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Seldom Posts posted:What does the FAQ do to turrets? I scanned it but that wasn't obvious to me. I think he meant torps rather than turrets?
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# ¿ Oct 25, 2017 19:04 |
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# ¿ May 16, 2024 13:22 |
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hoiyes posted:A return to a meta with ships with forward arcs that need to avoid bumps and roll attack dice vs evade dice to do damage? Now why would anybody want classic dogfighting in a game designed from the ground up to simulate dogfighting, based on an IP that explicitly bases its conception of small ship space combat on classic dogfighting?
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# ¿ Oct 26, 2017 14:57 |
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Z the IVth posted:Also imperial aces have a very good chance of not taking a lot of damage from RAC. I love going up against Decimators with my interceptors. Funniest time ever was when the first hull damage I dealt one was the critical that has all subsequent damage cards played face-up....
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# ¿ Oct 26, 2017 22:09 |
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Xwing does have the odd idea that a personnel shuttle, a superiority fighter, a bomb truck, cargo freighters and an MRLS platform with wings should all be on the same basic footing, and having dogfights.
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# ¿ Oct 28, 2017 22:11 |
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Here's the base for my current Escalation list: "Omega Leader" (21) Predator (3) Weapons Guidance (2) Shield Upgrade (4) "Omega Ace" (20) Juke (2) Comm Relay (3) Shield Upgrade (4) Total: 59 View in Yet Another Squad Builder
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# ¿ Nov 2, 2017 19:50 |
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Icon Of Sin posted:Are you sure you didn't flip around the pilots/upgrades? The upgrades for OA are the favored build for OL, and OA with PtL is about as nasty as they come. Some Numbers posted:Omega Leader wants Juke and Comm Relay, maybe Stealth Device. Omega Ace wants Push the Limit and either Engine Upgrade or Twin Ion Mark 2 I'm having good luck with this, so far. Between Predator and WG, Omega Leader puts out consistent damage, while denying dice fuckery, and Ace's ability to force two crits goes good with Juke's ability to nullify an evade.
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# ¿ Nov 2, 2017 19:59 |
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overdesigned posted:
Reminds me of early 90s BattleTech art.
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# ¿ Nov 12, 2017 00:47 |
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Friction posted:This is actually the most interesting bit here. Start of subfaction splitting? That's been there since the blue core box. Rebel, imp, resistance, FO and scum.
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# ¿ Nov 22, 2017 19:09 |
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Silencers seem really oddly and awkwardly costed.
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# ¿ Dec 11, 2017 15:21 |
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Recoome posted:I suppose the high shield + higher agility always attract a much higher initial point cost, which is inevitably revised down. I was just hoping that the Silencer could be a sort-of replacement for classic triple Ints. You can have the two named Silencer pilots, and a really awkward number of left over points, or three of the mid-PS generics and a few upgrades. Odd and awkward.
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# ¿ Dec 11, 2017 22:56 |
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ConfusedUs posted:Nearly all of them have. ...but my favourite list is triple interceptors.
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# ¿ Dec 12, 2017 23:32 |
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bunnyofdoom posted:I finally got a Silencer (Fuckign Asmodee) I really want to like Debris Gambit, but making it an action really takes it's usefulness away. Maybe double or triple the cost, then change it to 'after you execute your maneuver, gain one evade token, up to a maximum of two, for every obstacle within range one of you.' I think it's worded appropriately so that it doesn't trigger if you get ioned or tractored.
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# ¿ Jan 5, 2018 20:06 |
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bunnyofdoom posted:If you have PTL and primed thrusters, cna you use them? I don't have the cards in front of me currently, but can you boost barrel roll with one stress? Primed Thrusters says: Stress Tokens do not prevent you from performing boost or barrel roll actions unless you have 3 or more stress tokens. Now, with PTL, you take an action, push the limit, take a second action, then take a stress; so assuming you're unstressed, you can already boost, PTL, barrel roll, take a stress, then presumably do a green next turn to clear the stress. This lets you have a stress, boost/BR, PTL, BR/Boost, and gain a second stress. And possibly even do it again next turn, but then you're really stressed. Like, Friday afternoon before vacation and something blows up at work that only you can fix stressed.
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# ¿ Jan 5, 2018 22:46 |
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Admiral Joeslop posted:
If, on the other hand, SD said 'roll one additional defense die' or something, then no, it wouldn't have any bearing on if Saturation Salvo triggers. Also note that taking damage from Saturation Salvo wouldn't remove the SD from your ship, as this isn't an attack.
