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A 16 point Gold lets you field six of them. Y-swarm. Go.
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# ¿ Sep 3, 2014 03:02 |
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# ¿ May 16, 2024 14:36 |
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Would a no-cost option that swapped their turret for an agility be more to your liking?
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# ¿ Sep 3, 2014 03:14 |
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The -S3 model Y-Wing included a co-pilot/gunner seat.
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# ¿ Sep 3, 2014 05:43 |
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There's an Astromech that gives an EPT, but then the problem becomes you're spending an astromech slot to get an EPT. And spending extra points to do it, too.
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# ¿ Sep 3, 2014 06:11 |
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They also lack barrel roll, which is the cardinal sin of fast ships.
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# ¿ Sep 6, 2014 17:52 |
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If you reveal a red manager with a stress, your opponent gets to choose another (non-red, non-board-leaving) maneuver. Green maneuvers chosen in this way do not clear stress. Don't do it.
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# ¿ Sep 9, 2014 20:06 |
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ORS with Gunner.
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# ¿ Sep 9, 2014 23:15 |
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Trying out a new list this week. Going with three Xs and some pretty elite pilots. Link. (10) Wes Jansen (29) Flechette Torpedo (2) Veteran Instincts (1) (9) Wedge Antilles (29) R7-T1 (3) Expose (4) Experimental Interface (3) (5) Biggs Darklighter (25) R2-D2 (4) Total points: 99 The idea here being that Biggs Draws fire, Wedge uses R7 and Expose to get 4 dice at range 2-3 with a TL, and 5 dice at range 1 (optional boost to close) while still getting his ability, and Wes strips the focus and evade off of enemy ships before Wedge blasts the ever loving poo poo out of them. Launch the flechette at something you want to be able to predict better next turn, and let Wedge burn that poo poo up. Both Wes and Wedge will shoot before and/or simultaneously with Whisper+VI, and Wedge could be shooting 5 dice at 3 defense dice even cloaked.
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# ¿ Sep 16, 2014 01:31 |
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Expose will only leave me with a stress if I use Experimental Interface with it, and the ability to choose to not do that is worth it. Especially since Biggs will be around to soak up fire for at least one turn.
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# ¿ Sep 16, 2014 07:24 |
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Uh, no, because focus clears at the end of every round. Short term versus long, you can stack target lock and focus for even more hits. Target Lock also works better on its own with more dice, if I remember right? The threshold between two and three dice has a distinct advantage to target lock on one side and a distinct advantage to focus on the other, speaking purely offensively.
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# ¿ Sep 23, 2014 03:44 |
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Wes with Swarm Tactics makes Biggs shoot first.
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# ¿ Sep 25, 2014 19:46 |
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Soulex posted:Critical hits are negated on shields? This one needs some more explanation. Critical hits that strike shields do not inflict a damage card, and you must draw a face up damage card for a critical effect to happen. However, if you have two shield points left, and your opponent manages to hit you with two hits and a critical hit, the two hits strike the shields before the critical hit does, and the critical hit will have an effect against your ship's hull. Critical hits are always cancelled last, unless there is a card in play specifying otherwise (Autoblaster is the only one, I think).
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# ¿ Sep 29, 2014 05:24 |
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Unhinged Astromech. Y-wings suddenly faster than everything, yes please.
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# ¿ Oct 6, 2014 21:11 |
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Jonas Albrecht posted:Yeah, that made me laugh. The Z-95 has a 3-speed K-Turn.
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# ¿ Oct 7, 2014 01:30 |
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Dang. And here I thought I had discovered the budget Defender. Sigh.
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# ¿ Oct 7, 2014 01:43 |
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Lemon Curdistan posted:You apparently think that giving A-wings a second EPT slot is merely "different" from giving Interceptors a second mod slot, as opposed to "vastly more powerful, especially for a cost of 0 points, and thus something that should be addressed." Well, you're half right. All of this awesome A-Wing stuff coming out is addressing the fact that A-Wings were hideously over-costed for the longest time.
