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[Star Wars: X-wing Miniatures Game] Finish What You Start! (Your collection.)

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    crimsoncoyotecrimsoncoyote Registered User regular
    Lothal Rebel+Accuracy Corrector+Autoblaster Turret is an even 40 points...

    I really want to figure out some Chopper builds.

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Accuracy Corrector+Autoblaster Turret is also a good build for Chopper... :P

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    Ken OKen O Registered User regular
    If I went the Chopper/Zeb battering ram again I'd lose the two Headhunters and use a Y with an Ion turret. They were mainly there for the ion missiles and it worked to set up more ram attempts but I think I would have gotten more use out of an ion turret.

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    TheDrifterTheDrifter Registered User regular
    I picked up the Ghost a couple days ago. Considering Kanan/Ezra/Stress Hog for a list. Dual recon specs on Kanan? Thats a lot of attacks you can mitigate (potentially).

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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    Two recon specialists stack?

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


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    ElderCatElderCat Registered User, ClubPA regular
    Okay. Turning four A-Wings and having them stay in some kind of formation is going to take some practice.

    https://community.fantasyflightgames.com/topic/110115-earning-your-wings-a-guide-for-understanding-movment/page-5#entry1157409

    IWBRLjC.png
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    ElderCatElderCat Registered User, ClubPA regular
    Two recon specialists stack?

    Yes.

    IWBRLjC.png
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    crimsoncoyotecrimsoncoyote Registered User regular
    edited April 2016
    TheDrifter wrote: »
    I picked up the Ghost a couple days ago. Considering Kanan/Ezra/Stress Hog for a list. Dual recon specs on Kanan? Thats a lot of attacks you can mitigate (potentially).

    Still not great against TLTs, but definitely a pretty big damage mitigation against primaries.

    Edit: though you can probably drop 1 hit from Miranda to 50/50

    Edit2: I assume Kanan has the opportunity to spend the focus before Miranda decides if she's rolling 1 less die

    crimsoncoyote on
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    ElderCatElderCat Registered User, ClubPA regular
    Here is my Spectres list:
    100 points
    Kanan Jarrus [Ghost, Accuracy Corrector, Autoblaster Turret, "Chopper", Recon Specialist (46)
    Ezra Bridger [Autoblaster Turret, Chewbacca, Push the Limit, Hull Upgrade] (36)
    “Zeb” Orrelios [Phantom] (18)

    I ran this at last Fridays league night. Got two games in.
    First opponent was Boba Fett w/Tactician and 2 BTL TLT PS4 Y wings w/Unhinged.
    It was a really close game, first turn killed a Y, second turn took Boba to 1 hull, and 3rd turn put some hurt on the other Y, but lost the ghost at PS 4. 4th turn Ezra and Boba duked it out leaving Ezra at 1 hull and Boba dead, and then the Y took out Ezra. 5th turn Zeb and the Y ended up at 1 hull each. 6th turn the Y did a 3 turn to just outside of Zeb's range as he K-turned, and I realised it was over. I couldn't get out of its arc next turn and it shot before me. We played it out (maybe the dice would go my way) and the Primary missed, but the first TLT shot got me. Super close.

    Second game was against Bossk w/ Predator, Mangler Cannon, K4, Outlaw Tech, and Boba Fett Crew and 2 Veteran Kihraxz w/ Crack Shot and Glitterstim. Turn 1 I jousted his entire squad, and took 5 damage in 1 shot from Bossk and a few more from the 2 Kihraxzs O.O , then, I was dumb and killed a Kihraxz first. Turn 2 the ghost got behind bossk, and used the rear arc, still got some hits from the second Kihraxz, and bossk took a Mangler shot at ezra through a rock, managed to roll 3 evade and I got to explain how Bossk's ability worked :) , Turn 3 bossk got another shot at the Ghost and the Kihraxz finished it off, though bossk was seriously hurting. Turn 4 bossk Got 4 hits on Ezra and I flipped Chewy, The Kihraxz and Zeb traded fire, and Ezra TLT'd Bossk to death. It was over at that point, but my opponent wanted to try and kill Zeb. Turn 5 he got Zeb's last shield (meaning he was at 1 hull due to the emergency deployment), but then Zeb rolled perfect to take him out.

