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Hra Mormo
Mar 6, 2008

The Internet Man

Leo Showers posted:

I am always impressed by just how maneuerable PtL-equipped TIE Interceptors are. Played a 100 point game of the Asteroid Run mission in the rulebook. Opponent took 2x Rookie X-Wings and 2x Dagger SQ. B-Wings. I took Captain Yorr and 3x Saber SQ. Pilots all with PtL. Being able to boost/something else is just amazing to keep out of firing arcs or to move around an asteroid. While I ended up losing that game, I didn't lose a ship.

If you hit a TIE Fighter with an Ion Cannon, it could potentially crash into an Asteroid. That would be pretty :golfclap: really.

My first 2 games of X-wing not including the quickstart both featured Soontir Fel with Daredevil on the enemy team along with 2 TIEs and holy poo poo was that guy a terror. I had Skywalker and Katarn which ment Fel had top pilot skill and with our only expansions being HWK and Interceptor there was just nothing I could put on either Luke or Kyle to keep them from being hilariously outmaneuvered. Hell, even the TIEs were Mauler Mithel and Dark Curse, meaning Kyle was dead last on pilot skill. Luckily a few clutch shots from Katarn's ion turret and the fact we were playing in some pretty drat dense asteroid fields won me both games. The third game I swapped Kyle's ion turret for a blaster one and rolled so monstrously he dropped a TIE every turn with no help from the asteroids, save for one point of damage onto Dark Curse from Biggs who was otherwise a complete nonfactor for that brief but hilariously violent game.

Ofcourse, I rub in every rebel victory by dancing to Yub Nub.

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Hra Mormo
Mar 6, 2008

The Internet Man
Biggs shouldn't really be dying 1st round or even 2nd. He's not there to tank all the shots, he's there to deny the enemy a chance to focus fire while preferably forcing range 3 shots. His value dives hard once the enemy has enough shooting to destroy 2 ships per turn on average, but against any other list he gives you a humongous early game advantage. While he may be the first rebel to go down, Biggs should never be the first ship to go down. If your enemy can just focus fire on Biggs he's not going to do it because the card forces him to, he's going to do it because he wants to as that's a round of shooting where Biggs is effectively not Biggs but next round he might be Biggs again and you want to keep focusing fire.

Hra Mormo
Mar 6, 2008

The Internet Man
Had another two games today and won both. Slightly less satisfying than before as our lists are limited by what we own (proxying anything ruins the game for us) which let's me field a Han Shoots First list while my opponent's choices are limited to what he can field with 2 Fighters, 1 Interceptor and 2 Bombers. Also no Fighter expansion, so no Howlrunner for example. I do redeem some of my cheese-list shame though as I'm using Luke because I don't own Gunner, despite taking Marksmanship. I also run a cheap HWK with blaster turret and recon operative instead of a second X-wing.

The first game begun with me rushing to lose the game as I entirely split my force and decided the best place for Han was barreling balls-out at his bombers. Next round I knew my only hope of not eating his torpedoes was to somehow get past them. They slid forward 1 to just barely get in range 3 and established target lock. I opted to blast full speed ahead and hope I could fly past him. Obviously I didn't make it, but I DID make it into range 1. I'd snuck past all other firing arcs and the resulting point black primary weapons from the bombers was painful, but manageable. Next round I made my biggest derp of the game and decided that a sharp turn into the wake of 2 Bombers is a totally legit idea. The resulting 2 damage set up the second clincher of the game.

We usually don't get big old furballs mid-maps, but we did this game and it looked really bad. A bomber, interceptor and fighter all were all in optimal positions to fire at Han. Han limped away from the exchange with 2 hull remaining but thankfully I managed to choose a maneuver he wasn't expecting and got clear of enemy firing arcs. The game ended soon after when I collapsed onto his formation who were badly all damaged from before anyway.

The rookie performed admirably, getting plenty of damage in over the course of the game. The HWK chased Soontir Fel and knocked off a point of hull, but then had to spend several turns out of the fight as Soontir escaped the far less manouverable rebel operative. Ultimately this meant Fel was in position for the second clincher mentioned above while the HWK was still far out of range.

The second game my opponent lamented his deployment, which was understandable as the way he'd deployed he had no approach onto Han that wouldn't involve dodging space junk. The game itself was much easier for me, I didn't leave my YT-1300 as vulnerable and despite having both the biggest and the least maneuverable ships on the board to deal with, I only just barely clipped one satellite (we use the probe counters from the scanning mission as extra terrain) while some crucial bomber rounds were ruined from beaching. The Rookie wasn't as valuable this game but the HWK just outright killed his interceptor (Turr Phennir this time) on round 2 and kept up with Han in overall damage over the rest of the game

I was pretty lucky both games, but the first game in particular was still no free ride. Later on I mentioned he was maybe approaching too fast as I never really had to eat a full round of shooting from him, most of the time his Fighters would lose tons of chances to shoot as they tried to flank when only one ship in my list was actually flank-able. I did really enjoy playing my list though and I'm looking forward to what he comes up with to crack it. I feel like the key will be to abuse the fact he just outright has more shooting than I do, and I told him as much. We also established the interceptor probably isn't the place to put extra points as my double turrets really expose an otherwise uncatchable ship. He might revisit elite interceptors once we get a Push the Limit, or once my list evolves.

It'll likely make for a weaker list but I'm hoping to get a B-wing and knocking Han down to an Outer Rim Smuggler, atleast while we're still playing at 100 points. My ultimate goal is to just have a list where I have one of each (or atleast most) rebel ship, establishing the original trilogy aesthetic theme of the diverse rebellion against the uniform empire.

Onwards to more yub nub!

Hra Mormo
Mar 6, 2008

The Internet Man
So I need some ideas and opinions on my upcoming list. So far I've been using a variation on HSF, with Han, a rookie and a rebel operative. Worked well for me and I have no real reason to change it but obviously must get more star wars and, since I'm getting more star wars, what's the point unless you get to play with all of your star wars. I'm going to add a B-wing next on my slow, conservative journey towards my "one of everything" Escalation list. That means that somehow I'm going to have to fit an X-wing, a HWK-290, a YT-1300 and a B-wing into 100 points. The point bracket is not negotiable, neither is the line-up. Everything must be on the table. That means it's time to break out the controversial Outer Rim Smuggler.

Obviously we have very few points to play with here. Taking the cheapest option for each ship brings us to 86 points. That's a mere 14 points left for upgrades. Although so far I've really enjoyed the blaster turret + recon specialist combo on the HWK, even that is already splurging half my upgrade budget. So far I've considered Roark, Kyle, Biggs, Red Squadron and Dagger Squadron for pilot upgrade options, I thought about abusing the fact the smuggler moves before everyone other than an academy pilot and fitting him with anti-pursuit lasers for blocking. There are alot of ways I can go with this, but not alot of points to go with. The list will be mostly flying against TIE Fighters with the occasional bomber and interceptor. Expect Howlrunner, but otherwise my opponent tends to fly low pilot skill. What do you think would be the most effective upgrades in this particular circumstance?

Hra Mormo
Mar 6, 2008

The Internet Man
With the cheap as balls headhunters on the horizon I'm tempted to bring out Han with 4 of them. Will depend on their dial I guess.

Hra Mormo
Mar 6, 2008

The Internet Man
I like the HWK-290 because for 23 points I get a PS2 ship with a blaster turret and a recon specialist. Abuse asteroids properly and you are an academy pilot's worst nightmare, for them a hawk might as well be a falcon. In my games the HWK gets to choose between 2 jobs, either draw fire from things I care about losing or punish my opponent for ignoring it. Just don't start chasing anyone because even if they can't outmaneuver your turret, they can outrun your range and leave you stranded in a tactical void.

Oh yeah, and the glistening eyes of imperials whose Soontirs fail to land a direct hit and get murdered in retaliation have no price tags.

Hra Mormo
Mar 6, 2008

The Internet Man

Poopy Palpy posted:

Hooray, they designed the Kyle and Jan crew cards to work with the Jan and Kyle pilot abilities! Best buds, working together!

