Using the generic HWK for a comparison is kinda weird because, well, you shouldn't ever use the generic HWK. A support ship without any support abilities is a terrible investment, I agree! Fortunately there are still good cheap options, for example:
Roark + an Ion Turret is 24 points, which is one more point than a Y-wing with two lower pilot skill and the same secondary weapon. The HWK is less maneuverable and has a little less survivability, but unlike the Y it doesn't need to get close at all to affect the battle.
if you're seriously worried about losing firepower, 24 points is hardly a huge investment. you can squeeze a B in there too and still come in as cheap or cheaper than a Han Falcon, with actually more firepower between the two ships, the same total health (but less each of course) and less potential to get blocked.
So pointswise I consider those pretty even trades!
The HWK doesn't see a whole lot of competitive use but it's not like it's going to sink your list if it's designed intelligently. I've used it in a couple of competitions and I do pretty decent.
I'm in agreement that you shouldn't ever use the generic HWK which says a lot about the ship when the game has had low PS generics be fairly dominant for roughly 2 and a half years. Obviously different types of ships, but I think that even the generic support ship should bring something useful to the table.
My question to you then would be; is that extra point spent on Roark worth losing initiative over, or dropping another upgrade to maintain initiative?
The comparison to a Han falcon is a bit more complicated in my mind as Roark and B-wing have more combined firepower, but Han has better fire coverage. Even then a lot of Falcon lists are criticized for being weak offensively/lacking one pass kill ability which is key to most Rebel 3/4 ship builds.
I'm interested in seeing what you've tried though.
It is interesting to read about, but I don't put much stock in tournament results.
Total attendance to Regionals this year was right around 2000 players. Too few to draw useful conclusions from - especially when huge swathes of the community are simply aping a vocal minority.
Just because it's not showing up in top 8's right now doesn't mean it's not competitive or can't be. It's not fashionable. That's most of it. Experience suggests to me that the HWK-290 is cost effective in many of it's roles.
Maybe next week someone figures out that Jan or Roark is exactly what they need to win the ubiquitous Falcon mirror match.
The meta is fluid and unstable, not chiseled in stone.
For example, here's a random take on the hot list on the moment;
Outer Rim Smuggler
Luke
C3PO
Engine Upgrade
Jan Ors
Decoy or Swarm Tactics
Blaster Turret
Recon Specialist
Bandit Squadron x2
2 fewer HP than a typical Falcon + 3x Z-95 list, but it throws one more attack dice and has stronger action economy. The ORS will still have opportunities to shoot before Chewbaca due to Jan, hits just as hard, but sacrifices fewer points if it goes down and will never, ever lose it's action to being blocked and so will always have an evade or focus available. Meanwhile Jan with Recon Specialist is substantially tougher to shoot down than a generic Z-95, and not really that much less mobile.
Are there disadvantages here? Sure. But there are advantages too!
I think the problem the HWK runs into is that if you put too many points into it, it means you neuter the rest of your team a little. So here's a list I used for Imdar Alpha that doesn't really sacrifice too much in return:
Biggs (25)
Hobbie + R3-A2 (27)
Roark + ICT (24)
Blue Squadron Pilot + Fire Control (24)
this was basically meant to strike a nice balance between different roles and function with or without any one pilot. Hobbie is the obvious target but with Biggs he stays around longer, Roark can boost anyone to 12 and just generally keeps the list's pilot skill to above 4, which was the average I was shooting for ( 12, 5, 5, 4 on a good turn). That means everyone is shooting before most of any given tie swarm and most of any given rebel list, usually. The ability to hit enemies with stress and ion shots helped control expensive or maneuverable targets, and I could fit three named pilots into a list without dropping down to just three ships.
The Blue Squadron pilot was basically just a closer. It was my first time using the B-wing (and Hobbie, but he has a pretty obvious gimmick), so I wanted to go with something basic that would be dangerous even if I was a little clumsy.
I just signed up for an Amazon Visa card and they gave me $30 free. So I did this......
Now the fiance and I will have to stop at the local game store next to the movie theater today and pick up an Imperial ship. You know, to make it fair and all.
This will make my new ship count:
X-wing x3
Y-Wing x1
B-Wing x1
TIE-Fighter x5
TIE-Advance x1
TIE-Bomber x1
TIE-Interceptor x1 (after game store visit)
Played in a tournament today. First day of a 2 day event.
Currently seeded 3rd going in to top 8 tomorrow.
