Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Voodoofly
Jul 3, 2002

Some days even my lucky rocket ship underpants don't help

ConfusedUs posted:

That list is hilarious to fly. Despite having six ships on your side, you'll find you win or lose very very quickly.

That's the idea! It's a long day and I'm going to be up early with my son beforehand so need to be rested for that last game to determine if I'm dead last or just bottom 8.

Edit: It's also a lot of fun to fly, even when you lose, and most people I've flown it against enjoyed it as well. Who doesn't like 18 dice on the first encounter?

Voodoofly fucked around with this message at 18:25 on Apr 9, 2019

Adbot
ADBOT LOVES YOU

Ringo Star Get
Sep 18, 2006

JUST FUCKING TAKE OFF ALREADY, SHIT
Painted up some X-Wings and a U-Wing to probably run this list for a casual league. While I aim to have fun, I do want to make sure I’m not off on ship combos and abilities. After not playing at all since October, I really can’t wait to fly!

Blue Squadron

(41) Blue Squadron Escort [T-65 X-wing]
(3) R3 Astromech
(0) Servomotor S-foils
Points: 44

(47) Benthic Two Tubes [UT-60D U-wing]
(0) Pivot Wing
(8) Perceptive Copilot
(2) Tactical Officer
Points: 57

(41) Blue Squadron Escort [T-65 X-wing]
(0) Servomotor S-foils
(2) R4 Astromech
Points: 43

(47) Garven Dreis [T-65 X-wing]
(0) Servomotor S-foils
(3) Swarm Tactics
(3) R3 Astromech
Points: 53

Total points: 197

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Ringo Star Get posted:

Painted up some X-Wings and a U-Wing to probably run this list for a casual league. While I aim to have fun, I do want to make sure I’m not off on ship combos and abilities. After not playing at all since October, I really can’t wait to fly!

Blue Squadron

(41) Blue Squadron Escort [T-65 X-wing]
(3) R3 Astromech
(0) Servomotor S-foils
Points: 44

(47) Benthic Two Tubes [UT-60D U-wing]
(0) Pivot Wing
(8) Perceptive Copilot
(2) Tactical Officer
Points: 57

(41) Blue Squadron Escort [T-65 X-wing]
(0) Servomotor S-foils
(2) R4 Astromech
Points: 43

(47) Garven Dreis [T-65 X-wing]
(0) Servomotor S-foils
(3) Swarm Tactics
(3) R3 Astromech
Points: 53

Total points: 197

It's not a perfectly optimized top meta list, but it looks good.
I'd probably drop Tactical Officer and replace with Leia. Leia is just too good to leave out

Ringo Star Get
Sep 18, 2006

JUST FUCKING TAKE OFF ALREADY, SHIT

canyoneer posted:

It's not a perfectly optimized top meta list, but it looks good.
I'd probably drop Tactical Officer and replace with Leia. Leia is just too good to leave out

I keep forgetting about Leia - she'd definitely rock on a turn when I need my ships to turn around/stop.

ConfusedUs
Feb 24, 2004

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





Rules Reference updated!
https://images-cdn.fantasyflightgames.com/filer_public/be/e0/bee0c351-8d22-4f77-b6f4-101e6fa8ca8e/swzrulesreference_v103-compressed.pdf

Most of the early changes are minor. Adding rules for Remotes, Gas Clouds, and the new factions in general.

The FAQ section got the most new text. It appears to mostly be the addition of the rulings from the Official Rulings thread, but only some of them. Many of the more recent ones aren't in the official Rules Reference yet.

TheCenturion
May 3, 2013
HI I LIKE TO GIVE ADVICE ON RELATIONSHIPS
Imagine this scenario.

I have a PS5 ship, lets say Kylo Ren. My opponent has two PS5 ships, lets say Whisper and Maarek Stele. He also has a PS1 ship, a shuttle carrying Palp.

I have initiative. Kylo blows the shuttle up. Does the shuttle get removed immediately, or does the shuttle get removed after Whisper and Maarek have gone?

canyoneer
Sep 13, 2005


I only have canyoneyes for you

TheCenturion posted:

Imagine this scenario.

