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A meta full of TIE swarms is the case where I'd consider giving A a spin.
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# ? May 28, 2015 14:38 |
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# ? Jun 3, 2024 22:16 |
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Poopy Palpy posted:A meta full of TIE swarms is the case where I'd consider giving A a spin. It's not all swarms. TIE Interceptors are more common than the meta where I formerly lived, you'll see a trio of Academy Pilots most days, somebody will bring a Phantom, and one guy runs ridiculous numbers of TIE Bombers. I'm talking four or more, usually naked. That is, for the record, the same guy who threw four naked Omicron Group Pilots and a TIE Bomber at me.
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# ? May 28, 2015 14:51 |
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Poopy Palpy posted:A meta full of TIE swarms is the case where I'd consider giving A a spin. I wouldn't take A even if I knew my opponent was running 8x Academy Pilots. It's just really bad.
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# ? May 28, 2015 16:38 |
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Does anyone have some suggestions of good scum builds? My buddy and I were playing last night and he tried two different builds and in three games he lost pretty hard each time.
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# ? May 28, 2015 17:20 |
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I faced this list in a tourney which I kind of liked: 100 points PILOTS Palob Godalhi (31) HWK-290 (20), Opportunist (4), Blaster Turret (4), Moldy Crow (3) Kath Scarlet (45) Firespray-31 (38), Opportunist (4), K4 Security Droid (3) Binayre Pirate (12) x 2 The only issue with it is that Palob can get focused down hard (which is what I did when I faced it). Still, that 6 dice range 1 shot from the back with Kath (usually with focus AND target lock) is nice
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# ? May 28, 2015 17:36 |
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Question about Captain Yorr's ability, if he's within range 1-2 of Soontir Fel after he uses PTL to do an additional action, can Soontir get the focus from the stress token before I take it away and give it to Yorr?
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# ? May 28, 2015 17:36 |
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AndyElusive posted:Question about Captain Yorr's ability, if he's within range 1-2 of Soontir Fel after he uses PTL to do an additional action, can Soontir get the focus from the stress token before I take it away and give it to Yorr? No. This is specifically addressed in the recent FAQ and rules clarification. "If, through his pilot ability, Captain Yorr intercepts a stress token that is part of the cost of triggering an ability on another ship (such as Soontir Fel or Opportunist), that ability’s effect does not resolve." Sorry, I was hoping for it, too.
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# ? May 28, 2015 18:11 |
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Cobbsprite posted:That is, for the record, the same guy who threw four naked Omicron Group Pilots and a TIE Bomber at me. I would like to know more about your adventures fighting a swarm of school busses.
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# ? May 28, 2015 18:24 |
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The one potential use I saw for IG88A is that he can make slightly better use of the Feedback Array if that's a thing you want to do, use it to automatically pop a ship that's down to its last hit point and you regain a shield, essentially negating the damage you take in return. It's still hugely conditional though.
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# ? May 28, 2015 18:37 |
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I've got the starter plus an X-Wing and a TIE Interceptor. So that's two X-Wings, two TIE Fighters, and a TIE Interceptor. My goal is to have two decently sized squads that are about equal in points and fun to play, so that me and a friend can give this a proper try. What stuff should I get?
