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Posts

  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    MNC Dover wrote: »
    Okay here is a detailed battle report.


    I have Rey with Expertise, Finn, Kanan, Falcon (TFA) title, Smuggling Compartment, Inertial Dampener, Anti-Pursuit Lasers
    Horton Salm, TLT, The R2-D6, Expertise, Plasma Torpedo, Guidance Chips.

    He had Pure Sabbac, The Duchess, Darth Vader.


    Turn 1. All his go three forward. Falcon is facing them and goes four forward. Horton 3 banks from the right back edge into the middle.

    Turn 2. His guys go a mix of one ant two in. Falcon goes three straight. Horton goes three straight. Vader is out of target lock range for Horton so both he and Rey target lock The Duchess.

    Vader shoots and strips some shields off Rey. Duchess does also. Rey one shots Duchess with four hits and a crit. Horton takes two shields off Vader with the TLT. Sabbac is out or fire arc as he passed Rey.

    Turn 3. Sabbac 1 banks then 1 turns around Rey and comes in behind. Rey throws the emergency breaks on and uses the dampeners to do a 0. Horton does 1 straight and target locks Vader. Vader runs into Rey and losses his last shield to the anti-pursuit lasers.

    Vader fires at Horton and takes off two shields. Rey fires at Sabbac behind her and does two damage. Horton fires a plasma torpedo at Vader. Combined with Expertise and his own ability he rolls two hits and two crits. Vader evades one and explodes.

    My opponent gives up right after that.

    Horton with Expertise is amazing!


    Rey continues to be OP with Finn and Expertise.

    I haven't been collecting ships since wave 4, so I'm absurdly behind. I still follow the releases though since I love the game itself.

    That being said, I had to plug your squad into a generator to understand how all those cards worked together. Pretty cool stuff, although I do think the TLT being an almost guaranteed 2 damage is bad design.

    And now you know why I'm so happy for the Aggressor.

    (I kid, I actually want to use ion turret first)

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
  • timspork's ghosttimspork's ghost Librarian and Ghostbuster Registered User regular
    Oh I agree. Going to use it till they nerf it.

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork


  • ElderCatElderCat Registered User, ClubPA regular
    MNC Dover wrote: »
    Okay here is a detailed battle report.


    I have Rey with Expertise, Finn, Kanan, Falcon (TFA) title, Smuggling Compartment, Inertial Dampener, Anti-Pursuit Lasers
    Horton Salm, TLT, The R2-D6, Expertise, Plasma Torpedo, Guidance Chips.

    He had Pure Sabbac, The Duchess, Darth Vader.


    Turn 1. All his go three forward. Falcon is facing them and goes four forward. Horton 3 banks from the right back edge into the middle.

    Turn 2. His guys go a mix of one ant two in. Falcon goes three straight. Horton goes three straight. Vader is out of target lock range for Horton so both he and Rey target lock The Duchess.

    Vader shoots and strips some shields off Rey. Duchess does also. Rey one shots Duchess with four hits and a crit. Horton takes two shields off Vader with the TLT. Sabbac is out or fire arc as he passed Rey.

    Turn 3. Sabbac 1 banks then 1 turns around Rey and comes in behind. Rey throws the emergency breaks on and uses the dampeners to do a 0. Horton does 1 straight and target locks Vader. Vader runs into Rey and losses his last shield to the anti-pursuit lasers.

    Vader fires at Horton and takes off two shields. Rey fires at Sabbac behind her and does two damage. Horton fires a plasma torpedo at Vader. Combined with Expertise and his own ability he rolls two hits and two crits. Vader evades one and explodes.

    My opponent gives up right after that.

    Horton with Expertise is amazing!


    Rey continues to be OP with Finn and Expertise.

    I haven't been collecting ships since wave 4, so I'm absurdly behind. I still follow the releases though since I love the game itself.

    That being said, I had to plug your squad into a generator to understand how all those cards worked together. Pretty cool stuff, although I do think the TLT being an almost guaranteed 2 damage is bad design.

