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Cobbsprite posted:I'm not finding the rule about eliminating the extra green dice for ranges 4 and 5. Which section of the FAQ is that in? I can't find it either. It was mentioned in the news article announcing the update...
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# ? Apr 13, 2015 20:55 |
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# ? Jun 1, 2024 06:04 |
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jassi007 posted:So I'm a new player and trying to understand the change to cloaking. Is this an accurate summary? Before: decloak before the phantom revealed its dial. After: decloak after all ships have moved, and taken their actions. Before: Just before you reveal your Phantom's dial, you can decloak, do the 2 speed decloak move, then reveal the dial and do that. After (now): At the very start of the activation phase, before ANYONE can reveal their dials, you may decloak and do the 2 speed decloak move. Then, when your phantom's turn comes around, you do your turn as normal.
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# ? Apr 13, 2015 21:39 |
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enigmahfc posted:Before: Just before you reveal your Phantom's dial, you can decloak, do the 2 speed decloak move, then reveal the dial and do that. This is a real pain for me to remember now I've gotten used to the old system. Completely blank on it half the time I'm cloaked and then find myself accounting for the extra move when I'm not cloaked. I suck at this game but at least I'm getting better at flying TIEs. They are great fun, think I need to get myself some Interceptors soon so I can enjoy having some more bite in a TIE package. Is it just me or do rebels sometimes feel like easy mode? B-wings running with a Falcon is brutal for a beginner.
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# ? Apr 13, 2015 23:21 |
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EdBlackadder posted:Is it just me or do rebels sometimes feel like easy mode? They have the distinct advantage of not paying through the nose for ships that will disintegrate the moment you roll poorly on green dice because unlike Imperials they have shields. Bs are also pretty badly undercosted, as mentioned before.
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# ? Apr 13, 2015 23:24 |
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EdBlackadder posted:Is it just me or do rebels sometimes feel like easy mode? B-wings running with a Falcon is brutal for a beginner. First game I ever played was 100pts with Chewie in a YT-1300 with two B-Wingmen and I completely obliterated a dude who'd been playing since around initial release. As far as I know he wasn't being easy on me.
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# ? Apr 13, 2015 23:26 |
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EdBlackadder posted:This is a real pain for me to remember now I've gotten used to the old system. Completely blank on it half the time I'm cloaked and then find myself accounting for the extra move when I'm not cloaked. I suck at this game but at least I'm getting better at flying TIEs. They are great fun, think I need to get myself some Interceptors soon so I can enjoy having some more bite in a TIE package. TIEs are great. Get more TIEs. Interceptors are for cowards. Advanced are cool because of Vader. Regular TIEs are where it's at. Note: I have never played in a regional tournament, only casual games with tourney rules.
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# ? Apr 14, 2015 02:03 |
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I kicked rear end in the second round of the escalation league. I added a Dagger Squad B-Wing with Advanced Sensors, and gave Luke Expert Manuvers. First round was a win on time agains 2 Bs, an A, and 2 Z-95s. I thought I was totally screwed after my opponent knocked most of my shields down by the 3rd round, with me only having wounded both B-Wings. Then my opponent made a bunch of really bad moves when all of our ships were on top of one another in the furball in the middle of the board. Nothing like misjudging K-turns with your B-Wings so they were stressed and not pointing at anything. Once the B-Wings were gone, the Zs and A couldn't do enough damage to do more than finish off Luke before time ran out. Second round was a decisive victory vs Luke, Biggs, and Jake Farrel each with a couple of upgrades. He tried to swing his A-Wing around the far side of the map while our other ships generally headed towards each other. The A-Wing took too long to make it to the fight, and I was rolling hot. I had both his X-Wings down with just a smattering of shield damage myself. He conceded so we could get someone who showed up late into a game. The final match was against 3 Academy Ties, Howlrunner, and a heavily modified Soontir. This was also a win on points at the timer. He came at me with the swarm while Soontir swing in wide. I took out Howlrunner and a fighter pretty quick while losing my b-wings shields. By then Soontir showed up and started inflicting damage to my x-wings. I then spent most of the rest of the match chasing Soontir and taking occasional long range shots. When I finally got Soontir, he had managed to get both my X-Wings. Those academy pilots can be a death by a thousand cuts if you ignore them too much. The last round was my B-Wing with 1 hull vs 2 fighters with 1 hull each. I managed to kill the only one who had a shot, so I won on points. The advanced sensors really helped out on the B-Wing when I had to K-Turn or when I saw I was going to bump someone. Those turns the focus, or an early barrel roll really helped.