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# ? May 28, 2015 18:39 |
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grassy gnoll posted:I would like to know more about your adventures fighting a swarm of school busses. He called it the "Four Cows and a Calf" list. He put his ships flat across the table, two shuttles on each side with the bomber in the middle. Spread 'em out a bit, so he figured they could bank and turn without hitting each other (his success or lack thereof will be touched on shortly). I put Admiral Chiraneau (Expose, Moff Jerjerrod, Intelligence Agent, Intelligence Agent) in one corner of my starting area, and Echo (Predator, Advanced Cloaking Device, Recon Specialist, Sensor Jammer) in the other. I pushed them both out and forewards in the first turn, and he banked all of his shuttles at my Decimator. His intent was pretty clear - he wanted to focus down the Admiral with all those red dice, and then hit Echo with more than she could handle. What ended up HAPPENING was a combination clusterfrack and RNG gifting. When he banked his Lambdas to come after the Decimator, he misjudged them a little and they ended up domino-stacking. They overlapped less than the width of the range ruler, so it was close - but multiplied times many. One Lambda pulled off to harass Echo, but the others stacked up on Chiraneau. I tried to duck by in front of them, but they stacked nicely and prevented me from finishing my maneuvers after about the third round. Echo ducked the shuttle that peeled off, closed to point-blank range, and threw a cloud of red dice at the shuttles. Range one with Predator to reroll two dice ... it was murderous. Chiraneau hit shuttles and stripped their shields, then Echo blew them away. One of the four shuttles went into a combat phase completely untouched, then got murderized before he got a chance to shoot. My opponent lost basically all his actions because of bumping, and didn't get lucky on his dice. He stacked eight damage cards onto Chiraneau by the end of the game (and all three crew got pushed out the airlock to soak up crits), but couldn't manage a kill. I kept Echo out of his shuttles' firing arcs all but a handful of times, and ducked handily when I did have to roll green. Between my two ships, I threw enough clouds of red dice at him (and got lucky enough) that he lost three shuttles and the TIE Bomber (which did very little but soak hits) in five rounds. He lost almost all of his actions because of bumping himself, which meant he was stuck with whatever came up on his dice and hoped that he got lucky. He didn't get lucky. The final bit was chasing down the Lambda that broke off at the beginning, but it had exactly zero chance of even pretending to be able to outfly Echo. It was just cleaning up. He tried to pass it off afterwards as having bad luck on his dice - that he would obviously have won by a lot if he had just been able to roll average on his red dice or get some evades, but ... what do you think?
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# ? May 28, 2015 18:49 |
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Ezekiel_980 posted:Does anyone have some suggestions of good scum builds? My buddy and I were playing last night and he tried two different builds and in three games he lost pretty hard each time. A couple that have been handing me my rear end (Possibly because I'm bad) Tokril with ion cannon and greedo, 2 m3-as with HLC Serissu Or Tokril with ion and Greedo Two mando mercs.
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# ? May 28, 2015 19:07 |
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It terms of powerful scum builds, I've had luck with this: Torkil with greedo and ion canon N'dru with lone wolf and hot shot blaster Syndicate thug with an autoblaster and btl a4 And guru with adrenaline rush , virago and flechette torpedoes Edit: scratch virago and flechette, add autothrusters soulfulspinster fucked around with this message at 19:44 on May 28, 2015 |
# ? May 28, 2015 19:38 |
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In my opinion his mistake was going after RAC, a shuttle with a Phantom behind it is pretty much hopeless unless there's something else to threaten the Phantom. ExtraCheese fucked around with this message at 20:40 on May 28, 2015 |
# ? May 28, 2015 20:28 |
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ExtraCheese posted:In my opinion his mistake was going after RAC, a shuttle with a Phantom behind it is pretty much hopeless unless there's something else to threaten the Phantom. That was his second mistake. His first mistake was bringing four dump trucks to the table in the first place.
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# ? May 28, 2015 21:44 |
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You take that back. Four cows with engine upgrade would be pretty entertaining, though. Or with Fire Control System and Flechette Cannons for the comedy option.
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# ? May 28, 2015 21:52 |
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No ship is better than the shuttle ship So I ended up taking: Jake + PtL + Autothrusters + Chardaan Kyle + Moldy Crow + Blaster Turret + Recon Specialist Keyan + PtL + HLC + B-wing/E2 + Jan Ors =100pts to a store tournament and it went pretty well. I am super hesitant to drop Keyan's HLC because I reallllly counted on that thing to make damage happen (might be a damning flaw of this list?) but I am really, really jonesing for AdvSensors on Keyan to dogfight properly. ...could I drop PtL for AdvSensors and just constantly pre-roll into a 1-turn/3-bank? (and is it still too underpowered for a 3-ship list?) Geisladisk posted:I've got the starter plus an X-Wing and a TIE Interceptor. So that's two X-Wings, two TIE Fighters, and a TIE Interceptor. I'd say good starting rebel ships are Z95 (cheap way to round out any list) and B-wing (best value for points, has good pilots). Imperials you might want to look at the large ships first or the TIE Phantom because the Advanced/Bomber aren't "fixed" yet, but I dunno gently caress all that. Get whatever was your favorite from the movies/games, and make laser sounds. mellowjournalism fucked around with this message at 03:04 on May 29, 2015 |
# ? May 29, 2015 03:02 |
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yellowjournalism posted:gently caress all that. Get whatever was your favorite from the movies/games, and make laser sounds. This is basically the whole idea, and why I'm in this game. I'm not a real fan of Star Wars as a brand or anything, but SPACESHIPS PEW PEW PEW.