    They made it as a direct counter to (Imperial) arc dodgers who could have focus, evade, and autothrusters giving a guaranteed evade result on one of their 3 green dice. With Palpatine being able to change the result of one (per turn) of the others to evade if necessary. The only way to beat it was lots and lots of attacks per turn.

    signature.png

    crimsoncoyoteElvenshae
  • FuselageFuselage Bantha Three ValhallaRegistered User regular
    I wouldn't want to deal with a nearly full HP Rey with 2 hull left, let alone a TLT as well. I don't blame the opponent at all.
    Fuselage wrote: »
    I loved reading that but...

    They gave up? I've never given up in a match, and I lose just about all the time. Weird.

    It was over next turn no matter what. I had a TLT on Horton and whatever Rey could fire. I needed to do only two damage.

    Eh, I guess. Fair enough.

  • ElbasunuElbasunu Registered User regular
    Sometimes you just want to move on to the next match/smoke break/meal break/etc.

  • BetsuniBetsuni Insert Disk 4 and Press Any Key to Continue Registered User regular
    edited July 11
    I just wanted to post this on record.

    I hate you all.

    Just ordered an Imperial Assault Carrier Expansion Pack from the Prime Day just because of talk of it here.
    I don't hate you all. But my wife does hate me for adding to my clutter.

    Edit: Here's the link for anybody else. It is $45.83.

    Betsuni on
    oosik_betsuni.png
    Steam: betsuni7
    crimsoncoyoteElvenshaeSokpuppet
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    I cleaned house tonight with ties. Not sure there was anything special to it other than /x7, Quickdraw, and Omega Leader all being really damn good ships (though synchronizer to give Omega Leader fully modded attacks at range 1 without dropping his ability feels like cheating). It's basically a "I have three aces on the board, who do you shoot first" situation. Tabled my first two opponents 100-0, beat my last opponent 50-0. I didn't lose a single ship all night and that feels really damn good.

    I'm deliberating on whether Stealth Device or Hull/Shield Upgrade is better for Omega's mod slot though when I can spare points on him.

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
    SokpuppetH3KnucklesElvenshaecrimsoncoyote
  • H3KnucklesH3Knuckles Jack of all interests... ...master of noneRegistered User regular
    100 point builds are still the standard match size, yes?

    Also, anyone planning to go to PAX Unplugged in Philly?

    If you're curious about my icon; it's based on the early Lego Castle theme's "Black Falcons" faction.
    camo_sig2-400.png
  • ArcSynArcSyn Registered User regular
    edited July 13
    H3Knuckles wrote: »
    100 point builds are still the standard match size, yes?

    Also, anyone planning to go to PAX Unplugged in Philly?

    I'll be there each day. Super excited about it.

    And yes, 100 pt.

    ArcSyn on
    jswidget.php?username=ArcSyn&numitems=5&header=0&text=none&images=small&show=recentplays&imagesonly=1&imagepos=center&inline=1&domains%5B%5D=boardgame&imagewidget=10zfegkyoor3b.pngSteam:ArcSyn
    crimsoncoyoteH3Knuckles
  • crimsoncoyotecrimsoncoyote Registered User regular
    Polaritie wrote: »
    I cleaned house tonight with ties. Not sure there was anything special to it other than /x7, Quickdraw, and Omega Leader all being really damn good ships (though synchronizer to give Omega Leader fully modded attacks at range 1 without dropping his ability feels like cheating). It's basically a "I have three aces on the board, who do you shoot first" situation. Tabled my first two opponents 100-0, beat my last opponent 50-0. I didn't lose a single ship all night and that feels really damn good.

    I'm deliberating on whether Stealth Device or Hull/Shield Upgrade is better for Omega's mod slot though when I can spare points on him.

    I've done both. It's very hard for your opponent to remove Stealth Device when you have them locked and you've got evade+focus, though you are still at the mercy of evade dice. Hull upgrade is probably more reliable overall, and I think Shield Upgrade isn't nearly as good as either of the others for the points. In any case, you kinda want them to gun for Omega Leader anyway, since they will have to dedicate a lot of resources to taking him down, and your other ships hit harder.

