The Gate posted:I think my next attempt with the A's will be this: I like Trick Shot on Lulo, who uses his rear arc a lot. I'm not as big a fan of it on Tallie. She tends to be an in-your-face type of pilot who wants to use her front arc. I'm ambivalent of it on the generics. Greer isn't worth it for his pilot ability. You can link into the rotate after any action on any pilot, and with that dial, those ships don't care if they're stressed. They have ten blue maneuvers! The guy who can do actions after bumping is better (Zinta?) because he can run into people, then boost past them and rotate. Some quick math to help with your choices. Numbers assume you have a focus. Heroic + Advanced Optics = 86% chance of 2 hits. Advanced Optics only = 81% chance of 2 hits. Heroic Only = 59% chance of 2 hits. You get into the mid-90s for 'at least 2 hits' when you have three dice. The problem is triggering those three dice (range 1, trick shot, etc). Here's the calculator. http://xwing.gateofstorms.net/2/multi/
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# ? Mar 6, 2019 17:21 |
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# ? May 27, 2024 16:44 |
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ConfusedUs posted:I like Trick Shot on Lulo, who uses his rear arc a lot. I'm not as big a fan of it on Tallie. She tends to be an in-your-face type of pilot who wants to use her front arc. I'm ambivalent of it on the generics. I disagree with a lot of this, actually. Tallie is rarely pointing at enemy ships, she's just a cheap I5 pilot. You pay less than nothing for the ability, and if it triggers, great! But it's not a big ability, and the potential for moving last is a lot more important imo. I use the back arcs on all of the A-Wings at least as much, if not more, than the front. There's a lot of switching it around. Which is why I'd value Greer a lot higher. It isn't about the stress, it's about being able to rotate, boost, and focus all in one turn, which I find myself wanting to do quite a lot as you turn to reengage. Zari is fine, and if I had points I'd run him too, but the free arc change is so nice. Also, opening up 1 and 3 hard turns a bit more isn't nothing on Greer. It won't often matter, but with trick shot sometimes that extra positional room is what you need to trigger it. Trick shot I just plain value over Heroic. Heroic is good, but I find that I take more obstructed shots in a game, generally, than times I blank out. Adding the third or fourth die to an attack is substantial. Heroic adding only a small chance to the odds of 2 hits with optics (81-86% as you mentioned) just doesn't compare to the jump to a 60% chance of 3 hits with 3 dice and optics (and a 93% chance of 2 hits on 3 dice). Obviously you're not always trick shooting, but it happens often enough that the high chance for 3 hits matters. Definitely more than the ~6% chance for heroic to trigger on 2 red dice.
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# ? Mar 6, 2019 18:05 |
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Are two falcons viable in Hyperspace now? Considering taking this to a league match tomorrow, but I have a sneaking suspicion it will simply melt when meeting lists with more gunz:code:
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# ? Mar 6, 2019 19:13 |
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uncle blog posted:Are two falcons viable in Hyperspace now? Considering taking this to a league match tomorrow, but I have a sneaking suspicion it will simply melt when meeting lists with more gunz: I tried two Falcons in a casual game and it melted quick. I think Lando plus two ship is a good way to go. Lando with title, Nien and Leia, Dutch with proton torpedoes and Wedge fit nicely in a list.
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# ? Mar 6, 2019 19:15 |
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Double falcon has some legs. Large based boost is as good as it every was against swarm lists. If you get cornered you probably get wrecked, as before. Against aces and named pilots, I think it heavily depends on what faction you see. Vader would be fine seeing falcons, cause those crits will build up fast, but other lists and ships might care more.
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# ? Mar 6, 2019 19:18 |
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uncle blog posted:Are two falcons viable in Hyperspace now? Considering taking this to a league match tomorrow, but I have a sneaking suspicion it will simply melt when meeting lists with more gunz: Two x wings is better. Hyperspace is far more about more guns than it is better guns.
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# ? Mar 6, 2019 23:14 |
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Looks like we should see release of wave 3 in 2 weeks. AETHERSPRITES will surely assuage my angst about the state of x-wing and make me more interested in playing the game again. E: Previews on a Thursday WTF FFG UR DOIN IT RONG https://www.fantasyflightgames.com/en/news/2019/3/7/terrifying-technology/ thespaceinvader fucked around with this message at 17:09 on Mar 7, 2019 |
# ? Mar 7, 2019 16:30 |
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Those buzz droids are actually pretty scary, drat.