My first opponent - another top 8 player - was flying Roark with a Falcon and 2 Z-95's, handing me my only defeat of the day in a close match.
Highlights include ioning a mostly intact Firespray off the board with a single well timed shot;
Also ordering my green dice to, "OBEY"... and having all three of them listen.
Learned some interesting things about flying the Defender.
As everybody already knows, this ship is capable of surviving at least a little bit of focus fire. What is less well understood is what this lets you do.
One of the worst sins you can commit in a game of X-wing is to divide your fire. The Defender capitalizes on this magically. It can soak a couple of crucial attacks on the first joust, then vanish like smoke out to the fringes of the battle and snipe. Meanwhile the rest of your squadron is hale, hearty, and fixing for trouble.
It's like... the worst thing you can do is to focus on the Defender... but the other worst thing you can do is to leave it around for the endgame.
Another interesting thing is the Ion Cannon. You don't necessarily try to keep things locked down constantly. You use it tactically, and for reliable plinking at range 3.
Example: Today I took a potshot at a Bounty Hunter fairly early in the game, landing an Ion Token on it. Instead of immediately trying to ion it again the following turn, I left that token where it was and did other things.
Fast-forward to several turns later; the Bounty Hunter is nearing a board edge. Not really very close at all - about two full range increments. Nearly eight inches.
Well, I plinked him again with the Ion Cannon and that was it. A 1-forward movement in that situation leaves the Firespray with no survivable maneuvers on it's next turn.
I would like to say it was planned...
Next time, it will be.
Got in a couple of really simple (42 points of TIEs and X-wings) games tonight with a friend. He definitely seems like a convert, though I think he'll be wanting to play with my stuff instead of investing in his own for a while, but that's fine.
Won't get another game for a couple of weeks, though, since he'll be out of town.
So the local store didn't have any TIE-Interceptors in stock, so my fiance had a choice between the Defender and the Phantom. After describing them to her, she was leaning towards the Defender.
We take it up to the register, and the guy starts unloading facts and details about the ships, pilots, and cards contained within. What's worse, is my fiance is no slouch and he's giving her valuable combo ideas to use against me.
But it's all good, at least she plays the game with me and enjoys it. Can't ask for more than that!
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Yup I managed to Ion a firespray off the board from right beside an asteroid, which means it was at range 2 from the edge, but he faced it directly toward the corner, so once I got the second token on him that thing was done, even though it took it two turns. He did get to shoot at me though.
Two Alpha Squadron Pilots, Night Beast, Dark Curse, and a Delta with an Ion Cannon.
Wasn't really the list I had intended to run, but it has been performing well despite a few learner's-permit type mistakes with the Delta.
MVP to Dark Curse. He is an uncaring, unflinching Z-95 murder machine.
Defender with an Ion Cannon has peaked my interest as well. I'm not sure how to make the best use of it, however, since that is a ton of ship to drop into a build.
Quick question since I'm now the proud owner of Ion Tokens, why would you have more than one on a ship? So this card gives you two:
But then, the Ion Token rules say to discard all Ion Tokens:
So what's the point of having an extra token? Are there pilots/skills that can remove a token that I don't know about? Should the rules card read "remove 1 token" instead?
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Yeah, I just read that while looking at a FAQ. Guess that means those missiles are useless most of the time.
Nah, they aren't useless because ionizing a small ship is tactically good as well. It just means you can use them effectively on a large ship as well.
Anyway here's a little list I made that I haven't tried yet. I don't know, probably should drop the second Phantom from the list but I just love 'em so much.
Delta Squadron Pilot — TIE Defender 30
Ion Cannon 3
I realized the other day that I thought I had 5 TIE-Fighters, but in fact, only have 4 (all from the base set). So now I'm stuck deciding on whether to get the TIE-Fighter expansion. I don't need an extra TIE, as I seriously doubt my fiance will want to run a vanilla swarm when there are other fun ships to play instead.
Everywhere I've looked online (ebay, etc) sells the pilot/upgrade cards for way too much money after shipping. I suppose I could always print them, but it's just not quite the same, ya' know? Any thoughts?
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
I have 6 TIES which means I can't run either of the the traditional 7-8 TIE swarms but I think having at least 5 gives options for running a squad of Unique pilots or create a large support element for a more powerful ship (Vader, a Defender, Shuttle, etc). It's fun to be able to fly a bunch of TIEs every so often.
Don't know what the unique pilot cards/tokens sell for, but I'd say a TIE expansion is worth it for the 3 of them and the extra TIE.
