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Poopy Palpy posted: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. Character-centric wargames have always bugged me for similar reasons. Isn't this a theater- or national-level asset? What are they doing in this tiny skirmish?
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# ? Apr 24, 2015 18:34 |
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# ? May 21, 2024 01:10 |
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Lemon Curdistan posted: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.
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# ? Apr 24, 2015 18:36 |
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Madurai posted:Character-centric wargames have always bugged me for similar reasons. Isn't this a theater- or national-level asset? What are they doing in this tiny skirmish? Sometimes assassinations go really poorly.
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# ? Apr 24, 2015 18:43 |
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Orvin posted:Looking through the pilots in the Most Wanted expansion, I kinda want to make a turret build. I ran a similar list a couple weeks ago, here are my suggestions: 1). For Kavil, I gave him a Blaster Turret and an R4 Agromech which seemed to work out really well. I thought about Autoblaster and Unhinged Astromech and I still want to try it out so it could work too, but you'll need to stay right close to people whereas the value of turrets has always seemed to me to be the ability to just sort of fly around and not worry so much about that. Plus 4 dice attacks at range 1-2 with a bonus target lock isn't bad at all. 2). Kath Scarlet is a good ship, but I don't know about flying her without any upgrades. I'd at least consider an Engine Upgrade or an elite talent to give you some better positioning options to help try and take advantage of that rear arc. 3). I'm not super-sold on the HWK my own self, it seems all right but also not very maneuverable or durable, and for the points you're spending on it...nearly as much as Kath herself...it seems like the points could better be spent elsewhere. So my advice is ditch the HWK, use the points to give Kath some upgrades, and then spend what's left over on, I dunno, another Y-Wing with an Ion Turret maybe. Here's a quick and dirty list: Kavil, Autoblaster Turret, Veteran Instincts, Unhinged Astromech (28) Hired Gun, Ion Turret (25) Kath Scarlet, Engine Upgrade, K4 Security Droid, Inertial Dampeners (46)
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# ? Apr 24, 2015 19:00 |
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Drea Renthal (22) Proton Torpedoes (4) Proton Torpedoes (4) Autoblaster Turret (2) Unhinged Astromech (1) Munitions Failsafe (1) Kavil (24) Blaster Turret (4) R4 Agromech (2) Opportunist (4) Bomb Loadout (0) Palob Godalhi (20) Blaster Turret (4) Recon Specialist (3) Moldy Crow (3) Total: 98 points Drea does her thing and blows up annoying poo poo with TL'd torps. Palob takes a focus or evade away from whoever Kavil is shooting at. Kavil shoots five TL'd dice with a blaster turret at whatever Palob took a token away from that turn. Bomb Loadout is on Kavil for exactly one reason: to tell the first munitions failure crit to gently caress off.
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# ? Apr 24, 2015 19:14 |
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I wish there was an tablet app version of this or something. I'd love to give this a shot but the only people I can think of playing with are randos at some local gaming shop :[
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# ? Apr 24, 2015 19:18 |
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Bomb loadout is not a secondary weapon, it won't save you from a munitions failure. It would get an ordnance token if you equipped Extra Munitions, but there isn't anything to do with that token.
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# ? Apr 24, 2015 19:19 |
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Poopy Palpy posted:Bomb loadout is not a secondary weapon, it won't save you from a munitions failure. Bomb Loadout is absolutely a secondary weapon. It fits in a Torpedo slot. EDIT: Munitions Failure specifies an Upgrade Card. It does not specify that the upgrade card needs to be a weapon in and of itself.
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# ? Apr 24, 2015 19:20 |
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jeeves posted:I wish there was an tablet app version of this or something. I'd love to give this a shot but the only people I can think of playing with are randos at some local gaming shop :[ Just use Vassal? Or better yet, go out to your local gaming shop and play it with those randos. The vast majority of X-wing players are lovely in my experience, and you'll probably even make friends!