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# ? Mar 7, 2019 17:18 |
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They really are, they're not a huge threat if you have the right guns pointing in the right places but they are essentially ablative armour for the droids, which is good considering the droids are the single most fragile thing ever to exist in X Wing.
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# ? Mar 7, 2019 17:26 |
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Discord missiles are going to be fairly expensive I assume. Around the same cost as Proton Torpedoes maybe?
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# ? Mar 7, 2019 17:32 |
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If I get it correct, the buzzdroids, they can't fit the front or rearguids die but cause 1 damage first? Can you use another tankier ship to remove the buzzes off somethign else?
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# ? Mar 7, 2019 17:38 |
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so if you have just one ship left that has no way of shooting from the rear and the buzz droids get attached to the rear, the only way to remove them is just to slam into a rock or something? That seems incredibly dumb. edit: actually, you can't shoot stuff at range 0, so it doesn't matter if its front of back enigmahfc fucked around with this message at 17:52 on Mar 7, 2019 |
# ? Mar 7, 2019 17:47 |
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enigmahfc posted:so if you have just one ship left that has no way of shooting from the rear and the buzz droids get attached to the rear, the only way to remove them is just to slam into a rock or something? That seems incredibly dumb. Hell, even if they can shoot from the rear, the droids count as range 0, so they cannot be shot at anyways IIRC
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# ? Mar 7, 2019 17:48 |
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So the Buzz Droids are basically, "attach them to a ship then run away LOL".
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# ? Mar 7, 2019 17:53 |
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enigmahfc posted:So the Buzz Droids are basically, "attach them to a ship then run away LOL". Honestly, it screams to me that it seems to be a way to avoid being PS killed. Launch the droids first to provide a cloud and hope the enemy targets it instead of your ps1s. I think it maybe should have been launch at end of engagement phase, not start.
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# ? Mar 7, 2019 18:01 |
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They get launched like any other attack, then just sit on the board until someone runs over them, assuming you don't launch them right on to someone. At PS0 in the engagement phase after that, they do a crit to whatever they're attached to.
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# ? Mar 7, 2019 18:06 |
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I don’t think the “attach” word means they’re stuck to the ship, that’s just how you move the token when it’s overlapped or landed on, so you would want to plop it in the front guides to keep triggering it turn after turn. But that’s assuming FFG’s use of the word relocate in the text is actually meaningful I guess and lol FFG.
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# ? Mar 7, 2019 18:08 |
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Also, you can barrel roll and shake them before they deal any damage. You DO have barrel roll on your action bar, right?
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# ? Mar 7, 2019 18:48 |
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Devlan Mud posted:I don’t think the “attach” word means they’re stuck to the ship, that’s just how you move the token when it’s overlapped or landed on, so you would want to plop it in the front guides to keep triggering it turn after turn. But that’s assuming FFG’s use of the word relocate in the text is actually meaningful I guess and lol FFG. It sounds like once they overlap, they stick to you through maneuvers, dealing damage each turn? Otherwise they would just deal damage and not move to the ship, I'd assume? Or am I misreading it terribly Edit: as long as you can fit them in the front guides and can't barrel roll away they'd stick to you! You'd keep overlapping every move. Slab Squatthrust fucked around with this message at 19:02 on Mar 7, 2019 |
# ? Mar 7, 2019 18:59 |
canyoneer posted:Also, you can barrel roll and shake them before they deal any damage. Yeah, they fall off if you move and don't overlap them during the move. So rolls, or boost if they're on your butt. In fact, a Reddit dude posted a list of ways to get them off you. Some of these are pretty specific, but overall there are a lot of ways to get rid of them! 1: be able to shoot at range 0 (Oicunn, Arvel, Rhymer.) 2: have an ally shoot them off. 3: shoot them before they're on you. 4: scrape them off on an object by forcing them to overlap. 5: Feedback Array 6: Torani Kulda performs an attack and the droids are in the front guides. 7: get them hit by a bomb 8: mines, if yours choose to affect the Droid, if enemy be careful. 9: Barrel roll 10: Boost if in rear guides
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# ? Mar 7, 2019 19:01 |
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The Gate posted:It sounds like once they overlap, they stick to you through maneuvers, dealing damage each turn? Otherwise they would just deal damage and not move to the ship, I'd assume? Or am I misreading it terribly I read them as clinging to your ship, also; at least until someone shoots them or you hit an obstacle. edit: okay, I didn't realize they fell off with a maneuver. It sounded like they just sort of stuck to the ship. enigmahfc fucked around with this message at 19:05 on Mar 7, 2019 |
# ? Mar 7, 2019 19:02 |
The Gate posted:It sounds like once they overlap, they stick to you through maneuvers, dealing damage each turn? Otherwise they would just deal damage and not move to the ship, I'd assume? Or am I misreading it terribly There's nothing that says they stick to you permanently. They simply move to the front or rear guides if you overlap them. So if they go in your front guides, they'll follow you around for a while. If they're rear, you'll leave them behind.