I have a PS5 ship, lets say Kylo Ren. My opponent has two PS5 ships, lets say Whisper and Maarek Stele. He also has a PS1 ship, a shuttle carrying Palp.

I have initiative. Kylo blows the shuttle up. Does the shuttle get removed immediately, or does the shuttle get removed after Whisper and Maarek have gone?

Shuttle goes immediately.

ConfusedUs
Feb 24, 2004

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





TheCenturion posted:

Imagine this scenario.

I have a PS5 ship, lets say Kylo Ren. My opponent has two PS5 ships, lets say Whisper and Maarek Stele. He also has a PS1 ship, a shuttle carrying Palp.

I have initiative. Kylo blows the shuttle up. Does the shuttle get removed immediately, or does the shuttle get removed after Whisper and Maarek have gone?

Rules Reference, p9

If a ship is destroyed during the Engagement Phase, it is removed after all ships that have the same initiative as the currently engaged ship have engaged, which is called simultaneous fire


So if the shuttle is destroyed by an i5 ship, it's not removed until all i5 ships have engaged.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

canyoneer posted:

Shuttle goes immediately.

True in 1e, not in 2e.

TheCenturion
May 3, 2013
HI I LIKE TO GIVE ADVICE ON RELATIONSHIPS

ConfusedUs posted:

Rules Reference, p9

If a ship is destroyed during the Engagement Phase, it is removed after all ships that have the same initiative as the currently engaged ship have engaged, which is called simultaneous fire


So if the shuttle is destroyed by an i5 ship, it's not removed until all i5 ships have engaged.

So, what you're saying is that when they say 'engaged ship,' they actually mean 'the engaging ship,' i.e. the ship performing the attack? To my mind, when Kylo engages OGP, Kylo is 'engaging' and in this case, OGP is 'engaged.'

lazerus06
May 19, 2004
Can someone explain the buzz droids and how they interact with obstacles/other ships?

Here is the way I think they work:
1. Engagement phase – spend the calculate and charge launch them with the 3 bank or straight
2. If an enemy ship moves through it or overlaps it,
a. I “relocate” it to the front or back guides it doesn’t overlap another object in any way (so an obstacle or another bomb)
b. If it can’t be relocated, the buzz droid and that ship take a damage
c. During engagement, if it is still at range 0, that ship takes a crit

So it doesn’t really “stick” to the enemy, but if you can keep the enemy ship overlapping it (by putting in in the front guides), it will keep overlapping and staying with that ship.

Can the enemy ship land between two rocks and the buzz droid can’t be relocated in the front or the back, does both the enemy ship and the buzz droid suffer a damage?

If a ship lets say barrel rolls or boosts away from it, the buzz droid stays put until it gets overlapped again?

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

TheCenturion posted:

So, what you're saying is that when they say 'engaged ship,' they actually mean 'the engaging ship,' i.e. the ship performing the attack? To my mind, when Kylo engages OGP, Kylo is 'engaging' and in this case, OGP is 'engaged.'

FFG is using the word "engaged/ing" as a more easily translated synonym for "active". The target is not "engaged", it is the target. All ships of a given initiative "engage" at the same time but resolve individually. Destroyed ships are removed after all ships at a given initiative are finished engaging.

This is why that damage cars that says "When you engage" works even if you don't shoot.

ConfusedUs
Feb 24, 2004

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





TheCenturion posted:

So, what you're saying is that when they say 'engaged ship,' they actually mean 'the engaging ship,' i.e. the ship performing the attack? To my mind, when Kylo engages OGP, Kylo is 'engaging' and in this case, OGP is 'engaged.'


I'm having trouble parsing your question, so let me stick your example ships into the text from the rules reference. Hope this makes it clear?

If a ship (the shuttle) is destroyed during the Engagement Phase, it is removed after all ships that have the same initiative (that's Maarek and Whisper) as the currently engaged ship (that's Kylo) have engaged, which is called simultaneous fire

ConfusedUs
Feb 24, 2004

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





PS this is why Biggs is loving awesome against swarms of same-initiative ships.

Zombie Biggs can just sit there and absorb a hit per attack, long past when he's dead.

I *really* think that Rebel players, in general, are sleeping on him. Biggs plus a Selfless or two can spread damage around like nobody's business.

