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ConfusedUs
Feb 24, 2004

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My son and I are starting to really get into X-Wing. It's a good game!

Right now we own the core set plus the Imperial & Rebel Aces expansions. We play each other most days.

After playing about 5 100 point games with that set, I feel like our Empire set (two TIE, two TIE Interceptors) is a hell of a lot weaker than the Rebel group of X wing, A wing, and B wing.

In every 100 point game we've played, it's been the rebels who win. Doesn't matter if it's him or me who controls the Rebel group; the Rebels always win.

When we limit the game to 50 or 75 points, it's a lot more even.

I feel like we're missing something when it comes to building or playing the Empire set. Maybe there's a mechanic or synergy I'm missing? Or is this group actually kind of crappy? I realize it may be hard to tell without me saying exactly who was flying what for both sides. Is there a ship I could buy to round out the Empire side, perhaps?

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ConfusedUs
Feb 24, 2004

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Found out tonight I'm loving terrible at arc dodging. But that's okay. :)

ConfusedUs
Feb 24, 2004

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Picked up a firespray today. Played a firespray + tie phantom list.

It was a hell of a lot of fun. Used the big guy to block and tank while Echo maneuvered the flanks. It worked very well.

ConfusedUs
Feb 24, 2004

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Haha the entire staff of my local store is in line. Guess that means they aren't getting any in lol

ConfusedUs
Feb 24, 2004

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Got to play a bit with the new core sets today.

The new movement options on the T70 really make a difference. This thing is really fun to fly.

S-loops on the TIE fighters is nice too.

ConfusedUs
Feb 24, 2004

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I'm looking to build out an Imperial list from my existing stock. Nothing too serious; I'm not trying to play tournaments or anything.

Here's what I have for Imperials:
2 Core set TIE fighters
2 (new) Core set TIE/FO fighters
2 Imperial Aces TIE Interceptors (so no Soontir)
1 TIE Phantom
1 Firespray

I also own, for the Rebels
Rebel Aces set
1 K-Wing

Probably my favorite list so far has been a decked out Firespray + Phantom + something else (usually a TIE). Something like so:

Firespray (the guy that lets you re-roll a secondary weapon die) + Heavy Laser Cannon + Gunner (or Recon Specialist)
Phantom (Echo) + Tactician + Fire Control System + Adv Cloaking Device + Veteran Instincts (or PTL)
TIE Fighter (which one depends on points left over)

I've played a handful of games with variations of that list. It's done pretty well at the local FLGS. I'm going by memory--don't have the cards in front of me--so pardon me if there are any big mistakes.

Can you guys think of anything good to vary in this list?

Should I consider replacing the Firespray or the Phantom with more TIEs? I've been considering taking a small squad of 2-4 basic TIEs and/or TIE/FOs + one decked out ship. I practiced a bit with a Firespray + 2 TIE + 2 TIE/FO tonight and it seemed fun, but fragile.

Alternately, should I drop some of the upgrades (and perhaps the Firespray to just the basic Bounty Hunter) and try to squeeze in another ship that way?

ConfusedUs
Feb 24, 2004

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Those are hideous EXCEPT I kinda like the general idea of the one on the bottom left. The execution is terrible but the basic design is kinda cool.

ConfusedUs
Feb 24, 2004

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X-Wing is a game where it's really easy to spend more money. A new ship is easily within "impulse buy" range for most of its market.

Do you need that ship? Nah, you can have fun with just the core set! But that ship...it looks neat! That guy over there has three! Holy poo poo is that the Millenium Falcon?

ConfusedUs
Feb 24, 2004

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Lochness_Hamster posted:

So single T-70 and Tie/FO ships are coming out for WaveVII

https://www.fantasyflightgames.com/en/news/2015/9/10/fight-a-bigger-battle/

updated R2 D2 card spotted

Haha you can literally shoot astromechs off of Xwings now. That's hilarious.

