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KO Derf
Jan 14, 2003

Doctor Rope

Phrosphor posted:

Anyone tried a Starviper with the Virago title to any success? I want to give it a go but I am worried it is too many points into one fragile ship. It is weird that they don't get Illicit equipment without the title, out of all the ships.
I keep saying that I am going to try it out but I just cannot find the points for it either.
I actually like running the StarViper at PS1. I've seen the math that says it's not worth the points, but it's like an X-Wing with 3 Agility, boost, barrel roll and 1-white turns. Well worth the 4 extra points.
I've even run a 4 StarViper list and had a great time.

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Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

KO Derf posted:

I keep saying that I am going to try it out but I just cannot find the points for it either.
I actually like running the StarViper at PS1. I've seen the math that says it's not worth the points, but it's like an X-Wing with 3 Agility, boost, barrel roll and 1-white turns. Well worth the 4 extra points.
I've even run a 4 StarViper list and had a great time.

StarViper is kind of a guilty pleasure of mine. I know the PS1 ships are mathematically inferior to other options, but they're just so drat FUN that I don't care. My Epic Scum list is four Aggressors and four Star Vipers, and I couldn't be happier with it.

Halverine
May 26, 2004

Endsay ookhay
I played my first game of X-Wing that wasn't with friends the other night at the FLGS.

I ran IG-88 B & C and some upgrades I picked at the time so it was far from optimal. My opponent ran Echo with the new cloaking change and Captain Oicunn. I had a bunch of fun and my opponent was pretty good about helping me along when I needed it. I even got to correct him on a rule, he was going to discard a crit card using Jerjerrod but I explained it just flipped the card over so he didn't take the crit, but still took the damage. I discovered how tricky Aggressors are to fly and after taking out Echo it wasn't long before my asteroid-battered and thoroughly rammed ships succumbed. They definitely are hard for a beginner like me to fly around obstacles despite their great manoeuvre dial.

On another note, have we speculated at what a huge Scum ship could be? I could easily see them releasing the Crusader-class corvette from Empire at War: Forces of Corruption.

Irom
May 16, 2013

by FactsAreUseless
I'm thinking of getting a TIE Defender tattoo after playing last night.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer
How do you determine initiative and who sets up/goes first when Scum are involved, and why have I had to go crazy trying to find this information anywhere? It's not in any of the printed stuff that came with the Most Wanted pack. Do you just roll off?

Chill la Chill
Jul 2, 2007

Don't lose your gay


In tournament situations, yes, assuming points are equal. I bet they forgot to add something about it in the normal game cuz nobody's done imperial-first for the longest time. All my casual games are roll-offs - but most of those are tournament practice.

Dulkor
Feb 28, 2009

BJPaskoff posted:

How do you determine initiative and who sets up/goes first when Scum are involved, and why have I had to go crazy trying to find this information anywhere? It's not in any of the printed stuff that came with the Most Wanted pack. Do you just roll off?

Standard tournament rules. Lowest point total has initiative, in the event of a tie flip a coin and the winner of the flip picks.

Chill la Chill
Jul 2, 2007

Don't lose your gay


Actually, I now recall that the original game rules made no mention of anything but imperial players receiving initiative. Which means if it doesn't involve Imps it's a roll off, no matter the faction.

Halverine
May 26, 2004

Endsay ookhay
I'm just checking the standard tournament rules on the FFG website and the person with the lowest squad points chooses who has initiative rather than automatically having initiative. In the event of a tie, the winner of a coin flip chooses who has initiative.

But yeah, they should have clarified the order with the Most Wanted rule sheet or at least FAQ the lowest squad points chooses + coin flip on ties rule as the new standard for casual squad building rules.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer

Chill la Chill posted:

In tournament situations, yes, assuming points are equal. I bet they forgot to add something about it in the normal game cuz nobody's done imperial-first for the longest time. All my casual games are roll-offs - but most of those are tournament practice.

I hated the "always Imperials first" rule anyway. All tournaments are lowest points or coin flip now?

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.
The "Empire has initiative unless something else" rule is useless in practice.

In Cinematic Play with defined missions, the mission defines who has initiative. In tournament-style play, lowest squad cost or coin toss determines initiative. In practical terms, you're almost always going to use either one or the other. If you aren't, then you're probably doing something homebrewed anyways.

I don't think overlooking Scum and Villainy here is important, because it doesn't actually come up.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
A while ago I used mono-Bomber squads to counter Fat Hans, it's not a very flexible build and I find that Bombers aren't mega useful when taken individually. These days I'd take a Defender.

AndyElusive
Jan 7, 2007

Irom I'm thinking about using your Defender build that you posted a couple of pages back in a game tomorrow with a friend. I've been playing 100pt casuals with him but things are slowly becoming competitive since he's keeping track of wins/losses. Any tips?

