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Orvin
Sep 9, 2006




Strobe posted:

I have the beginnings of a potentially pretty fun list, and I'd like a little input on what to fill the last points with.

Poe Dameron (31) [39]
R5-P9 (3)
Push the Limit (3)
Autothrusters (2)

Red Ace (29) [38]
R2-D2 (4)
Comm Relay (3)
Autothrusters (2)

Total: 77

Yes, it's the unkillable pair of X-wings. The problem is that with as hard to take down as the two of them are, their offense is only that of two X-wings, and if I have anything else along with it'll get focused down pretty hard because it'll probably be easier to kill.

So, my question is: Do I add a Gold with an Ion Cannon for some crowd control, or do I add Dutch to help boost the offense with TLs all around?

I could also swap Autothrusters off Poe for Integrated Astromech, which would free me up to 25 points. That's enough for a Blue Squad Rookie with a 1 point Astro (likely R5) and Integrated Astromech.

23 points is enough for a Blue Squadron B-Wing. Yes it is going to go down quickly, but it will give you 2-3 rounds of 3 (or 4) dice attacks and should help take out a ship or two of your opponents. Have the B-Wing run ahead of the X-Wings and act as a blocker, and it should work well.

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ZenMastaT
Apr 4, 2005

I dun shot my dick off
Played my first epic game today, was a lot of fun with hopefully not too much accidental cheating and or rules mistakes.



I was running the CR90 with like 50 points of upgrades, most of which I ended up not using, plus a 150pt rebel list. Fancy Corran Horn, Poe Dameron, a chardaan A-Wing (basically runner up at worlds) plus Han Solo with MF Title, C3P0 and EU.

Across the table was a 150pt Raider, Soontir Fel, Carnor Jax, a Royal Guard, Darth Vader and Backstabber.

Picking out the lists and reading all the rules on how huge ships work took about 2 hours, and the game itself took about 3, with me eventually conceding once all my ships were dead besides the A-Wing and the CR90's fore was crippled. The raider was still at full health but I managed to kill everything else besides Backstabber. A real turning point was Poe getting double-tapped by the Raider's main armaments and rolling 3 blanks both times, resulting in full health->instant death in one round of firing haha

My opponent also did a great job nailing Corran Horn with the Raider's aft arc super long range ion canon - got him two turns running despite evade tokens and focuses. Once the CR90 and Raider get within knife range of each other though, the jig is pretty much up - mainly because I didn't realize the PWT on the CR90 has a minimum range of 3 until I'd already committed the ship to action. A lot of fun overall, those big ships can hit amazingly hard even without being able to focus thanks to how many dice they can put on target, plus the target lock ability. I was terrified of accidentally running over my own ships though so the rest of the squadron stayed at pretty long range the whole time, preventing me from using any of the range 1-2 and range 1-3 friendly actions.

I assume the answer is yes but, if you bank with a huge ship and the aft section slides off the map, the ship is considered to have fled even though it is facing into the battlefield right? Didn't actually happen but it was pretty close!

banned from Starbucks
Jul 18, 2004




ZenMastaT posted:



I assume the answer is yes but, if you bank with a huge ship and the aft section slides off the map, the ship is considered to have fled even though it is facing into the battlefield right? Didn't actually happen but it was pretty close!

Yup its considered off.

Also you guys are starting on the wrong sides of the map :)

Got any other angles of those paint jobs?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Hard to tell, but that CR90 looks like it is painted up like one of the ones from Star Wars Rebels. :allears:

KO Derf
Jan 14, 2003

Doctor Rope

zVxTeflon posted:

Also you guys are starting on the wrong sides of the map :)
It hasn't made sense to me why the game starts on the 6' sides during Epic.
So much so, the last couple of times my friends and I played Epic, we went the long way and liked it much better.

Saalkin
Jun 29, 2008

I've tried two games to make the shuttle work. I'm putting it in the garbage.

kingcom
Jun 23, 2012

Saalkin posted:

I've tried two games to make the shuttle work. I'm putting it in the garbage.

Palp shuttle number 1.

ranbo das
Oct 16, 2013


Saalkin posted:

I've tried two games to make the shuttle work. I'm putting it in the garbage.

Palpmobile is legit, I wouldn't trash it.

Also speaking of trash, apparently M3-A interceptors are sold out just when I need to buy some. Welp.

kingcom
Jun 23, 2012

ranbo das posted:

Also speaking of trash, apparently M3-A interceptors are sold out just when I need to buy some. Welp.