    The Ghost is a hard ship to play, it does its best damage at range 1, but with ZERO agility it doesn't like more than one turn of range 1 retribution. It also does its best damage with a docked shuttle, but then that is a min 18 point ship that isn't fighting until the ghost is dead. I feel like it captures the feel of the show pretty well, vs a squad of TIEs you have no fear, but throw in an Ace or a Large ship and your best bet is to finish the mission quick and jump out. Meanwhile in an epic battle it does really well fully kitted out with support from a Huge ship and some cheap A-wings.

    IWBRLjC.png
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    NaxNax For Sanguinius! Registered User regular
    Morkath wrote: »
    Oh right, A-wing's take a stress token from it. Forgot about that. So used to running ships that have barrel roll by default.

    This is why Tycho is the only real A-Wing pilot :)

    The following people are amazing and I love them: Wildcat, Timspork, Kias, Denada, susan, Sharp101, [GHSC]Ryctor, Matev, Matrias, ItBurns, Slapnuts, Dayspring, see317, and the unknown poster that sent me a box of Death Company! <3 If you get them as Santees you should buy them amazing things!
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    crimsoncoyotecrimsoncoyote Registered User regular
    It's Wednesday! You know what that means!

    Time to tell crimson what to fly :P
    (srsly, though if y'all are tired of my weekly "what should I fly" let me know and I'll stop)

    I'm thinking about running one of these:
    Tycho Celchu (26)
    Push the Limit (3)
    Chardaan Refit (-2)
    Rage (1)
    Autothrusters (2)
    A-Wing Test Pilot (0)

    Ezra Bridger (20)
    Push the Limit (3)
    Twin Laser Turret (6)
    Chewbacca (4)
    Hull Upgrade (3)

    Keyan Farlander (29)
    Push the Limit (3)
    Fire-Control System (2)

    Total: 100

    or

    The Inquisitor (25)
    Lone Wolf (2)
    Autothrusters (2)
    TIE/v1 (1)

    "Omega Leader" (21)
    Juke (2)
    Comm Relay (3)

    "Whisper" (32)
    Veteran Instincts (1)
    Fire-Control System (2)
    Gunner (5)
    Advanced Cloaking Device (4)

    Total: 100

    or

    Kath Scarlet (Scum) (38)
    Expose (4)
    "Gonk" (2)
    Experimental Interface (3)

    Dengar (33)
    Deadeye (1)
    Plasma Torpedoes (3)
    Extra Munitions (2)
    R4 Agromech (2)
    Guidance Chips (0)
    Punishing One (12)

    Total: 100


    I'm not too sure how I feel about the Imp list, since Omega Leader might be a little fragile.
    I just got the PO, so that's the primary reason behind the Scum list, and it seems like it would be pretty alright.
    I'd probably be most comfortable with the Rebel list, but I kinda want to play something newer to me.

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    InquisitorInquisitor Registered User regular
    Any list with The Inquisitor on it is objectively, scientifically, better.

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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    Inquisitor wrote: »
    Any list with Tycho Celchu on it is objectively, scientifically, better.

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    ArcSynArcSyn Registered User regular
    Inquisitor wrote: »
    Any list with Tycho Celchu on it is objectively, scientifically, better.

    Yeah, I like the Rebel list.

    4dm3dwuxq302.png
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    IkalosIkalos Tak'Ukos|Suicidal Ferret Registered User new member
    Is the vassal tournament still going here? Is wave 8 allowed?

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    BhowBhow Sunny day, sweeping the clouds away. On my way to where the air is sweet.Registered User regular
    Since I've gotten the TFA core set, I've been planning on getting an original core set. But now having played a few games, I'm wondering why I would want a T-65 instead of another T-70, and why I would want TIEs instead of f/oTIEs.

    For the few points difference, the rebel could talon roll and the TIEs get a shield and target lock. What am I missing in the original set, or has it been eclipsed by later releases?