To hash your memory:

42 points
Colonel Vessery TIE Defender
Heavy Laser Cannon

32 points
Soontir Fel TIE Interceptor
Push the Limit, Autothrusters

24 points
Omicron Group Pilot Lambda-Class Shuttle
Weapons Engineer

98 Points

Irom
May 16, 2013

by FactsAreUseless
I'm still experimenting with it but it's definitely become my primary list. I've noticed that the shuttle really becomes you're biggest asset in some turns. People set about hunting Soontir or Vessery first and the next thing you know, the space cow is pumping 4 focused-target-locked dice at you. Ease him him into the furball and loiter. The red 0 is super annoying to ships that rely heavily on actions for survival like the phantom. If a Doomshuttle, a Doominator, or Ten Numb show up, send Soontir for a walk out of the action and dedicate all assets to knocking them out first.

Let me know how this list treats you after you fly it. I just flew against a Deci+Phantom list with the new Phantom rules and only took 1 hit of damage the entire game. (I won that game lol)

Irom fucked around with this message at 01:54 on Apr 3, 2015

banned from Starbucks
Jul 18, 2004




Can Keyan blow his stress on nothing if he uses Accuracy Corrector? Or does the "no modifying" rule prevent that?

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
I screwed up really bad and managed to block Soontir Fel with my own Howlrunner. Wedge then moves so we're face to face at range one. Fel attacks, 3 hits and a crit. Wedge's green dice show one evade, meaning the crit hits hull. I hope out loud for blinded pilot, and it actually comes up. An academy pilot finishes Wedge off.

This game is random rear end bullshit sometimes, and I love it.

Kai Tave
Jul 2, 2012
Fallen Rib
So months after buying an X-Wing starter set on impulse after discovering that Longview Washington has a pretty decent game store I finally, finally got to play my first games of X-Wing today.

X-Wing is fun as hell you guys.

I started out with the introductory scenario in the starter set, just a vanilla X-Wing and two TIE Fighters. "Hmm," I remarked after setup, "being outnumbered here seems like it could be a problem." I then, to my surprise, managed to splatter both TIEs after getting a handle on maneuvering and abusing the everloving hell out of the 4-speed K-turn maneuver to keep a bead on the faster TIEs (barrel rolling: pretty sweet. Not having shields: not quite as sweet).

Emboldened by my success (and now raring to go) I purchased an X-Wing and Y-Wing booster. The X-Wing I grabbed because, y'know, I'm not gonna stick with just one X-Wing in a game called X-Wing and also Wedge Antilles was supposed to be good (he is) and the Y-Wing because ION WEAPONS YES. I have a soft spot for the Y-Wing and the allure of shutting people down with Ion Turrets seemed too fun to pass up. The second game we played was me with Luke Skywalker, Wedge, and an unspecified Gold Squadron Pilot versus Tycho Celchu, Jake Farrel, and two Green Squadron pilots all flying A-Wings in what we decided was a Rebel training exercise. We threw some asteroids on the board, built to 100 points, and went at it.

Fighting A-Wings is exhausting, especially the named pilots who constantly have ways to exploit that boost, holy poo poo. I naturally enough collided with some asteroids a few times getting the hand of judging the movement values with obstacles in the way, but pinning the A-Wings down was rough going. Fortunately my Y-Wing stepped up admirably and demonstrated the value of turret weaponry, Ion-ing several of the A-Wings to make things manageable until I finally got in position to come around on one while it was target locked.

"Okay, let's see what proton torpedoes do." And one A-Wing was wiped from existence. Awesome.

He got his revenge later, taking my Y-Wing out (goodnight sweet prince) but by then the damage was done, and two X-Wings against three A-Wings is a bit more manageable. Once I popped his second Green Squad pilot I was able to bring things to a close shortly thereafter.

Still riding high I went and made my last purchase, Rebel Aces. If the Y-Wing was that awesome, surely the B-Wing will be even awesomer, right? Welllllllll...

So a fully loaded out B-Wing (Nera Dantells) with a borrowed Ion Cannon and a couple of proton torpedoes teamed up with Jake Farrel and Biggs Darklighter for our third match, this time against some Imperials...namely, Mauler Mithel, a Black Squadron TIE Fighter...and Slave I.

Firesprays are obscene. I vomited damage into that thing, enough to kill virtually any other ship twice over, and it still clung on with two hull by the time the game ended. I flew the B-Wing badly and couldn't shake getting nibbled to death by TIEs, and once that happened it was a mirror of the last game in reverse. The Firespray soaked up a proton torpedo from the B-Wing and proton rockets from the A-Wing but just refused to go down. I killed the Black Squadron pilot but Jake bit it and in the end it was Biggs trying frantically to line up a shot on the Firespray while being pursued by Mauler. I kept getting hung up by the Firespray's huge size which meant multiple occasions I wound up in unwanted base-to-base contact with it, keeping me from attacking it when I needed to. In the end Mauler cornered Biggs and that was that.

