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Cobbsprite posted:I've found Decimators to be a guilty pleasure. I love making them go boom. They've got a hit pool that's deeper than poo poo, but they've got next to no avoidance capacity. Every time I see a Decimator on the table, I focus it down quickly and have the satisfaction of watching 50+ points of spaceship get cut apart in just two or three rounds. Glorious. This is why I've moved on from the aggressor, mostly.
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# ? Mar 19, 2015 13:53 |
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# ? May 15, 2024 02:06 |
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Is there a flying the Phantom guide for dummies somewhere? I keep missing my mark by about half a base and that's deadly in this game.
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# ? Mar 19, 2015 14:16 |
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has anyone here bought play mats from here before? http://www.ds-tone.com/products-wave-1/ If so hows the quality?
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# ? Mar 20, 2015 02:14 |
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I gave the Outrider a spin tonight for the first time in a while, now that there's a cannon to put on it besides the HLC. The Mangler is pretty sweet. Saves three points, crits all the time instead of (basically) never, and doesn't have a donut hole. All it costs is one red die. Feels like trading up to me.
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# ? Mar 20, 2015 03:11 |
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Poopy Palpy posted:I gave the Outrider a spin tonight for the first time in a while, now that there's a cannon to put on it besides the HLC. The Mangler is pretty sweet. Saves three points, crits all the time instead of (basically) never, and doesn't have a donut hole. All it costs is one red die. Feels like trading up to me. Getting the crit-upgrades on the Mango instead of HLC is definitely a boost, but that fourth red die is pretty sick. Maybe I have hot dice, but it's not uncommon for me to get three or four hits with a focus or target lock. I don't really have so much problem with the donut hole, because of Engine Upgrade + Veteran Instincts on Dash. That dude is slippery.
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# ? Mar 20, 2015 04:45 |
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Thanks goons for the suggestions on getting the ultra pro 4 pocket binder to keep pilot cards in. I had to order up a second one just to keep all the elite pilot talent, crew, weapons, mod cards etc, but it was well worth the purchase. AndyElusive fucked around with this message at 06:37 on Mar 20, 2015 |
# ? Mar 20, 2015 05:30 |
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Anyone ran a campaign with RPG elements before? I am thinking of doing one with a few friends with the following general outline: 1. Pilots start off with skill 1, and are give XP points to create their starting pilots - raise the piloting skill, obtain special abilities (like those from the named pilots). XP can be spent to permanently unlock missiles/torpedoes for fighters that have them, and more XP spent gives more shots per mission (up to what that fighter can carry). 2. They are attached to a mothership (a Corellian Corvette), so it has a fixed amount of fighters (e.g 4 of each A/B/X/Y-wings). They can choose what to pilot for each mission, though losing a fighter is permanent. 3. Missions award XP to be spent. Though the first point gives the most problem - deciding how many points things cost. If raising piloting skill from 1 to 2 costs 1 XP, how much XP would you rate a skill like "If the target of this pilot's attack is at range 1, reduce its defence dice by 1, to a minimum of 0" costs, or how much XP is one shot of proton torpedoes per mission worth?
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# ? Mar 20, 2015 13:27 |
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My quest to make Colonel Vessery work is at a breaking point. If I don't start at least showing a 1:1 ratio on these dumb builds soon I think I'm going to move on. Here's my latest: 99 points PILOTS Colonel Vessery (43) TIE Defender (35), Heavy Laser Cannon (7), Veteran Instincts (1) Echo (40) TIE Phantom (30), Veteran Instincts (1), Fire Control System (2), Weapons Engineer (3), Advanced Cloaking Device (4) Scimitar Squadron Pilot TIE Bomber (16) Made really short work of a dual IG-2000 list but Han with engine upgrades made it very hard to get shots on him. And Echo fell to Han's guns just after I managed to get his shields down. I think Han and any swarm lists give it trouble but man. Throwing 8 (and sometimes 9) focused and TL'd dice at a single target is so succulent when I manage to fly it right.
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# ? Mar 20, 2015 13:29 |
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I'd drop the bomber to a TIE Fighter and upgrade Echo to Whisper: that extra 1 PS can make a difference (and generally I don't rate echo's ability as highly as other people do). The last time I was working on a Vessery build I had gotten it down to Soontir/Vessery/Bounty Hunter which worked alright. The problem was always that Vessery was never worth the 40+ points you spent on him.
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# ? Mar 20, 2015 14:08 |
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Actually, this: 96 points PILOTS Darth Vader (31) TIE Advanced (29), TIE/x1 (0), Veteran Instincts (1), Advanced Targeting Computer (5) Colonel Vessery (36) TIE Defender (35), Veteran Instincts (1) Maarek Stele (29) TIE Advanced (27), TIE/x1 (0), Veteran Instincts (1), Advanced Targeting Computer (5)
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# ? Mar 20, 2015 15:49 |
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I cannot wait for the TIE/a buff with the Raider. is right
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# ? Mar 20, 2015 16:16 |
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I've done a few proxy matches and Vader with VI And ATC is an absolute BEAST and is really cheap at 31 points. You can add Engine Upgrade to give him more maneuvering options as well. He absolutely rips apart stuff.