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# ¿ Jan 15, 2018 04:27 |
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Panzeh posted:You drop the turret, it pretty much makes all the other scurrgs useless. Remove both slots from the Scurrg. Release new zero point titles that add either bomb to turret slot. Limit as appropriate?
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# ¿ Jan 19, 2018 14:34 |
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How about this, and I have no idea if it's feasible, but: absolutely no autodamage in the game. The only way to 'damage' is to roll an attack, and different effects either add attack dice, remove defense dice, or modify dice. Then, make the different types or ordinance only usable on certain targets. Torpedoes: cannot target small ships. Missiles: cannot target large ships. Bombs: have one or the other, depending on what they're designed to do. Same with turrets, maybe, but do it differently. You've got your flak turrets that are designed to keep enemy fighters off of you; large base ships roll two extra defense dice. You've got your larger cannon that are designed to smash large ships; small base ships roll two extra defense dice. Maybe some ships have the option to switch out munitions. "This ship has one missile launcher, but three magazines. When you deploy, plays your 'loaded' token on one missile upgrade card; this is the missile you can use. ACTION: switch your 'loaded' token to another missile upgrade card you have equipped.'
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# ¿ Jan 19, 2018 16:14 |
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Funzo posted:When I first started playing I bought an Interceptor and Imperial Aces. I was incredibly excited to play a triple Interceptor list. Then I tried it and got utterly crushed. I really wish the Silencer had been Interceptor Mk 2.
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# ¿ Jan 23, 2018 16:12 |
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ConfusedUs posted:They are extremely unforgiving. One mistake and your interceptor just vanishes. Everyone has that story about losing Soontir at range 3 through a rock to a tiny little shot. The Silencer doesn't have native evade, has exactly one pilot that's got a pilot skill high enough to be used as an ace, and (to my mind, at least) doesn't have pilot abilities that synergize with the idea of being an ace arc dodger. It's also awkwardly costed. They're agile support ships. Don't get me wrong, I like them for what they are, and I've had great fun flying a silencer (either blackout or kylo) with Omega Leader and Omega Ace, but it's not the same as flying Soontir, Carnor and Turr. I truly believe we'll see a "First Order Aces" pack for the silencer just like Imp Aces was for the Interceptor. Interceptors, around when they were released, really reminded me of Interceptors in the old TIE Fighter game; you were slippery, you hit hard, but if you got hit once, there was that horrible crunching sound and half your cockpit displays died. Hit again, and you blew up. Get rid of autodamage in all forms, and the Int isn't as bad. Maybe an agility bump to fight off red dice creep. Or some cool Interceptor specific ability like 'if your maneuver this round was a three, add one agility dice. A four, add two agility dice. A five, add three agility dice. A one or two, remove one agility die." I don't know. Something. I just want the pure, technical joy of flying interceptors, living and dying by your ability to position yourself, and having to really REALLY think about what you're doing, to be viable. Three fast, slippery little remora ships. With Silencers, you can't run three and win the positioning game, as your PS is all too low. You can't fly two, because a) you're not going to be putting out enough damage, and b) you're going to be leaving points on the table. Silencers are great as a component in a mixed force, sure.
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# ¿ Jan 23, 2018 17:32 |
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ConfusedUs posted:That's the thing I like most about X-Wing: I mean, I like Kylo's 'you get to pick which crit they get next, but you still have to actually hit them with a crit' thing. 'Fly through this part of space, and you now take a minimum of two damage, period, full stop, that's that' on the other hand is stupid.
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# ¿ Jan 23, 2018 20:56 |
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canyoneer posted:Let's talk about measuring range for "may" abilities. I don't see that there's any ambiguity here. You need to check to see if they're actually in range one or two, then, you *may* spend a focus token. Checking to see if they're in range doesn't then obligate you to spend your focus token. Sure, you wind up being able to gather information you wouldn't have had before, but oh well. No different than 'checking for target lock' when the opponent ship is clearly out of range, but now you have a much better idea of *how much* out of range. I do wonder if the wording was originally intended to be 'When an enemy ship of range 1-2 is attacking *you*' though.
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# ¿ Jan 26, 2018 15:54 |
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thespaceinvader posted:A putative missile would be pretty balanced at 4 points, 4 dice, don't spend the lock. Hmmm. “Harpoon missiles: if this attack succeeds, and the defender would receive a critical hit, the attacker may choose to cancel that critical hit, and assign the Harpooned! Condition card to the defender.”
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# ¿ Jan 29, 2018 00:34 |
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Tequila Ranger posted:Ok so now we have Old New Han. Cherry Han. Han Classic. Crystal Han.
