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Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
What do you all think of these lists? Got a tourney coming up.

Imperials:
Vader+swarm+cluster
29+2+4=35
Winged Gundark
15
Academy Pilot
12
Backstabber
16
Howrunner+mark
18+3

Rebels:
Biggs+R2-D2
25+4=29
Dutch +Ion+Prot+r5-k6
23+5+4+2=34
Wedge+r2-f2+prot
29+3+4=36

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Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Ran that Imp list today against my buddy playing Rebels.

He brought:

Luke+Prot+R2-D2

Horton+Generic R2+Ion+Prot

Rookie+Generic R5

Concentrating all fire knocked Luke out of the box, costing me Howlrunner in the process. A couple of quick shots to the Ricky the Rookie blew him to space dust, and despite keeping Vader down with Ion Cannons, Horton heard his Who: my blasters.

I've noticed that it's real easy to buy up bits and bobs for the Rebel ships and make it DEVASTATING to lose even one of them.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

jivjov posted:

I meant things like equipment cards and whatnot. I know pilots you can only use one of, but as I mentioned, I'm the only one in my friends group that actually wants to buy stuff for the game, so are there any equipment cards that both rebel and imp players may want?

Possibly, possibly Swarm Tactics or Marksmanship, but past that, not really.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Are Rebel players finding the Y wing to be more effective than the X? I'm struggling to get the Rebels to "work" for me.

I really like the combo of Biggs and R2D2, as he can tank for a good amount of the game, but the Rebels are so damned expensive I feel you can't really spam lovely pilots, but have to go for a squad of 3 badasses instead. Can anyone help me see the upside of RebSpam?

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
I've been having some success with:

Wedge+torps+Marksman+R2D2

Garven+R2+Torps

Dutch+R5K6+Torps

Garven and Dutch are best freinds, handing each other Focus and Target locks, and Wedge just flies around, critting the world.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Pilgrimski posted:

The lack of missions is my only criticism of this game. There aren't even a set of standard scenarios like for Warhammer/Wargameofyourchoice. The three missions in the book are designed only for using the core set.

That means that battles often come down to a one on one duel that can last absolutely ages if you play to last ship standing.

I really hope Fantasy Flight will produce a mission book at some point.

Having said that, it's not exactly hard to come up with new scenarios. I've only seen one so far;

http://boardgamegeek.com/thread/890247/custom-mission-template-powerpoint-version
http://boardgamegeek.com/filepage/84955/mission-theft-of-shuttle-tydirium

but I can imagine more.

Deathstar trench run (using a rolling road technique and this stuff http://www.combatwombatminiatures.com/star_fortress.htm)

You could do an attack on the shield generators of a Star Destroyer:

Star Destroyer scenery (http://files.boardgamegeek.com/file/download/9s5bu2trqx/Star_Destroyer_48_x_40_w_border.pdf)

Basically anything from the games & books. You know... I guess I should just write some!
The missions in the rulebook are awful IMO, but they are limited to the core set, so I can forgive it. I want to check out the new missions that come with the Falcon, though!

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Weissritter posted:

Aha. There will be a Kessel Run event over here too. I intend to bring a X-wing list (I got a core set and 2 X-wing expansions).

However, from the lists I see floating about, almost no one seems to include Wedge in a 100-point list. Any reasons why? I have only played two or so games, and he seems like an excellent pilot to use.

Nonsense! The best defense against an Imp swarm is Wedge.

See,my roomie plays:

Vader w/ swarm tactics
Howlrunner with swarm tactics
4x Academy Pilots

He flies in a big ol' brick letting everyone take advantage of Howlrunner, and half the drat army goes on 8 or 9.

I use:
Wedge w/ swarm tactics
Biggs
Rookie
Red Squad

Upgrade light? You bet. Bringing a boatload of attack dice? YES.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Bosushi! posted:

The card specifically says choose 1 ship at Range 1, so I believe it's only 1 ship that gets the benefits.

Swarm Tactics is still very good, but I have a feeling a lot of people misinterpreted it to where ALL ships at range 1 get the benefits.

The exact wording is "When another friendly ship at Range 1 is attacking with its primary weapon, it may reroll 1 attack die." It does not tell you to nominate a ship, therefore it acts as an aura.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Bosushi! posted:

I misread the question. I thought the subject was swarm tactics.