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# ? Mar 20, 2015 16:26 |
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Super jealous of the fixes for Interceptors and Advanced. I was really hoping they would announce Rebel Aces 2 at GAMA with astromechs and new pilots for E-Wings and Y-Wings, and a fix for X-Wings.
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# ? Mar 20, 2015 16:31 |
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Tekopo, after shamelessly copying your list into a squadron builder I replaced Vessery with Soontir + PtL + Royal Guard TIE + Autothrusters + Stealth Device for maximum high-PS screw-everybody-and-also-turret-ships fun. Might have to proxy run that this weekend if I can find an opponent.
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# ? Mar 20, 2015 16:47 |
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LemonCurdistan runs Soontir/Vader/Whisper and it absolutely wrecks. I'm planning to run Soontir/Carnor/Vader myself if I manage to get the Raider before my regional hits.
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# ? Mar 20, 2015 16:55 |
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Lemon Curdistan posted:Soontir Fel (27) This is the list in question. I'm still not 100% on running Soontir without stealth device or Vader without EU, but there's nothing I could really cut.
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# ? Mar 20, 2015 17:09 |
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Would there be any official buttpain if I used a rebel Z-95 movement dial for a scum Z-95?
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# ? Mar 20, 2015 18:42 |
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contagonist posted:Would there be any official buttpain if I used a rebel Z-95 movement dial for a scum Z-95? Officially they are cool now even in tournaments
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# ? Mar 20, 2015 18:48 |
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contagonist posted:Would there be any official buttpain if I used a rebel Z-95 movement dial for a scum Z-95? Nope! As long as you have the cards and the little base thingy, it's fine according to the FAQ.
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# ? Mar 20, 2015 18:48 |
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Do we know anything about the next wave of releases (aside from the Imp Raider)?
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# ? Mar 20, 2015 19:15 |
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nope
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# ? Mar 20, 2015 19:18 |
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I hope we get some E-Wing/Defender love. e: and also X-Wing love of course. General Battuta fucked around with this message at 19:21 on Mar 20, 2015 |
# ? Mar 20, 2015 19:19 |
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Big Mean Jerk posted:Do we know anything about the next wave of releases (aside from the Imp Raider)? -it exists -it's in the can -it won't be about bombs, that'll be wave 8
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# ? Mar 20, 2015 19:27 |
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Question, would Horton Salm with ion turret and double tap turret be worth it?
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# ? Mar 20, 2015 20:33 |
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bunnyofdoom posted:Question, would Horton Salm with ion turret and double tap turret be worth it? It is 30 points but with an r2 it could be a nice turn fighter.
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# ? Mar 20, 2015 21:27 |
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I hope turrets get pushed out enough for Turr Phenir to make a comeback. He was really fun to fly alongside Soontir
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# ? Mar 20, 2015 22:19 |
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soulfulspinster posted:It is 30 points but with an r2 it could be a nice turn fighter. Did some listing on the bus to create a miniswarm Bandit (12) Cracken (19) Horton Salm w/ Ion Cannon, BTL, R2 (31) Ethan A'baht w/ R2-F2 and Stealth Device(38) I figure, Ethan has a shitton of green dice (Any turn he takes an action, he gets 5 which is ridic), Cracken will give him a free action and he'll in return give everyone a free crit, Horton has essentially a free target lock at range 2-3 so he just needs to focus up. Bandit is there becuase I had 12 points and figured gently caress it.
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# ? Mar 20, 2015 22:22 |
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I'm going to take this to another tournament: Kath Scarlet (Scum) — Firespray-31 38 Push the Limit 3 Heavy Laser Cannon 7 Recon Specialist 3 Engine Upgrade 4 IG-88B — Aggressor 36 Push the Limit 3 Fire-Control System 2 "Mangler" Cannon 4 I like running the 88-B alone because it's essentially a very dodgy buzzsaw. I really like the synergy of Kath and HLC because she fires 4 dice all the time on both arcs and can use the EU to mitigate arc dodging a bit (working with the aggressor to cover blindspots). I think this is strong against double IGs, but I could be underestimating the impact of Autothrusters on them.
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# ? Mar 21, 2015 02:11 |
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bunnyofdoom posted:Did some listing on the bus to create a miniswarm Five unfocused dice is worse than four focused ones. R2-F2 isn't worth it.
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# ? Mar 21, 2015 02:12 |
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Strobe posted:Five unfocused dice is worse than four focused ones. R2-F2 isn't worth it. To be fair, you can only use focus on one defense and get your bonus agility for every attack that comes your way. R2-F2 is still bad, just not as bad as Expose.