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# ? Apr 24, 2015 19:23 |
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soulfulspinster posted:Sometimes you need to swing your dick around. Also hey thread, I'm interested in picking X-Wing up (and maybe Armada in the future). I'm looking at the Empire; what are the differences between the various TIEs? I never got into the EU that much besides the Jedi Knight games and KOTOR.
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# ? Apr 24, 2015 19:25 |
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Strobe posted:Bomb Loadout is absolutely a secondary weapon. It fits in a Torpedo slot. Munitions Failure says "discard one of your secondary weapon Upgrade cards" Page 19 of the rules defines a secondary weapon as a card with the "Attack:" header. You can't win by making your opponent's squad illegal when you hit a Refitted A-Wing with a munitions failure, and you can't sac the bomb loadout to save your turret.
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# ? Apr 24, 2015 19:29 |
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Tekopo posted:I tried it against Andy and it really, really didn't work. Any sort of focusing (and since I'm low PS it is highly likely that it will happen) will rip it apart. I honestly prefer running high PS ships and I feel more comfortable flying them. VI on Kavil is pretty nice for this. Also, unhinged plus autoblaster means you can run engine upgrade to be more maneuverable at PS 9. OTOH the blaster turret has that sexy range bonus. Slab Squatthrust fucked around with this message at 19:44 on Apr 24, 2015 |
# ? Apr 24, 2015 19:39 |
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Poopy Palpy posted:Munitions Failure says "discard one of your secondary weapon Upgrade cards" drat. Meh, got two points left. Stick a bomb on that poo poo. The blaster turret is important enough to warrant it, considering that thing represents drat near 50% of the firepower in the list.
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# ? Apr 24, 2015 19:45 |
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Forums Terrorist posted:Also hey thread, I'm interested in picking X-Wing up (and maybe Armada in the future). I'm looking at the Empire; what are the differences between the various TIEs? I never got into the EU that much besides the Jedi Knight games and KOTOR. TIE Fighter: cheap thing you shove in your list when you have 12 points spare to pad it out, or else the thing you use to make a TIE swarm. TIE Interceptor: good flanker with some incredibly good pilots, but fragile and thus tricky to fly. Pretty much requires Push the Limit, Autothrusters and a Stealth Device, which means non-Elite Interceptors are completely worthless (with maybe an exception for Alpha Squadrons with Autothrusters). Best-looking ship design in the whole of Star Wars and I will fight anyone wrong enough to disagree. TIE Bomber: dedicated ordnance carrier in a game where ordnance is expensive, not mind-blowingly good, and one-use-only. TIE Defender: ~lore-wise~ this was supposed to be the Empire's next-generation response to the B-wing but as more of a regular fighter than a dedicated bomber, so it's shielded, fast and can carry torpedoes/missiles/cannons, but essentially ended up as the Star Wars equivalent of the F-35. In X-Wing it's overcosted by a significant amount and has very limited options and a dial that's so-so despite white K-turns, which means it's not fantastic and thus seldom used. It's also the ugliest ship in X-Wing since the current official design is the worst of all the designs ever made for it. TIE Phantom: experimental long-range scout/hunter-killer with cloaking tech. Has dominated the meta on the Imperial side due to cloak shenanigans and its frankly absurd 4 attack dice. Somewhat tricky to learn to fly but absurdly powerful. TIE Advanced: Vader's TIE from the films, one of the next-generation TIE prototypes the Empire was working on. It's essentially a TIE Fighter with shields which means it's not fantastic, but it has access to Vader who is stupidly good. Is getting a hell of a lot better via buffs released as part of the £90 Imperial Raider huge ship that is due out eventually. TIE Punisher: more expensive version of the Bomber that also has shields and the boost action, instantly making it more useful as an actual ship and thus a better choice if you wanted to carry some ordnance. Not out yet. Lemon-Lime fucked around with this message at 22:02 on Apr 24, 2015 |
# ? Apr 24, 2015 20:03 |
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Worth pointing out that the Phantom's cloak ability has recently been hit with some errata making it less amazingly good (but still, y'know, good).