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# ? Mar 7, 2019 19:02 |
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Yeah, went and re-read it and realized how they work. Still pretty strong even if they never deal damage, and potentially really powerful against low model count lists if they can't barrel roll. Land a couple of these on a falcon and watch it (not so) slowly melt. Hell, even just forcing barrel rolls at bad times could be substantial.
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# ? Mar 7, 2019 19:11 |
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Could you, in theory, set it up so that you could ion an enemy ship and have them run through two buzzdroids?
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# ? Mar 7, 2019 19:55 |
bunnyofdoom posted:Could you, in theory, set it up so that you could ion an enemy ship and have them run through two buzzdroids? Yeah. Multiple buzz droids is possible in a few different ways, the easiest of which is just to launch two into the same ship.
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# ? Mar 7, 2019 19:59 |
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ConfusedUs posted:Yeah. Multiple buzz droids is possible in a few different ways, the easiest of which is just to launch two into the same ship. But if they overlap each other does that not make em both take one damage?
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# ? Mar 7, 2019 20:02 |
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bunnyofdoom posted:But if they overlap each other does that not make em both take one damage? The way this will work is that they cannot overlap each other, so one will be in front and one will be in back. If one or more of those positions are blocked, one ore more of them will explode instead
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# ? Mar 7, 2019 20:06 |
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11. do a reverse maneuver if they're in your front guides. i like the idea of a space trucker in a quadjumper just calmly backing out of a cloud of buzz droids while the backup beeper rings through the cockpit
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# ? Mar 7, 2019 20:23 |
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I'm imagining Sal (the disgruntled trucker) from Futurama, saying "Yous guys wants to dies today? Nots me!"
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# ? Mar 7, 2019 21:34 |
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Buzz droids are cool as hell but I think energy shell charges en masse will be stronger.
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# ? Mar 8, 2019 00:01 |
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So a friend of mine just got me into this and I'm looking to start building up a collection, I'm wondering how the factions work exactly. Can I mix First Order and Imperial ships, or are they totally separate factions?
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# ? Mar 8, 2019 03:13 |
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Namaer posted:So a friend of mine just got me into this and I'm looking to start building up a collection, I'm wondering how the factions work exactly. Can I mix First Order and Imperial ships, or are they totally separate factions? They are separate as are rebels and resistance. In version 1.0 they were the same faction, but now it's 7 factions. New factions are dropping in 2 weeks.
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# ? Mar 8, 2019 03:23 |
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Is there anything preventing any one of the 7 factions from fighting another, like could rebels be played against resistance or the republic?
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# ? Mar 8, 2019 15:15 |
There are no such restrictions. In fact both players can be the same faction.
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# ? Mar 8, 2019 15:23 |
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Ok nice, think I'm gonna start out with the core set and a TIE x1, played with a squad builder and the two core set TIEs and a Vader x1 should get me to 200 pts.
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# ? Mar 8, 2019 15:31 |
Namaer posted:Ok nice, think I'm gonna start out with the core set and a TIE x1, played with a squad builder and the two core set TIEs and a Vader x1 should get me to 200 pts. It's a good start, but note that "load everything down with as many upgrades as possible" is a very common new player trap. In general, it's better to take strategic upgrades that serve a specific purpose than to just load everything down to get to 200. With that in mind, if you like the game, you'll eventually want more TIEs for that style of play. An ace pilot plus a miniswarm is a lot better than an ace pilot plus two TIEs all fully loaded down with upgrades.
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# ? Mar 8, 2019 15:41 |
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That being said, starting with a minimum investment just to see if you like the game is a valid way to go.
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# ? Mar 8, 2019 15:53 |
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For comparison, four TIEs and Vader is a WAAAAAAAAAAAYYYYY better list than two TIEs and Vader.
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# ? Mar 8, 2019 15:55 |
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Wondering what that list would look like... Something like: Vader + Hate + FCS Howlrunner + Swarm Tactics Iden 2xAcademy ? (That comes at 199. No real bid to speak of)
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# ? Mar 8, 2019 16:04 |
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# ? May 27, 2024 16:44 |
Ugly John posted:Wondering what that list would look like... Something like: Yes, something like that!
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# ? Mar 8, 2019 16:09 |