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# ¿ Oct 16, 2014 20:33 |
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Yes. However, there's a droid that gives you a TL in exchange for spending a focus token. That lets you either use it immediately on the blaster turret, save it for your next primary attack to get focus+TL instead of two attacks, or take the 5-skill Y-Wing pilot to have a TL for every attack you make, period, as long as you stick to green moves. The 7-skill Y-Wing pilot gives you an extra die outside of your arc, so suddenly that Blaster Turret is spitting four dice at range 2. If you use the 7-skill pilot with the R4 you can have four dice with TLs at anything within range 2 for 30 points. Even better since this Y-wing pilot gets an EPT so you can use Predator instead of the R4 for a mini-TL, and then get the Unhinged Astromech to make drat sure something is outside your arc and within range 2 all game long. Or even just PTL and give it an Engine Upgrade for boost + focus + TL and the most mobile Y-Wing you've ever seen. 24 point ship, plus 3 for Predator/PTL, plus 4 for Blaster Turret, then 2/3 for R4 or Unhinged. Gets expensive, but it's also painful and tanky as hell. The 5-skill Y-Wing pilot also finally makes ordnance worth using, because you can fire them in successive turns, and then make ridiculous green 3-speed maneuvers to keep them on target with the Unhinged guy. Add an Ion Cannon Turret to keep someone moving predictably for 30 + your ordnance. I think that a three-ship Y-wing list on the Scum side will actually be feasible.
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# ¿ Oct 21, 2014 01:35 |
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Shuttles are faster than you think, especially if you give them an engine upgrade. The large ship base is deceptively capable of covering large distances easily. Because it's two inches instead of one inch across, you effectively move at your maneuver speed, plus one. A three-speed straight on a large ship covers the same distance as a four-speed straight on a small ship. With an engine upgrade, a Lambda is capable of covering the equivalent of a seven-speed white straight maneuver with the boost. That's literally as fast as an Interceptor or A-Wing.
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# ¿ Oct 23, 2014 23:12 |
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Chill la Chill posted:I usually trade magic cards for my ships but Amazon periodically has sales too good to pass up. The Y-wing is fantastic you heartless bastard. The only problem with it is good luck actually finding one.
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# ¿ Oct 24, 2014 04:00 |
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Chill la Chill posted:It's more that it's a high skill ceiling control ship that's not as well suited for beginners IMO. But yeah good luck finding one. Scum and Villainy is looking to make it significantly easier to fly. Those Astromechs mean you can choose between never slowing down ever, and never missing with an ion cannon ever. So psyched.
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# ¿ Oct 24, 2014 04:14 |
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Swagger Dagger posted:This and the blind buy ships are why pretty much everyone has stopped playing Star Trek. The balance issues don't help, but house rules made that ok enough. Attack Wing doesn't have blind buy.
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# ¿ Oct 26, 2014 17:47 |
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alg posted:Having played with them since GenCon, the 2400 is just too expensive with the HLC + Title. Outrider should have been 0 points. The title is 5 points because of what else you can do with it. Engine upgrade and push the limit means you can be outside of range one of absolutely anyone, and an HLC on a 10 health platform loving hurts for a long time.
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# ¿ Oct 26, 2014 19:09 |
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PJOmega posted:Figure you all would be interested in this. Apparently TIE Fighter is getting a digital rerelease for modern computers. Someone could tell me in the next five minutes that someone found a cure for death, and that would not be the best news I heard today.
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# ¿ Oct 28, 2014 00:46 |
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Inb4 Tie Advanced upgrade that costs the missile slot and adds an attack die for 2 points.
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# ¿ Nov 2, 2014 23:31 |
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The anti-Roark. Also, unless the text in my memory is wrong, totally useless if Roark is on the field. Palob Godalhi is a loving boss, though. Blaster turret that poo poo, TL, snag a focus from somebody who got to close. Rinse, repeat. EDIT: PTL for Blaster turret with focus+TL every turn.
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# ¿ Nov 3, 2014 20:10 |
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Don't think so. When a card says "firing arc" it explicitly means your front firing arc, or else Falcons would never use anything else ever.
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# ¿ Nov 3, 2014 21:43 |
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After reading his question again: if that were true, any Firespray would already be able to throw 5 dice at range 1 with outmaneuver. Kath would throw 6. That said, I'm pretty drat sure Outmaneuver is front firing arc only. EDIT: I'm also pretty drat wrong, apparently. FAQ supports it.
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# ¿ Nov 3, 2014 21:51 |
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Anything that does crits well. One shield is still a big hurdle to get past for a slow ship like that.