Also, Dash Rendar pilot card:
So Dash as a pilot can land on Obstacles without taking damage, while Dash as a crew can land on obstacles and still shoot.
I just signed up for an Amazon Visa card and they gave me $30 free. So I did this......
I freaking looooooove the bomber. I don't know why more people don't fly with one. At the last tournament, everyone seemed shocked that I was running one. They are a ton of fun and really throw a monkey wrench into some play styles. The only thing that can suck with Bombers is that if you don't exhaust at least 2/3 of your payload, it's a total waste and you'll get your arse kicked.
While I agree that being insensitive is an issue, so is being oversensitive.
As cool as the GripMats are, I cannot justify spending $50 on a 2x3 mat. I'm a bit of a cheap skate, so this has given me the idea of getting those this grip sheets that you put down for putting plates and glasses in the cupboard and roll that across the paying area. Same effect, no where near as kick ass looking, but 1/10th the price
Le_Goat on
While I agree that being insensitive is an issue, so is being oversensitive.
As cool as the GripMats are, I cannot justify spending $50 on a 2x3 mat. I'm a bit of a cheap skate, so this has given me the idea of getting those this grip sheets that you put down for putting plates and glasses in the cupboard and roll that across the paying area. Same effect, no where near as kick ass looking, but 1/10th the price
You must feel the kitchen non-slip mat around you: here, between you, me, the asteroid tokens, everywhere, yes, even between the dining table and the ship base.
Odd, according to their store, only the Xia Quadrant is 3x3 and it's sold out. Starfield is 2x3, Nebula is 2x3.5, and Oceanfield is 2x2. I totally could be looking in the wrong place.
While I agree that being insensitive is an issue, so is being oversensitive.
Odd, according to their store, only the Xia Quadrant is 3x3 and it's sold out. Starfield is 2x3, Nebula is 2x3.5, and Oceanfield is 2x2. I totally could be looking in the wrong place.
The store is, I think, a bit out-of-date with their eventual plans for what will be available. If you kickstarted it, you could get bascially any art done at any size, and I'd expect those to make it to the store in not too much longer (couple months, probably).
Gabriel_Pitt(effective against Russian warships)Registered Userregular
So how dumb am I? I was at my Friendly Not-So-Local Gaming Store, and while they only had a single Z-95 in stock, they had E-wings shooting out the ying yang. Being the kind soul that I am, I said, 'shopkeep, I shall lay claim to three of your finest E-wings!'
So now I have 3 E-wings, which really only look like if you cut everything off the ship that doesn't look like an E. I definitely had some fun using them right there in the store in a 3 player Furball game, and I've been playing around with how to put three of them into a hundred point list.
Just with some fiddling around and no games to to field test it, I've got:
-Knave Squadron Pilot w/R7-T1 and Flechette Torpedoes
-Blackmoon Squadron w/FCS and Proton Torpedoes
-Etahn A'Baht w/Deadeye
Which brings me in at 100 points even. Is this setup not too pants-on-head to be fun?
So how dumb am I? I was at my Friendly Not-So-Local Gaming Store, and while they only had a single Z-95 in stock, they had E-wings shooting out the ying yang. Being the kind soul that I am, I said, 'shopkeep, I shall lay claim to three of your finest E-wings!'
So now I have 3 E-wings, which really only look like if you cut everything off the ship that doesn't look like an E. I definitely had some fun using them right there in the store in a 3 player Furball game, and I've been playing around with how to put three of them into a hundred point list.
Just with some fiddling around and no games to to field test it, I've got:
-Knave Squadron Pilot w/R7-T1 and Flechette Torpedoes
-Blackmoon Squadron w/FCS and Proton Torpedoes
-Etahn A'Baht w/Deadeye
Which brings me in at 100 points even. Is this setup not too pants-on-head to be fun?
Looks fun to me, but you'll want to juggle some things around. Deadeye doesn't do anything with no torpedo on Etahn A'Baht for instance.
I haven't bought any Y-Wings yet, but they are next on the list. Are they really that useless or just too niche?
I have not played this game a ton but my Y-wings have performed pretty well for me in play. Make sure to take a missile of some sort and probably an ion turret. Their normal lasers are unlikely to kill tie fighters but with a good missile they are good ways to hurt or kill enemy big ships. They take an insane amount of beating to kill and are pretty cheap to field.
