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It looks like they took the complaint that the signature ship of the game is a bit underwhelming to heart. I don't see how the T-70s are not the cornerstone of many future lists.
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# ? Sep 10, 2015 23:06 |
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# ? May 23, 2024 08:28 |
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Orvin posted:It looks like they took the complaint that the signature ship of the game is a bit underwhelming to heart. I don't see how the T-70s are not the cornerstone of many future lists. They're really expensive when you trick them out so you can only ever take 3, probably one with a fattie if you go with a fattie. They're a lot more interesting than the old T-65 but you're payin' for it.
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# ? Sep 10, 2015 23:07 |
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Yo I am not hearing enough love for BB-8 up in this thread. Pre-maneuver options on a T-65? Get the gently caress in.ConfusedUs posted:Haha you can literally shoot astromechs off of Xwings now. That's hilarious. It ain't enough (okay at this point we have T-65s and T-70s on the board together, I think we can all agree a non-unique 0pt T-65 X-wing title is easily excusable as a "fleetwide retrofit") but hahahahaaaa gently caress YES Excellent call FFG. Excellent call.
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# ? Sep 10, 2015 23:12 |
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They also still lack a lot of utility for secondary weapons, particularly turrets, and their dial (while better) is still pretty sparse on greens. Two agility is still Not Great, and the two pilots we've seen with abilities that work great for defense need to pack on the upgrades to really take advantage of it. Plus, the points cost is pretty high. Red Ace costs as much as Wedge or Wes, unupgraded. The ability is good, but you pay for it. That said: Poe Dameron (31) R5-P9 (3) Autothrusters (2) "Red Ace" (29) R2-D2 (4) Comm Relay (3) Autothrusters (2) Blue Squadron Rookie (24) Autothrusters (2) Total: 100 I love how infuriating this list looks on paper.
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# ? Sep 10, 2015 23:14 |
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yellowjournalism posted:Yo I am not hearing enough love for BB-8 up in this thread. Pre-maneuver options on a T-65? Get the gently caress in. Except it isn't a title, it is a modification. So you have the choice of Autothrusters or an ejection seat for your little buddy on the T-70s. The T-65 makes it auto include (except the few builds that need engine mod).
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# ? Sep 10, 2015 23:25 |
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I'm still holding out for a "Rogue Squadron" T65 only title.
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# ? Sep 11, 2015 00:06 |
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And I'm still waiting for the first pilot ability that adds actions to the action bar.
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# ? Sep 11, 2015 00:08 |
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Holler.Orvin posted:Except it isn't a title, it is a modification. So you have the choice of Autothrusters or an ejection seat for your little buddy on the T-70s. The T-65 makes it auto include (except the few builds that need engine mod). No I meant that this isn't enough, and we still need a 0pt T65-only title in addition to this. edit: for emphasis mellowjournalism fucked around with this message at 00:19 on Sep 11, 2015 |
# ? Sep 11, 2015 00:14 |
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I'm still waiting for the Title that allows me to just pick the X-wing up off the board and place it where ever I want in the play area instead of revealing a dial, and it shoots first NO MATTER WHAT. Seriously, the X-Wing ain't that under-powered. Little things like having an astromech take a bullet is pretty good, though.
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# ? Sep 11, 2015 00:34 |
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enigmahfc posted:I'm still waiting for the Title that allows me to just pick the X-wing up off the board and place it where ever I want in the play area instead of revealing a dial, and it shoots first NO MATTER WHAT. It's overcosted, which is de-facto underpowered for its points cost. Even something like a title that gives it a sensor upgrade slot would go a long way to making it more viable in competitive play. As is, there's nothing a generic X-wing can do that a generic B-wing doesn't do a whole lot better for one extra point and a lot more upgrade options.
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# ? Sep 11, 2015 00:39 |
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X-Wings aren't bad, there is just never a reason to take them over any other ship. B-Wings totally outclass them at their job, and they don't have any unique features to set them apart. When someone takes X-Wings it's for the pilot ability, not the ship. I can totally see why one of the two most iconic Star Wars ships being mediocre bordering on bad would annoy people. It's the game's namesake for crying out loud.
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# ? Sep 11, 2015 00:42 |
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enigmahfc posted:I'm still waiting for the Title that allows me to just pick the X-wing up off the board and place it where ever I want in the play area instead of revealing a dial, and it shoots first NO MATTER WHAT. It's a solution. The mechanic is interesting, moreso than people's idea of just a free hull upgrade, though it still kinda puts the T-65 in the same bind as it always has been in: If you look at the Z-95, it's very similar to the T-65 X-wing but pointed and statted like a swarm fighter. For the wonderful cost of one hull, one attack die, and a couple slots, you save nine points and get almost the exact same dial. The Z-95 is a jouster/blocker through and through. Its dial is very predictable, but that's okay in something that cheap and relatively survivable. FFG probably hoped you'd put missiles on them, and you may in the future, but they at least made a good jouster. In reflection, then, the T-65 does the exact same thing, except it's more expensive and has more stats. The aces are better, but it's still got the same predictable dial. I mean, even in wave 1 people realized TIE fighters could run rings around these guys, much less stuff like interceptors. The T-70 is a lot more interesting because it's priced more like a StarViper but gains significant maneuverability advantages, allowing a more balanced approach. It's not just 'a better jouster', in fact, it's a touch worse in a strict jousting contest by points cost, but it's got other things going on that make it cool. I think FFG chose to make a whole new fighter because they really wanted to make an interesting X-wing, and I don't think most of the possible and reasonable fixes to the T-65 would have done that. Then again, no one likes the generic starviper and I don't think anyone will particularly care for the generic T-70 after a while, either. The benefits of that kind of ship tend to come at high PS, and the StarViper's critical flaw is that its aces have such low PS relatively speaking.