ConfusedUs
Feb 24, 2004

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





lazerus06 posted:

Can someone explain the buzz droids and how they interact with obstacles/other ships?

Here is the way I think they work:
1. Engagement phase – spend the calculate and charge launch them with the 3 bank or straight
2. If an enemy ship moves through it or overlaps it,
a. I “relocate” it to the front or back guides it doesn’t overlap another object in any way (so an obstacle or another bomb)
b. If it can’t be relocated, the buzz droid and that ship take a damage
c. During engagement, if it is still at range 0, that ship takes a crit

So it doesn’t really “stick” to the enemy, but if you can keep the enemy ship overlapping it (by putting in in the front guides), it will keep overlapping and staying with that ship.

Can the enemy ship land between two rocks and the buzz droid can’t be relocated in the front or the back, does both the enemy ship and the buzz droid suffer a damage?

If a ship lets say barrel rolls or boosts away from it, the buzz droid stays put until it gets overlapped again?

This is all correct, although for step 2a, remember that "objects" are all ships, obstacles, and devices. (Rules reference p13)

However, today's rules update apparently confuses the 'overlapping objects' part of step 2a. The intention is still clear (an obstacle is even in the example for buzz droids), but the rule for "relocating" specifically says "A device that relocates does not count as moving through or overlapping obstacles." so :shrug:

lazerus06
May 19, 2004

ConfusedUs posted:

This is all correct, although for step 2a, remember that "objects" are all ships, obstacles, and devices. (Rules reference p13)

However, today's rules update apparently confuses the 'overlapping objects' part of step 2a. The intention is still clear (an obstacle is even in the example for buzz droids), but the rule for "relocating" specifically says "A device that relocates does not count as moving through or overlapping obstacles." so :shrug:

So if the "object" I would overlap is another ship, does the buzzdroid attach to that ship?

ConfusedUs
Feb 24, 2004

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





lazerus06 posted:

So if the "object" I would overlap is another ship, does the buzzdroid attach to that ship?

I don't follow this scenario, at all. I think you're asking about something that can't happen?

Remember that buzz droids don't really "follow" ships around. They only relocate when a ship overlaps them, after the move is complete, and they can't be placed overlapping another object. So if ship A overlaps the buzz droids, ends its maneuver right behind ship B, then the front guides of ship A won't be a valid place for the buzz droids. You'd have to put them on the back guides of ship A. At no point in this scenario is ship B a valid option.

lazerus06
May 19, 2004

ConfusedUs posted:

I don't follow this scenario, at all. I think you're asking about something that can't happen?

Remember that buzz droids don't really "follow" ships around. They only relocate when a ship overlaps them, after the move is complete, and they can't be placed overlapping another object. So if ship A overlaps the buzz droids, ends its maneuver right behind ship B, then the front guides of ship A won't be a valid place for the buzz droids. You'd have to put them on the back guides of ship A. At no point in this scenario is ship B a valid option.

I guess the scenario I was thinking if Ship A overlaps a buzzdroid, ship A competes its maneuver and there is a ship that prevents it from relocating to its front guides, and there is a ship preventing it from relocating to its rear guide, does the buzz droid and the enemy ship that overlapped it take a damage?

ConfusedUs
Feb 24, 2004

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





lazerus06 posted:

I guess the scenario I was thinking if Ship A overlaps a buzzdroid, ship A competes its maneuver and there is a ship that prevents it from relocating to its front guides, and there is a ship preventing it from relocating to its rear guide, does the buzz droid and the enemy ship that overlapped it take a damage?

Yes, if there's nowhere for it to go, boom

Voodoofly
Jul 3, 2002

Some days even my lucky rocket ship underpants don't help

ConfusedUs posted:

PS this is why Biggs is loving awesome against swarms of same-initiative ships.

Zombie Biggs can just sit there and absorb a hit per attack, long past when he's dead.

I *really* think that Rebel players, in general, are sleeping on him. Biggs plus a Selfless or two can spread damage around like nobody's business.