-Knave Squadron Pilot w/R7-T1 and Flechette Torpedoes
-Blackmoon Squadron w/FCS and Proton Torpedoes
-Etahn A'Baht w/Deadeye
Which brings me in at 100 points even. Is this setup not too pants-on-head to be fun?
That's kinda bad. As noted deadeye does nothing. R7-T1 is weird on a 1 skill ship, as are torpedoes, because you probably wont be able to use them.
If you wanted something similar I would suggest this list:
-Knave Squadron Pilot
-Etahn A'baht w/Wingman
-Corran Horn w/R7 and FCS
Wingman is the only way for this list to get rid of excess stress, but you can switch it for any other 2 pt upgrade if you don't see a lot of stress shenanigans. R7 is VERY useful with FCS on a high skill ship, and with Corran Horn you can use FCS twice in the same turn, then during his "can't attack" turn Focus and still have the defensive target lock.
ElderCat on
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Gabriel_Pitt(effective against Russian warships)Registered Userregular
Dead-Eye was a misunderstanding - I thought it meant you could turn Focus into a Target Lock for normal shooting too.
You're going to have to explain your reasoning about the droid and the torpedoes though. The range differentiation means it's going to take work to try and lock-on and stay beyond range 1, but for a dog-fighting ship, getting target lock and boosting when somebody else is trying to shoot you seems like a handy ability.
Or is the thinking that if you're not spending the target lock the same turn you're acquiring it, you're not making efficient use of your abilities?
Dead-Eye was a misunderstanding - I thought it meant you could turn Focus into a Target Lock for normal shooting too.
You're going to have to explain your reasoning about the droid and the torpedoes though. The range differentiation means it's going to take work to try and lock-on and stay beyond range 1, but for a dog-fighting ship, getting target lock and boosting when somebody else is trying to shoot you seems like a handy ability.
Or is the thinking that if you're not spending the target lock the same turn you're acquiring it, you're not making efficient use of your abilities?
I think the problem they are alluding to is that a low skill pilot with valuable gear like torpedoes is going to get focus fired to death too quickly to launch the payload, though I might be mistaken about that.
As for the droid, at skill 1 you are usually going first. You don't know where the other ships are going to be, so you have to guess which ship to target lock and where to boost to. If it was a high skill ship you would at least have some knowledge of where some ships would be so you could target lock one you will be able to shoot, and potentially boost out of some firing arcs.
On torpedoes, again with skill 1 you move first each round. This means that you cannot be in range to target lock on the first turn. And on the second turn again you have to guess, the ship you target locked can move out of your arc or close to within 1. Both will make it so you cannot fire the torpedoes.
Posts
Roark + an Ion Turret is 24 points, which is one more point than a Y-wing with two lower pilot skill and the same secondary weapon. The HWK is less maneuverable and has a little less survivability, but unlike the Y it doesn't need to get close at all to affect the battle.
if you're seriously worried about losing firepower, 24 points is hardly a huge investment. you can squeeze a B in there too and still come in as cheap or cheaper than a Han Falcon, with actually more firepower between the two ships, the same total health (but less each of course) and less potential to get blocked.
So pointswise I consider those pretty even trades!
The HWK doesn't see a whole lot of competitive use but it's not like it's going to sink your list if it's designed intelligently. I've used it in a couple of competitions and I do pretty decent.
My question to you then would be; is that extra point spent on Roark worth losing initiative over, or dropping another upgrade to maintain initiative?
The comparison to a Han falcon is a bit more complicated in my mind as Roark and B-wing have more combined firepower, but Han has better fire coverage. Even then a lot of Falcon lists are criticized for being weak offensively/lacking one pass kill ability which is key to most Rebel 3/4 ship builds.
I'm interested in seeing what you've tried though.
Total attendance to Regionals this year was right around 2000 players. Too few to draw useful conclusions from - especially when huge swathes of the community are simply aping a vocal minority.
Just because it's not showing up in top 8's right now doesn't mean it's not competitive or can't be. It's not fashionable. That's most of it. Experience suggests to me that the HWK-290 is cost effective in many of it's roles.
Maybe next week someone figures out that Jan or Roark is exactly what they need to win the ubiquitous Falcon mirror match.
The meta is fluid and unstable, not chiseled in stone.