Funny how Kyle is pretty much Recon Specialist except harder to counter and with more options, but the same price. At the same time I'm not sure if he's different enough from the Recon Specialist or too cheap for what he does!

Hra Mormo
Mar 6, 2008

The Internet Man

Fetterkey posted:

How is that true at all? Kyle seems dramatically inferior to Recon Specialist under normal circumstances.

I meant within the context of being used with Jan Ors. We'll assume Jan wants to stress and shred stress ever round if possible. That means you get the first focus from Kyle but still get to choose between target lock or focus for an action, and your opponent can't stop you from firing blaster turret by blocking you and denying you an action. Then again I'm a HWK enthusiast and even I don't play Jan Ors.

Hra Mormo
Mar 6, 2008

The Internet Man

overdesigned posted:

Yep, rules explicitly allow adding weights to the base--the magnets shouldn't be thicker than the gap "underneath" the base, if my measurements are correct.

Neither do you want them to be, unless you're planning on gluing your stands into the bases and ships. Hell the average ship is so light you might get away with just using magnetic tape under the bases, just get the slightest amount of hold to steady them while providing no meaningful resistance to lifting or the stand connections.

Hra Mormo
Mar 6, 2008

The Internet Man

Poopy Palpy posted:

Stress Tokens, and Ion Tokens (if they weren't removed in the movement phase). Unused circular tokens are lost. You can't dodge a shot because you were being slippery 30 seconds ago.

Unless you have a specific stated exception, such as the Moldy Crow title for the HWK which lets you keep focus tokens.

Hra Mormo
Mar 6, 2008

The Internet Man

Shockeh posted:

However, I'd dispute the usefulness of Predator on Solo, because the whole point is to make Solo's special better with it - Because Solo's skill says you must re-roll all the dice you can, you use Predator first to re-roll Misses (Bear in mind we're only talking three dice) and so if you do use Solo's special, those dice cannot be re-rolled again; You then leave these on Hits or Eyes to Focus them up, so you're making his special more reliable to improve your roll, rather than the luck-based skill of a total re-roll it is without the skill.

What the hell are you going on about here? If you reroll misses with Predator and still get misses, you have to keep these misses. In an example where you roll a hit and 2 misses, then Predator one miss into another miss, if you were to use Han's ability you'd have to reroll the hit and the second miss, as those are the results that haven't already been rerolled. The end result of using Predator and Han's ability on any given turn is always the same as only using Han to begin with.

Hra Mormo
Mar 6, 2008

The Internet Man

Chill la Chill posted:

The only bad expansions I know of are the a-wing, HWK, tie advanced, and tie bomber unless you get 4 of them and that list is pretty bad now. Everything else could fit into some sort of decent list.

I keep hearing this about the HWK but not only has it never let me down, we actually had 2 of them on the table in today's loony 200vs200 team game. And while Roark got it early from Whisper, my dear precious Rebel Operative chugged along to the very end, equalizing situation after situation. I can understand it being unpopular because it's limited dial makes it the hardest turret platform to use, but that just makes it all the more satisfying.

Keep it cheap and shoot all the TIEs.

Hra Mormo
Mar 6, 2008

The Internet Man

Chill la Chill posted:

Right. They are better at larger point games due to their support roles. In 100 point games I'd much rather have Dutch or gold with ion cannon. They have more HP, maneuvers, and Dutch's target lock is a great support action anyway.

This is the first time I've played a game that wasn't 100 points, where my HWK experience stems from. By comparison Y-wings have better tank and maneuvers but either have to resort to ion turrets or severely hamper their flexibility because they can't get a recon specialist. The resulting Y-wing is either not worth shooting at, at which point it doesn't deserve to be in any list ever, or is too expensive to be expendable. The whole key concept of my HWK is being worth shooting at AND expendable. That might not be what you want in a ship, but it sure as hell is what I want, and it hasn't let me down yet. Hell, the game I played today actually had a gold/ion (not mine). Was it wrecking faces and ruining the imperial game plan? No, it was ignored and mostly harmless. I personally don't know how to plan games around ships people are willing to ignore. I need the HWK who is bait, hunter and fodder.