:wtchris:

Everyone investing in the M3-A hoping their stock will increase with a Scum Aces?

Saalkin
Jun 29, 2008

kingcom posted:

Palp shuttle number 1.

I really think the palp shuttle is dumb as poo poo

Chill la Chill
Jul 2, 2007

Don't lose your gay


Saalkin posted:

I really think the palp shuttle is dumb as poo poo

What? It owns. I imagine him cackling and saying "Good, good!" the entire time.

kingcom
Jun 23, 2012

Saalkin posted:

I really think the palp shuttle is dumb as poo poo

The palp shuttle thinks you're dumb as poo poo!!!

Theres a few fun builds with the shuttle beyond that though like the the target lock sharer but most of them involve a tie swarm / ace doing a lot of the heavy lifting.

Chill la Chill posted:

What? It owns. I imagine him cackling and saying "Good, good!" the entire time.


Every time my I see my opponent getting frustrated that the palp roll just negated hitting something completely I realise ffg just knows how to make fluffy rules work well mechanically.

KO Derf
Jan 14, 2003

Doctor Rope

KO Derf posted:

The shuttle is typically used in 3 variants.
1. Doomshuttle (OMG w/ Vader) 24 points.
- Don't add anything else to it as the purpose of the ship is to hang back and use Vader until it dies. Adding upgrades only serves to give your opponent more points.
2. Fast Shuttle (OMG w/ AdvSen and Engine) 28 points
- Makes the shuttle into more of a dog-fighter. The ability to Boost-Bank, then Hard 2 Red allows it to actually maneuver around the board. I have seen people run this with HLC, others using Yorr or Kagi instead of the Omicron Group for their abilities.
3. Buzzsaw Shuttle (OMG w/ FCS, Gunner, and Engine) 32 points
- It has engine so you use that to boost into position, fire without modification, miss, take a free TL from FCS, then use Gunner to shoot immediately again this time with TL modifying the roll.

There have been people who have done well with just Omicron Group with FCS. But it takes real skill to not get outflanked and shot down.
I recommend using the above 3 shuttles until you get the hang of them. Once you do, add Tacticians, Fleet Officer, or Mara Jade for extra fun.

This is my post from months ago, there are new things to add to it now, but I recommend trying each of these out before completely tossing it aside.

ZenMastaT
Apr 4, 2005

I dun shot my dick off

zVxTeflon posted:

Yup its considered off.

Also you guys are starting on the wrong sides of the map :)

Got any other angles of those paint jobs?

Haha you know in all the rules reading I did, I never actually checked where the starting positions were supposed to be. This way just seemed to make the most sense so we went for it lol

I take it in a normal game, the two heavy hitters can potentially be in range to fire at each other on like turn 1?

And yeah - the CR90 above was actually painted and lit by a guy off ebay based on the reference image above.

Here's the front:



and the back:



I didn't take any properly lit pics because then you can't see the lights very well - but the paint job is quite nice!

He even put lights in the escape pods on the bottom of the ship, which you can't see at all while it's in play haha - still cool though!

Chemmy
Feb 4, 2001

Are there any players flying casual in San Jose? I'd love to add some more people to my little group.

ZenMastaT posted:

Here's the front:



and the back:



I didn't take any properly lit pics because then you can't see the lights very well - but the paint job is quite nice!

He even put lights in the escape pods on the bottom of the ship, which you can't see at all while it's in play haha - still cool though!



That's incredible looking.

banned from Starbucks
Jul 18, 2004




ZenMastaT posted:

Haha you know in all the rules reading I did, I never actually checked where the starting positions were supposed to be. This way just seemed to make the most sense so we went for it lol

I take it in a normal game, the two heavy hitters can potentially be in range to fire at each other on like turn 1?

I played my first epic game that way too and was relieved to find out you start on the 6' side. Its just too narrow that way with 300 points of stuff and 12 asteroids. It ends up just being a huge meat grinder in the middle and it takes forever for Epic ships to get into the fight going the long way. Starting on the 6' side gives you more breathing room and space to flank and combat starts a lot quicker.


That looks rad as hell

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Hi guys,long time player of the bad space franchise themed Flight Path game. TFA mania finally brought me on board. Gonna play casual and collect TFA-era stuff, since that's a pretty easily attainable and budget-conscious goal. I played it with my kid using stripped down rules and she kept begging me to play it again and again. Looking forward to playing against another adult.