For example, here's a random take on the hot list on the moment;
Outer Rim Smuggler
Luke
C3PO
Engine Upgrade
Jan Ors
Decoy or Swarm Tactics
Blaster Turret
Recon Specialist
Bandit Squadron x2
2 fewer HP than a typical Falcon + 3x Z-95 list, but it throws one more attack dice and has stronger action economy. The ORS will still have opportunities to shoot before Chewbaca due to Jan, hits just as hard, but sacrifices fewer points if it goes down and will never, ever lose it's action to being blocked and so will always have an evade or focus available. Meanwhile Jan with Recon Specialist is substantially tougher to shoot down than a generic Z-95, and not really that much less mobile.
Are there disadvantages here? Sure. But there are advantages too!
Biggs (25)
Hobbie + R3-A2 (27)
Roark + ICT (24)
Blue Squadron Pilot + Fire Control (24)
this was basically meant to strike a nice balance between different roles and function with or without any one pilot. Hobbie is the obvious target but with Biggs he stays around longer, Roark can boost anyone to 12 and just generally keeps the list's pilot skill to above 4, which was the average I was shooting for ( 12, 5, 5, 4 on a good turn). That means everyone is shooting before most of any given tie swarm and most of any given rebel list, usually. The ability to hit enemies with stress and ion shots helped control expensive or maneuverable targets, and I could fit three named pilots into a list without dropping down to just three ships.
The Blue Squadron pilot was basically just a closer. It was my first time using the B-wing (and Hobbie, but he has a pretty obvious gimmick), so I wanted to go with something basic that would be dangerous even if I was a little clumsy.
It went pretty well!
Now the fiance and I will have to stop at the local game store next to the movie theater today and pick up an Imperial ship. You know, to make it fair and all.
This will make my new ship count:
X-wing x3
Y-Wing x1
B-Wing x1
TIE-Fighter x5
TIE-Advance x1
TIE-Bomber x1
TIE-Interceptor x1 (after game store visit)
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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Currently seeded 3rd going in to top 8 tomorrow.
My first opponent - another top 8 player - was flying Roark with a Falcon and 2 Z-95's, handing me my only defeat of the day in a close match.
Highlights include ioning a mostly intact Firespray off the board with a single well timed shot;
Also ordering my green dice to, "OBEY"... and having all three of them listen.
Learned some interesting things about flying the Defender.
As everybody already knows, this ship is capable of surviving at least a little bit of focus fire. What is less well understood is what this lets you do.
One of the worst sins you can commit in a game of X-wing is to divide your fire. The Defender capitalizes on this magically. It can soak a couple of crucial attacks on the first joust, then vanish like smoke out to the fringes of the battle and snipe. Meanwhile the rest of your squadron is hale, hearty, and fixing for trouble.
It's like... the worst thing you can do is to focus on the Defender... but the other worst thing you can do is to leave it around for the endgame.
Another interesting thing is the Ion Cannon. You don't necessarily try to keep things locked down constantly. You use it tactically, and for reliable plinking at range 3.
Example: Today I took a potshot at a Bounty Hunter fairly early in the game, landing an Ion Token on it. Instead of immediately trying to ion it again the following turn, I left that token where it was and did other things.
Fast-forward to several turns later; the Bounty Hunter is nearing a board edge. Not really very close at all - about two full range increments. Nearly eight inches.
Well, I plinked him again with the Ion Cannon and that was it. A 1-forward movement in that situation leaves the Firespray with no survivable maneuvers on it's next turn.
I would like to say it was planned...
Next time, it will be.
Won't get another game for a couple of weeks, though, since he'll be out of town.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
We take it up to the register, and the guy starts unloading facts and details about the ships, pilots, and cards contained within. What's worse, is my fiance is no slouch and he's giving her valuable combo ideas to use against me.
But it's all good, at least she plays the game with me and enjoys it. Can't ask for more than that!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Wasn't really the list I had intended to run, but it has been performing well despite a few learner's-permit type mistakes with the Delta.
MVP to Dark Curse. He is an uncaring, unflinching Z-95 murder machine.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
I might lose but I'm gonna look awesome while losing.
Delta + Ion Cannon
Backstabber
Black Squadron + Outmaneuver
Echo + Advanced Cloaking Device
The other Defender build I've been looking at is probably even sillier;
Onyx + Heavy Laser
Onyx + Heavy Laser
Captain Jonus (TIE Bomber)
Running a bomber with no ordinance is kind of weird, but 4 attack dice rerolling 2 is pretty hardcore.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
But then, the Ion Token rules say to discard all Ion Tokens:
So what's the point of having an extra token? Are there pilots/skills that can remove a token that I don't know about? Should the rules card read "remove 1 token" instead?