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# ? May 29, 2015 13:22 |
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Cobbsprite posted:I'm not a real fan of Star Wars the gently caress
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# ? May 29, 2015 13:57 |
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alg posted:the gently caress Complete heathen, right? The source material is fun enough, but a lot of the time it just ... doesn't do it for me. The writing quality varies, the canon varies, and I really prefer my sci-fi novels with either more complexity (Peter F Hamilton) or less seriousness (WH40K). What I do like without reservation is tiny plastic spaceships going PEW PEW PEW in a competitive game with other plastic spaceships. And isn't that what it's all about?
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# ? May 29, 2015 14:08 |
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Moola has decreed in another thread that x wangs actually go wang wang wang when they shoot.
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# ? May 29, 2015 14:44 |
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Are there any reasons to go after an epic ship outside of the upcoming raider since it fixes the advanced? Mistakes have been made.
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# ? May 29, 2015 16:06 |
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Greyish Orange posted:
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# ? May 29, 2015 16:11 |
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Chill la Chill posted:Moola has decreed in another thread that x wangs actually go wang wang wang when they shoot. Bullshit, they go "brrt brrt brrt". Source: Played with X-Wings when I was twelve.
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# ? May 29, 2015 16:12 |
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Tie fighters go woeeee! So much I hope we can all agree on. I also sing Dash aha.. ( flash) every time I mention him to the annoyance of my opponents. And push it to the limit sounds like an 80s pop song so that needs to be sung to.
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# ? May 29, 2015 17:56 |
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Greyish Orange posted:
CR90 has some good upgrade cards, and can be a blast if you and a friend have a large collection to run epic games every now and again. The medium transport is alright as well, and tarn mison is fun to mess with. But looking at your incomplete collection surely causes you a deep pain, so go ahead and buy them anyway YOU KNOW THIS TO BE TRUE. Also you need more TIE bombers.
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# ? May 29, 2015 18:10 |
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I just have a handful of ships, and just play casually with friends. No one else I play with even owns ships. Yet I'm really tempted to pick up the Tantive IV expansion. But I don't know if I even have enough imperials to make it work out, How many imperial ships should I own in order to make it a balanced fight? I can come up with about 200 points of imperials, so perhaps I'm not invested enough to really make this viable? Am I better off waiting for the Imperial Raider so it can square off against my higher point value rebel ships? Eldragon fucked around with this message at 18:26 on May 29, 2015 |
# ? May 29, 2015 18:21 |
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Eldragon posted:I just have a handful of ships, and just play casually with friends. No one else I play with even owns ships. Yet I'm really tempted to pick up the Tantive IV expansion. The only possible downside to buying more tiny plastic spaceships is running out of room to put all your tiny plastic spaceships.