This exact thing happened in my first game last night flying my Striker Wampa swarm against Rebel beef. I finished Biggs with my first shots of a round and then Zombie Biggs ended up soaking 3 hits off Wedge after Biggs had died. In retrospect I think I should have just gone after Wedge from the start of the game regardless of Bigg's abilities but my opponent was also smart enough to keep Wedge at least one range band behind Biggs throughout the game.

The second game was also against a Rebel beef list without Biggs, and it died very fast to my Swarm (and still took out 4 of my ships because Strikers).

polynominal-c
Jan 18, 2003

Anyone here tried Redline & Vessery? I wonder if FCS on Redline helps keeping the TL so that Vessery can use his ability at I4....

“Redline” (52)
Fire-Control System (2)
Proton Torpedoes (12)
Proton Bombs (5)

Scimitar Squadron Pilot (30)
Barrage Rockets (7)

Colonel Vessery (86)
Juke (5)
Total: 199

Madurai
Jun 26, 2012

I am going to go to San Francisco Hyperspace on Saturday, even though I have yet to play second edition. I can't see a downside to this.

Voodoofly
Jul 3, 2002

Some days even my lucky rocket ship underpants don't help

Madurai posted:

I am going to go to San Francisco Hyperspace on Saturday, even though I have yet to play second edition. I can't see a downside to this.

I'll be there and I'm friends with the people organizing it. Feel free to send me a PM or I can just invite you to our slack channel if you want to say hi to anyone going, or even just know anyone at the tournament.

I'll be the idiot flying 5 Strikers and Wampa if you want to say hi.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
Maul plus 6 vultures is a fun list. Vulture dial is so weird, feels really different from anything else

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

canyoneer posted:

Maul plus 6 vultures is a fun list. Vulture dial is so weird, feels really different from anything else

This is probably my favourite thing about CIS - the vulture dial feels *digital*. You can only go in 90 degree increments easily and it makes them feel super beep boop robit.

lazerus06
May 19, 2004

canyoneer posted:

Maul plus 6 vultures is a fun list. Vulture dial is so weird, feels really different from anything else

How is the list built out? I was thinking of trying Maul with Hate and Kraken with 5 vulture droids all with energy shells.

Admiral Joeslop
Jul 8, 2010




I've been told by someone that the damage from Chopper crew is a trigger, not a cost. If you Afterburner or AP-5 Coordinates to you while you are stressed, you take the damage/expose a damage card.

That sounds bad if true.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Admiral Joeslop posted:

I've been told by someone that the damage from Chopper crew is a trigger, not a cost. If you Afterburner or AP-5 Coordinates to you while you are stressed, you take the damage/expose a damage card.

That sounds bad if true.

Technically, yeah, looks like it would. Unintended I would say, though.

TheCenturion
May 3, 2013
HI I LIKE TO GIVE ADVICE ON RELATIONSHIPS
Chopper crew has two parts. One, it lets you perform an action while stressed. Two, if you happen to perform an action while stressed, from any source, you suffer a damage unless you expose a damage card.

Otherwise, it would read 'During the Perform Action step, you may perform 1 action, even while stressed, then suffer 1 damage unless you expose 1 of your damage cards.'

ConfusedUs
Feb 24, 2004

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





It's similar to Collision Detector.

With CD, you can *always* boost/roll onto obstacles. Separately, you have the option of spending a charge ignore the effects of overlapping the obstacle any time you'd overlap it for any reason, such as a maneuver or boost/rolling onto it.

hoiyes
May 17, 2007

ConfusedUs posted:

It's similar to Collision Detector.

With CD, you can *always* boost/roll onto obstacles. Separately, you have the option of spending a charge ignore the effects of overlapping the obstacle any time you'd overlap it for any reason, such as a maneuver or boost/rolling onto it.

That seems *really* good to use with gas clouds and a ship like Guri.

smug jeebus
Oct 26, 2008
Has anyone seen a decent build that uses Director Krennic? Not sure what to do with this guy

ConfusedUs
Feb 24, 2004

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





ConfusedUs posted:

Looking for dumb but good lists to take to campaign against cancer

First test

Take my bomb and go home

(76) Emon Azzameen [Firespray-class Patrol Craft]
(4) Andrasta
(3) Seismic Charges
(6) Proximity Mines
(4) Boba Fett
(2) Trick Shot
Points: 95

(48) Captain Nym [Scurrg H-6 Bomber]
(5) Proton Bombs
(4) Ion Cannon Turret
(2) Tobias Beckett
(2) Trick Shot
Points: 61

(44) Zealous Recruit [Fang Fighter]
Points: 44

Total points: 200

Guys, I'm now 7-0 with this list, including one monthly tournament win. The only difference is swapping who has seismic charges and who has proton bombs.