Ah. Sorry. Howlrunner is currently the number 1 thing that stick in my craw (all other "buddy" abilities are nominate 1, but Howlrunner is just every fucker nearby,) as a mainly Rebel player.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Going to crash after getting back from the Spingfield, MO Kessel Run so I can rest up for the St. Louis one!

I took the list above, and lost one match due to honestly bonkers dice, and the other to an Imp swarm that was taking too long to tear apart. I got an A-wing! :D

9 players, many of whom were still very new. We all had a great time!

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Ok, after two KRTs, with my two friends joining me (one played Imps, the other did one of each, I did Rebs.), I have a few concerns.

Rebs predicate most of their play on the dice running averages throughout the match. They assume that, given averages, their special abilities will help them be successful. This means hot and cold streaks are devastating, and often start a chain reaction failures.

Imps tend to use quantity over quality, and thus are better poised to take advantage of dice streaks. I saw Howlrunner, 4 Academy Pilots, and Backstabber blow away 3 X wings in one round. The Imp rolled an average number of strikes, but between Howlrunner's ability and the Reb not generate any dodges, it just obliterated the opposition. This brings me to my next point:

Howlrunner is damned near broken. There is currently only one other pilot in this game that can affect every ship nearby, and that's Biggs, which many have shown to be a cagey benefit. Howlrunner consistently plays nestled in a cluster of cheap TIEs, giving everyone a free re-roll on attacks. In a game where 1-2 damage is making the difference of life and death, any re-roll multiply the offensive output significantly, and giving 4 pilots free re-rolls that cost nothing but positioning, Howlrunner creates the worst situations, and is absolutely the number one target in any Imp list.

The argument that Rebs can take better upgrades, or are more durable than TIEs begins to show flaws, when I can tell you that a Rookie Pilot with 3 points of anything tacked on is not worth 2 Academy Pilots in the long run. Target saturation simply allows an Imp player to keep throwing bodies at the problem until it goes away.

Mind you, I only saw one finals match, so I am not sure yet on how the new stuff really fixes or creates problems, but for now, I'm really struggling to call it an even match, and the culprit may surprise you: dice.

The dice control so much of combat resolution, it causes the game to be very "swingy" at times. I saw players that had been playing since this came out to players that picked up their stuff earlier that day, and niether had an advantage. The fact that vets and skilled players cannot reliably perform well (not win, just make a good show,) over newer players concerns me about the long-term potential for this to have a significant OP community.

I may also just be jelly mad.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Acinonyx posted:

Howlrunner seems like it's a game changer, but at the end of the day, you've spent 18 points for a ship that is one torpedo/missile away from being space dust. With the new AoE missile coming into play, I suspect that trying to clump together all your ships is going to go out of style real quick. In the pivotal game for me, the rebel player came right in with Wedge (torpedo, marksmanship) and blasted Howlrunner out of the sky right there (2 hits, 2 crits vs. 2 dodges when all the modifying was done). I had 4 academy pilots to exact revenge, but he managed to drop Biggs just in range of Wedge for his annoying ability, so I mostly had to pummel him instead, but it wasn't enough to get him out of the game that turn.
So you spent about 36 points to take out 18? That doesn't seem like a great trade.

Maybe the assault missiles will help prevent TIE clumps, but for now, Rebs are really frustrating to play as.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Chomp8645 posted:

I've seen this before (online) and it does look pretty cool. The main thing I'll probably have difficulty getting over is one mechanic that is uh... a little "unusual" given Fantasy Flights high (and usually met) standards for thematic gameplay. There is no "separation" between space and ground (or orbital and planet side) units. This can lead to somewhat ridiculous situations like a rancor swatting an X-Wing out of the sky (or Star Destroyer in orbit) or a TIE fighter sniping an individual unit (or even individual human being) on a planet, even if the fighting is taking place underground or something.

Still, something like that can be overlooked when everything else just looks so GOOD. And the mechanics seem interesting so it might be worth a fair shake.

Combat is a bit abstract, but the core mechanics seem solid. Anyone want to make a thread for the SW LCG?

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Got me two YT1300s, time to 360 it up with blaster fire!