ConfusedUs
Feb 24, 2004

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Antillese posted:

I'm struggling with an imperial Firespray list. I'm thinking of supporting it with an Interceptor and two blocking TIEs but am unsure of how to load out the interceptor and the Firespray itself. What is the second mod that people usually run on a Royal Guard interceptor? Auto thrusters and...?

I had pretty good luck with the cheapest firespray + bombs and then a squad of an interceptor + 2 Academy Pilots.

I'm not that good, though. :)

ConfusedUs
Feb 24, 2004

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I've flown my K-Wing several times, and I've come to realize I don't like it much.

I've had more luck using it as a bomber than as a turret, but bombers are pretty situational. I think I'd rather use a TIE Punisher or Firespray and fly an empire list if I wanted to bomb things.

Anyone have any recommended K-Wing loadouts?

ConfusedUs
Feb 24, 2004

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I think I really like bombs and mines.

I've had very good luck with Proximity Mines recently, so I decided to build a bomber Firespray with a miniswarm.

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!40:22,28,139,-1:1:1:U.126;184:-1:-1:-1:;184:-1:-1:-1:;10::-1:-1:;10::-1:-1:

I've won two of my last three games with this list, and the one that I lost was because the other guy had a Phantom I just couldn't catch.

I think it would be better with 3x Academy Pilots and Howlrunner, but I don't actually have the standalone TIE fighter set.

ConfusedUs
Feb 24, 2004

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Has anyone considered using the HWK-290 (rebel) as a focus factory for a Poe T-70/Jake A-Wing list?

I feel like you could get some absolutely ridiculous maneuvering out of something like this:

Kyle Katarn (21)
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)

Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Stealth Device (3)

Poe Dameron (31)
Push the Limit (3)
BB-8 (2)

Total: 100


The list is quite squishy though. Not many evade dice (except Jake).

ConfusedUs
Feb 24, 2004

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Could someone confirm something about Proximity Mines for me?

My understanding is that if you drop one right on top of a group of ships, the mine still only affects one of them. And the person who dropped the mine gets to pick which ship is affected.

That sound right?

ConfusedUs
Feb 24, 2004

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Lunatic Pathos posted:


Major downside is the low PS. No way to get better pilots without sacrificing a lot of ordnance.

Low PS is actually good for "Action" ordnance like Proxy mines. If you can sweep past a high PS enemy, you can drop your bombs right in front of them or directly on top.

ConfusedUs
Feb 24, 2004

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Poopy Palpy posted:

You've seen the FFG sales chart that goes vertical when they started X-Wing, right?

I haven't, but I imagine it looks like a barely tilted L-shape, right?

ConfusedUs
Feb 24, 2004

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Why are you adding PS together?

ConfusedUs
Feb 24, 2004

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Ran a list today that was
Echo (TIE Phantom + Recon Specialist + Fire Control System + Advaced Cloaking Device)
Deathrain (TIE Punisher + Ion Bomb + Proxy Mine + Plasma Torpedos + Extra Munitions)
2x Academy Pilots (TIE Fighters x2)

I managed to drop an Ion Bomb today with Deathrain that hit seven ships on the second turn. That included both of my TIEs and Deathrain himself, but it was okay.

The enemy had just K-turned his four-ship formation, but I blocked it with a pair of TIE fighters. They jumbled up and didn't face the right way. Deathrain tossed the bomb in front of himself before moving. He didn't make it out of the blast radius, and I lost one of the TIEs due to concentrated fire, but that was okay. My other TIE and Deathrain were behind them.

My opponent never really recovered from it.

He tried to fake me out by running white maneuvers instead of clearing his stress, but I didn't fall for it. He didn't break formation, and I correctly read his moves for the rest of the game. He didn't get a single shot at me for two more rounds.

He finally cleared his stress and tried to K-turn, but I read that too and did the same, putting my TIE and Deathrain behind him again.

Echo was always off to the side, and I got shots most rounds. Rolled for poo poo with Echo, but that last Academy Pilot was MVP. Consistently landed in range 1 behind the enemy, and consistently landed at hit or two every turn.

