point of their ship. They should just get a straight up upgrade card for 0 points that adds a Crew. That's the point of Y-Wings, they're a two man attack ship with a turret. loving B-Wings why the gently caress did they get the crew card.

Y-Wings are amazing, you have a pretty good opinion there.

Madurai
Jun 26, 2012

alg posted:

It's a goddamn Y-Wing, they don't swap the fuckin' turrets. Their turrets are the point of their ship. They should just get a straight up upgrade card for 0 points that adds a Crew. That's the point of Y-Wings, they're a two man attack ship with a turret. loving B-Wings why the gently caress did they get the crew card.

Think of it as the movie-version Y-wing. Though really, to finish the job they'd need to be just as fast as X-wings and about half as durable.

I got no answers on the B-wing thing.

banned from Starbucks
Jul 18, 2004




Where are the Y-wings shown to have crew members? ITs not in the movies

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The -S3 model Y-Wing included a co-pilot/gunner seat.

Ville Valo
Sep 17, 2004

I'm waiting for your call
and I'm ready to take
your six six six
in my heart
The 2-seater was an EU creation; Leia flew one and needed room for 3PO.

adamantium|wang
Sep 14, 2003

Missing you
Just picked up a Y for our group's growing collection and was really surprised by the lack of EPTs on any of them. A 0 point Title that gave them an EPT would be good, name it "BTL-A4" or "Old Reliable" with some fluff that this pilot and ship have been around since the beginning of the Rebellion. "BTL-S3" gives them a crew slot. Maybe we can hope for something like that to come out of Most Wanted and not just be restricted to Scum.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
There's an Astromech that gives an EPT, but then the problem becomes you're spending an astromech slot to get an EPT. And spending extra points to do it, too.

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
Give Y-wings a crew variant, make it scum only. :getin:

Hra Mormo
Mar 6, 2008

The Internet Man
Funnily enough A-wings have a 2-man variant as well. I'm personally not that big of a fan of Ys but if they did have a turret refit card that was big enough, like at least 3 points, preferably 4, the Y could be to Torpedos what the Headhunter is to missiles.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Speaking about upgrades, I'm really looking forward to the crew upgrades in the Decimator, if only to put them on a Shuttle. I think Mara Jade on an Omicron Group Pilot would be pretty neat.

vuk83
Oct 9, 2012

Ville Valo posted:

The 2-seater was an EU creation; Leia flew one and needed room for 3PO.

It is actually canon now that it has featured in star wars:clone wars

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Y'all are trolling me right

Ville Valo posted:

The 2-seater was an EU creation; Leia flew one and needed room for 3PO.



That's from the Holiday Special

Here it is in the CLone Wars, which is canon



It was also in several WEG books, it's in the FFG RPG, and it's in the video games. Just like many ships/upgrades they have made so far. S3 is fair game.

Hra Mormo posted:

Funnily enough A-wings have a 2-man variant as well. I'm personally not that big of a fan of Ys but if they did have a turret refit card that was big enough, like at least 3 points, preferably 4, the Y could be to Torpedos what the Headhunter is to missiles.

Why do Y-Wings have to lose their One Interesting Thing but A-Wings didn't, and B-Wings just get more upgrades for free :smith: Torpedoes are universally 100% awful

Rulebook Heavily posted:

Give Y-wings a crew variant, make it scum only. :getin:

:negative:

edit: 45 dollar Corvette http://www.miniaturemarket.com/ffgswx22.html

alg fucked around with this message at 12:54 on Sep 3, 2014

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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Ion torpedo should be pretty good.

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