So far I picked up a starter and one each of the T-70 and TIE/FO expansions. Have a trade lined up for the Falcon and another T-70.

Do you think they'll do the TFA-era Falcon as a full expansion with a new model, or like they did to update stuff to the Scum and Villainy faction with cards and cardboard? Asking before I clip the dish and do a mod. Any good tutorials from people who've already done such a thing?

Kai Tave
Jul 2, 2012
Fallen Rib

Otisburg posted:

Hi guys,long time player of the bad space franchise themed Flight Path game. TFA mania finally brought me on board. Gonna play casual and collect TFA-era stuff, since that's a pretty easily attainable and budget-conscious goal. I played it with my kid using stripped down rules and she kept begging me to play it again and again. Looking forward to playing against another adult.

So far I picked up a starter and one each of the T-70 and TIE/FO expansions. Have a trade lined up for the Falcon and another T-70.

Well at this point you pretty much own everything TFA oriented for X-Wing so mission accomplished?

A Falcon plus an escort is perfectly doable, pretty much all I ever play against is some variation of "Falcon plus a wingman," but I'm just gonna throw it out there that if you like the game after all you'll probably want to, as your budget permits, range a little outside TFA-only stuff. Imperial/First Order in particular is going to be kind of dull to play with only TIE/fo ships to field after a while. The good thing about X-Wing is that if you're a responsible adult, i.e. not me, you can slowly expand your options for pretty cheap.

quote:

Do you think they'll do the TFA-era Falcon as a full expansion with a new model, or like they did to update stuff to the Scum and Villainy faction with cards and cardboard?

I would be legitimately surprised if they didn't, it's low-hanging fruit, though I don't know if they're going to redo the entire model or simply release a S&V style upgrade pack for it. Could go either way tbh.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Kai Tave posted:

Well at this point you pretty much own everything TFA oriented for X-Wing so mission accomplished?

So Far. There's 1-2 more things that seem likely for the FO without getting into spoilers, and an Aces-style pack isn't out of the question, and maybe they'll do new cardboard for the Falcon in there, or maybe there will be a seperate model.

I'm not opposed to classic trilogy stuff, but as a completest it's easier if I mentally firewall to "just this subset," whether that's a full faction, an era within a faction, whatever. I'm not a responsible adult so I have to use that One Weird Trick.

banned from Starbucks
Jul 18, 2004




Otisburg posted:

Hi guys,long time player of the bad space franchise themed Flight Path game. TFA mania finally brought me on board. Gonna play casual and collect TFA-era stuff, since that's a pretty easily attainable and budget-conscious goal. I played it with my kid using stripped down rules and she kept begging me to play it again and again. Looking forward to playing against another adult.

So far I picked up a starter and one each of the T-70 and TIE/FO expansions. Have a trade lined up for the Falcon and another T-70.

Do you think they'll do the TFA-era Falcon as a full expansion with a new model, or like they did to update stuff to the Scum and Villainy faction with cards and cardboard? Asking before I clip the dish and do a mod. Any good tutorials from people who've already done such a thing?

Welcome to the Good Game ™ its not as painful on this side

hoiyes
May 17, 2007

Chill la Chill posted:

What? It owns. I imagine him cackling and saying "Good, good!" the entire time.

On Sunday I came third in our unofficial store champs with Palp shuttle plus Tie swarm (4 obsidians & howlrunner). I wasn't a big fan of the shuttle for the two ace build, because they need space to breathe and the shuttle spends it's time circling aimlessly. But with the swarm you can turn in behind them and sit behind them in the joust, in which case you're blocking k turns behinds the swarm, and bumping and getting lots of 3 - 4 dices shots in, even without actions (though usually I'll try to save a TL for 4 dice) the threat of 4 dice with one turned crit often makes other players scatter.

He also gives ties and howlrunner a really handy durability, the most notable occasion was a Whisper firing on a focussed 1 health Howl at range 2 obstructed. He used his focus to guarantee 4 hits, my four dice came up evade, focus focus blank, so between focus and palpatine Howl survived. More importantly, Whisper missed her attack and so was left without a focus token, so the stressed tie behind her managed to strip 2 shields.