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# ? Mar 21, 2015 02:16 |
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Strobe posted:Five unfocused dice is worse than four focused ones. R2-F2 isn't worth it. Or, I could use Cracken to give Etan a free evade?
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# ? Mar 21, 2015 02:23 |
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Poopy Palpy posted:To be fair, you can only use focus on one defense and get your bonus agility for every attack that comes your way. R2-F2 is still bad, just not as bad as Expose. It's kinda disappointing that there are so many junk astromechs. There are more viable salvaged astromechs than straight astromechs, and it's a drat shame.
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# ? Mar 21, 2015 17:30 |
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So I've finally got some people at my local game store interested enough that they are asking questions about forces and what's good and other general pre-purchasing questions. I was going to suggest the core, whatever side they are on in aces and a big ship as a good base for a force is they are unsure. Is this good advice? Anything I should add?
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# ? Mar 21, 2015 17:51 |
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Cobbsprite posted:There are more viable salvaged astromechs than straight astromechs That's because salvaged astromechs were designed later, and FFG never erratas so the bad regular astromechs will stay bad forever.
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# ? Mar 21, 2015 18:41 |
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Came in 6th with dual Aggressors today. Lost twice to Kavil + HWK + 3xZ95 lists. When they're able to clog up my movement lanes it makes the Aggressors sitting ducks and they can't focus fire. Gonna have to adjust my piloting vs them in the future. The other 3 games I clean swept my opponents (Dash + 3As, a somewhat Fat Han + Keyan, and a Kath + Kavil + Z95). My friend took 1st place with his Ouicunn + Whisper list.
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# ? Mar 21, 2015 23:19 |
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I just found out that a local game store is going to be running a month long escalation league. It starts with 60 points and adds 30 points a week until 150. The rules also state that all pilots and equipment must be reused from the previous week. I haven't really played (just a half game with my wife who was not having any fun), so I could use some advice for a build to bring. Nothing crazy technical, but something that should at least get a few kills and not get wiped out really fast. Right now, I have the base set, an A-Wing and a Tie Bomber. I was thinking of going Rebel, and know I would need to buy some more stuff. My initial guess is the Millenium Falcon kit, and the Rebel Aces kit. Then maybe one other somewhere in the middle of the month if I keep up with it.
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# ? Mar 22, 2015 05:44 |
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Having just finished an escalation league, I can tell you that they are super fun. Also, if you think you're going to want to run a large ship (like the Falcon or a Decimator) then you'll need to take that in your initial 60 points. Otherwise you'll have to try to save points later on to be able to afford adding it to your list. I'd also advise against trying to run a Decimator as your initial ship, as at least a few potential opponents will run Mini swarms that will eat it alive. If you want to go for the comedy option you can run 2 Omicron Group Pilots without any upgrades the first week, you'll have 18 points left over. Then for week 2 you'll have 48 points, use those to get another two OGPs. Now you've got 4 Shuttles and 6 points left over. Week 3, get another OGP. Then you'll have 45 points to spend going into the final week, where you take another 2 OGPs. In the end you'll have a phalanx of 7 Lambdas!
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# ? Mar 22, 2015 07:56 |
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If you're adding 30 points a week, you're going to have a rough time adding a Falcon to the list because it's 45+ points for a decent Falcon. Even if you're just Chewbacca with no extra points whatsoever, you're talking 42 points. That puts you in the position of either opening up with a heavy Falcon in the first round (with no support ships worth a drat) or severely cutting yourself in one of the later rounds to save up for that big ship. Neither one is really attractive. The best bet for escalation play right now is Empire. Howlrunner + 3 Black Squadron Pilots is really hard to beat at 60 points, and then you can push EPTs onto all 4 of them plus anything else in the second wave. That's really difficult to fight right now. (I don't really follow my own advice on here though, I'm a total slut for the TIE Defender. Just add another TIE Defender until I'm rocking four of those bad boys with HLC? Yes, please.)
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# ? Mar 22, 2015 07:56 |
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I'd probably go for Classic feel in an Escalation league. Start with Luke and Wedge, Wedge with Predator. Next step up grab something that can reposition. I'd probably go with either a super turtle Green squad pilot, or a pair of Protoypes. Upgrade at 120 points to two super turtle Greens, Luke with R2-D2 and some decent EPT, Wedge with Predator and some decent astromech. Last 30 points add something that covers the bases, like heavy firepower at all ranges with a Blue/HLC, or crowd control with Dutch/Horton and an Ion Cannon Turret. Escalation makes it really difficult for some of the really good meta lists to get going in the early weeks, which I think is pretty great.
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# ? Mar 22, 2015 08:05 |
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# ? May 15, 2024 02:06 |
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How good is the TIE Defender? Is it useful enough long term to get one now just for the predator pilot ability? When you say super turtle green, what pilot ability (or abilities with A-wing test pilot) are typically added? Just checking, but there is no prohibition from using a regular A-Wing pilot with the Rebel Aces blue A-Wing, or vice versa?
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# ? Mar 22, 2015 17:39 |