I've beaten Han + 2 fangs + Seevor (twice), 4x Arc + Torrent, Vader + Miniswarm (twice), Dengar/Ketsu/L337, and a double T65 list that was doing pretty well otherwise.

The ability of this list to just block off attack vectors while still getting to shoot is just ridiculous.

ConfusedUs
Feb 24, 2004

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





StuG Jeebus posted:

Has anyone seen a decent build that uses Director Krennic? Not sure what to do with this guy

Colonel Jendon (46)
Collision Detector (6)
Director Krennic (5)
Hull Upgrade (3)

Delta Squadron Pilot (70)

Delta Squadron Pilot (70)
Total: 200

View in Yet Another Squad Builder 2.0

I've played against this 2-3 times, and it's really hard to chew through it.

ConfusedUs
Feb 24, 2004

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





hoiyes posted:

That seems *really* good to use with gas clouds and a ship like Guri.

Guri wants Advanced Sensors all day, every day, until the end of time. If they scale it like SNR and it costs 20+ points she still wants it.

hoiyes
May 17, 2007

ConfusedUs posted:

a double T65 list

Wait what

ConfusedUs
Feb 24, 2004

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





hoiyes posted:

Wait what

Wedge Antilles (52)
Lone Wolf (5)
Proton Torpedoes (12)
R2 Astromech (4)
Afterburners (6)
Servomotor S-Foils (0)

Luke Skywalker (62)
Supernatural Reflexes (24)
Proton Torpedoes (12)
R2 Astromech (4)
Afterburners (6)
Servomotor S-Foils (0)
Total: 187

View in Yet Another Squad Builder 2.0

The only thing I'm not sure about is Wedge's Talent. It could have been Predator instead. He definitely got re-rolls sometimes.

He was nuking about a ship per round all night.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I've been thinking about trying to run XXX again with Luke, Thane, and Wedge, but that seems like it's wasting a loooooot of points.

ConfusedUs
Feb 24, 2004

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





Strobe posted:

I've been thinking about trying to run XXX again with Luke, Thane, and Wedge, but that seems like it's wasting a loooooot of points.

It's really not.

Wedge Antilles (52)
Swarm Tactics (3)
Proton Torpedoes (12)
Servomotor S-Foils (0)

Luke Skywalker (62)
Heightened Perception (3)
Proton Torpedoes (12)
Servomotor S-Foils (0)

Thane Kyrell (48)
Selfless (3)
Servomotor S-Foils (0)
Total: 195

View in Yet Another Squad Builder 2.0

Shoot at 7/6/6. Selfless on Thane helps keep the others alive. You can get triple torps if you drop the Talents/Force powers, but I find this version to be better.

Adbot
ADBOT LOVES YOU

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

ConfusedUs posted:

It's really not.


I meant the XX you were talking about.

The XXX I was considering is actually:

Thane Kyrell (48) [66]
Afterburners (6)
Proton Torpedoes (12)
Servomotor S-Foils (0)

Luke Skywalker (62) [74]
Proton Torpedoes (12)
Servomotor S-Foils (0)

Wedge Antilles (52) [58]
Afterburners (6)
Servomotor S-Foils(0)

Total: 198

The only thing here I'm married to is the Afterburners, which I feel like is more useful than the Proton Torpedoes for a couple reasons. I could be persuaded to drop the torps on Luke and Thane to put Afterburners on Luke plus a force upgrade, but I don't actually want to fly Supernatural Reflexes.

EDIT: Alternate consideration:

Thane
R5 Astromech
Afterburners
S-Foils

Luke
Brilliant Evasion
R2-D2
Afterburners
S-Foils

Wedge
R5 Astromech
Afterburners
S-Foils

Total: 198

Strobe fucked around with this message at 06:12 on Apr 12, 2019

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply