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Greyish Orange
Apr 1, 2010

Pulled together a list that comes in at 97 points, do you think the focus action with the hwk is good enough to pull some nice focus for the awing the prockets or Jakes ability?

HWK-290: · Kyle Katarn
Recon Specialist
· Moldy Crow
A-WING: Prototype Pilot
Proton Rockets
Munitions Failsafe
A-WING: Prototype Pilot
Proton Rockets
Munitions Failsafe
A-WING: · Jake Farrell
Proton Rockets
Munitions Failsafe

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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


It can be nice and it allows you to do a crazy 5 action turn for Jake if you give him Push the Limit as well.

To be honest, in that list I would drop Moldy Crow and the Munition Failsafes (most of the times you are going to do at least one damage with the Prockets so it is a waste of points), add PtL to Jake and add a Blaster Turret to Kyle. It isn't worth having Kyle with no way to fight back apart from the crappy 1 attack.

Arvid
Oct 9, 2005

Greyish Orange posted:

Pulled together a list that comes in at 97 points, do you think the focus action with the hwk is good enough to pull some nice focus for the awing the prockets or Jakes ability?

HWK-290: · Kyle Katarn
Recon Specialist
· Moldy Crow
A-WING: Prototype Pilot
Proton Rockets
Munitions Failsafe
A-WING: Prototype Pilot
Proton Rockets
Munitions Failsafe
A-WING: · Jake Farrell
Proton Rockets
Munitions Failsafe

Kyle absolutely needs a blaster turret, otherwise he´s not going to do any damage.
I would drop a munitions failsafe for the 1 point missing for a blaster turret and perhaps drop the other failsafes as well for a EPT of some sort.

Super 3
Dec 31, 2007

Sometimes the powers you get are shit.
On a previous page someone mentioned TIE Interceptors getting fixed or a fix? Is that included in some expansion or somewhere?

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Super 3 posted:

On a previous page someone mentioned TIE Interceptors getting fixed or a fix? Is that included in some expansion or somewhere?
Yep, they are fixed primarily within the StarViper Pack, which has two autothrusters, an upgrade cards that allows them to survive more easily against turrets (although it also helps if they are at distance 3). The other 'fix' to them is present within Imperial Aces, which has the Royal Guard TIE title for them, which allows them to have two modifications. This wasn't as useful until autothrusters came out and Autothruster/Stealth Device became a good combo.

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

Tekopo posted:

Yep, they are fixed primarily within the StarViper Pack, which has two autothrusters, an upgrade cards that allows them to survive more easily against turrets (although it also helps if they are at distance 3). The other 'fix' to them is present within Imperial Aces, which has the Royal Guard TIE title for them, which allows them to have two modifications. This wasn't as useful until autothrusters came out and Autothruster/Stealth Device became a good combo.

Autothrusters are useful, but I'm not so sure about Stealth Device. The extra green die is nice and all, but it pops off too easily with a little bad luck. I'm terrible about luck.

Chill la Chill
Jul 2, 2007

Don't lose your gay


Cobbsprite posted:

Autothrusters are useful, but I'm not so sure about Stealth Device. The extra green die is nice and all, but it pops off too easily with a little bad luck. I'm terrible about luck.

Han Solo is great because he is the most average person in this game.

Kai Tave
Jul 2, 2012
Fallen Rib

Endman posted:

My mistake, I thought nearly all of them required more than one. In that case, I say give them a go.

The primary campaign (the one with only one transport required) has an interesting setup that I'm thinking about adapting for other use since I've been talking to people at the game store I play at about organizing some larger scale campaigns at some point instead of just 100 point dogfights. It's Rebels versus Imperials obviously, and it takes place over three missions. Each side sets their forces up a bit differently...the Imperial player constructs three different lists for each leg of the campaign at different point values, one at 100 points, one at 130, and one at 200 but broken into four "waves." If the Imperial pilot uses a unique unit or upgrade in one list, they can't be used in a subsequent list, so if you bring Darth Vader in his TIE Advanced to the first mission then he can't be used in the second but could presumably return for the third.

The Rebel player simply makes a single "fleet pool" of nine ships plus upgrades costing up to 200 points. For this particular campaign they get a GR-75 transport with the Combat Retrofit mod (+2 hull +1 shield) for free, with additional upgrades for the transport counting towards the 200 point limit. They also get to list eight separate modifications in a general "Resources" pool. Then for each mission the Rebel player builds a force out of the ships in his fleet (always bringing the transport in this case, obviously) up to a point limit given by each mission. They can then modify those ships further by assigning the upgrades in their Resources list to them. The Rebel player can use unique ships in as many missions as they want, but if they're destroyed then they get crossed out of the list at the end of the mission and replaced with the lowest pilot skill generic version available, so if Wedge Antilles bites the dust in mission one he gets replaced with a Rookie Pilot for the rest of the campaign (the Rebel player can also voluntarily choose to bring a generic pilot version of a unique ship along to a mission beforehand, choosing which version, so they could leave Wedge at home and bring a Red Squadron pilot instead).

After every mission the Imperial player gets to saddle the transport with a bit of lingering damage if it ended the mission with one critical damage or five facedown damage cards, and if the Imperial player wins a mission then they get to choose either one ship (not one that flew and survived that mission, but any other one is fair game. Also not the transport) or two of the Rebel's upgrade Resources and cross them out. Ships crossed out in this way are either unusable if generic or replaced by the lowest PS generic version available if unique while Resources crossed out simply can't be used again, period. The Rebel player similarly gets to cross off any unique Imperial ships that he destroys, replacing them with low PS generics, and then gets to chose any one unique Rebel ship that survived the mission (if any) and give it a free upgrade up to 5 points, which can be anything (even stuff not on the Resources list) and doesn't count against point totals. If the Rebel player actually wins the mission then they get to look at the Imperial player's list for the next mission to do some planning in advance.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Cobbsprite posted:

Autothrusters are useful, but I'm not so sure about Stealth Device. The extra green die is nice and all, but it pops off too easily with a little bad luck. I'm terrible about luck.
Ideally with inties you don't want to get any damage at all,. If you have bad luck inties will die no matter what, and the extra die is the equivalent of a hull upgrade in terms of points, so if that extra die manages to save even one hit, it's already worth it's points.

Super 3
Dec 31, 2007

Sometimes the powers you get are shit.

Tekopo posted:

Yep, they are fixed primarily within the StarViper Pack, which has two autothrusters, an upgrade cards that allows them to survive more easily against turrets (although it also helps if they are at distance 3). The other 'fix' to them is present within Imperial Aces, which has the Royal Guard TIE title for them, which allows them to have two modifications. This wasn't as useful until autothrusters came out and Autothruster/Stealth Device became a good combo.

Ok cool I mostly just play casually with random friends and for the most part I think I'm good. Although an excuse to buy more stuff...

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

Cobbsprite posted:

Autothrusters are useful, but I'm not so sure about Stealth Device. The extra green die is nice and all, but it pops off too easily with a little bad luck. I'm terrible about luck.
I find autothrusters + targeting computers to be pretty drat nice on interceptors, if your opponent is using tanky ships.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Cobbsprite posted:

Autothrusters are useful, but I'm not so sure about Stealth Device. The extra green die is nice and all, but it pops off too easily with a little bad luck. I'm terrible about luck.

My dice rolling "ability" is why I'm going to start playing this list:

Rear Admiral Chirneau w/ some upgrades
2x Tempest with AccCorrectors

Evade all day on the two Advanceds for at least some guaranteed defense, always get 2 hits on the attack, and huge HP sink on the RAC so I can get TL + pseudo focus every turn. Also don't have to care about rolling green dice for it.

Edit: came up with this after losing 4 academy pilots in 4 rounds. Two died after taking a total of 4 hits, with an evade token on them that turn.

Slab Squatthrust fucked around with this message at 20:44 on Apr 22, 2015

susan
Jan 14, 2013
Thoughts:

-Jan Ors + Predator + Recon Specialist + Moldy Crow + Shield Upgrade + Ion Cannon Turret (43)
-Dash Rendar + Push the Limit + “Mangler” Cannon + Kyle Katarn + Outrider + Engine Upgrade (55)

98pts, total garbage?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Just checking in with everyone; does anything else need to be in the OP? Resources? Pictures?

Kai Tave
Jul 2, 2012
Fallen Rib

jivjov posted:

Just checking in with everyone; does anything else need to be in the OP? Resources? Pictures?

Well here's a question...if I want to, say, print out some asteroids or space stations on some decent paper to use as terrain because my drawing skills suck, are there good resources for that sort of thing? Ditto printable play surfaces for if I'm looking to do something bigger than the standard 3x3 playmat?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Kai Tave posted:

Well here's a question...if I want to, say, print out some asteroids or space stations on some decent paper to use as terrain because my drawing skills suck, are there good resources for that sort of thing? Ditto printable play surfaces for if I'm looking to do something bigger than the standard 3x3 playmat?

I've not seen anything like that, but if you (or anyone) finds such a resource, I'd be happy to toss it in the OP

Slab Squatthrust
Jun 3, 2008

This is mutiny!

susan posted:

Thoughts:

-Jan Ors + Predator + Recon Specialist + Moldy Crow + Shield Upgrade + Ion Cannon Turret (43)
-Dash Rendar + Push the Limit + “Mangler” Cannon + Kyle Katarn + Outrider + Engine Upgrade (55)

98pts, total garbage?

I think your damage output is too low. Dash is the only thing in this list doing anything, and 3 red dice a turn is just not going to cut it.

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

susan posted:

Thoughts:

-Jan Ors + Predator + Recon Specialist + Moldy Crow + Shield Upgrade + Ion Cannon Turret (43)
-Dash Rendar + Push the Limit + “Mangler” Cannon + Kyle Katarn + Outrider + Engine Upgrade (55)

98pts, total garbage?

You're better off scrapping Jan and just throwing Zs in until it bulges like a Chippendales dancer.

susan
Jan 14, 2013

The Gate posted:

I think your damage output is too low. Dash is the only thing in this list doing anything, and 3 red dice a turn is just not going to cut it.

4 dice with Jan :) ! But OK, yeah, maybe a bad list that should be Z's :P .

Kai Tave
Jul 2, 2012
Fallen Rib

susan posted:

4 dice with Jan :) ! But OK, yeah, maybe a bad list that should be Z's :P .

You could try swapping the ion turret for a blaster turret to have two turreted ships shooting at base 3 dice for attacks but I don't know if that'd be much better, the HWK handles like garbage.

banned from Starbucks
Jul 18, 2004




susan posted:

Thoughts:

-Jan Ors + Predator + Recon Specialist + Moldy Crow + Shield Upgrade + Ion Cannon Turret (43)
-Dash Rendar + Push the Limit + “Mangler” Cannon + Kyle Katarn + Outrider + Engine Upgrade (55)

98pts, total garbage?

Dash: ditch mangler for HLC
Jan: ditch Ion turret for blaster
Jan: ditch Shield for engine

Guard Jan for as long as possible pick the 3 biggest debris fields you can. Its not a horrible list but its sure less good now that IG88s are a thing. It was better last wave when people were spending points to counter Whisper

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Jan with Biggs and Keyan is always pretty good. Deathstar Keyan loving hurts. Up to six dice HLC with Opportunist and Jan, stress focus and TL.

signalnoise
Mar 7, 2008

i was told my old av was distracting
Ahem

https://www.funagain.com/control/product?product_id=031707

IG2000 16$

mellowjournalism
Jul 31, 2004

helllooo
:/ that's too bad, shipping kicks it back up over Amazon prices. To break even you'd have to buy 4 of them :getin:

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



So to catch up on having one of everything, i'm about to buy the IG-2000 and TIE Defender.

The IG-2000's 4 different 'ships" are just titles right? So if you wanted to fly all of them you'd need to buy 4 seperate packs? Is it worth at least getting 2 like it was for TIE Phantoms?

The Shame Boy fucked around with this message at 03:49 on Apr 24, 2015

banned from Starbucks
Jul 18, 2004




What do you mean all of them? If you want to fly 4 at once in an epic game or something you need 4 yes. Otherwise just buy 2 and fly any combo of A,B,C,D you want. The title lets them all share each others ability.

jassi007
Aug 9, 2006

mmmmm.. burger...