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Screw scale, cap ships are two of the medium ships end to end, take two pilot inserts with stats for the fore and aft sections, and together make complete firing arcs. Done.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Sneaky Homunculus posted:

Got my first games with the Wave 2 big ships. I love the Firespray, but the Falcon is just a big tank. I can't seem to do anything significant with it besides soak damage.



I also decided that I wanted to touch-up my ships. I washed my X-Wings with GW Nuln Oil.



Painted engines on the ships, too.



Redid the red on the Firespray, then sponged on Vallejo Grey Black. I then hit the black spots with GW Silver.



Painted the TIEs blue with GW blue wash. This didn't come out as nice as hoped, but at least, mine will be unique.



Such a great idea! I stole your idea and scuffed up one of my YT-1300s, painted 3 of my 6 Xwings with Blue markings, and gave them all some glowy engines.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Acinonyx posted:

How does it get to 4? One action then push the limit for a second action and a stress token which gets a focus from his special power for three actions. What am I missing; a fourth action sounds great.

The only way I can get to three is if they ruled Squad Leader is les than or equal your pilot skill, and Vader Squad Leader'd Fel. Then it's default action, push, and Squad Leader.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Just played a few games today with a buddy, and this list was hilarious:

Han Solo
-Luke Skywalker
-Millennium Falcon

Chewbacca
-Nien Numb
-Elusiveness

This dmaned list bascially forces so many freaking rerolls it's not funny. Han and Luke is more reliable to putting damage out than Wedge.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Just man up and play Han and Chewie in 2YT 1300s, with Luke in Chewie's.

Rerolls help normalize your shots so much.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

PJOmega posted:

I've been tinkering with making a casual play version of X-Wing more similar to Star Trek Attack Wing. The primary change is separating pilots from ships. So for instance, a base 1 skill x-wing is 21 points. That makes Wedge into a pilot card that says.

Wedge (Unique), 8 pts, 9 skill, +EPTx1, and his pilot ability.

Similarly, Howlrunner becomes

Howlrunner (unique), 7 pts, 8 skill, +EPTx1, and his pilot ability.

Do you see any really degenerate ship/pilot combinations coming from this system?

Biggs in a YT-1300.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Otterspace posted:

I just recently got into this game as a wargame newbie. I noticed the A-Wing at Barnes and Noble and had to buy it. Even though it was $15, it was the smallest, most detailed A-Wing model I've ever seen. And with my brother coming for Christmas I decided to go whole hog and buy the starter set and a TIE interceptor. We just played our first real skirmish last night, and had a blast. It was pretty fun to maneuver strategically and try to anticipate your opponents moves. We played 60 points which was enough for the ships and select upgrades. I had two TIEs and an interceptor and he had an X and the A-wing. Overall the game was really balanced and after playing for about an hour, he had knocked out my interceptor and I had killed his X-wing. We ended in a draw since it was like 3am but I know I'll want to play again. If anyone is thinking of getting this game, don't hesitate, it's awesome.

Lots of reputable sites like https://www.miniaturemarket.com have the ships for much less, so the steep price and B&N's questionable support can be negated.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

SquadronROE posted:

I'm more concerned with the TIE Defender. Although that is incredible.

You can get homebrew like that via shapeways website, and bgg is hive scum and hombrew.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Can someone help me understand the value of an HWK? I keep reading the cards and think "why would I do that?

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
We started season 3 of the league here Monday. I got 3 solid games in, and two were with my favorite list:

Han solo
Recon Specialist
Swarm Tactics
Chewbacca
Luke (crew)

Rerolls everywhere!

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

smashthedean posted:

I've found the Falcon to be pretty incredibly good due to the 360 line of sight and it gets even better if you take the pilot skill that gives you barrel roll.

Every time I don't take a YT-1300, I curse firing arcs and all they stand for.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Jonas Albrecht posted:

The consensus seems to be that Han Solo is kind of bad, though. Are there any lists that he really shines in?

What? How could rerolling a vital attack roll in this game be bad? Surely we're talking about Lando as the least impressive pilot.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Week 2 of league thoughts:

"gently caress defense dice, attack die fo lyfe muthafuckas."

I built this stupid little list to trump someone by having Roark make a pilot PS 12, and then have that pilot with Swarm Tactics also go on 12.