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# ? Sep 11, 2015 00:44 |
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Isn't there already an astromech that isn't restricted to X-Wings that takes a bullet for you?
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# ? Sep 11, 2015 00:45 |
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AndyElusive posted:Isn't there already an astromech that isn't restricted to X-Wings that takes a bullet for you? No, that's in salvaged astromechs. There's also a 0 point salvaged astromech. Alas, not available to rebels.
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# ? Sep 11, 2015 00:48 |
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Panzeh posted:Then again, no one likes the generic starviper and I don't think anyone will particularly care for the generic T-70 after a while, either. The benefits of that kind of ship tend to come at high PS, and the StarViper's critical flaw is that its aces have such low PS relatively speaking. The presence of an EPT on the Red Squadron Veteran is a pretty good point in its favor, at least.
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# ? Sep 11, 2015 00:48 |
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Strobe posted:The presence of an EPT on the Red Squadron Veteran is a pretty good point in its favor, at least. Gets pricey fast though. All these 1 point EPTs make me wish scum had a 14-point Z95 with an EPT slot. FFG's tendency of throwing out EPT slots on more generics is a positive trend, IMO. Panzeh fucked around with this message at 00:54 on Sep 11, 2015 |
# ? Sep 11, 2015 00:50 |
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Cool Hand and the new astromech in the T-70 pack look like they could be loving awesome for a few points. It looks like the new astromech has the text "After you perform a red maneuver you may acquire a target lock". If it's a point or two, bringing Cool Hand along for a focus means you could get a focus + TL after a red maneuver, which is hilarious.
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# ? Sep 11, 2015 00:53 |
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Strobe posted:Cool Hand and the new astromech in the T-70 pack look like they could be loving awesome for a few points. It looks like the new astromech has the text "After you perform a red maneuver you may acquire a target lock". If it's a point or two, bringing Cool Hand along for a focus means you could get a focus + TL after a red maneuver, which is hilarious. Reminds me of the cool stuff scum crew do with the action multipliers in a good way.
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# ? Sep 11, 2015 00:55 |
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Lochness_Hamster posted:So single T-70 and Tie/FO ships are coming out for WaveVII Juke looks really good.
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# ? Sep 11, 2015 01:09 |
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Juke with Comm Relay on Red Ace.
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# ? Sep 11, 2015 01:10 |
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Lemon Curdistan posted:Juke looks really good. What's weird is that Juke might be really good on IGs. EDIT: Or not- small ship only- probably for that very reason.
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# ? Sep 11, 2015 01:18 |
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Strobe posted:Juke with Comm Relay on Red Ace. I like it. Too bad you only get it every time you shed a shield, and you might lose 2 or even 3 in one turn, right? Gonna need R2D2 or R5P9 up in there. edit: i'm an idiot and forgot what juke was Panzeh posted:The mechanic is interesting, moreso than people's idea of just a free hull upgrade, Isn't it a shield upgrade? mellowjournalism fucked around with this message at 01:39 on Sep 11, 2015 |
# ? Sep 11, 2015 01:24 |
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yellowjournalism posted:I like it. Too bad you only get it every time you shed a shield, and you might lose 2 or even 3 in one turn, right? Gonna need R2D2 or R5P9 up in there. Dammit, Red Ace doesn't have an EPT.
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# ? Sep 11, 2015 01:28 |
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Put Juke on Luke. Panzeh posted:No, that's in salvaged astromechs. There's also a 0 point salvaged astromech. Alas, not available to rebels. Oh right, Salvaged Astromech takes a bullet for scum. Little buddies are going to be going pop everywhere.
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# ? Sep 11, 2015 01:29 |
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AndyElusive posted:Put Juke on Luke. You never see them because it only negates certain crits and it's 2 points. There's also exactly one ship that uses that slot and the agromech and unhinged astromech are both significantly better choices. It'll be interesting what the JumpMaster's dial is like because it also has the salvaged astromech slot.
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# ? Sep 11, 2015 01:32 |
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Hey I can't remember if this has been asked before but can you R5-K6 your way through both TLT attacks like a poor man's FCS? Wow I feel like a dork saying that
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# ? Sep 11, 2015 03:10 |
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yellowjournalism posted:Hey I can't remember if this has been asked before but can you R5-K6 your way through both TLT attacks like a poor man's FCS? Wow I feel like a dork saying that I don't see why you wouldn't be able to.