    I actually flew a similar list on Saturday and it did very well:
    "Quickdraw" (29)
    Veteran Instincts (1)
    Fire-Control System (2)
    Lightweight Frame (2)
    Special Ops Training (0)

    Colonel Vessery (35)
    Adaptability (0)
    Twin Ion Engine Mk. II (1)
    TIE/x7 (-2)

    Darth Vader (29)
    Veteran Instincts (1)
    Advanced Targeting Computer (1)
    Twin Ion Engine Mk. II (1)
    TIE/x1 (0)

    Total: 100

    Similar ideas and good synergy. Could change the VIs to Adaptability and free up a few points for an initiative bid, but the point was to get above all the PS9s (Dengar/Tel, Fenn Rau, etc) in the meta without the initiative bid. It's also surprisingly easy to push in 4 damage against Fenn Rau with Quickdraw and Vader.

  • BetsuniBetsuni Insert Disk 4 and Press Any Key to Continue Registered User regular
    Betsuni wrote: »
    I just wanted to post this on record.

    I hate you all.

    Just ordered an Imperial Assault Carrier Expansion Pack from the Prime Day just because of talk of it here.
    I don't hate you all. But my wife does hate me for adding to my clutter.

    Edit: Here's the link for anybody else. It is $45.83.

    So I just got my Imperial Assault Carrier and holy monkeys this thing is HUGE!!! I love it! It even allows me to hook up 4 TIEs to it too! My only problem is that the radar dish was broken off somewhere in transit between Amazon and me or when Amazon got it. Can I contact FFG and ask them for a replacement or should I exchange it with Amazon?

    oosik_betsuni.png
    Steam: betsuni7
    crimsoncoyoteElvenshaeFuselage
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    edited July 14
    So, here's my first crack at a turret shenanigans list for imperials after wave 11:

    Patrol Leader, Ops Spec, Gunner, Systems Officer
    Seinar Specialist, TLT, LWF
    Seinar Specialist, TLT, LWF

    Decimator always target locks, specialists always focus for defense. Any ship's first attack missing guarantees they'll have focus to mod the followup shot, and since I'm flying in formation I can easily hand out target locks to further modify the TLT barrage as needed.

    Amusingly, the Aggressor's dial is almost exactly the same as the Decimator. It just has green for its 1 straight and gains 5k.

    Edit: Also, an option to be pure evil with the Havoc:
    Nym, Havoc, Fire Control System, R4-B11, Synced Turret, Expertise. You get to attack, reroll dice for the turret, focus for expertise, spend your target lock to make them reroll their defense, and then you get the target lock back to go again. You still have your action for the turn. Granted, it's 44 points... (less if you just use focus for the turn and take something else in place of expertise...). Or you could just take Accuracy Corrector, TLT, and if they get good results force the reroll or something, but that seems less dumb.

    Polaritie on
    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
    crimsoncoyoteFuselage
  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    Betsuni wrote: »
    Betsuni wrote: »
    I just wanted to post this on record.

    I hate you all.

    Just ordered an Imperial Assault Carrier Expansion Pack from the Prime Day just because of talk of it here.
    I don't hate you all. But my wife does hate me for adding to my clutter.

    Edit: Here's the link for anybody else. It is $45.83.

    So I just got my Imperial Assault Carrier and holy monkeys this thing is HUGE!!! I love it! It even allows me to hook up 4 TIEs to it too! My only problem is that the radar dish was broken off somewhere in transit between Amazon and me or when Amazon got it. Can I contact FFG and ask them for a replacement or should I exchange it with Amazon?

    Should be faster through Amazon.

    Betsuni
  • crimsoncoyotecrimsoncoyote Registered User regular
    Polaritie wrote: »
    So, here's my first crack at a turret shenanigans list for imperials after wave 11:

    Patrol Leader, Ops Spec, Gunner, Systems Officer
    Seinar Specialist, TLT, LWF
    Seinar Specialist, TLT, LWF

    Decimator always target locks, specialists always focus for defense. Any ship's first attack missing guarantees they'll have focus to mod the followup shot, and since I'm flying in formation I can easily hand out target locks to further modify the TLT barrage as needed.

    Amusingly, the Aggressor's dial is almost exactly the same as the Decimator. It just has green for its 1 straight and gains 5k.