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    InquisitorInquisitor Registered User regular
    edited April 2016
    Bhow wrote: »
    Since I've gotten the TFA core set, I've been planning on getting an original core set. But now having played a few games, I'm wondering why I would want a T-65 instead of another T-70, and why I would want TIEs instead of f/oTIEs.

    For the few points difference, the rebel could talon roll and the TIEs get a shield and target lock. What am I missing in the original set, or has it been eclipsed by later releases?

    T-70s have kind of blown T-65s out of the water, though that has to do more with the boost action, and the upgrades that allows, and the specific pilots for the T-70s. (Name Poe)

    Why you would want TIEs instead of f/o TIEs is either for specific named pilots or because you are swarming. Basic TIEs get just as many attack dice as TIE f/o ties, and if the goal of your list is to fly in formation and get, say, Howlrunner, to get as many re-rolls as possible, you are generalyl going to want your tie fighters to be as cheap as possible (so academy ties) or as cheap as possible with an EPT (which are still regular tie pilots)

    f/o TIEs end up fulfilling a different niche, in my opinion they aren't worth flying barebones. I feel like get at least an ept and juke/comms on them at a minimum and then they are in a very different point bracket than regular ties.

    There are also some regular named TIE pilots like wampa or dark curse or backstabber that are pretty good for their point cost, and are great to finish off a list that comes out with a weird number of points remaining.

    Still there are some very good cards (upgrades and pilots) you can only get in the original core set (because FFG has some obnoxious practices) so it's worth picking up for tournament play reasons if you are into that.

    Inquisitor on
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    TheDrifterTheDrifter Registered User regular
    When it comes to upgrades in the original core, you are talking R2D2, who is head and shoulders the best astromech and worth combing with Poe or Horne if you own those ships.

    Its also a good way to get another set of dice and different asteroids. And three ships about as cheap as you can get them.

    And, T65 aside, you get Biggs, who is still a pilot worth running in rebel lists for his pilot ability alone.

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    TheDrifterTheDrifter Registered User regular

    I'm not too sure how I feel about the Imp list, since Omega Leader might be a little fragile.

    Trade Gunner for Kalus and add a Stealth Device to Omega Leader?

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    crimsoncoyotecrimsoncoyote Registered User regular
    T-65s also gets a little better with the T-70 expansion and Integrated Astromech.

    R2-D2 is a super commonly-used astromech upgrade as well.
    Ikalos wrote: »
    Is the vassal tournament still going here? Is wave 8 allowed?
    We've got ~2 rounds left. Wave 8 is legal.

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    crimsoncoyotecrimsoncoyote Registered User regular
    TheDrifter wrote: »

    I'm not too sure how I feel about the Imp list, since Omega Leader might be a little fragile.

    Trade Gunner for Kalus and add a Stealth Device to Omega Leader?

    If only I had him!

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    BhowBhow Sunny day, sweeping the clouds away. On my way to where the air is sweet.Registered User regular
    Thanks for your perspectives. I'll keep an original set in my wishlist.

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    TheDrifterTheDrifter Registered User regular
    TheDrifter wrote: »

    I'm not too sure how I feel about the Imp list, since Omega Leader might be a little fragile.

    Trade Gunner for Kalus and add a Stealth Device to Omega Leader?

    If only I had him!

    Then I'm stumped, Imperials dont have many worthwile 1 or 2 point crew options. I've run Whisper with Intel Agent, its okay but not life changing. Tactician can be annoying, but doesnt really sing like Gunner or Kallus.

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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    edited April 2016
    A-Wing Update. I playedagainst another teacher after school. I used the list as posted. He used two phantoms, one with Kallus, and the Inquisitor. He is fairly new to the game.

    Highlights:
    Murdered the Kallus Phantom on the very first round of shooting using only two A-Wings.
    Push the Limit with Juke is amazing. I almost always had evade and a focus except for one turn I cleared stress earlier to K-Turn. Combination of my really good rolling and his really bad rolling made me use it almost every time I fired.
    I only lost a single A-Wing, Green 3, to the second Phantom hallway through the game.
    I kept formation until the very end when just the Inquisitor was left and broke only to get all three A-Wings into range one on the Inquisitor to murder him.
    I never ran into myself once! I used the quarter trick seen in that post about formations up thread at the start of the game to get placement and it worked flawlessly.