As a caveat, if I could fit Dutch into the same lists and roles as the HWK, the choice would be much more difficult. Most of the time though, the choice is not between Dutch and the HWK, but between Dutch and an extra ship.

Hra Mormo
Mar 6, 2008

The Internet Man

TouchToneDialing posted:

You dont. You need luke/gunner for dealing with phantoms or other things that you need to break dice curves on and C-3PO free evade every turn is way way better than being able to shoot through and when you are on an asteroid.

Its a very situational card and it has so much competition from better pilot cards. I seriously doubt it will see much tournament play.

Well it's primary competition are actually other 2 point crew upgrades, and I can't really think of one that is any less situational than Dash. Yeah if I can afford 3PO I'm getting 3PO, but you can't always afford that one extra point.

Hra Mormo
Mar 6, 2008

The Internet Man

Chill la Chill posted:

Truth. I managed to get my big falcon and Z's to win against an 8-tie swarm last night by being patient and making the opponent go through the asteroid field. Took potshots when I could and whittled them down from range 3 with the help of some asteroid collisions.

Even when a list normally is supposed to beat another list, there are critical turns in the game that can decide the winner 10 turns down the line purely due to placement and no dice involvement. It takes 2-3 turns to recover from a mistake either with k-turns or double hard turns but a lot of times by then the offending ship has been destroyed.

I die a little every time I see someone joust a TIE swarm.

Hra Mormo
Mar 6, 2008

The Internet Man

alg posted:

Man they are goin' all out with the training wheels for Babby's First Imperial Turret :smuggo:

:vince:

The Gate posted:

Says the faction with Dash "Asteroids are Haaaaard" Rendar. :colbert:

Don't worry, I'm pretty sure there'll be another Decimator pilot with the pilot ability "If your base or movement template overlaps an obstacle, roll a damage die. On a hit result, remove that obstacle from play."

Hra Mormo
Mar 6, 2008

The Internet Man

overdesigned posted:

Why do you want me to die penniless and alone, surrounded by tiny plastic spaceships?

Life well spent.

Hra Mormo
Mar 6, 2008

The Internet Man

Ville Valo posted:

2 focus actions every turn! That don't go away! And can be handed out like candy! ... It sounded so promising.

First rule of the HWK is you have to plan to lose it. The Moldy Crow title in particular is outrageously expensive and should never be taken under any circumstance. Kyle Katarn has a pretty bad pilot skill because a HWK preferably wants to generate and use 2 focus every turn by itself. Your list splurged a ton of points on high-end pilots, you could've easily shaved points off the B and the HWK to include a 4th ship or atleast properly kit out your B and E.

Hra Mormo
Mar 6, 2008

The Internet Man

Chill la Chill posted:

Give tycho a prototype pilot title and go hog wild!

PtL + Daredevil all day every day. gently caress. Yes.

VVV I actually kind of agree, going by that 360 model it's by far the most toy-like of the models so far. Obviously I'm getting it, but it'll be the first model I'm not completely happy with.

Hra Mormo fucked around with this message at 20:50 on Aug 11, 2014

Hra Mormo
Mar 6, 2008

The Internet Man
Man, compared to the VT-49 the YT-2400 just looks crummy. The difference in pilot abilities is absurd. The new imperial only cards are also amazing but honestly the empire needed a bone in that department.

Hra Mormo
Mar 6, 2008

The Internet Man

Tekopo posted:

The 2400 is the cheaper large rebel ship. Also I still like the look of the outrider title: a 360 HLC is interesting or even a 360 Autoblaster.

The moment you slap Outrider and a cannon on it though it's already as expensive as a falcon. I feel like they originally planned to include a secondary weapon version of gunner but shied away and wanted the masses to playtest gunnerless Outrider to oblivion first, see if it's even necessary.

Hra Mormo
Mar 6, 2008

The Internet Man

Strobe posted:

You mean, "As soon as you give it 4 attack dice and no defensive range dice in a 360 degree turret" it's already as expensive as a Falcon.

