How would three Dagger squadrons with FCS and HLC fare? Better or worse than four Blues? EDIT: 98 points Keyan Farlander [Advanced Sensors, Stay on Target, B-Wing/E2, Intelligence Agent] (36) Blue Squadron Pilot [Fire-Control System, Heavy Laser Cannon] (31) x 2 This seems neat. Admiral Joeslop fucked around with this message at 17:02 on Dec 12, 2015 |
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# ? Dec 12, 2015 15:34 |
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# ? Jun 6, 2024 01:23 |
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Admiral Joeslop posted:How would three Dagger squadrons with FCS and HLC fare? Better or worse than four Blues? Three HLCs gives you better shooting against the hard-to-hit things like brobots and aces, but honestly those guys have better solutions to getting jousted than simply their tokens and green dice. You'll still have all the same problems with arc dodgers and be worse against other jousting lists. 4BZ is a bit better at shooting things in general and is significantly better on the beef front.
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# ? Dec 12, 2015 17:24 |
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What about this for an annoyingly hard to kill Ghost: Kanan Jarrus (38) Reinforced Deflectors (3) Dorsal Turret (3) C-3PO (3) Lando Calrissian (3) Experimental Interface (3) Ghost (0) Sabine Wren (21) Push the Limit (3) Twin Laser Turret (6) Jan Ors (2) Phantom (0) Prototype Pilot (17) Chardaan Refit (-2) Total: 100 So you use the Awing as a blocker. On Kanan's turn he moves performs an action (probably a focus), then uses EI to do the Lando action, on the Lando roll you call "zero" with 3P0 so you're guaranteed an evade. Then if you need more evades Jan can convert a focus from the Lando roll to an evade. Then Sabine can reveal a green maneuver, perform a free boost action then PTL to perform another action, then drop her stress and perform another action. You could get a range of 1-4 evade tokens on your zero agility dump truck, while also possibly reducing an incoming attack by 1 red die.
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# ? Dec 12, 2015 17:32 |
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I assume that while docked, you cannot use the crew of the shuttle.
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# ? Dec 12, 2015 17:40 |
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That's my understanding. The only thing the shuttle does whilst docked is enable the Ghost title card's ability to make extra attacks with its turret and primary attacks from the rear arc. E: so, of the two 58 point big ships here, which goes best with Whisper? I'm leaning towards trolling RAMMING SPEED Oicunn, but 360 arcs are so boring Captain Oicunn (42) Daredevil (3) Ysanne Isard (4) Mara Jade (3) Engine Upgrade (4) Dauntless (2) "Whisper" (32) Veteran Instincts (1) Fire-Control System (2) Rebel Captive (3) Advanced Cloaking Device (4) Kath Scarlet (38) Veteran Instincts (1) "Mangler" Cannon (4) Conner Net (4) Gunner (5) Extra Munitions (2) Engine Upgrade (4) Slave I (0) Total: 158 View in Yet Another Squad Builder thespaceinvader fucked around with this message at 18:02 on Dec 12, 2015 |
# ? Dec 12, 2015 17:43 |
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So the wording on Kanan's pilot ability doesn't require the attacker to be shooting at him for it to work, just that they are at range 1-2. Queue another gimmicky VCX interaction. Kanan Jarrus (38) Advanced Sensors (3) Twin Laser Turret (6) Recon Specialist (3) Recon Specialist (3) Tactical Jammer (1) Biggs Darklighter (25) R2-D2 (4) Integrated Astromech (0) Prototype Pilot (17) Chardaan Refit (-2) Autothrusters (2) Total: 100 View in Yet Another Squad Builder Lacks firepower and probably won't work for long but it is kind of funny. Kanan can advanced sensors to get 3 focuses even when he gets blocked while Biggs does greens to regen any shields he loses. Kanan obstructs shots as well as reduces 3 incoming attacks on biggs by one dice. Prototype just because. You could drop the tlt to a dorsal turret and replace the prototype with Ezra but that is a very expensive single dorsal turret shot, may as well get the same amount of damage with the prototype and get some blocks in at the same time.
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# ? Dec 12, 2015 22:07 |
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Counter point, Ezra being in the phantom means Kanan can shoot twice in the round if he's docked.
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# ? Dec 12, 2015 22:35 |
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3 times if you can chuck something to keep the TLT. I'd chuck the second RecSpec personally.
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# ? Dec 12, 2015 22:40 |
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A docked phantom is shooting 2 dice at range 2 and 3 at range 1. A prototype pilot has the same amount of health, same amount of damage and can actually fire at range 3 plus you can use it to block and it has autothrusters. TLT can only fire once not twice if it is your second attack while docked as per the wording on the phantom title. I would rather have the 5 dice primary and a 3 dice follow up at range 1.
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# ? Dec 12, 2015 22:46 |
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KongGeorgeVII posted:A docked phantom is shooting 2 dice at range 2 and 3 at range 1. A prototype pilot has the same amount of health, same amount of damage and can actually fire at range 3 plus you can use it to block and it has autothrusters. A docked Phantom isn't shooting *at all*. None of its components are doing anything whatsoever except the title. Docked ships are not in play. http://xwing-miniatures.wikia.com/wiki/Docked_Ships The docked Phantom is giving the Ghost 4-die rear-arc shots and free turret shots. An attack with a TLT is both shots AFAIK. Same wording as BTLA4 on the Y wing which allows three shots. 'Cannot attack again this round' stops Gunner or Luke going off if it misses, and wasn't needed on the Y because they haven't got the crew slot to make it possible in the first place.
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# ? Dec 12, 2015 23:04 |
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thespaceinvader posted:The docked Phantom is giving the Ghost 4-die rear-arc shots and free turret shots. drat that sounds rad. This wave needs to hurry up and release.
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# ? Dec 13, 2015 00:03 |
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Ballpoint Penguin posted:What about this for an annoyingly hard to kill Ghost: One issue/general rule question about this to whomever, C-3P0 doesn't work with the Ghost because it has zero agility and he requires you to be rolling at least one dice, right? Edit: Scratch that, I'm an idiot. I didn't notice you were triggering him off of Lando's ability instead of an actual combat roll. Gumdrop Larry fucked around with this message at 00:34 on Dec 13, 2015 |
# ? Dec 13, 2015 00:24 |
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thespaceinvader posted:A docked Phantom isn't shooting *at all*. None of its components are doing anything whatsoever except the title. Can't wait to watch the episode of MWG X-Wing Combat Maneuvers with the Ghost.
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# ? Dec 13, 2015 00:29 |
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Gumdrop Larry posted:One issue/general rule question about this to whomever, C-3P0 doesn't work with the Ghost because it has zero agility and he requires you to be rolling at least one dice, right? C-3P0 can modify Lando rolls, which are independent of evade rolls which take Agility into account.
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# ? Dec 13, 2015 00:33 |
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Gumdrop Larry posted:One issue/general rule question about this to whomever, C-3P0 doesn't work with the Ghost because it has zero agility and he requires you to be rolling at least one dice, right? C3P0 let's you use him "before rolling one or more defense dice," and that doesn't necessarily have to be in combat. Lando has you roll two green dice period when you make use of his ability, so it's valid to use C3P0 on Lando's roll.
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# ? Dec 13, 2015 00:33 |
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AndyElusive posted:Can't wait to watch the episode of MWG X-Wing Combat Maneuvers with the Ghost. I feel a disturbance in force as if a million nerds cried out about the rules
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# ? Dec 13, 2015 00:36 |
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Devlan Mud posted:C-3P0 can modify Lando rolls, which are independent of evade rolls which take Agility into account. This is hilarious and awful. I'm not sure why I hadn't realised it worked. E: well, I am, it's because rebel pancakes are boring.
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# ? Dec 13, 2015 01:10 |
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To be fair I don't think it's a particularly good way to use C-3P0, and I think that combo on the Ghost is a waste of its two crew slots; but it is a valid combination.
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# ? Dec 13, 2015 01:30 |
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Devlan Mud posted:To be fair I don't think it's a particularly good way to use C-3P0, and I think that combo on the Ghost is a waste of its two crew slots; but it is a valid combination. I player against someone using that combo on a Fat Chewie build and boy howdy let me tell you how frustrating it can be to chunk through all that.
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# ? Dec 13, 2015 01:48 |
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Devlan Mud posted:To be fair I don't think it's a particularly good way to use C-3P0, and I think that combo on the Ghost is a waste of its two crew slots; but it is a valid combination. I don't think it's a competitive build or anything, just annoying as hell. Plus it'd have to spend all of its actions every turn to pull that combo off, so it wouldn't have much in the way of any offensive dice modification. It does get around one thing that always keeps me from pairing 3P0 and Lando though, which is that it always feels like the smarter play is to try to go for the Lone Wolf + 3P0 combo. But none of the Ghost pilots have an EPT and you'll almost never be rolling evade dice for defense, so you're free to use him on the Lando roll without feeling like you would have had a better option. That is something that I think will be interesting about the Ghost once it's out though. I don't think there will be a "one true build" the way that Fat Dash and Fat Han sort of had. It seems like it can go a few different ways and depending on how it's kitted out, it can fill different roles.
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# ? Dec 13, 2015 02:10 |
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thespaceinvader posted:A docked Phantom isn't shooting *at all*. None of its components are doing anything whatsoever except the title. I know all that, saying the phantom is 'attacking' was just an easier way of explaining what's happening. You get another shot with the ghosts turret when the phantom is docked but the rules on the phantom title stipulate that you cannot shoot again for the rest of the round. TLTs specifically make two separate attacks even though they only declare one target. You can fire your primary or two TLT shots for your first attack but for your shot at the end of the round you can only make 1 shot with the TLT. While the phantom is docked with the ghost at best you have a 24 point 3 shot TLT or a 4 dice primary and 1 TLT shot and you can shoot out your back arc. It's the same reason you would never put gunner on the ghost if you planned to use the docked shuttle. If you gunner the primary shot you lose the turret shot, and you can't legally trigger gunner on the turret shot because it is a new attack that the phantom title disallows.
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# ? Dec 13, 2015 04:40 |
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You're close, but you're missing one crucial keyword: Performing an attack twice is not the same thing as attacking twice. We know this, because TLT as an upgrade has the heading "Attack:" (Supporting evidence: "Each time this attack hits" (emphasis mine)). It is one attack to fire both shots with the TLT, in exactly the same way it's one attack to fire a cluster missile. And, amusingly, why you can't use gunner on a TLT shot (to make a primary attack) if you missed the first shot but hit the second. Even if you want to interrupt it, you can't.
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# ? Dec 13, 2015 04:47 |
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Strobe posted:You're close, but you're missing one crucial keyword: You can, however proc gunner off the phantom-provided TLT shot to shoot another primary shot. Assuming you miss, of course.
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# ? Dec 13, 2015 04:51 |
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Panzeh posted:You can, however proc gunner off the phantom-provided TLT shot to shoot another primary shot. Assuming you miss, of course. Nope. Phantom title says "If it performs this attack, it cannot attack again this round". Since gunner is explicitly a second attack, you can't do it with the Phantom provided extra attack. If you don't use the Phantom title, and instead make a normal turret attack (making it unable to use the Phantom Title's help) or a primary weapon attack. If you use gunner on either of those, then you don't get the Phantom shot at the end of the round.
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# ? Dec 13, 2015 04:54 |
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Strobe posted:You're close, but you're missing one crucial keyword: The FAQ explicitly states that the TLT is treated as two separate attacks on the same target. And also says that if you proc gunner on the first attack of cluster missiles the additional attack is forfeited. There's still some ambiguity (whether or "an additional attack" on the Phantom title restricts the TLT to a single attack or a completely resolved attack), and it will probably require another new FAQ to put it to rest but I'd expect that only the first TLT attack will be allowed, given the previous ruling of cluster/gunner.
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# ? Dec 13, 2015 06:05 |
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For people who've done repainting, have you found it necessary to strip minis first, and if not, have you found it necessary to prime? I'm thinking about doing some repainting, particularly a dazzle-camo Decimator just to be trolly, and I want to make sure I don't mung anything up.
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# ? Dec 13, 2015 20:02 |
I wanna do dazzle camo ties
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# ? Dec 13, 2015 20:17 |
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I've done both. They're both fine and once sealed doesn't make much of a difference. I'm just incredibly lazy and don't apply it to the bigger ships so I don't have to repaint the base coat again. But if you are going to repaint the base color, might as well. I suggest vallejo surface primer. Been using it for a couple years now and you can use it any time you want instead of waiting for the weather to act nice.
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# ? Dec 13, 2015 20:22 |
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I've got various options that I can work with, it's just what needs doing first if anything. From the sounds of it, probably nothing.
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# ? Dec 13, 2015 20:36 |
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For those of you painting fighters and freighters, are you spray or brush priming and what's the best way to prime tiny minis without the aerosol blowing them away? Sorry this should have been posted in the armada thread..
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# ? Dec 13, 2015 20:54 |
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Sushi in Yiddish posted:For those of you painting fighters and freighters, are you spray or brush priming and what's the best way to prime tiny minis without the aerosol blowing them away? One sacrificial "post" that you acknowledge is going to get paint on it and some blu-tack?
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# ? Dec 13, 2015 21:26 |
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Just brush on Vallejo surface primer. It's the superior choice anyway. No need to wait for local humidity to allow you to spray.
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# ? Dec 13, 2015 22:11 |
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Played X-Wangs for the first time since GenCon today. I ran... +++ XWM Reynold Rebel (100pts) +++ ++ Rebel (Standard) (100pts) ++ + X-Wing (25pts) + PS 3 - •Tarn Mison (25pts) [R7 Astromech (2pts)] + Y-Wing (55pts) + PS 2 - Gold Squadron Pilot (24pts) [BTL-A4 Y-Wing, Twin Laser Turret (6pts)] PS 8 - •Horton Salm (31pts) [BTL-A4 Y-Wing, Twin Laser Turret (6pts)] + Z-95 Headhunter (20pts) + PS 6 - •Lieutenant Blount (20pts) [Ion Pulse Missiles (3pts)] Against ... +++ Some Dude (100pts) +++ ++ Rebel (Standard) (100pts) ++ + E-Wing (42pts) + PS 8 - •Corran Horn (42pts) [Fire-Control System (2pts), Veteran Instincts (1pts), •R2-D2 (4pts)] + YT-2400 (58pts) + PS 7 - •Dash Rendar (58pts) [Engine Upgrade (4pts), Heavy Laser Cannon (7pts), Push the Limit (3pts), •Kyle Katarn (3pts), •Outrider (5pts)] And absolutely LIT HIS rear end UP. Hadn't gotten a chance to play since twin laser turret came out, and drat, they really do chew through ships. Horton and Tarn took Corran out in one round while Blount and gold squadron put some fire on Dash. A well placed ion pulse missile almost saw Dash forced off the board during his next maneuver, but he narrowly escaped with something like a quarter of an inch to spare, though everybody knew where he had to end up and so he went down in flames. I definitely wanna run Horton some more, but I'm not in love with the rest of the squadron. I was wondering, if I put R3-A2 on Horton with this loadout, would I be able to use the astromech's ability to put three stress on my target in a single round of shooting?
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# ? Dec 13, 2015 23:06 |
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Reynold posted:PS 8 - •Horton Salm (31pts) [BTL-A4 Y-Wing, Twin Laser Turret (6pts)] Only 2, one from your primary wep, and then one from the TLT (Its a Single attack that you perform twice or something). In that order. Still really good tho.
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# ? Dec 14, 2015 00:35 |
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"When you declare the target of your attack". That only happens once with a TLT, so you can only add one with it. BTL obviously lets you add two, thanks to the primary attack.
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# ? Dec 14, 2015 00:40 |
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Deviant posted:One sacrificial "post" that you acknowledge is going to get paint on it and some blu-tack? Sounds good...I was trying to use some adhesive putty from the craft store but it leaves a shitload of residue
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# ? Dec 14, 2015 00:49 |
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Strobe posted:"When you declare the target of your attack". That only happens once with a TLT, so you can only add one with it. BTL obviously lets you add two, thanks to the primary attack. I've been flying Ys with BTL-A4 since my second game and for some reason I never considered until now that the primary and turret attacks can go after separate targets.
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# ? Dec 14, 2015 01:10 |
I can't be the only one who is looking forward to the new T70 to build a list that just won't die. Poe Dameron (31) Veteran Instincts (1) R5-P9 (3) Autothrusters (2) "Red Ace" (29) R2-D2 (4) Comm Relay (3) Biggs Darklighter (25) R2 Astromech (1) Integrated Astromech (0) Total: 99 View in Yet Another Squad Builder You know, except Biggs. He can die. That's okay.
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# ? Dec 14, 2015 01:24 |
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ConfusedUs posted:I can't be the only one who is looking forward to the new T70 to build a list that just won't die. Put Integrated Astromech on Red Ace.
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# ? Dec 14, 2015 01:33 |
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# ? Jun 6, 2024 01:23 |
Strobe posted:Put Integrated Astromech on Red Ace. I thought it was unique for some reason; I guess it's not!
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# ? Dec 14, 2015 01:39 |