It was beautiful.

ConfusedUs
Feb 24, 2004

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Played my first tournament today, at Team Covenant's monthly tournament. Placed 6th out of 8, and I'm pretty drat stoked about that! I learned a lot.

My list was:
Echo (TIE Phantom) + Fire Control System + Advanced Cloaking Device + Recon Specialist + Veteran Instincts

Deathrain (TIE Punisher) + Proxy Mines + Ion Bombs + Plasma Torpedoes + Extra Munitions

2x Academy Pilots (TIE Fighter)

The absolute star of the show was the TIE Punisher. I was consistently able to get off 3-5 ordnance every game.

In two games I was able to use the ion bomb to force enemies off the board. I took out a YT-2400 and a Hound's Tooth that way! Huge gains for so few points.

I ended with one win and two losses. Scores were 67-100 (loss), 43-100 (loss), and 76-40 (win, time ran out. I lost Echo on the last round when I made a poor maneuver).

The first of those losses was by the absolute skin of my teeth. That game was mine to lose, and I totally hosed it up. We got caught up in some rules challenges based around Deathrain's ability to barrel roll after dropping a bomb, and I messed up my placement. It left me in range of my ion bomb, and it caused me to run off the board. :( If I hadn't, my opponent's last ship, a Miranda K-Wing with 1 hull left, would have ran straight into my last proxy mine.

Key takeaways:
The Punisher, in general, is my new favorite ship. It can reliably pump out two ordnance a round: one bomb/mine and one missile/torpedo. It's got enough health (6/3) to survive for at least 2-3 rounds against most lists, although it does struggle with swarms.

With Deathrain, if you start your round anywhere close to the opponent, you can drop bombs on them. Doesn't matter if you're in front or behind, because Deathrain can throw bombs forwards and backwards both. This owns.

Deathrain also has ridiculous maneuverability. All Punishers have a boost, and with Deathrain, you get an optional free barrel roll when you drop a bomb. Depending on the kind of bombs you have, this can be pre- or post-maneuver.

Echo was drat near useless in this list. She's a great flanker, but the prevalence of turrets (TLTs!) makes her too drat squishy. I'm going to replace her, I think. She's worth 40 points so I can do quite a bit. I can't decide between throwing a Firespray of some sort into the list (maybe Kath + Tactician for stress to keep high-value targets in range of the Punisher?), or just going balls out with TIE fighters. Any thoughts?

ConfusedUs
Feb 24, 2004

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Veritek83 posted:

This sounds like a really fun list. I'd think about filling out the list with a mini-swarm of TIE/LNs- you could do 3 Black Squadrons + Howlrunner with 4 points leftover for EPTs.

My one concern with doing a mini-swarm is that I'm pretty sure I'll end up nuking some of them from time to time. The key to Deathrain in this list is to have at least one on-reveal bomb and one action bomb.

The on-reveal bombs blow after everyone moves and tend to hit everyone in range 1. In my current echo+deathrain+2x Academy list, I really don't care if I tag one of the TIES with an ion bomb. They're used primarily as blockers to keep people in range of those bombs. If they get shots, great! But I mostly use them to hem people in for Deathrain to do his thing.

If I switch to four (or more) of them, their role shifts from blockers to primary damage dealers. That scares me, because I'll have to be really careful not to hit them and leave one or more of them sitting ducks. Bombs are somewhat imprecise, and most are easy to escape if you're not blocked in.

It also leaves the Punisher as the obvious target. They're tough, but if it dies before I throw enough ordnance, it's wasted points.

That's why I was thinking of taking something a bit beefier instead of a miniswarm, like a firespray. It can run interference while the 2 TIEs block and Deathrain, well, rains death. It also forces people to decide whether to kill it, or the Punisher, because both are dangerous. No one cares about a couple of TIEs.