    Edit: Also, an option to be pure evil with the Havoc:
    Nym, Havoc, Fire Control System, R4-B11, Synced Turret, Expertise. You get to attack, reroll dice for the turret, focus for expertise, spend your target lock to make them reroll their defense, and then you get the target lock back to go again. You still have your action for the turn. Granted, it's 44 points... (less if you just use focus for the turn and take something else in place of expertise...). Or you could just take Accuracy Corrector, TLT, and if they get good results force the reroll or something, but that seems less dumb.

    For the purposes of gunner and other things that require you to miss, you have to miss both tlt shots, I believe. Should be in the FAQ somewhere.

  • FuselageFuselage Bantha Three ValhallaRegistered User regular
    edited July 14
    Last night I.....I.....

    I bought the three new wave ships, the Battle for Hoth mat (it's beautiful), an M-3 Interceptor, and the C-Roc scum epic ship. I'm still waiting on the Prime Day TIE Bomber. Shame fleet ahoy. :(

    (BUT I did follow that up with making a list with two Synced Turret BTL Y-Wings, two Pirate Z's, and 30 points left for Manaroo with Dengar or two M-3As for a whopping total of 5-6 ships in a 100pt list. Light on upgrades or Pilot Skill, though.)

    Edit: Also I would totally put these on an Ordnance Tube Raider.
    latest?cb=20170706211056

    Fuselage on
    crimsoncoyoteDarkPrimusElvenshaeMNC Dover
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    edited July 14
    Polaritie wrote: »
    So, here's my first crack at a turret shenanigans list for imperials after wave 11:

    Patrol Leader, Ops Spec, Gunner, Systems Officer
    Seinar Specialist, TLT, LWF
    Seinar Specialist, TLT, LWF

    Decimator always target locks, specialists always focus for defense. Any ship's first attack missing guarantees they'll have focus to mod the followup shot, and since I'm flying in formation I can easily hand out target locks to further modify the TLT barrage as needed.

    Amusingly, the Aggressor's dial is almost exactly the same as the Decimator. It just has green for its 1 straight and gains 5k.

    Edit: Also, an option to be pure evil with the Havoc:
    Nym, Havoc, Fire Control System, R4-B11, Synced Turret, Expertise. You get to attack, reroll dice for the turret, focus for expertise, spend your target lock to make them reroll their defense, and then you get the target lock back to go again. You still have your action for the turn. Granted, it's 44 points... (less if you just use focus for the turn and take something else in place of expertise...). Or you could just take Accuracy Corrector, TLT, and if they get good results force the reroll or something, but that seems less dumb.

    For the purposes of gunner and other things that require you to miss, you have to miss both tlt shots, I believe. Should be in the FAQ somewhere.

    Ah dammit. It works for the Decimator, but that may be a wrench in my plans for the TLTs then. Hux over gunner maybe? No drawback to fanatical on the VT-49...

    Polaritie on
    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
    crimsoncoyote
  • BetsuniBetsuni Insert Disk 4 and Press Any Key to Continue Registered User regular
    Ketar wrote: »
    Betsuni wrote: »
    Betsuni wrote: »
    I just wanted to post this on record.

    I hate you all.

    Just ordered an Imperial Assault Carrier Expansion Pack from the Prime Day just because of talk of it here.
    I don't hate you all. But my wife does hate me for adding to my clutter.

    Edit: Here's the link for anybody else. It is $45.83.

    So I just got my Imperial Assault Carrier and holy monkeys this thing is HUGE!!! I love it! It even allows me to hook up 4 TIEs to it too! My only problem is that the radar dish was broken off somewhere in transit between Amazon and me or when Amazon got it. Can I contact FFG and ask them for a replacement or should I exchange it with Amazon?

    Should be faster through Amazon.

    Thanks, will go ahead and contact Amazon and hope for the best.

    oosik_betsuni.png
    Steam: betsuni7
  • crimsoncoyotecrimsoncoyote Registered User regular
    edited July 14
    Polaritie wrote: »
    Polaritie wrote: »
    So, here's my first crack at a turret shenanigans list for imperials after wave 11:

    Patrol Leader, Ops Spec, Gunner, Systems Officer
    Seinar Specialist, TLT, LWF
    Seinar Specialist, TLT, LWF

    Decimator always target locks, specialists always focus for defense. Any ship's first attack missing guarantees they'll have focus to mod the followup shot, and since I'm flying in formation I can easily hand out target locks to further modify the TLT barrage as needed.