    Take-Aways:
    Jake does not like flying in formation. As much as I like his free boost or barrel roll, he'll break formation immediately if he does it.

    Green 4 was responsible for all three Imperial kills. Be very afraid of Green 4

    Librarian's ghost on
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    TheDrifterTheDrifter Registered User regular
    I'm cringing at the thought of losing a beloved TIE Phantom to dirty rebel A-Wings.

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    So my game with @TheDrifter ended with his victory.

    My list:
    2015 Palpmobile list from Worlds

    and his list:
    X 8s

    Highlights is Poe's death caused by Palpmobile scoring a crit "Major Explosion" which lead to a "Direct Hit".

    Honestly, I flew like crap. I was thinking Palp's ability required a friendly ship to be in range of it, which messed up my opening. Vader cut in too early and got ate up by the X-wings flying in perfect formation. And then Lamba's are fucking bricks with wings which made the last three rounds just it trying to get a shot and being eaten by the more nimble X-wings. I'm sure I won't run this list again, just not my style, but I did like Palp.

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    TurksonTurkson Near the mountains of ColoradoRegistered User regular
    Got my Slave 1 and Y Wing tonight! They're still (mostly) in their boxes but I did pull out the upgrade cards from Slave 1 to use tonight for casual gaming.

    Ran this:
    Soontir Fel
    -Push the Limit
    -Royal Guard Title
    -Autothrusters
    -Stealth Device

    Carnor Jax
    -Veteran Instincts
    -Royal Guard Title
    -Autothrusters
    -Stealth Device

    Omega Leader
    -Juke
    -Comm Relay
    -Shield Upgrade

    97 points total. Flew against a Poe (VI, R2-D2), Jake Farrel (Prockets), and Keylan Farlander (B/E2, tactician, Wired, and Fire Control System). Won 98-32. His B-Wing got obliterated during the first pass and I kinda ignored Poe so to avoid his regen antics and got Jake a few rounds later. Poe did completely destroy Carnor in another joust.

    OL was the MVP far and away. Target locked everything during the game and just played havoc with Poe. And I really like the shield upgrade. Kept him up and running a lot longer. Carnor Jax continues to be my most unlucky pilot. He never dies over a few rounds. It's always a 1 round kill with him, especially as I blanked on all 4 defense dice. I'm thinking of dropping the VI on him and putting in PtL. The other thought is too maybe drop the autothrusters. No one here really runs turrets and they really haven't been relevant when I equip them. All told though, I am really happy with this list.

    oh h*ck
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    OptimusWangOptimusWang Registered User regular
    edited April 2016
    Trip report! Went to league night with @crimsoncoyote and took the same imperial aces list I flew last week:

    The Inquisitor (25)
    Veteran Instincts (1)
    Autothrusters (2)
    TIE/v1 (1)

    Darth Vader (29)
    Veteran Instincts (1)
    Advanced Targeting Computer (1)
    Engine Upgrade (4)
    TIE/x1 (0)

    Soontir Fel (27)
    Push the Limit (3)
    Autothrusters (2)
    Stealth Device (3)
    Royal Guard TIE (0)

    My opponent was flying something like this (I'm forgetting stuff as they were at 100 points):

    Dengar (33)
    Expose (4)
    Gunner (5)
    R4 Agromech (2)
    Punishing One (12)

    Zuckuss (28)
    Veteran Instincts (1)
    Gunner (5)
    Accuracy Corrector (3)
    Tractor Beam (1)
    Mist Hunter (0)

    I followed the same strategy as last week: dangle Soontir around at range three while Vader and the Inquisitor loop around from the flank. Three turns in I was able to get the positioning I wanted and started laying into Zuckuss while Dengar could only plink at Soontir, who had strung him all the way across the map. On turn four I piled more damage into Zuckuss with Vader/Inq until he popped while genuinely trying to get Soontir out of the corner and away from the edge. Dengar chased and took a stress, which allowed some magic to happen: realizing that he couldn't turn right with the stress and that left would eventually fly him off the board, I was able to use Soontir as a blocker and forced Dengar to bump him. That allowed Vader/Inq to maneuver into position the next turn while Soontir lit out to start another loop around. Three turns later Dengar was toast and I had won the match without taking a single hit the entire game :biggrin:

    OptimusWang on
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    I wonder why two of the A-Wing "aces" that come with the Rebel Ace pack do not have EPTs but the lower level generic Green Squadron Pilot does have an EPT.