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# ? Apr 24, 2015 20:06 |
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The Tie Defender's design always sticks out as one of the most notable examples of weird EU-stuff ever-- until you get into the bullshit Kevin J. Anderson Sun crusher crap.
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# ? Apr 24, 2015 21:13 |
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Grandma Tarkin is baking cookies for ships within 1-4 range.
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# ? Apr 24, 2015 21:43 |
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I'm admittedly a little disappointed that Ozzel doesn't come with some sort of ability that requires you to sacrifice him to use. Like discard him to give all your ships out to range three a focus or something.
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# ? Apr 24, 2015 22:48 |
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Kai Tave posted:I'm admittedly a little disappointed that Ozzel doesn't come with some sort of ability that requires you to sacrifice him to use. Like discard him to give all your ships out to range three a focus or something. Yeah, I was disappointed to see he could never fail me for the last time.
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# ? Apr 24, 2015 22:51 |
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Eh, just stick Jerjerrod in with him.
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# ? Apr 24, 2015 23:18 |
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I've always loved Jerjerrod for the simple reason that you could toss Vader out an airlock.
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# ? Apr 25, 2015 01:16 |
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Han Solo's ability can reroll with Gunner, right? Say he fires once and misses with all shots. He can reroll all the dice again and if he misses that then Gunner activates and gets to fire? What happens if that shot misses, does Solo reroll all the attack dice on that second shot? Also the struggle is real when fighting both the YT-1300 and Keyan Farlander. So many goddamn shield and hull points. AndyElusive fucked around with this message at 05:24 on Apr 25, 2015 |
# ? Apr 25, 2015 05:21 |
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You can only reroll each dice once per attack i'm pretty sure.
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# ? Apr 25, 2015 05:24 |
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General Battuta posted:Yeah, I was disappointed to see he could never fail me for the last time. His ability is interesting though, trading shields for energy. It's in keeping with how Fantasy Flight is showcasing the Raider as a ship that can just vomit attacks left and right, so Ozzel's ability could help get you set up for a big alpha strike...but if it doesn't pan out, well, you may find yourself wishing you had those shields on the receiving end. So in that regard it's kind of fitting, this overconfident dumbass going "pshh, we don't need shields, all power to the guns!" and then whoops.
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# ? Apr 25, 2015 05:40 |
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HOOLY BOOLY posted:You can only reroll each dice once per attack i'm pretty sure. But Solo's card states that when attacking you may reroll all the attack dice if you chose to reroll at all. It doesn't state that it's just a one time thing. Even my opponent who decked out the Falcon with a Gunner wasn't sure and we had a third party rule that it meant that if Gunner missed on the 2nd primary attack, he could reroll on that as well.
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# ? Apr 25, 2015 05:44 |
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First attack Ability If: Miss Then: Second attack Ability
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# ? Apr 25, 2015 05:47 |
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AndyElusive posted:But Solo's card states that when attacking you may reroll all the attack dice if you chose to reroll at all. It doesn't state that it's just a one time thing. Even my opponent who decked out the Falcon with a Gunner wasn't sure and we had a third party rule that it meant that if Gunner missed on the 2nd primary attack, he could reroll on that as well. Per the FAQ: "Han Solo’s ability is a ‘Modify Attack Dice’ ability similar to spending a target lock or a focus token–it is not a separate attack." Thus if you choose to use it to reroll that attack you can't then reroll it a second time (but you could, for instance, spend focus on it). Gunner grants you an actual second attack, it can be directed at the original target or a different target entirely, and can itself be modified. So Strobe has the right of it. If Han is flying with a gunner, first you roll your primary attack and get to reroll using Han. If that misses then Gunner grants you a second attack which you can then modify using Han's ability again.
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# ? Apr 25, 2015 05:55 |
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That's why Predator on Han is actually still useful. Dice can only be rerolled once, so you can use Predator to re-roll one and try to get a good result if you already have a couple hits showing. If you don't, you can then re-roll the other two (or three) without wasting what could be 2/3rds of a good attack on Han's dedication to turn everything average.