    Amusingly, the Aggressor's dial is almost exactly the same as the Decimator. It just has green for its 1 straight and gains 5k.

    Edit: Also, an option to be pure evil with the Havoc:
    Nym, Havoc, Fire Control System, R4-B11, Synced Turret, Expertise. You get to attack, reroll dice for the turret, focus for expertise, spend your target lock to make them reroll their defense, and then you get the target lock back to go again. You still have your action for the turn. Granted, it's 44 points... (less if you just use focus for the turn and take something else in place of expertise...). Or you could just take Accuracy Corrector, TLT, and if they get good results force the reroll or something, but that seems less dumb.

    For the purposes of gunner and other things that require you to miss, you have to miss both tlt shots, I believe. Should be in the FAQ somewhere.

    Ah dammit. It works for the Decimator, but that may be a wrench in my plans for the TLTs then. Hux over gunner maybe? No drawback to fanatical on the VT-49...

    To clarify: it specifically is called out for Gunner, but if you read the attack timing flowchart, the check for shots that miss happens after both attacks (i.e. TLTs and Cluster Missiles). Hux is a pretty great upgrade. I've seen him do some work.

    crimsoncoyote on
  • AthenorAthenor Who needs lions when you have a battlecruiser? Registered User regular
    My meta is freaking out over the cruise missiles and how much they will break the game.

    One guy bought 3 bombers, presumably just to equip those cards to a-wings.

    On the gorzanti carrier: My dish wasn't glued in either and just fell out. I think that is by design. If you can, check the box (as it is shrink wrapped) and if you find the piece, try plugging it back in.

    iLaXVZ7.png
    Steam & NNID - Athenor // 3DS: 3883-5283-0471
    "Brevity is the soul of getting your shit read." - Tube
    I'm blogging about my experiences purging my toy collection... read about it here!
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    Polaritie wrote: »
    Polaritie wrote: »
    So, here's my first crack at a turret shenanigans list for imperials after wave 11:

    Patrol Leader, Ops Spec, Gunner, Systems Officer
    Seinar Specialist, TLT, LWF
    Seinar Specialist, TLT, LWF

    Decimator always target locks, specialists always focus for defense. Any ship's first attack missing guarantees they'll have focus to mod the followup shot, and since I'm flying in formation I can easily hand out target locks to further modify the TLT barrage as needed.

    Amusingly, the Aggressor's dial is almost exactly the same as the Decimator. It just has green for its 1 straight and gains 5k.

    Edit: Also, an option to be pure evil with the Havoc:
    Nym, Havoc, Fire Control System, R4-B11, Synced Turret, Expertise. You get to attack, reroll dice for the turret, focus for expertise, spend your target lock to make them reroll their defense, and then you get the target lock back to go again. You still have your action for the turn. Granted, it's 44 points... (less if you just use focus for the turn and take something else in place of expertise...). Or you could just take Accuracy Corrector, TLT, and if they get good results force the reroll or something, but that seems less dumb.

    For the purposes of gunner and other things that require you to miss, you have to miss both tlt shots, I believe. Should be in the FAQ somewhere.

    Ah dammit. It works for the Decimator, but that may be a wrench in my plans for the TLTs then. Hux over gunner maybe? No drawback to fanatical on the VT-49...

    To clarify: it specifically is called out for Gunner, but if you read the attack timing flowchart, the check for shots that miss happens after both attacks (i.e. TLTs and Cluster Missiles). Hux is a pretty great upgrade. I've seen him do some work.

    Right. Gunner is a trigger on an attack missing, so Ops specialist can give you focus for the second shot? Or am I misunderstanding you?

    And yeah, Hux can do scary shit, the trick is just dealing with the stress. Constant 2-banks will be fine for that if I'm flying a turret formation though.

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
  • crimsoncoyotecrimsoncoyote Registered User regular
    Polaritie wrote: »
    Polaritie wrote: »
    Polaritie wrote: »
    So, here's my first crack at a turret shenanigans list for imperials after wave 11:

    Patrol Leader, Ops Spec, Gunner, Systems Officer
    Seinar Specialist, TLT, LWF
    Seinar Specialist, TLT, LWF

    Decimator always target locks, specialists always focus for defense. Any ship's first attack missing guarantees they'll have focus to mod the followup shot, and since I'm flying in formation I can easily hand out target locks to further modify the TLT barrage as needed.