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# ? Apr 14, 2015 04:31 |
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Did you see the changes to the escalation rules? They're requiring you to start with at least two ships for the first round, to cut down on people taking single extremely resilient ships.
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# ? Apr 14, 2015 04:53 |
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Cobbsprite posted:Did you see the changes to the escalation rules? They're requiring you to start with at least two ships for the first round, to cut down on people taking single extremely resilient ships. I wasn't aware of that, but I can see the reasoning. My only loss was against a falcon with only minor upgrades. A fully decked out falcon would probably be Damon near impossible to take out, especially if the player stalled for time. I did notice you also can't use more than 8 of the same model of small ships, or 4 of the large ships. Probably to cut down on late round insanity of running 12 TIE fighters or the Lambda death squad.
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# ? Apr 14, 2015 05:07 |
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Orvin posted:I wasn't aware of that, but I can see the reasoning. My only loss was against a falcon with only minor upgrades. A fully decked out falcon would probably be Damon near impossible to take out, especially if the player stalled for time. Yeah, they didn't say "to stop those damned Falcon-haulers" in as many words, but there really isn't any doubt what they meant by it.
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# ? Apr 14, 2015 05:21 |
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Escalation has always struck me as a much better way to play this game. It makes squad building a much more active component of play, since you'll want to adapt to the lists you see being made by other people. As far as starting lists for Escalation go, I'm glad they've made 2+ ships mandatory. Single super ships are super boring. I can see the Tempest Sq. Pilot making a lot of appearances in Imperial Escalation lists.
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# ? Apr 14, 2015 05:38 |
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Endman posted:Escalation has always struck me as a much better way to play this game. It makes squad building a much more active component of play, since you'll want to adapt to the lists you see being made by other people. This is what I would run for sixty points in an escalation league. It's so tempting to put PTL on Vader in round 2 for crazy action abilities. Darth Vader (29) TIE/x1 (0) Advanced Targeting Computer (1) Engine Upgrade (4) Storm Squadron Pilot (23) TIE/x1 (0) Advanced Targeting Computer (1)
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# ? Apr 14, 2015 05:51 |
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Cobbsprite posted:This is what I would run for sixty points in an escalation league. It's so tempting to put PTL on Vader in round 2 for crazy action abilities. That seems pretty badass. Personally, I was contemplating this: Tempest Squadron Pilot (21) x2 TIE/x1 (0) Accuracy Corrector (0) Academy Pilot (12) x1 Low PS, but a lot of guaranteed hits from those Tempests with AC.
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# ? Apr 14, 2015 06:25 |
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Endman posted:That seems pretty badass. Personally, I was contemplating this: If you want to guarantee hits, take any named pilots, give them ATC, and throw Calculation on them. TL and Focus, and your most likely results are : 2 crit, 2 crit 1 hit, 1 crit 1 hit. Costs you two points more, and you have to take a named pilot to do it, but look at Maarek Stele and tell me that doesn't give you an evil grin.
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# ? Apr 14, 2015 06:37 |
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Cobbsprite posted:If you want to guarantee hits, take any named pilots, give them ATC, and throw Calculation on them. TL and Focus, and your most likely results are : 2 crit, 2 crit 1 hit, 1 crit 1 hit. Costs you two points more, and you have to take a named pilot to do it, but look at Maarek Stele and tell me that doesn't give you an evil grin. Ooh, that is nasty. Also great to finally have a reason to use Maarek Stele.
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# ? Apr 14, 2015 06:49 |
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Endman posted:Ooh, that is nasty. Also great to finally have a reason to use Maarek Stele. FFG actually did a good job with the TIE Advanced fix. They gave it something that makes it fun and useful without being overpowered, and they even found a way to make a named pilot fun and useful.
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# ? Apr 14, 2015 06:57 |
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Cobbsprite posted:FFG actually did a good job with the TIE Advanced fix. They gave it something that makes it fun and useful without being overpowered, and they even found a way to make a named pilot fun and useful. Now if only they could do the same with the game's namesake...
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# ? Apr 14, 2015 06:59 |
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The HWK could use a bit of a boost, too.
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# ? Apr 14, 2015 07:03 |
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Endman posted:Now if only they could do the same with the game's namesake... X-ring needs a little something. I think sensor slot or custom modification. What I'd actually like to playtest is an X-only modification that automatically makes one red blink into a hit, or one blank into a blink. Gives it a little more reliable damage and doesn't break it. Call it "Tibanna gas laser cannons" or something.
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# ? Apr 14, 2015 07:16 |
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X-Wing doesn't really need damage increases (they do fine damage already), what they need is post-movement options, so either barrel roll or boost. The problem with the X-Wing is the same reason why PS wasn't valued when the game first came out: you have to be right on the money when flying X-Wings so going last is actually a disadvantage.
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# ? Apr 14, 2015 07:20 |
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Tekopo posted:X-Wing doesn't really need damage increases (they do fine damage already), what they need is post-movement options, so either barrel roll or boost. The problem with the X-Wing is the same reason why PS wasn't valued when the game first came out: you have to be right on the money when flying X-Wings so going last is actually a disadvantage. Okay, you could get away with giving it barrel roll or boost by referencing those upgraded engines from EU (no longer canon), but I think it misses the point. X-wings aren't supposed to be maneuverable, they're supposed to be shooty and tough. They're jousters, not arc-dodgers. Evade, maybe. But I think barrel roll or boost would be too much without tacking on a bunch of points.
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# ? Apr 14, 2015 07:26 |
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Iceclaw posted:The HWK could use a bit of a boost, too. I think they teased an upgrade to the HWK in the Fly Casual sourcebook for the Edge of the Empire RPG. One of the new ships in that book is an upgraded HWK, the HWK-1000.
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# ? Apr 14, 2015 07:29 |
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Iceclaw posted:The HWK could use a bit of a boost, too. I want to say "HWK is fine as it is, it's a stellar support ship", but the truth is that I don't really believe it. I can't find myself using a HWK, and I don't think there's much that could change that. They have some amazing situational uses (giving red dice, shunting someone up to PS12, etc), but they don't do ENOUGH to be worth the points you're taking away from somewhere else. With the same points you're sinking into the HWK, you could take a B-wing. Or a scum Y wing. Kavil's "shoot an extra red die out of arc" ability would have gone a long way to help them out, but they're not going to duplicate that.
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# ? Apr 14, 2015 07:38 |
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The problem is that they aren't particularly tough. They are just a tiny bit tougher than a standard Z-95. They aren't going to become automatically arc-dodgers if they have barrel roll/boost either (although if you give them barrel roll they can be if you have PtL/R2 Astromech/Engine Upgrade, so I'd rather they get Boost if this was the fix), it just means that they are able to make use of their high PS pilots more effectively. I mean, what are the current ship that have neither boost nor barrel roll? Y-Wing/HWK: Can use turrets and therefore don't strictly need it YT-1300/Decimator/Shuttle/Firespray: All large ships, some of them with turrets, Engine Upgrade is usually cost-effective on them Z-95: Only comparable ship. The Z-95 and X-Wing are the only small base ships without a turret slot that don't have post-movement options and they kind of suffer for it. Z-95s don't really care since they are mostly taken as mini-swarms, but X-Wings absolutely do care. The problem is the B-Wing, mostly. It's already shooty, tough AND has more movement options than the X-Wing for only one more point: it already fills the jouster slot much better than the X-Wing ever could. I'd honestly rather see the X-Wing become slightly more maneuverable since that directly fixes one of the major issues with it (and if we are going by canon arguments anyway, X-Wing look pretty maneuverable to me in the films). Also, I don't think X-Wing really cares if stuff is canon or not
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# ? Apr 14, 2015 07:49 |
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Maybe something referencing the S-Foils to allow a boost action? Throw it in the modification slot, X-Wing only, at like 2 points? Might be neat to have a title that reduces ordinance costs by x amount. Like, reduces torpedoes cost by 3 to a minimum of 1. One point proton torpedoes would be cool, though I'm not certain that would make the x wing more useful.
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# ? Apr 14, 2015 17:46 |
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Maybe something that lets the x wing dump the torpedo icon for the canon or missile icon?
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# ? Apr 14, 2015 18:45 |
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Cruise position for s-foils. You can boost in action phase with 2 template, but cannot shoot this round? Or, shoot with one less red die?
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# ? Apr 14, 2015 18:53 |
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Perhaps a title card that enables locking s-foils as an action. Doing so would allow the X-wing to boost, but remove an attack die until s-foils are brought back to attack position. E: Bunnyofdoom beat me
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# ? Apr 14, 2015 18:58 |
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If the problem with X-Wings is that they're the only ships which can't reposition after movement to get a target in their crosshairs, I don't think being able to reposition by giving up the opportunity to shoot is going to help.