Legends of Runeterra: MNCdover #moc
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Yeah, I just read that while looking at a FAQ. Guess that means those missiles are useless most of the time.
Also, here's a listing of all the cards in the game released so far. Could we add it to the OP @mightyspacepope?
Legends of Runeterra: MNCdover #moc
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Nah, they aren't useless because ionizing a small ship is tactically good as well. It just means you can use them effectively on a large ship as well.
Anyway here's a little list I made that I haven't tried yet. I don't know, probably should drop the second Phantom from the list but I just love 'em so much.
Delta Squadron Pilot — TIE Defender 30
Ion Cannon 3
"Echo" — TIE Phantom 30
Veteran Instincts 1
Advanced Cloaking Device 4
Shadow Squadron Pilot — TIE Phantom 27
Advanced Sensors 3
Stygium Particle Accelerator 2
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Buy single upgrade cards and loose ships:
http://teamcovenant.com/store/star-wars-x-wing-2/singles.html
The Xwing Wiki, pictures of all cards in the game:
http://xwing-miniatures.wikia.com/wiki/X-Wing_Miniatures_Wiki
Everywhere I've looked online (ebay, etc) sells the pilot/upgrade cards for way too much money after shipping. I suppose I could always print them, but it's just not quite the same, ya' know? Any thoughts?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Don't know what the unique pilot cards/tokens sell for, but I'd say a TIE expansion is worth it for the 3 of them and the extra TIE.
Also, Dash Rendar pilot card:
So Dash as a pilot can land on Obstacles without taking damage, while Dash as a crew can land on obstacles and still shoot.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
You must feel the kitchen non-slip mat around you: here, between you, me, the asteroid tokens, everywhere, yes, even between the dining table and the ship base.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
The store is, I think, a bit out-of-date with their eventual plans for what will be available. If you kickstarted it, you could get bascially any art done at any size, and I'd expect those to make it to the store in not too much longer (couple months, probably).
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
So now I have 3 E-wings, which really only look like if you cut everything off the ship that doesn't look like an E. I definitely had some fun using them right there in the store in a 3 player Furball game, and I've been playing around with how to put three of them into a hundred point list.
Just with some fiddling around and no games to to field test it, I've got:
-Knave Squadron Pilot w/R7-T1 and Flechette Torpedoes
-Blackmoon Squadron w/FCS and Proton Torpedoes
-Etahn A'Baht w/Deadeye
Which brings me in at 100 points even. Is this setup not too pants-on-head to be fun?
Yes, release your anger.
I now have: 4 fighters, 1 interceptor, 1 bomber, 1 phantom, and 1 defender on the imperial side.
Looks fun to me, but you'll want to juggle some things around. Deadeye doesn't do anything with no torpedo on Etahn A'Baht for instance.
I have not played this game a ton but my Y-wings have performed pretty well for me in play. Make sure to take a missile of some sort and probably an ion turret. Their normal lasers are unlikely to kill tie fighters but with a good missile they are good ways to hurt or kill enemy big ships. They take an insane amount of beating to kill and are pretty cheap to field.
That's kinda bad. As noted deadeye does nothing. R7-T1 is weird on a 1 skill ship, as are torpedoes, because you probably wont be able to use them.
If you wanted something similar I would suggest this list:
-Knave Squadron Pilot
-Etahn A'baht w/Wingman
-Corran Horn w/R7 and FCS
Wingman is the only way for this list to get rid of excess stress, but you can switch it for any other 2 pt upgrade if you don't see a lot of stress shenanigans. R7 is VERY useful with FCS on a high skill ship, and with Corran Horn you can use FCS twice in the same turn, then during his "can't attack" turn Focus and still have the defensive target lock.
You're going to have to explain your reasoning about the droid and the torpedoes though. The range differentiation means it's going to take work to try and lock-on and stay beyond range 1, but for a dog-fighting ship, getting target lock and boosting when somebody else is trying to shoot you seems like a handy ability.
Or is the thinking that if you're not spending the target lock the same turn you're acquiring it, you're not making efficient use of your abilities?
I think the problem they are alluding to is that a low skill pilot with valuable gear like torpedoes is going to get focus fired to death too quickly to launch the payload, though I might be mistaken about that.
On torpedoes, again with skill 1 you move first each round. This means that you cannot be in range to target lock on the first turn. And on the second turn again you have to guess, the ship you target locked can move out of your arc or close to within 1. Both will make it so you cannot fire the torpedoes.