    Amusingly, the Aggressor's dial is almost exactly the same as the Decimator. It just has green for its 1 straight and gains 5k.

    Edit: Also, an option to be pure evil with the Havoc:
    Nym, Havoc, Fire Control System, R4-B11, Synced Turret, Expertise. You get to attack, reroll dice for the turret, focus for expertise, spend your target lock to make them reroll their defense, and then you get the target lock back to go again. You still have your action for the turn. Granted, it's 44 points... (less if you just use focus for the turn and take something else in place of expertise...). Or you could just take Accuracy Corrector, TLT, and if they get good results force the reroll or something, but that seems less dumb.

    For the purposes of gunner and other things that require you to miss, you have to miss both tlt shots, I believe. Should be in the FAQ somewhere.

    Ah dammit. It works for the Decimator, but that may be a wrench in my plans for the TLTs then. Hux over gunner maybe? No drawback to fanatical on the VT-49...

    To clarify: it specifically is called out for Gunner, but if you read the attack timing flowchart, the check for shots that miss happens after both attacks (i.e. TLTs and Cluster Missiles). Hux is a pretty great upgrade. I've seen him do some work.

    Right. Gunner is a trigger on an attack missing, so Ops specialist can give you focus for the second shot? Or am I misunderstanding you?

    And yeah, Hux can do scary shit, the trick is just dealing with the stress. Constant 2-banks will be fine for that if I'm flying a turret formation though.

    For gunner, yes, you can do that.

    Basically, you resolve all the stuff related to attacking, including "perform this attack twice" (as in TLT) as a unit, then you perform "after attacking/defending" abilities that aren't attacks (ex: Ops Spec, etc), and once that's done "after attacking/defending" abilities that are attacks (ex: gunner, dengar, etc)

  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    Well, it works nicely with Hux anyways, since 2 straight/bank is just fine for the decimator flying on the inside of the aggressors. And then I have double focus on each aggressor, target lock on an aggressor, and focus on the deci, and one of them has fanatical devotion for the lols.

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
    crimsoncoyote
  • SokpuppetSokpuppet You only yoyo once Registered User regular
    Anyone gotten any playtime with wave XI yet?
    I was hoping to make a Store Championship last weekend but got totalled by a Man Cold.

    FFG Store Champs this upcoming... hoping to make that.

    crimsoncoyote
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    Sokpuppet wrote: »
    Anyone gotten any playtime with wave XI yet?
    I was hoping to make a Store Championship last weekend but got totalled by a Man Cold.

    FFG Store Champs this upcoming... hoping to make that.

    As in FFGC? Considering that one, bit of a drive though.

    So far my only XI playtime has been some screwing around with the Aggressor. Was running Kestal, Deadeye, Synced, LWF. Opponent was running double Scurgg. I flew poorly. The other list I tried is from my prior posts, and that did better - very very consistent damage output to low-agility targets.

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
    crimsoncoyote
  • SokpuppetSokpuppet You only yoyo once Registered User regular
    Polaritie wrote: »
    Sokpuppet wrote: »
    Anyone gotten any playtime with wave XI yet?
    I was hoping to make a Store Championship last weekend but got totalled by a Man Cold.

    FFG Store Champs this upcoming... hoping to make that.

    As in FFGC? Considering that one, bit of a drive though.

    So far my only XI playtime has been some screwing around with the Aggressor. Was running Kestal, Deadeye, Synced, LWF. Opponent was running double Scurgg. I flew poorly. The other list I tried is from my prior posts, and that did better - very very consistent damage output to low-agility targets.

    Yep! I'm in the Twin Cities.

    I've been eyeballing a hodgepodge of Imperial shenanigans.

    Definitely wanting to fly Deathrain with Bomblet Generator, Unguided Rockets, Advanced Sensors, and one modification or another.