ConfusedUs fucked around with this message at 06:18 on Sep 27, 2015

ConfusedUs
Feb 24, 2004

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High PS arc dodgers are going to eat that Echo for lunch. You'll either have to play very conservatively, with cloaks if you're anywhere near someone like Soontir or Jake Farrel, or you'll take hits.

And "near" for those two is relative.

Turrets will also munch it up.

ConfusedUs
Feb 24, 2004

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bunnyofdoom posted:

Walk into the store. Waht small ship looks cool? Buy it. Enjoy it.

Pretty much.

You've got a decent Empire set there. You could field something half decent from that alone. If you're good at arc dodging, a list with Soontir Fel and/or Whisper is gonna do pretty good. Throw in a group of regular TIE fighters for whatever you have left. Or maybe a Firespray; the base "Bounty Hunter" is pretty drat cost effective for what it does.


Also, just FYI, looks like target is doing Buy 2 get 1 Free for board games, and it includes the new starter set. Imperial Assault, too, but that was out of stock when I looked an hour ago.

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Feb 24, 2004

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bunnyofdoom posted:

Based off that, I would advise Starviper to get Autothrusters and also, beccuase I like the look of em.

They look awesome, but for a newbie, buying a ship just for the cards is silly advice.

If you're going Scum, sure! Get one of these. They're pretty sweet. And Xizor's ability is basically anti-biggs, which is always fun.

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Feb 24, 2004

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canyoneer posted:

Ran Chewbacca + Falcon title + R2D2, Poe + BB8, and Keyan + PTL vs.
Darth Vader + Squad leader, Omega Ace + Opportunist, Krassis + HLC

Would have been smart to put Merc Copilot on Krassis (since I had the space anyway)

I have such a hard time keeping B-Wings alive. My opponent was wisely keeping distance from Chewbacca, and taking range 3 potshots with the HLC.
It came down to a grind with just a shieldless Vader and a 1 hull Krassis chasing Chewbacca around. A low PS pancake moving first meant that I was often blocking Vader's movements and keeping him from using his actions. It was somewhat of a stalemate and would have been a grind if we played it through. We ended up calling the game after Krassis ended a K-turn with a teeny corner off the mat.

I'm really just cargo-culting Keyan and haven't really made good use of him in the 2 games I've played. What are the good tactics here? Should I be taking different upgrades or crew/droids?

My go-to Keyan Farlander base is
Keyan Farlander + Title (to get another crew) + Kyle Katarn + whatever else points allow.

You can use stress as offensive focus with Keyan. With Kyle, removing stress also gives you a focus...which you can then use for defense if you get shot.

Pairing him with a HLC is pretty nice, for the extra dice. PTL is okay if you don't stress yourself enough with maneuvers, but with that short K-turn I usually have no trouble staying stressed to keep myself in range. I prefer something like Predator to re-roll all those dice.

He's expensive when you kit him out, though, and can't dodge for poo poo. He's an amazing jouster and unlike most jousters is reasonable against (limited numbers of) turrets, because he has that short k-turn to stay in range.

ConfusedUs
Feb 24, 2004

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Kai Tave posted:

Is it really worth the points to do all this just to give a ship with 1 Agility a defensive focus? I mean I know that statistically "1 green plus a focus" is better than "1 green without" but it still seems like a lot of effort to put into a ship that's weighted much more strongly towards attack than defense.

The times I've run Keyan I've given him an HLC and Advanced Sensors, meaning I can get an action in before I pull a red maneuver, then clear the stress by spending it and go right back to doing another red maneuver next turn. 1-hard and 2-K turns whenever you want with a barrel roll beforehand makes for a pretty maneuverable little gun platform to spit 4 red dice attacks at all ranges with.

Every little bit helps.

As you said, he can be quite maneuverable. A bit of dodging and hedging your dice rolls can keep him alive an extra couple of rounds...and that's all he needs.

ConfusedUs
Feb 24, 2004

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grassy gnoll posted:

Speaking of wave 7, I need to round out an amazon order. Thread, should I buy a second K-wing or a second Khiraxnsnzz?