Deviant
Sep 26, 2003

i've forgotten all of your names.


hoiyes posted:

I wasn't a big fan of the shuttle for the two ace build, because they need space to breathe and the shuttle spends it's time circling aimlessly. But with the swarm you can turn in behind them and sit behind them in the joust, in which case you're blocking k turns behinds the swarm, and bumping and getting lots of 3 - 4 dices shots in, even without actions (though usually I'll try to save a TL for 4 dice) the threat of 4 dice with one turned crit often makes other players scatter.

Yeah, I feel like doomshuttle is better with 2 aces.

Edit: Assault Carrier is in stock at Cool Stuff.`

Deviant fucked around with this message at 15:45 on Dec 21, 2015

Sushi in Yiddish
Feb 2, 2008

My Buddy's got a cr90, wondering if it'd be more fun to pick up the InpAss carrier or Raider to get some huge ship battles going

hoiyes
May 17, 2007
Can't wait for my foo fighters to arrive to run this:

TIE/fo Fighter: · "Omega Leader" (21)
Juke (2)
Comm Relay (3)
TIE/fo Fighter: · "As Omega" (20)
Push The Limit (3)
Comm Relay (3)
TIE/fo Fighter: · "Zeta Leader" (0)
Juke (2)
Comm Relay (3)
TIE/fo Fighter: · "Epsilon Leader" (19)
Comm Relay (3)
TIE/fo Fighter: Omega Squadron Pilot (17)
Veteran Instincts (1)
Comm Relay (3)

canyoneer
Sep 13, 2005


I only have canyoneyes for you

hoiyes posted:

Can't wait for my foo fighters to arrive to run this:

TIE/fo Fighter: · "Omega Leader" (21)
Juke (2)
Comm Relay (3)
TIE/fo Fighter: · "As Omega" (20)
Push The Limit (3)
Comm Relay (3)
TIE/fo Fighter: · "Zeta Leader" (0)
Juke (2)
Comm Relay (3)
TIE/fo Fighter: · "Epsilon Leader" (19)
Comm Relay (3)
TIE/fo Fighter: Omega Squadron Pilot (17)
Veteran Instincts (1)
Comm Relay (3)

https://www.fantasyflightgames.com/en/news/2015/12/17/join-the-resistance/
The list that FFG built in their announcement looks like fun too.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Sushi in Yiddish posted:

My Buddy's got a cr90, wondering if it'd be more fun to pick up the InpAss carrier or Raider to get some huge ship battles going

Raider is a big weapons platform, Carrier is a support ship. Either should be fun, although the Carrier is just now arriving in stores.

Deviant
Sep 26, 2003

i've forgotten all of your names.


Am I confused or is Youngster w/Squad Leader really good?

"You get a free action! And you get a free action! And you get a free action! Everyone check under your seats!"

Obama 2012
Mar 28, 2002

"I never knew what hope was until it ran out in a red gush over my lips, my hands!"

-Anne Rice, Interview with the President
I slapped together this list yesterday for a friendly game:

Binayre Pirate (12)
Proton Rockets (3)
Dead Man's Switch (2)

Kath Scarlet (38)
Expose (4)
Andrasta Title (0)

IG-88C (36)
Veteran Instincts (1)
Accuracy Corrector (3)

TOTAL: 99

I got my rear end beat by a stress heavy BBBY list, but it was educational. I really need to brush up on my large base maneuvering so as to avoid space rocks. The Dead Man's Switch on my Z-95 blocker worked out amusingly--he ended up in the middle of the entire enemy squad but they were all too chicken to shoot him, giving him the opportunity to get that procket off.

If I had it to do over again I'd drop the Z-95 ordnance entirely and put a bomb or two on Scarlet instead. I'm not sure Expose was really pulling its weight they way I'd imagined either.

Any suggestions?

Deviant
Sep 26, 2003

i've forgotten all of your names.


Ok, I can't tell if this is really good or really bad. Thoughts?

“Youngster” (18)
TIE Fighter (15), Squad Leader (2), Twin Ion Engine Mk. II (1)

“Epsilon Leader” (19)

“Howlrunner” (20)
TIE Fighter (18), Determination (1), Twin Ion Engine Mk. II (1)

“Omega Ace” (23)
TIE/fo Fighter (20), Push the Limit (3)

“Zeta Leader” (20)
100/100

Idea is it flies as a swarm, Youngster pushes the action economy through the roof, Epsilon Leader handles stress, Howlrunner is support, and Omega Ace takes advantage of the economy to hammer his ability. Zeta's synergizes with Epsilon Leader as well.