It was a hell of a lot of fun and everyone at the game store was cool about teaching me and happy to talk shop. I'm pumped to go again and already writing off more of my monthly entertainment stipend for new ships because I still need another A-Wing and I'd like to rustle up a second Y-Wing maybe, possibly pick up a Headhunter for kicks, and they do have the Falcon in stock, etc.

Kai Tave fucked around with this message at 10:48 on Apr 3, 2015

AndyElusive
Jan 7, 2007

Buy that Falcon.

If you don't, then go directly to carbon freezing. Do not pass Go. Do not collect 200 space bucks.

Irom posted:

Let me know how this list treats you after you fly it. I just flew against a Deci+Phantom list with the new Phantom rules and only took 1 hit of damage the entire game. (I won that game lol)

Nice and I'll let you know how it goes. It's either this list or an all interceptor build. Since I've been reading up on effectively maneuvering the Lambda for a few weeks now I'm strongly leaning towards this build over the other.

AndyElusive fucked around with this message at 16:47 on Apr 3, 2015

ZachAttack
Mar 17, 2009

Malevolent Hatform
Nap Ghost
Anyone playing Armada? Do we have a thread got that yet?

alg
Mar 14, 2007

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

ZachAttack posted:

Anyone playing Armada? Do we have a thread got that yet?

http://forums.somethingawful.com/showthread.php?threadid=3658006

Kai Tave
Jul 2, 2012
Fallen Rib
Am I really gonna need to buy the Falcon? I'm not morally opposed to it or anything but I kinda feel like big ships sort of defeat the point of a dogfighting minis game.

MRLOLAST
May 9, 2013
I played this game a little more then a month ago for the first time .. And now I think I will buy the imperial raider in May. I did not know that my childhood love of starwars figurines would come and haunt me. The game is seriously addicting.

AndyElusive
Jan 7, 2007

Kai Tave posted:

Am I really gonna need to buy the Falcon? I'm not morally opposed to it or anything but I kinda feel like big ships sort of defeat the point of a dogfighting minis game.

It's a great dogfighter, easy and fast to maneuver, 360 fire arc on its primary, comes with great and iconic pilots. It's also the only expansion other than Slave 1 that gets you an elite +2 PS 1pt upgrade card, Engine Upgrade which adds Boost to any ship, and a gaggle of good crew.

Kai Tave
Jul 2, 2012
Fallen Rib
Yeah, the cards/upgrades are probably the deciding factor there. I dunno, I just feel like the Falcon is too big, y'know? I liked jinking around with tiny zippy ships, pew pew. Bringing a huge, turreted tank that's practically an obstacle in and of itself is just kinda like, welp, gently caress you other player.

Speaking of though, after perusing the wiki some and doing some plotting I think I've figured out what I want to do with my B-Wing once I can get some more toys for it. My problem with the last game I used it is I was trying to do too much stuff at once (Ion Cannon plus torpedoes plus this, plus that). What I want to test in a future game is the following setup:

Keyan Farlander:
B-Wing/E2
Kyle Katarn
Heavy Laser Cannon
Advanced Sensors
Push the Limit

It may still be a lot of eggs in one basket but it seems like it'll synergize well, using K-turns/Push the Limit for tight maneuvering and acquiring stress which I can then spend on the attack and immediately gain a focus (Kyle may not be worth it here since you only get one attack and the B-Wing only has a single Agility, so generating that one reactive focus may not be worth it...but there are other cards that interact with ships gaining focus, so I need to investigate further). Advanced Sensors mean that even when I'm about to do something stressy I can still slap a target lock on something for additional accuracy, and then just go around trying to wreck poo poo with a heavy laser as often as possible because losing out on crits doesn't matter if I can just straight pile on tons of damage.

banned from Starbucks
Jul 18, 2004




I like it but I might drop the title + Kyle and take engine instead. Adsensor boost -> k-turn makes you a pseudo starviper

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

zVxTeflon posted:

I like it but I might drop the title + Kyle and take engine instead. Adsensor boost -> k-turn makes you a pseudo starviper

Adv Sensors PTL makes you death, too. You can Adv Sensors to boost and barrel roll, then do some crazy maneuver in your best phantom impression and have the stress to spend on your attack.