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# ? May 29, 2015 18:54 |
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Chill la Chill posted:Moola has decreed in another thread that x wangs actually go wang wang wang when they shoot. No it's TIE fighters that go "waaaaaaaaaaaaaaaaaaaaaaaang" as they fly by. Rebel blasters are "bwap bwap bwap" and Imperial blasters are "kchoo kchoo kchoo"
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# ? May 29, 2015 19:10 |
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I AM ALL THAT IS WANG Played like five or six games today, holy poo poo. Most were against this dude who the only ships he had were a YT-1300 and a Y-Wing (somehow) and he really dug playing so I fought Chewie and/or Lando and a Rebel Y-Wing pilot (usually Horton Salm), trying out different lists and practicing my flying. He mentioned that he was heading into FFG's neck of the woods on a trip and wanted to enter some tournaments so I built some lists around stuff that he hadn't encountered in the wild before that he might run into to give him a preview of what he might be facing. First couple games were just some flying casual, I flew the modified Imperial Kath + Echo list (thanks to the feedback I got here it worked way better) and then a Scum list with Kath, Kavil, and N'Dru. After that was Team Turrets starring Kavil, Drea Renthal, and Palob with a Blaster Turret. That was a long one as Drea and his Y-Wing wound up battering each other to death and then it was a long chase around the map as I tried to get Palob and Kavil into position, but I eventually cornered him. After that I gave him a demonstration of Autothrusters and the Lambda aka the Fun Bus. Soontir Fel and Carnor Jax with the works (PTL, Autothrusters, Royal Guard title, Stealth Device) and an Omicron Group Shuttle with a Heavy Laser Cannon and Darth Vader. I haven't had much luck flying Interceptors before but I think repeated practice is causing me to get better at arc dodging and gauging how to hit range 1 without bumping. The shuttle trundled around like a big dumb brick, occasionally brake checking and spewing heavy laser shots at anything in reach while Darth Vader stripped away at anything it attacked. I reduced its hitpoints down to the last two through Darth Vader alone before he finally turned his guns towards it, and I consider those points well spent. I won that one too. Then I decided to try out dual IG's for the first time as well as to show him "hey, here's this list and it's kind of popular." My first time flying them and my builds were probably wonky, I ran B and D with the works, Autothrusters and Inertial Dampeners and cannons galore. This one he beat me as I did a bad job maneuvering both IG's in concert and he blew B out of the water. After that I was on the back foot and while I managed to dodge a truly stupendous amount of incoming fire thanks to Autothrusters and Evades there reached a point where I realized all I was doing was delaying the inevitable. His Falcon was halfway into its hull but his Y-Wing with R2-D2 was back up to full shields and so I conceded the match at that point. He earned that one. Then after that was a match against one of the store's other big X-Wing guys (minis in general with him), it was his two Royal Guard Interceptor pilots and Rexler Brath against my Kavil, Guri, and N'Dru. This guy is very, I'm gonna say opinionated and while he admittedly has persistently bad dice luck I felt kind of stymied trying to find a way to suggest that maybe two nameless Royal Guard pilots and a Defender are a bit of an uphill struggle. I say this as someone who's tried Royal Guard pilots but I just don't think they're worth the cost. His counterargument against suggesting that he stick to named Interceptor pilots was that they're too expensive...and yet he's running Rexler Brath so I dunno. He says he's thinking about selling his Imperials once he's done painting them and sticking to Rebels. Admittedly, I always feel like it's a bit of a cheap win when it comes about due to a simple matter of "rolled better on the dice more times," I ended that match with Kavil and N'Dru down a shield each and Guri shieldless and with a single damage...which had been caused by clipping an asteroid. Star Vipers are still fun as gently caress to fly and I have to find a way to give Guri an Advanced Proton Torpedo one of these days. I find myself leaning on Kavil + Blaster Turret + R4 Agromech an awful lot though. Oh and I bought a couple of TIE Bombers because the store finally got some in and don't you judge me okay.
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# ? May 30, 2015 08:44 |
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Kai Tave posted:I AM ALL THAT IS WANG TIE Bombers are cool. Hella cool. The coolest. Also I don't think you can call it a cheap win due to dice rolls. If you play against equally skilled people, you should win about 50% of the time. One of my fave things about this game, for the little of it I've played competitively, is that sometimes being bad and new makes you unpredictable, and with a little bit of luck you can always get a W. I really want to paint some of these ships, but I'm just kind of intimidated by painting minis in general. Is there a good guide for that that isn't just a video? I know some people who do it but I just want to know some fundamentals, maybe even specific to these ships if possible.