No poo poo, Sherlock.

While your point has merit you forgot the "and forego any range 1 shot for the rest of the game and can't take gunner" bit. Outrider + HLC is not a straight upgrade and I absolutely guarantee you a phantom is going to stick to you like glue and ruin your loving day while you're stuck wasting shots on fodder if you're lucky. This however is a fun quirk in the otherwise stale turret game and I'm looking forward to it, but that doesn't change the fact Outrider is hella expensive. I'm thinking about reliability here, and everything about the Outrider says to me "as effective, less reliable". Then again, I guess that's the point.

VVV Of something, yes. But what you need to be shooting is that phantom pumping 5 attack dice into your rear end. Statistically you will die before you can kill your points worth in academy pilots. Still, let's what happens when it's actually on the table.

Hra Mormo fucked around with this message at 01:06 on Aug 12, 2014

Hra Mormo
Mar 6, 2008

The Internet Man

Feeple posted:

Hey guys,

I've been playing Rebs for a while now, and I never seem to get why they're on par with the Imperials. I feel outgunned, out abilitied, and while I'm sure it's not true, out diced.

What are some popular and successful Reb builds now? I think need to see something that works before I try to innovate.

You can't go wrong with a falcon. The YT-1300 is a cornerstone of current rebel success, complement with your preferred entourage and go to town. A good imperial list is virtually always going to outgun an opposing rebel list. Han Solo is the perfect pilot card to teach you how to get beyond the dice, how to abuse your superior pilot skill, how to attack without giving chance to retaliate, manage your targets and anticipate your opponent's maneuvers. There's also tournament matches with commentary you can watch on youtube, good for finding a solid list and seeing them put to use, all at once.

Hra Mormo
Mar 6, 2008

The Internet Man
https://www.youtube.com/watch?v=RXWY08LSZls

Had to dig up this video for the expose discussion. It's an old video and doesn't cover newer cards but all the points are still valid and can be applied directly to the current state of the game. If watching a 10 minute video is too much effort, the basic gist is that even if you don't take into account EPT slots or the 4 squad points, Expose makes you do less damage on average than just taking focus. All you gain is the advantage of variance, for 4 points and an EPT slot. But surely Gunner changes that because it lasts for both attacks! Well, no. You can take Marksmanship instead, which also lasts for both attacks, is an improved form of focus and is 1 point cheaper. The downside of Marksmanship is that unlike actual focus you can't use it for defense. Like expose, this doesn't matter if your agility is 0 anyway. However, unlike Expose, Marksmanship does not negate Kenkirk's pilot ability.

So is expose still a newbie trap and utterly useless? Well, maybe not. What if we take Oicunn, give him Expose, Gunner and Recon Specialist. Part of his entourage will be Howlrunner with Squad Leader. For his activation, Oicunn will take Expose. Howlrunner will give an action to Oicunn, who takes the Recon Specialist enabled double focus. Now you can shoot with 4 dice and focus and Howlrunner reroll, and you get the whole thing again from Gunner if you miss. Absurd? Yes. Worth the points? Who the gently caress knows. Hell, you might as well throw on a Tactical Jammer, now your Howlrunner can hide behind Oicunn all game.

Welcome to pain.

Hra Mormo
Mar 6, 2008

The Internet Man

HiveCommander posted:

I've never really thought of this until now, but is it possible for a YT-1300 to abuse both C3PO and Expose? If so, :getin:

No. Expose reduces your agility to zero from activation phase until end of turn. If you don't roll any defense dice, you don't get to use C-3PO. You do get to use C-3PO if you're at range 3 and/or the shot is obstructed though.

Hra Mormo
Mar 6, 2008

The Internet Man
Personally I think I'd just be boring and throw in a pair of TIE-Fighters. Especially if you're planning on running PtL on a Defender which already can't do sharp turns without stress, you are going to need some blockers in there.

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Hra Mormo
Mar 6, 2008

The Internet Man
I don't know what it is but something rubs me the wrong way about Armada, it just looks so fiddly. I'm still going to buy all the things.

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