Kai Tave
Jul 2, 2012
Fallen Rib

zVxTeflon posted:

I like it but I might drop the title + Kyle and take engine instead. Adsensor boost -> k-turn makes you a pseudo starviper

Yeah, Kyle's kind of iffy, I was sort of going off what I had, but his focus generation isn't super useful when I'm already turning stress into offensive focus (which is the main kind you want tooling around on a B-Wing which can't evade for poo poo anyway).

It's kind of a shame that you can't put crew on Y-Wings even though they're supposed to be two-seaters.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Kai Tave posted:

It's kind of a shame that you can't put crew on Y-Wings even though they're supposed to be two-seaters.

The second seat is always the turret gunner. Not equipping a turret means your Y-wing has a turret, but no one to man it.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Poopy Palpy posted:

The second seat is always the turret gunner. Not equipping a turret means your Y-wing has a turret, but no one to man it.

That makes no sense whatsoever, especially since literally the first EU novel ever loving published had a two-seater Y-wing without the turret.

soulfulspinster
Aug 2, 2012

Strobe posted:

That makes no sense whatsoever, especially since literally the first EU novel ever loving published had a two-seater Y-wing without the turret.

The y wing should get another title. And become the monger of all titles.

But fo real though: I'd like to be able to run flight instructor on a y wing.

MRLOLAST
May 9, 2013
My bwing and hwk list:

Drea renthal, ion cannon, unhinged astromech , 22+6.
Kavil, outmaneuver, blaster turret, engine upgrade, a4 astromech. 24+13. I assume that a4+ blaster have synergy. Not sure about the elite skill. How does outmanouver work with turret? Only primary weapon firing arc?

Palob Godalhi deadeye, blaster turret, engine upgrade, moldy crow, recon specialist . 20+ 15. blaster + deadeye+ recon spec seems nice.

Will be fun to try out on Wednesday when I get to play again.

MRLOLAST fucked around with this message at 21:49 on Apr 3, 2015

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.
Y-wing with a backseat would be overdoing it, I think. Imagine Kavil with Recon Specialist, Blaster Turret, Unhinged Astromech, Push the Limit, and Engine Upgrade. That fucker would be the biggest pain in the rear end, and I wouldn't want to fight it.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Cobbsprite posted:

Y-wing with a backseat would be overdoing it, I think. Imagine Kavil with Recon Specialist, Blaster Turret, Unhinged Astromech, Push the Limit, and Engine Upgrade. That fucker would be the biggest pain in the rear end, and I wouldn't want to fight it.

Scum Y-wings were the worst things that ever happened to Rebel Y-Wings, because now Rebel Y-Wings can never be good without making Scum Y-Wings OP.

Kai Tave
Jul 2, 2012
Fallen Rib
Isn't there already provision for making upgrades "faction specific?" They can always just do "Rebel Only" Y-Wing upgrades and if anyone at the table complains too much about verisimilitude then just throw a dial at them.

TheTofuShop
Aug 28, 2009

Strobe posted:

That makes no sense whatsoever, especially since literally the first EU novel ever loving published had a two-seater Y-wing without the turret.

:science: I'm sorry sir, but you seem to be referring to the "Legends" continuity, which is no longer canon.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

TheTofuShop posted:

:science: I'm sorry sir, but you seem to be referring to the "Legends" continuity, which is no longer canon.

Neither are the E-wing, HWK, Defender, Phantom, YT-2400, Syck, StarViper, or 90% of the named pilots in this game. If FFG gave a rat's rear end about Legends/current EU they haven't shown it.

banned from Starbucks
Jul 18, 2004




Strobe posted:

Scum Y-wings were the worst things that ever happened to Rebel Y-Wings, because now Rebel Y-Wings can never be good without making Scum Y-Wings OP.

Blaster Turret MKII: dont spend anything to shoot this drat thing

Kai Tave
Jul 2, 2012
Fallen Rib
Okay, so quick rules question since I got some good advice on my B-Wing setup.

If I have the following upgrades:

Advanced Sensors
Push the Limit
Engine Upgrade

What happens if I start with no stress, set my dial to a red maneuver (a K-turn, say) but acquire stress before I would actually take that move? For example I start with no stress, set my dial to a K-turn, then Advanced Sensors lets me take my action before moving so I barrel roll or something, which triggers Push the Limit allowing me to boost or barrel roll or something else and acquire a stress. Now it's time for me to actually resolve my move, but I have a stress and my movement is a red action...is that K-turn still valid since I chose to use it before I stressed out or do I stall in place?

BOGO LOAD
Jul 1, 2004

"You know I always had trouble really chewing the fat with my pops. Just listen to him..."
The red maneuver would be illegal and your opponent gets to choose a non-red maneuver for that ship.

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Kai Tave
Jul 2, 2012
Fallen Rib
Wow, that super sucks, no thanks.

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