I feel like the TIE Mk2s could maybe be taken off for initiative.


Edit: gently caress, I misread squad leader. This isn't nearly as good as I had hoped.

Deviant fucked around with this message at 18:24 on Dec 21, 2015

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Kath REALLY wants Engine Upgrade and probably Push the Limit

Panzeh
Nov 27, 2006

"..The high ground"

Deviant posted:

Am I confused or is Youngster w/Squad Leader really good?

"You get a free action! And you get a free action! And you get a free action! Everyone check under your seats!"

The PS limitation rears its ugly head.

Deviant
Sep 26, 2003

i've forgotten all of your names.


Panzeh posted:

The PS limitation rears its ugly head.

Also I misread squad leader, and didn't realize it was just moving actions around, not giving more actions. Also yeah, his PS6 hurts that, because he can't give any to the others in my above list.

Youngster + Expose, I guess for an alpha strike style setup?

hoiyes
May 17, 2007

canyoneer posted:

https://www.fantasyflightgames.com/en/news/2015/12/17/join-the-resistance/
The list that FFG built in their announcement looks like fun too.

Also just realised mine was impossible because I haven't updated the squad builder and one ace is costed at 0. Nooooooooooo.

hoiyes
May 17, 2007

Deviant posted:

Also I misread squad leader, and didn't realize it was just moving actions around, not giving more actions. Also yeah, his PS6 hurts that, because he can't give any to the others in my above list.

Youngster + Expose, I guess for an alpha strike style setup?

Expose is basically crap on everyone except Chiraneau.

Panzeh
Nov 27, 2006

"..The high ground"

Deviant posted:

Also I misread squad leader, and didn't realize it was just moving actions around, not giving more actions. Also yeah, his PS6 hurts that, because he can't give any to the others in my above list.

Youngster + Expose, I guess for an alpha strike style setup?

Expose is like focus but worse, since instead of helping your defense, it hurts your defense.

And expose on two dice actually has about the same math as focus offensively, unless you have other modification as well. Expose on three or more dice is worse than focus/TL, though it's better if you can mix it with other modification.

Deviant
Sep 26, 2003

i've forgotten all of your names.


Man, how is Youngster supposed to be played, then? That only leaves Marksmanship, Daredevil, or Expert Handling.

I was thinking something like Youngster + Expose, and giving everyone Stealth Devices to negate the downside as long as possible but even the math doesn't work out I guess?

Wampa and Scourge seem to partner nicely, though, then you use Howlrunner + Swarm tactics to let Wampa go first?

Deviant fucked around with this message at 18:42 on Dec 21, 2015

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Deviant posted:

Man, how is Youngster supposed to be played, then? That only leaves Marksmanship, Daredevil, or Expert Handling.

I was thinking something like Youngster + Expose, and giving everyone Stealth Devices to negate the downside as long as possible but even the math doesn't work out I guess?

There are no great options for Youngster, sadly.

Expert Handling could be good against certain matchups; shaking off TIE Advanced target locks, etc.

Marksmanship could be OK to push crits through, but again...focus is probably better unless you are out of enemy arcs.

Daredevil? lol

Panzeh
Nov 27, 2006

"..The high ground"

Deviant posted:

Man, how is Youngster supposed to be played, then? That only leaves Marksmanship, Daredevil, or Expert Handling.

I was thinking something like Youngster + Expose, and giving everyone Stealth Devices to negate the downside as long as possible but even the math doesn't work out I guess?

Wampa and Scourge seem to partner nicely, though.

Wampa kinda makes sense in a Palp+tie swarm build.

Youngster really doesn't work that well- the action header EPTs suck.

Deviant
Sep 26, 2003

i've forgotten all of your names.


That brings me to this then..

ZZZ

80 points

PILOTS

“Scourge” (17)

“Wampa” (14)

“Howlrunner” [Swarm Tactics] (20)

Omicron Group Pilot [Emperor Palpatine] (29)

Not sure what to do with the last 20. Youngster + Marksmanship? Has the best synergy with Wampa I can see. or Mauler Mithel with no addons?

Deviant fucked around with this message at 18:59 on Dec 21, 2015

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ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





I dunno man. I'd actually probably take Younger + Marksmanship, then replace palpatine with 2 academies or one of the new TIE/fo aces (Omega Leader + Comm Relay + Juke + Stealth Device = 29 points).

But I really just hate the shuttle.

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