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# ? Sep 11, 2015 03:16 |
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It's not very reliable, but you can.
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# ? Sep 11, 2015 03:18 |
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Yeah I wouldn't take it to a tournament or anything. This is for the Aturi Cluster, which happens to loving rule Right now we're playing by email and then taking the next mission to the table. So far it is a crazy amount of fun, and allows for us to be the dorkiest possible wang pilots. (yes that is my work email, we are conducting covert opzz) Complete with a flip-down display if you hit the quoted text button
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# ? Sep 11, 2015 04:12 |
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Also, Vassal graphics turn out real nicely over email. Y'all need to get on this co-op RPG train. (holy poo poo maybe I should start a play by post thread..) (click for hi-res, the graphics are actually really sharp) And no, the good boomsmith is not me. I am now car ramrod.
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# ? Sep 11, 2015 04:30 |
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yellowjournalism posted:(holy poo poo maybe I should start a play by post thread..) Do it
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# ? Sep 11, 2015 04:32 |
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kingcom posted:Do it
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# ? Sep 11, 2015 04:33 |
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If yellowjournalism starts a PbP X-Wangs game (and includes me) I will buy him one (1) forum upgrade of his choice.
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# ? Sep 11, 2015 04:34 |
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Kai Tave posted:If yellowjournalism starts a PbP X-Wangs game (and includes me) I will buy him one (1) forum upgrade of his choice. I'll contribute by making sure I include many blat blats, reoorrrrws and stay on targets. kingcom fucked around with this message at 04:47 on Sep 11, 2015 |
# ? Sep 11, 2015 04:39 |
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That offer extends to anyone who runs one btw.
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# ? Sep 11, 2015 04:46 |
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poo poo I gotta think about it because I've only played the starter mission (twice) and I'm not sure how I'll handle the custom game pieces in the more advanced missions-- either I'll have to learn to edit the vassal module, or settle with pasting them in photoshop (v slow). Anyway for me don't worry about the upgrade, it's more about if I can make the time.
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# ? Sep 11, 2015 05:00 |
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Yeah I mean obviously no pressure, I understand that PbPs are a lot of time and effort and usually crash and burn but one of my first thoughts when I ran across the Aturi Cluster campaign was "hmmm I bet with Vassal you could use this for PbPs hmmm."
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# ? Sep 11, 2015 05:23 |
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kingcom posted:Do it https://www.youtube.com/watch?v=C-oNWtAKNfk
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# ? Sep 11, 2015 06:04 |
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Irom posted:Guri (30) This list is winning a lot. The tweak I experimented with on the last two games is the seismic charge on Boba. First I flew against the bots. It was the dude's first time flying them and his inexperience kinda showed. He flew right into Boba trying to clear stress, denying him any actions. Then Boba dropped the seismic charge right on him and moved past him to range 1. Double focused with recon spec. Guri took a TL and got a free focus for being at range 1 as well. In one turn I had 3 guns with range 1 shots and a successfully detonated seismic charge. Vaporized him right there and he conceded. Second was way more of a challenge. It was a Mandalorian Merc w/pred, tactician, and ion canon, Spice Runner w/tactician and TLT, a Cartel Marauder and Black Sun Soldier. Yeesh. It came down to a 1h Guri with a damaged engine crit (all turns are red) and a 2h Black Sun soldier. Ran away to activate autothrusters and eventually red slooped out of his arc into range 1, free focus, dead Z. Managed to drop a seismic charge in this game too, doing 1 damage to the Sprice Runner, the Cartel Marauder AND the Black Sun Soldier as they attempted to k-turn behind Boba. Very likely those 2 points won me the game. Irom fucked around with this message at 06:12 on Sep 11, 2015 |
# ? Sep 11, 2015 06:09 |
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# ? May 23, 2024 08:28 |
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I played my first two games today. I was playing against a friend who also had never played. We just used the starter box stuff, so he went Empire (Mauler Mithel and Dark Curse) and I was Luke Skywalker with R2-D2. I got in a few good hits, but then Mauler got 2 critical hits on Luke and I learned the hard way that I probably should have shuffled the damage deck, because the top 2 cards were "Direct Hit", and Luke died instantly. Whoops! We also kept forgetting to take our Actions after doing movement, but we got better about it by the second game. Game 2, I ran the Rebel Ace B-wing piloted by Keyan Farlander, vs my friend running a TIE Phantom with one of the named pilots. That was a much closer game, but I ended up losing that one as well. I think I wasn't playing to the B-wing's strengths. Are there any official and/or homebrew rules for "friendly fire"? E.g. if I'm firing on an enemy ship, but one of my friendly ships is between me and the enemy, I could run the risk of hitting my friendly ship or something like that. Along the same lines, are there any rules for "running interference", e.g. if an enemy is firing on a mission critical ship but I manage to put one of my ships in direct line of sight between them, could my ship "absorb" the damage or otherwise prevent the other ship from taking damage, etc?
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# ? Sep 11, 2015 06:53 |