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# ¿ Nov 3, 2014 22:46 |
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# ¿ Nov 4, 2014 23:10 |
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With that Firespray, I would take bombs. Three bombs on a six-skill, 3/2/6/4 large ship that can drop them with a 3-straight or hard-3 template (or a 1-straight, if you don't feel like being fancy)? That's pretty nice, and if you want to be extra cheeky you can use the 3-straight and then an inertial dampener to both hit someone with a bomb and a good shot from your rear arc.
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# ¿ Nov 4, 2014 23:18 |
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T-WING!
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# ¿ Nov 5, 2014 00:37 |
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They could also start re-releasing ships with alternate paint, upgrades, and pilot cards. That's my bet for how the Avenger comes out.
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# ¿ Nov 5, 2014 01:07 |
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Moriatti posted:I'm still confused at why the fortress is good? Isn't it better to be mobile so you can outmanuever your opponent and hit them with more then one ship at once? It looks like the fortress ruins that alltogether, how is it good? When engaging the fortress you must eventually turn around and take essentially a free turn of fire without fully effective fire of your own.
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# ¿ Nov 12, 2014 01:17 |
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Played a timed game today that came down to the last round before time expired. I had Jansen with VI and two hull left, he had Boba Fett with VI and HLC and one hull left. We killed each other. Best draw ever.
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# ¿ Nov 25, 2014 04:29 |
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I'm really looking forward to the new Scum and villainy stuff. Partly because I want to run five Golds with autoblaster turrets and titles for what is essentially a cluster missile attack every round at range 1. But also because some of the stuff you can do with the new Fett is ridiculous. It's like he comes with a free predator that works even better. Link. Tangent: I've learned that I really love the idea of Deadeye + Recon Specialist. Makes some things (like Homing Missiles against Phantoms/TIEs) actually useful. Strobe fucked around with this message at 02:50 on Nov 27, 2014 |
# ¿ Nov 27, 2014 02:46 |
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Swap it for Opportunist, drop Experimental Interface, and then put Wingman on Jan. Or do this, because you don't need high PS on that thing and being able to tell the munitions failure crit to gently caress off is nice.
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# ¿ Nov 27, 2014 03:47 |
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zVxTeflon posted:A stressed Jan is never going to be able to keep up with Dash in order to use wingman though. Maybe for a while if you give her engine and drop the shield. That's certainly an option, but honestly I wouldn't use that combo for more than a turn or two. There's very little at all that's going to keep up with a YT-2400 trying to stay away from everyone. A couple shots with six dice is better than no shots with six dice, though, and I'd take it at long range against most things.
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# ¿ Nov 27, 2014 04:39 |
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Chill la Chill posted:Upcoming buffs from scum and villainy is speculated to make them useful again. I've been gathering gold squadron alternate art cards given as participation prizes during the recent tournaments due to this. Don't know if stressbot will fit in the same ship as the BTL upgrade, but I can see them working alongside such ships. I'm excited as gently caress for BTL+Autoblaster turret Golds. You can put five of them on the field at once.
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# ¿ Dec 2, 2014 22:24 |
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Icon Of Sin posted:50 points of rebels would look something like 2 X-wings, with a few points to spare on upgrades. Or an X-wing and one of any other rebel fighter. 3x tie fighters and an interceptor should run you close to 50 points too. Two Interceptors fits well in 50 points, but an Interceptor and 3 Fighters is flat out impossible. 12 pts for an Academy, 18 points for an Alpha leaves you with 54 points for the four of them at the cheapest possible ships.
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# ¿ Dec 4, 2014 18:14 |
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# ¿ May 16, 2024 14:36 |
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pbpancho posted:It's not bad, although I'd probably drop R2-D2 off Biggs and upgrade the Tala to a Prototype with Chardaan refit and put an R2 unit on Garven or something. I like to avoid spending any extra points on Biggs since he's going to be the first to die anyways. That 4 points is often going to give you 1 or zero shields back, since usually Biggs is dead first or second turn of firing. If you fly Biggs inventively you can keep him alive (and splitting fire) the entire game. The key is not to use him to facetank all the early game damage, it's too force opponents to avoid concentrating on one ship. Running Biggs an inch behind your kind, or maneuvering to specifically be out of arc sometimes well keep him alive, spread the damage, and let him use R2 to regen shields. For of the last five times I used Biggs, he was either still alive at the end of the game and took upwards of seven hits, or tanked eight or nine shots before dying.
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# ¿ Dec 5, 2014 15:51 |