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# ? May 30, 2015 09:20 |
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I've had games where the dice just didn't do me any favors myself so I know it's all just probabilities in action rather than any sort of "the dice just hate him" thing, but there are only so many times I can roll four hits on four red dice while my opponent rolls between 0 and 1 Evades before it starts to feel a bit like I should be apologizing, I dunno. So a game I played against someone a week or so ago against some Scum Y's with Autoblaster Turrets has me interested in trying something similar. Here's what I've bashed together so far: Kavil -Veteran Instincts -Autoblaster Turret -Unhinged Astromech Syndicate Thug x2 -Autoblaster Turret -Unhinged Astromech Dace Bonearm -Ion Turret -Tactician At least it's not the Blaster + R4 again. I'll fly anything once so it's not really a question of "should I do this at all," but rather do you think it's best to keep the turrets on the Syndicate Thugs free-moving, or should I go completely crazy and stick the BTL-A4 title on them (not on Kavil, for obvious reasons)?
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# ? May 30, 2015 10:00 |
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Played my first full size game yesterday. Bought a bunch of ships to make two 100 point lists (well, 101 and 103 points), taught a friend the game, and then let him pick one of the lists and we played a game. The lists are probably hilariously bad, but they were: quote:Rebels: quote:Imperials: He chose the Imperial list. I got loving wrecked. The A-Wing was obliterated on the first turn by a homing missile and Interceptor. He basically crashed all his ships into me immediately, and all game long my guys kept missing actions because no matter where I tried to fly there was a Tie which they bumped into. End result: One Tie fighter dead, only Rebel survivor was Luke, who bravely flew right off the table. I feel like Y-Wings and A-Wings are really bad. On the other hand, if I dumped a bunch more upgrades on them, they might pay off. It feels like TIE swarms are super effective, but am I right in that if you want to field rebel fighters you should splurge on some more upgrades than I did? Or am I just terrible? This game is great.
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# ? May 30, 2015 13:01 |
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A-Wings are overcosted, so they had to fix that with an upgrade called Chaardan Refit (which takes away their missiles but makes them cost fewer points). Y-Wings have turrets, but they weren't competitively viable until the Scum expansion came out and they got a bunch of new upgrades. Scum Y-Wings are apparently pretty strong.
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# ? May 30, 2015 13:18 |
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Geisladisk posted:Played my first full size game yesterday. Bought a bunch of ships to make two 100 point lists (well, 101 and 103 points), taught a friend the game, and then let him pick one of the lists and we played a game. I think a big problem, and definitely ones that I had with my friends over the years in this game, is that for new players, the Interceptor is just. too. strong. For more experienced players, they would probably yell at me for calling it OP, but there's something about new player strategy that really makes the interceptor shine. It just has so much maneuverability, so much more opportunity to literally run circles around you if you aren't able to play any mindgames with the Imperial player. The first time I played X-Wing, I had a drat falcon and a pretty built up squadron, and the interceptor flanked me several times. It's just an intimidating ship to me.
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# ? May 30, 2015 13:24 |
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Kai Tave posted:I've had games where the dice just didn't do me any favors myself so I know it's all just probabilities in action rather than any sort of "the dice just hate him" thing, but there are only so many times I can roll four hits on four red dice while my opponent rolls between 0 and 1 Evades before it starts to feel a bit like I should be apologizing, I dunno. Kavil (34) Y-Wing (24), Autoblaster Turret (2), Unhinged Astromech (1), Push the Limit (3), Engine Upgrade (4) Syndicate Thug (21) x 2 Y-Wing (18), Autoblaster Turret (2), Unhinged Astromech (1) Binayre Pirate (12) x 2 For 100 points (or even drop the Zs and get another syndi thug with unhinged and autos). Dace Bonearm will just get focused down easily and he won't be cost effective in that list.