A second TIE Punisher, then send it to me.

I want to try a Redline/Deathrain/Miniswarm list.

ConfusedUs
Feb 24, 2004

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What are "ion hogs"?

ConfusedUs
Feb 24, 2004

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KongGeorgeVII posted:

Someone tell me exactly how awful this list is.

TIE Interceptor: · Soontir Fel (27)
Push The Limit (3)
Autothrusters (2)
Royal Guard TIE (0)
Stealth Device (3)

TIE Punisher: · "Redline" (27)
Extra Munitions (2)
Cluster Missiles (4)
Concussion Missiles (4)
Fire Control System (2)
Twin Ion Engine Mk. II (1)

Lambda-Class Shuttle: Omicron Group Pilot (21)
· Darth Vader (3)

Total: 99

I love how punishers look but am not yet confident enough in my ability to fly to use bombs effectively.

I figure redline is the obvious target but if they focus the punisher down that gives soontir more time to get behind them and more time for Vader to do his thing.

Deploy the shuttle and redline together with soontir on the other side. Redline hopefully survives a couple of turns of fire and gets some ordinance off then he can 3 bank and boost away to bug out and hopefully come back later for some opportunistic shots. By this point hopefully soontir has looped around behind and now the enemy is between the hammer and anvil that is the shuttle and the interceptor.

I doubt the plan will survive contact with the enemy but at least there is a plan.

I've been running Punishers for a couple of weeks now. You can't let the Punisher be the obvious target. They're tough--I've never lost one in a single round--but they're not tough enough to withstand more than one round of concentrated fire.

You want something else big and beefy enough that the enemy isn't sure who to target. Whichever they go after, punish them for it. I'm using a basic Bounty Hunter Firespray right now for this purpose, but I've considered using two Punishers instead.

With Redline, you want to hold back. Start facing or at an angle. Do 1-forwards every round, or just kind of drunkenly weave about with 1-banks. Make the enemy come to you, preferably when they can't all shoot you at once. Best, get them to chase Soontir around. Either way, unleash hell once they get in range of your missiles. If you get off even half your ordnance, it's usually worth it. If you get it all off, you're probably well on your way to a win.

This is the complete opposite of Deathrain, who you want to get right in the middle of things. If you start a round anywhere near an enemy, Deathrain can bomb them.

I don't know much about the Shuttle, but talk at my FLGS is that they kinda suck. If that's true, consider dropping it for a couple of academy pilots to use as blockers and harriers.

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Feb 24, 2004

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Major Isoor posted:

I too have a list that I'd like some input on:


I'm interested in doing a two Firespray + something else list, although I'm not sure if I'm being as cost-effective as possible. Did a test match earlier and went well, although I'm still not sure about it and if I should make any changes - like swapping out Vader for a Phantom or something, although it's hard to say.

I know that 3x Bounty Hunter is actually a decent list. I've begun experimenting with 2x Bounty Hunter and a Punisher (I love the Punisher), but you end up with very little ordnance with the named pilots.

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Feb 24, 2004

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BattleMaster posted:

When the next wave is out I want four XX-23 S-Thread Tracers to use up the last four points on my Kath plus 4x Z list but I don't play Imperial and you only get one per ship anyway. I guess I'll be hitting eBay

I love those thread tracers so much. There's a lot of possible synergy with all sorts of things, in addition to just giving everyone a target lock on a single target.

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Feb 24, 2004

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canyoneer posted:

Those things will be great for granting a swarm of cheap ships target locks on a high value target.
I wonder how many copies of the card will be included?

I really think I want to run a tie swarm behind an Advanced or Punisher equipped with the thread tracers.

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Feb 24, 2004

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Last night I played two games against one of my favorite guys at the local store. He's a really good player. Has won store tourneys a few times and always places highly.

First one, he tore me up bad. He had a list with IG88, some weird Hawk, and a couple of Zs. I could not put a dent into 88. I see why people love them. My 2x Bounty Hunter list with Redline kinda sucked though.