    Not sure what else, just yet.

    crimsoncoyote
  • H3KnucklesH3Knuckles Jack of all interests... ...master of noneRegistered User regular
    What would be the cheapest/easiest build to put together that would be worth* bringing to something like PAX Unplugged? Using any of the following:
    • TIE Interceptor
    • TIE Advanced
    • TIE Aggressor
    • TIE/sf

    *Not looking for easy wins mind you, I'll probably lose just from inexperience, but I'd like something that isn't an uphill battle.

    If you're curious about my icon; it's based on the early Lego Castle theme's "Black Falcons" faction.
    camo_sig2-400.png
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    Sokpuppet wrote: »
    Polaritie wrote: »
    Sokpuppet wrote: »
    Anyone gotten any playtime with wave XI yet?
    I was hoping to make a Store Championship last weekend but got totalled by a Man Cold.

    FFG Store Champs this upcoming... hoping to make that.

    As in FFGC? Considering that one, bit of a drive though.

    So far my only XI playtime has been some screwing around with the Aggressor. Was running Kestal, Deadeye, Synced, LWF. Opponent was running double Scurgg. I flew poorly. The other list I tried is from my prior posts, and that did better - very very consistent damage output to low-agility targets.

    Yep! I'm in the Twin Cities.

    I've been eyeballing a hodgepodge of Imperial shenanigans.

    Definitely wanting to fly Deathrain with Bomblet Generator, Unguided Rockets, Advanced Sensors, and one modification or another.

    Not sure what else, just yet.

    I'm going to be trying Deathrain with a similar loadout tonight. Also intensity on Echo because why not be the most sideslipping nuisance ever.

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
  • XeadinMCXeadinMC Reasonable Equestrian Lake Forest Park, WARegistered User regular
    Fuselage wrote: »
    Also I would totally put these on an Ordnance Tube Raider.
    latest?cb=20170706211056

    Wow. That's like Proton Missiles on crack.

    Not only would this work on a Raider, this could be viable for a Z-95/ A-Wing/ TIE Advanced (Prototype) swarm or any ship that can fire missiles and speed their way right into range to fire them off.
    You don't even lose the Target Lock when deploying the missiles.

    Then again, the only drawback is that you could sluff the attack by not moving as fast as you wanted to and, perhaps, lose that "perfect" opportunity to use it.

    At least it's usable on more ships than just high-agility ships in terms of maximum damage potential.

    YIVQ28P.png
    ElvenshaecrimsoncoyoteFuselage
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    XeadinMC wrote: »
    Fuselage wrote: »
    Also I would totally put these on an Ordnance Tube Raider.
    latest?cb=20170706211056

    Wow. That's like Proton Missiles on crack.

    Not only would this work on a Raider, this could be viable for a Z-95/ A-Wing/ TIE Advanced (Prototype) swarm or any ship that can fire missiles and speed their way right into range to fire them off.
    You don't even lose the Target Lock when deploying the missiles.

    Then again, the only drawback is that you could sluff the attack by not moving as fast as you wanted to and, perhaps, lose that "perfect" opportunity to use it.

    At least it's usable on more ships than just high-agility ships in terms of maximum damage potential.

    It's probably going to have more impact on the meta than anything else in the wave, simply because every faction has at least two good ships to throw it on it seems.

    My next attempt at it will be Deathfire though. It's only 3 more points over my normal cluster bomber setup to get two shots, and with it not eating the TL... just light them up with LRS and laugh. LAUGH!

    I WANT to put it on defenders, but it doesn't work with /x7, doesn't work right with Vessery... I guess PtL Ryad/D or a generic would be the way to go. Generic Adv. Prototype can be loaded out with that and title and autos for dirt cheap though (22 points!), and good luck shooting that down before it unloads.

    As a missile carrier, the Aggressor may lose out to the Bomber because of cost (23 points for two shots on TIE Aggressor, 21 on a bomber generic).

    TIE/sf has a major weakness in using them - no 4/5 K. It does have the 3-sloops, but...