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# ¿ Feb 5, 2018 22:16 |
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banned from Starbucks posted:What does krennic do? From the article, something like 'for each hit you roll, remove one shield, then cancel the hit.' Lets you blow down shields without worrying about evades or defensive dice.
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# ¿ Feb 13, 2018 22:10 |
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hoiyes posted:It'd also be fantastic on Gunner whisper, you could spend a hit to make sure the first attack misses and then proc firecontrol for second attack. I don't know if that would work; the attack 'hit' even if it winds up then having all of it's damage cancelled, no?
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# ¿ Feb 13, 2018 22:27 |
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Improbable Lobster posted:Finally, Canada isn't left out Oh, that's OK, we don't mind, eh. You guys just have fun down there, and keep your sticks on the ice, eh? Good luck, eh!
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# ¿ Feb 27, 2018 18:22 |
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What would be good to round out these puppies? Part of me wants to throw a second Harpoon Missile on to each Alpha, but I'm not sure how that would play out IRL. I'm also not married to the First Order Vanguard title. Rho Squadron Veteran (21) Harpoon Missiles (4) Long-Range Scanners (0) Os-1 Arsenal Loadout (2) Rho Squadron Veteran (21) Harpoon Missiles (4) Long-Range Scanners (0) Os-1 Arsenal Loadout (2) Test Pilot "Blackout" (31) Push the Limit (3) Autothrusters (2) First Order Vanguard (2) Total: 92 View in Yet Another Squad Builder
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# ¿ Apr 23, 2018 16:36 |
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Sadly, I don't have prockets or advanced sensors. I thought about putting either predator or saturation salvo on the two star wings, advanced optics and/or sensor jammer on the silencer. I do have cruise missiles, one each of concussion and assault missiles, or proton torps.
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# ¿ Apr 23, 2018 17:18 |
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Icon Of Sin posted:I've wondered about the Sensor Jammer on Blackout before. Sounds like it could have a place, especially if you've got the 2 gunboats to make someone want to hold on to their focus for offense (of if you're facing a fair number of wookie gunships and they do nothing but reinforce ) Just think of sensor jammer as a permanent evade token. Kind of. I flew against a guy flying Assaj and Boba Fett the other day, who was rerolling dice left, right and center; sensor jammer would have been useful there. On the other hand, sensor jammer doesn't help so much against, say, a silencer, who's probably going to have a focus token handy. I guess with the star wings, what I'm really asking is 'should I have more than one ordnance option, so I can go TL, shoot, TL, shoot, reload, or just TL, shoot, reload, TL, shoot, reload?' I'm used to flying Interceptors, Silencers, and TIE/fos, so I'm used to lots of weaving, arc dodging, and converging tactics. I think with a silencer and two gun boats, I need to shift my mind-set to keeping at range and harrying? Especially with LRS; target lock, move in, shoot, move/SLAM away, reload, acquire new target lock, move back in, maybe? See how I commit the cardinal sin of buying Alphas today, and flying in a local tournament with them on Sunday.
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# ¿ Apr 23, 2018 17:40 |
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alg posted:Engine upgrade to make your attack worthless. You know it’s not an action to flip s-foils, right? At the start of the activation phase, you can choose to flip the card. So if you’re about to fly into combat, you open them. You get to decide, after revealing a 3 hard, if you want to talon roll or not. If you’re running away, you close them, and you get boosts and green 2 banks. And with renegade refit, you get to equip this for free.
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# ¿ Apr 26, 2018 02:46 |
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alg posted:Of course I know that. No, it won’t break the game, but it’s not garbage, either. I must have misunderstood why you seemed to keep saying it cost actions.
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# ¿ Apr 26, 2018 03:18 |
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Triple Ints don’t even fall into the “you’ll have a lot of fun losing” category these days against most remotely meta lists. But they’re a great way to learn positioning.
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# ¿ Apr 29, 2018 04:59 |
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X-Wing 2.0 announced!
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# ¿ May 1, 2018 18:06 |
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# ¿ May 16, 2024 13:22 |
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quote:Although most of the Galactic Empire's ships from the first edition are represented in the conversion kit, those emblazoned with the emblem of the First Order are not. Pilots like Kylo Ren and his TIE silencer carry on the legacy of the Empire in a new era, struggling to retake control of the galaxy from the New Republic and the Resistance. Therefore, the First Order is being developed into a separate faction for X-Wing Second Edition and will receive its own conversion kit as a future expansion.
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# ¿ May 1, 2018 20:46 |