Second game, though, went far better for me.

I ran a punisher and he let me proxy those Thread Tracers from the wave 8 previews. I stuck two on the punisher with accuracy corrector and autothrusters, and ran a swarm of five PS3 ties with it.

He had Miranda with TLT, Poe with all the BB8/PTL shenanigans, and an awing.

I cornered Miranda early with some fancy pivoting, and lit her up with the Tracers. Five ties with TL took her down in one turn.

After that the game turned into a slug fest. Poe was almost impossible to pin down. I eventually trapped him in a corner. Lost the punisher, but managed to take out Poe. Had three ties left, got the awing for the win.

Star of the game was a tie on a short peg. Called him Shortbus all game. He took fire from Poe and the awing for four rounds straight without a scratch, and randomly a few other times. Ended up blocking Poe with him for the other two get the final shots.

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Feb 24, 2004

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That phantom is sexy as hell. I love it!

Also, let's say someone wanted to fly two Firesprays in the same list. Imperial or Scum, doesn't matter. How would I kit them out? Who would fly, with what? Would we fill it out with a TIE or a Z95?

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Chill la Chill posted:

Let's say I had an extra falcon. What would be the most #HanYoloSwag paint scheme for it?

Do it up like some monstrosity from Mad Max

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Feb 24, 2004

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https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v3!s!117:18,-1,-1,122,-1,-1:22:3:U.-1,U.-1;116:27,110,-1,38,-1,108:1:3:U.-1

Ran this a bit today. I was quite surprised at how good it was. Kath is a monster, especially with Engine Upgrade to position that all-important rear arc, and Boba is surprisingly tanky when he can re-roll most of his dice at any given time.

There's no good target here. If you go after Kath, she just runs away and blasts you out of the rear arc. If you go after Boba, he's going to cancel most of your damage.

Question about the Mangler cannon: let's say I roll three dice and all come up focuses. I spend a focus to turn them all to hits. Can I then turn one to a crit with the Mangler? Or is there a limit on modifying dice?

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Feb 24, 2004

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kizudarake posted:

So, aside from regular tie fighters, which imperial ships are worth owning multiples of?

Interceptors are really good. Soontir is the best but several of the others can be excellent.

I really like the new TIE/fo; they're a tiny bit more expensive than regular TIEs but have a shield, a better dial, and a target lock.

3x Firesprays is a pretty strong list with a TON of health.

There's a guy locally who runs 4x TIE Advanced but only with the upgrades from the Raider. They're not bad with those.

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Feb 24, 2004

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Chill la Chill posted:

Painting things is cool and good.

One side of me wants to make a hippie van YV666 but the other side knows I'll get bored of it a quarter of the way through.

I want to paint one up like the Oscar Meyer Weinermobile.

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Feb 24, 2004

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BattleMaster posted:

It's good design because the game would be incredibly irritating if defense outperformed offense.

This is so true. Imagine if a TIE fighter (or whatever) could get multiple re-rolls and flips on their 3+ defense dice and effectively negate most damage every turn. The game would take 3x longer and be far less exciting.

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Admiral Joeslop posted:


EDIT: All 3 games, my opponent would do his moves, and I would drop a bomb and they would say "You know, I completely forgot you had those." The 2nd game guy did it twice.

Players at my FLGS often forget about the bombs, too.

I always put a Connor Net on scum Kath because it synergizes so well with her back arc bonus dice. People forget, get Connor'd, and eat a second five dice shot. Usually this kills them unless they're super tanky.

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ConfusedUs
Feb 24, 2004

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





Is there any good way to use Autoblaster turrets/cannons? Uncancelable attack, even with limited range, sounds good.

Or is it one of those things that sounds good but sucks in practice?

I thought of using something like this:

Kavil (Y-Wing) + Engine Upgrade + Unhinged Astromech + Autoblaster Turret to basically get into range 1 on people and stay there, popping Autoblaster turret every turn until they die.

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