It faced a weenie spam list, so it shot first anyways. :/

Man, even using the HWK in a couple of ways, I still can't abide by it. It just seems so fragile, and I'd rather pack in the B-Wing and just ram attack dice up someone's butthole until the whisper "Crit," and fall over dead.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

alg posted:

Workin' on lists to try for practice for Store Championship. Why are Advanced Sensors a one of in Lambda Shuttle
:qqsay:

Seriously, my lone complaint is that I can't collect one faction yet get acess to all the upgrades I want. An upgrade add-on deck or FAQing that so long as you have one copy of a card, you can use copies to represent multiple upgrades, I'd feel better.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
We played a massive game for league last night. 3v3v1, 100 points per side.

The extra v1 was a buddy joining in as we just were getting started. So, to make things fun, he took 2x firesprays, and played as pirates. He deployed in turn 2, and his kills were worth 1.5 their points cost. Lots of fun. :)

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

HOLY poo poo RANGE BAND 5?!

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

zVxTeflon posted:

Its mostly because A-wings just aren't very good.

The YT-1300 can take missiles, and Asssault Missiles can be very effective at taking out the very thing YTs stuggle with: swarms.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Chill la Chill posted:

Anyone have good examples of NMM-painted (essentially chrome) x-wing models? I want to give it a try on the Falcon and b-wing. It should work fine on the falcon since that has enough curved surfaces to make it look visually interesting but the b-wing might look really flat so you'd essentially be painting a giant sword.

Anyway, what do you guys would think would look good on a b-wing? I'm talking wizard van due to large surface area, not flight camo.

You thinking like the New Naboo Fleet kinda chrome?

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Me and my buddy were the only ones to show for Imdaar, so we split the pot and played a 300 point epic game with the huges and new stuff.

The CR90 really takes up a lot points for, IMO, not enough firepower. I will say C-3P0 and the Falcon title on Chewie's YT is super annoying, and Ethan whatshisface in the E wing is the Rebel Howlrunner. Amazing.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Leo Showers posted:

Man that Etahn A'baht E-Wing is going to be everywhere, 32 points for guaranteed crits on everything in front of you is just too good to be true. It'll still be hard to take down if you pair it with someone like Biggs who'll take the heat off Etahn.

It'll be absolutely brutal against unshielded TIEs, so stock TIE Interceptors and such.

I've been comparing him to Howlrunner. He really is a force multiplier. E'tan and a smattering of 95's will be something rebs will try.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

adamantium|wang posted:

Maybe we need to think outside the box:



Ordered, and I am going make a whole goddamn expnasion for this.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Anyone having success with the HWK 290? It feels like a good support ship in 150 games, but too tight in 100.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Sigma-X posted:

Do we still not know when Rebel Aces is coming out? It's holding up my miniaturemarket order and I'd rather remove them and put them in a separate order so I can possibly get the rest of my ships in time to have my ships before GenCon.

It's "on the boat," so that means any time between now and 6 weeks from now, typically. I don't know when it was changed to on the boat.

Goddamn, that video made me sit and watch, full stop on anything else I was doing. It's why I love this game.

You know, when I first started playing, my buddies and I went to 2 Kessel Run events over the weekend, and all came back kind of discouraged. We had all walked away with opinions about how it was too weighted on dice. Since then, I had been playing casually, but watching hardcore players and what they talked about. I've come to the realization that it's not entirely a dice game (although it's still there in a big way,) but it's hard at first to see what is and sin't pilot error. The rule of 11 is a perfect example of how, with forethought and planning, you can get the opportunities you want, and possibly deny your opponent, and that's where the in game skills come in. It's not just spatial recognition figuring if you have enough room to make the turn without kissing another model or smacking into an asteroid, it's math, and knowledge. I'm going to sound like an idiot, but I just realized only about a week ago that the 1 forward template is as long as a small ship base, and that therefore a 1 forward puts you two ship lengths forward. It was a mind blowing moment that really changed how I felt about moving my ships, and helping predict my opponent's moves. In fact, the Phantom is espeically good for this, in that it's very unpredictable thanks to the cloaking maneuver.

The game isn't about making the dice roll your way, so much as it is about creating and denying opportunities for you and your opponent.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
No love for the escort pilots lik Jek, Tarn, and Hobbie?

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

zVxTeflon posted:

I want to play the battle of endor in tiny plastic spaceship form

We all do.

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Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
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.

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