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
  • see317see317 Taco Count 2017: 61 Registered User regular
    Is it too early to start getting excited about likely ships for the next wave or two?
    Cause I'm thinking Kylo's new TIE is gonna be really cool looking on the table.

    http://io9.gizmodo.com/check-out-the-tie-silencer-kylo-rens-deadly-new-ship-i-1797064709

    Ringo wrote: »
    Well except what see317 said. That guy's always wrong.
    ElvenshaeMNC DoverH3Knucklescrimsoncoyote
  • ShortyShorty JUDGE BROSEF Registered User regular
    Polaritie wrote: »
    XeadinMC wrote: »
    Fuselage wrote: »
    Also I would totally put these on an Ordnance Tube Raider.
    latest?cb=20170706211056

    Wow. That's like Proton Missiles on crack.

    Not only would this work on a Raider, this could be viable for a Z-95/ A-Wing/ TIE Advanced (Prototype) swarm or any ship that can fire missiles and speed their way right into range to fire them off.
    You don't even lose the Target Lock when deploying the missiles.

    Then again, the only drawback is that you could sluff the attack by not moving as fast as you wanted to and, perhaps, lose that "perfect" opportunity to use it.

    At least it's usable on more ships than just high-agility ships in terms of maximum damage potential.

    It's probably going to have more impact on the meta than anything else in the wave, simply because every faction has at least two good ships to throw it on it seems.

    My next attempt at it will be Deathfire though. It's only 3 more points over my normal cluster bomber setup to get two shots, and with it not eating the TL... just light them up with LRS and laugh. LAUGH!

    I WANT to put it on defenders, but it doesn't work with /x7, doesn't work right with Vessery... I guess PtL Ryad/D or a generic would be the way to go. Generic Adv. Prototype can be loaded out with that and title and autos for dirt cheap though (22 points!), and good luck shooting that down before it unloads.

    As a missile carrier, the Aggressor may lose out to the Bomber because of cost (23 points for two shots on TIE Aggressor, 21 on a bomber generic).

    TIE/sf has a major weakness in using them - no 4/5 K. It does have the 3-sloops, but...

    it doesn't really go on defenders but it might go well on my vessery/TAPs list, since if you swap those out for the concussion missiles and the advanced twin ion engines mod on vessery you can afford to take Expertise, which is great on a tie/d

    we gonna be alright
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    Yeah, defenders I run into the problem of neither title playing particularly well with it, even though they have the perfect dial for setting up that shot.

    I think the TAP or Tie Bomber are the best dedicated platforms. TAP just wants to fire it on the approach and switch to hugging the enemy while TL/evading to get range 1 shots, and is cheap. If you went without AT you could field 5 of them doing that. You might have trouble getting the strike off that way though due to PS.

    Alternatively, you can get three of them with AT and Backdraft providing FCS/Sync support on the field and that could be really interesting. That's a big alpha and then you switch to buzzing around to clean up? Not sure how effective TAPs are at dogfighting in close on the generics.

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
  • SokpuppetSokpuppet You only yoyo once Registered User regular
    H3Knuckles wrote: »
    What would be the cheapest/easiest build to put together that would be worth* bringing to something like PAX Unplugged? Using any of the following:
    • TIE Interceptor
    • TIE Advanced
    • TIE Aggressor
    • TIE/sf

    *Not looking for easy wins mind you, I'll probably lose just from inexperience, but I'd like something that isn't an uphill battle.


    Hmmmmmmmmmmmmmm.

    I am deeply out of touch with the metagame, but I can tell you that nothing about the Interceptor or Advanced are going to be easy or beginner-friendly. In the case of the TIE Advanced, you kind've need the upgrade cards for it from the Imperial Raider - you can get them on eBay, but they are not what I would describe as cheap.

    I have no experience with the TIE Aggressor at all. Turrets are naturally more forgiving than arc-dodgers or jousters, but the TAG has some weird things going on as a turret platform compared to more casually durable options.

    I believe the TIE/sf is performing rather well.

    Imperial starfighters offer a lot of really interesting, fun gameplay. Sometimes that comes at the cost of an uphill battle, or the need for an experienced pilot.

    H3KnucklesPolaritieElvenshaecrimsoncoyote
  • PolaritiePolaritie Oh I didn't see this box. Registered User regular
    Aggressor I'm not sure will shake out to be particularly impressive. The /sf is getting run everywhere because of its excellent upgrade options and pilots.

    Steam: Polaritie
    3DS: 0473-8507-2652
    PSN: AbEntropy
    Sokpuppet
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