HOOLY BOOLY posted:

So to catch up on having one of everything, i'm about to buy the IG-2000 and TIE Defender.

The IG-2000's 4 different 'ships" are just titles right? So if you wanted to fly all of them you'd need to buy 4 seperate packs? Is it worth at least getting 2 like it was for TIE Phantoms?

From what I've read/heard 2 IG's make a pretty good list. I'd double up on them if you want to fly them.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



zVxTeflon posted:

What do you mean all of them? If you want to fly 4 at once in an epic game or something you need 4 yes. Otherwise just buy 2 and fly any combo of A,B,C,D you want. The title lets them all share each others ability.

That's pretty much what i meant! I was not aware they were able to share abilities as well! Pretty crazy stuff.

banned from Starbucks
Jul 18, 2004




Yeah they are pretty much the new list to beat atm. Any combo of upgrades you want can be viable too

Kai Tave
Jul 2, 2012
Fallen Rib
The thing to watch out for when flying Aggressors in my limited experience is that they're pretty fragile for a large ship, just four shields and four hull. You pretty much have to get good at maneuvering them because if someone can get a few vollies off on you there's a good chance that they can take one out, and as it goes so goes that IG-88's ability.

Sarmhan
Nov 1, 2011

https://www.funagain.com/control/product?product_id=031092
Decimator is also on sale, $21 for a $40 MSRP ship.

Orvin
Sep 9, 2006




Looking through the pilots in the Most Wanted expansion, I kinda want to make a turret build.

Kavil (Y-Wing), Autoblaster turret, Unhinged Agromech - 27
Dave (HWK), Ion Cannon turret, Recon Specialist, Moldy Crow - 34
Kath (Firespray) - 38

Any thoughts? I am kinda iffy on the moldy Crow and recon, but it would seem to give it some survivability when stuck doing green moves to clear stress. I was also thinking of engine upgrade instead for mobility. Kath was taken for thematic reasons, extra damage behind, but seems lacking without upgrades.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
Raider Preview.

Tarkin is boss.

Reynold
Feb 14, 2012

Suffer not the unclean to live.
Rules question regarding epic play... Are you limited to a single epic icon ship (or huge, whatevs) or can you use multiples? Like specifically I was wondering if it would be bending the rules to use both my CR-90 and the GR-75 in a 300-point epic game.

Edit: Nevermind, I found the "Epic Points" section of the epic tournament rules. Apparently you get 5 total epic points for your list, of which the CR-90 counts as 3, and the GR-75 counts as two. So yey.

Reynold fucked around with this message at 17:41 on Apr 24, 2015

MRLOLAST
May 9, 2013
When is the raider launched? I haven't pre- bought it but will try and get it as soon as possible . I need to blow some transports to smithereens!

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


It's still at the printer according to the FFG website so it'll be a couple of months.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
I'll say this for Armada: giving Tarkin a VSD for a flagship makes a lot more sense than him cruising around on a drat anti-fighter corvette.

Lemon-Lime
Aug 6, 2009

Tekopo posted:

It's still at the printer according to the FFG website so it'll be a couple of months.

Welp, guess I'll have to find a different tournament list, then. :(

I should start practising with that Soontir/Carnor/RG list.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Lemon Curdistan posted:

Welp, guess I'll have to find a different tournament list, then. :(

I should start practising with that Soontir/Carnor/RG list.
Yeah, that's what I'm gonna fly. I don't think the Kavil list will do it.

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Lemon-Lime
Aug 6, 2009

Tekopo posted:

Yeah, that's what I'm gonna fly. I don't think the Kavil list will do it.

I would honestly take the Kavil list. It's nasty as hell and you'll have the element of surprise, you just need to decide on what you want to run with those last 35 points. It's also a hell of a lot less prone to rolling all blanks on defence dice and seeing a third of your list go up in smoke because of one attack by a PS2 ship with a 3d primary. :v:

Lemon-Lime fucked around with this message at 18:37 on Apr 24, 2015

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