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# ? Apr 25, 2015 05:56 |
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Got it, guys. Thanks for the help on clarifying how that bitch of a combo works.
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# ? Apr 25, 2015 06:07 |
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boy I can hardly wait till payday, get a Millenium Falcon, and probably a Phantom.
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# ? Apr 25, 2015 06:35 |
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Just jumped into this and currently trying to figure out my first purchases/lists to build towards. Still trying to decide between Scum & Villainy or Empire as a primary faction, would it be possible to get a quick writeup of the popular lists for either as well as how they play? I've been researching lists online but really don't quite get a sense of how they "work" in a vacuum.
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# ? Apr 25, 2015 16:26 |
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You should play the game and make sure you like it before you buy a bunch. Do you have friends whose ships you can try?
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# ? Apr 25, 2015 16:32 |
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Yeah, play the game first and sub in different ships into the small bases you get with the base game. It wont' give you a feel for the larger ships but you could always make cardboard cutouts of their bases to proxy their feel too. I've played Fat Han with 3 Z's for about a year now. You line up the Z's and and Mama Han protects them. Z's can be used to block against more annoying ships like the IG2000s. Falcon will usually use an engine boost to get out of harm's way instead of relying on the evade token and c3po. Doing donuts with Han around an asteroid is also extremely cool and good.
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# ? Apr 25, 2015 17:10 |
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Just had my first X Wing game last night with the starter set. I enjoyed it, but had a few questions: If a ship has a Target Lock active, in the next turn can they use another action and have them stack? So could the X Wing then Focus next turn and get both modifiers on the target when they fire on it? Expansions. I haven't gotten one yet, but if I did would the upgrades be usable on all the ships that have the slots to take them? I don't ever see using the Slave 1 / Firespray but if it comes with 12 cards that can be used by other ships then maybe it would be worth the $30. Without getting into is there a place to see what cards are in the expansions to see if they're worth it?
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# ? Apr 25, 2015 18:19 |
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Springfield Fatts posted:Just had my first X Wing game last night with the starter set. I enjoyed it, but had a few questions: Yes. Target locks persist until used while unused focus tokens go away during the cleanup phase. So turn one target lock, turn two focus and when you attack you can use both. quote:Expansions. I haven't gotten one yet, but if I did would the upgrades be usable on all the ships that have the slots to take them? I don't ever see using the Slave 1 / Firespray but if it comes with 12 cards that can be used by other ships then maybe it would be worth the $30. Without getting into is there a place to see what cards are in the expansions to see if they're worth it? First question, yes. Some upgrades are restricted to certain ships or types of ships, the Firespray will come with a Title modification for Firesprays only that turns it into the Slave I for example, but unless otherwise stated all ships can use all upgrades and modifications. I don't know if I'd buy a $30 ship you have no interest in just for the mods, but it's doable. Second question, this is a pretty comprehensive resource.
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# ? Apr 25, 2015 18:24 |
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Cool, thanks for the info.
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# ? Apr 25, 2015 18:40 |
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Kai Tave posted:I don't know if I'd buy a $30 ship you have no interest in just for the mods, but it's doable. The X1 title is worth $100, damnit.
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# ? Apr 25, 2015 18:58 |
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Yeah, having seen the accuracy corrector Advanced in action now, it's a nasty ship. I thought that the Adv TC would be better, but not having to manage the target lock is actually a huge deal in practice.
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# ? Apr 25, 2015 19:19 |
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The Gate posted:Yeah, having seen the accuracy corrector Advanced in action now, it's a nasty ship. I thought that the Adv TC would be better, but not having to manage the target lock is actually a huge deal in practice.
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# ? Apr 25, 2015 19:26 |
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# ? May 21, 2024 01:10 |
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Poopy Palpy posted:The X1 title is worth $100, damnit. My local group has already been playing with everything they've previewed so far. Honestly unless you're playing at tournaments a lot proxies seem like the way to go.
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# ? Apr 25, 2015 20:19 |