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# ? Apr 14, 2015 19:28 |
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Isn't the whole point of the E-Wing to be a melding of the A-Wing and X-Wing? Primarily a more manuverable X-Wing? I get that the E-Wing seems to be a little over costed for what it can do, something like an average of 6 points for an extra green die, the barrel roll and evade icons, and a system upgrade. But can they do to upgrade the x-wing that will actually be useful, but not completely remove the use of the E-Wing?
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# ? Apr 14, 2015 19:32 |
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There isn't much use to the E-Wing as it stands at the moment, but it gets more use because of, primarily, Corran Horn and being able to re-position without getting upgrades.To be honest, there should be some fixes to the E-Wing as well.
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# ? Apr 14, 2015 19:42 |
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X-Wings, Generic E-Wings, Rebel Y-Wings, and the HWK-290 could use some extra love, imo. Astromechs could be a good way to help 3 out of the 4 I suppose. Imperial side, the Defender and Bomber both need some love. Not sure how to help those, though. Maybe something like the Chardan Refit for the Defender?
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# ? Apr 14, 2015 20:01 |
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So, question, if a title card gives the x-wing a boost action, does that mean it could take autothrusters?
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# ? Apr 14, 2015 20:04 |
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Pinely posted:X-Wings, Generic E-Wings, Rebel Y-Wings, and the HWK-290 could use some extra love, imo. Astromechs could be a good way to help 3 out of the 4 I suppose. All good ideas. None of the pilot cards have mentioned stutter fire yet, maybe there could be a late-model X-wing title that lets them reroll an attack die or something.
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# ? Apr 14, 2015 20:05 |
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I like the idea of a modification that locks S-foils in cruise position for a boost action, but I'd actually like to see the boost before the movement if you do that. Something along the wording of "You may take a free boost action before your movement. Treat your maneuver as a red maneuver and reduce your primary weapon value by one this turn." That makes it behave differently than just taking the Engine Upgrade modification, giving you options without being a "must always take" change.
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# ? Apr 14, 2015 20:38 |
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bunnyofdoom posted:So, question, if a title card gives the x-wing a boost action, does that mean it could take autothrusters? Yes since the Title is it's own slot and would leave the X-wing's modification slot open. For that reason, I don't think that would be the way they'd go. I would prefer giving them a barrel roll or something like a second torpedo slot and -4 point cost to equipped torpedoes (minimum of 0). Kill_Discussion fucked around with this message at 20:50 on Apr 14, 2015 |
# ? Apr 14, 2015 20:43 |
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Cobbsprite posted:I like the idea of a modification that locks S-foils in cruise position for a boost action, but I'd actually like to see the boost before the movement if you do that. Something along the wording of "You may take a free boost action before your movement. Treat your maneuver as a red maneuver and reduce your primary weapon value by one this turn." That makes it behave differently than just taking the Engine Upgrade modification, giving you options without being a "must always take" change. Dropping a red die really loving hurts and makes it totally not worth using ever, because at that point you're a much, much worse A-Wing that can't even clear the stress well. EDIT: What I'm saying is gently caress the old EU canon and don't drop the red die.
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# ? Apr 14, 2015 20:48 |
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Barrel roll would just allow arc-dodging setups so I don't think that's a good idea. It is entirely possible to word a title in a way that allows the X-Wing to do a boost action without actually having the boost action on their action bar.
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# ? Apr 14, 2015 20:50 |
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Pinely posted:X-Wings, Generic E-Wings, Rebel Y-Wings, and the HWK-290 could use some extra love, imo. Astromechs could be a good way to help 3 out of the 4 I suppose. Naked Bombers are actually one of the most efficient ships in the game. It's only when you add actual ordnance to them do they become less good. But that's not really the ships fault. X-wings are in a weird spot. They aren't really bad or over costed and I think a fix would be a simple as a few more decent astros. Something like that one that lets you boost and target lock I one action only without that horrible arc restriction and maybe some sort of wingman type area of effect stress clearing astro.
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# ? Apr 14, 2015 21:00 |
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# ? Jun 1, 2024 06:04 |
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Unlocked S-Foils Modification - X-Wing Only 1 point Immediately before you reveal your maneuver dial you may perform a free boost or barrel roll action. If you use this ability, you must skip your "Perform Action" step during this round.
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# ? Apr 14, 2015 21:13 |