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# ? May 30, 2015 14:08 |
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Kai Tave posted:I've had games where the dice just didn't do me any favors myself so I know it's all just probabilities in action rather than any sort of "the dice just hate him" thing, but there are only so many times I can roll four hits on four red dice while my opponent rolls between 0 and 1 Evades before it starts to feel a bit like I should be apologizing, I dunno. Kavil (24) Predator (3) Autoblaster Turret (2) Unhinged Astromech (1) Engine Upgrade (4) Syndicate Thug (18) Autoblaster Turret (2) Unhinged Astromech (1) Engine Upgrade (4) Syndicate Thug (18) Autoblaster Turret (2) Unhinged Astromech (1) Engine Upgrade (4) Binayre Pirate (12) Feedback Array (2) Total: 98 Here's what I tweaked it into. I generally don't like Autoblaster Turrets because they have really stumpy range and only throw two red dice. It's not so bad on Kavil because he pushes it to three, but you're still hampered with the tiny Range 1 problem. You NEED those Unhinged Astromechs to give you the maneuverability to get people into range, and the Engine Upgrade lets you take Boost actions to get even closer - highly useful and completely worth the points. The BTL-A4 title doesn't hurt when you're taking Ion Turrets, because you have decent range and you'll be double-tapping your targets most of the time. Autoblaster Turrets really need to be able to pull over the side, or you'll have a beast of a time ever getting to use them. And a Binayre Pirate with Feedback Array because you've got points to throw so why not? This leaves you with a two-point initiative bid, or you can dump the Feedback Array to push both of your Syndicate Thugs to Hired Guns for the extra two PS. I DID throw Predator on Kavil instead of PTL or VI, because he's already got a good PS and I personally think the automatic rerolls (which count double against swarmy builds) is more useful on firepower-dependent ships. You don't have to spend an action on it, and ships like Y-things have a short enough action bar that you don't have THAT many good options. It's better to use Predator to reroll dice for free than PTL for a target lock to reroll dice and take a stress. The stress isn't so bad with Unhinged Astromech, but you might need that K-turn some time, or get stuck with an extra Stress from Tactician or a critical hit.
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# ? May 30, 2015 15:58 |
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MRLOLAST posted:And push it to the limit sounds like an 80s pop song so that needs to be sung to. "Sounds" like? Are you serious? But for real though thank you because now I'm gonna load up X-wing (and promptly hop into an A-wing, of course) and blast that poo poo on repeat so thank you. Kai Tave posted:I've had games where the dice just didn't do me any favors myself so I know it's all just probabilities in action rather than any sort of "the dice just hate him" thing, but there are only so many times I can roll four hits on four red dice while my opponent rolls between 0 and 1 Evades before it starts to feel a bit like I should be apologizing, I dunno. Man I totally was about to start apologizing at the last tournament where I just kept nailing 4 HLC hits and he kept whiffing his evades...until he started walking from room to room opining loudly about "this guy throwing paint." Please don't complain about dice in a game that involves dice. edit: i just remembered he was flying BBBBZ and thus throwing 1 green at a time so what the gently caress BottleKnight posted:I think a big problem, and definitely ones that I had with my friends over the years in this game, is that for new players, the Interceptor is just. too. strong. For more experienced players, they would probably yell at me for calling it OP, but there's something about new player strategy that really makes the interceptor shine. It just has so much maneuverability, so much more opportunity to literally run circles around you if you aren't able to play any mindgames with the Imperial player. Yeah for example running Soontir against a newbie would make you a complete dick hole. But I don't think you can really call it a problem when the game is so big at this point. Phantoms are also incredibly frustrating for a newbie to fight against, as are B-swarms, as are TIE swarms, as are Fat Hans, as are.. mellowjournalism fucked around with this message at 16:28 on May 30, 2015 |
# ? May 30, 2015 16:26 |
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So, what is it that makes Scum Y-wings so much more attractive than Rebel ones? Is it all that Unhinged astromech? Are R2 units that much worse?
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# ? May 30, 2015 16:27 |
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# ? Jun 3, 2024 22:16 |
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FishFood posted:Is it all that Unhinged astromech? Are R2 units that much worse? Yes. Specifically, Unhinged Astromech and R4 Agromech are what make them good.
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# ? May 30, 2015 16:30 |