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    MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    https://www.youtube.com/watch?v=Wji-BZ0oCwg

    Here are your potential Rogue One pilots!

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    TheDrifterTheDrifter Registered User regular
    I wonder why two of the A-Wing "aces" that come with the Rebel Ace pack do not have EPTs but the lower level generic Green Squadron Pilot does have an EPT.

    Same philosophy you see in action with TIE Fighters and TIE Ints and probably a bunch of other stuff. Mid PS named pilots dont get EPTS, but the "best of the best" generics do get EPTs.

    I think one nice design element that adds is, you can effectively spam an EPT (like crackshot) that probably wouldn't be possible with EPTs restricted to named pilots.

    Which leaves, why dont those named pilots get EPTs? I'm not sure.

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    ElderCatElderCat Registered User, ClubPA regular
    Because they have unique EPTs already.

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    InquisitorInquisitor Registered User regular
    Why isn't veterans out yet *twitches*

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    crimsoncoyotecrimsoncoyote Registered User regular
    Trip report! Went to league night with @crimsoncoyote and took the same imperial aces list I flew last week:
    The Inquisitor (25)
    Veteran Instincts (1)
    Autothrusters (2)
    TIE/v1 (1)

    Darth Vader (29)
    Veteran Instincts (1)
    Advanced Targeting Computer (1)
    Engine Upgrade (4)
    TIE/x1 (0)

    Soontir Fel (27)
    Push the Limit (3)
    Autothrusters (2)
    Stealth Device (3)
    Royal Guard TIE (0)

    My opponent was flying something like this (I'm forgetting stuff as they were at 100 points):

    Dengar (33)
    Expose (4)
    Gunner (5)
    R4 Agromech (2)
    Punishing One (12)

    Zuckuss (28)
    Veteran Instincts (1)
    Gunner (5)
    Accuracy Corrector (3)
    Tractor Beam (1)
    Mist Hunter (0)

    I followed the same strategy as last week: dangle Soontir around at range three while Vader and the Inquisitor loop around from the flank. Three turns in I was able to get the positioning I wanted and started laying into Zuckuss while Dengar could only plink at Soontir, who had strung him all the way across the map. On turn four I piled more damage into Zuckuss with Vader/Inq until he popped while genuinely trying to get Soontir out of the corner and away from the edge. Dengar chased and took a stress, which allowed some magic to happen: realizing that he couldn't turn right with the stress and that left would eventually fly him off the board, I was able to use Soontir as a blocker and forced Dengar to bump him. That allowed Vader/Inq to maneuver into position the next turn while Soontir lit out to start another loop around. Three turns later Dengar was toast and I had won the match without taking a single hit the entire game :biggrin:
    I played the Rebel list.
    I flew like garbage :)

    I was against a Lothal Rebel with Chopper, Zeb, FCS, and Autoblaster turret, and a Han with Predator, Dash, Gunner, and title (and something else I can't remember).

    The B-wing fell first after not doing much. I maneuvered Tycho poorly, so he got stuck in a corner and blown away (I think I only used Rage once) after only firing a couple shots.

    Ezra on the other hand did pretty well. He was able to kite the two big ships along by himself for a while. TLT shots each round, followed by a point-blank focus/TL primary weapon shot on the Ghost blew it away. Chewie also came in handy, discarding a crit.

    At the end, Ezra stripped all the shield from Han, and took a risk at a 4-straight while stressed. Han also performed a 4-straight and wound up at range 1 of Ezra to finish it.

    It was a good game that I felt could have gone completely differently if I hadn't made some major mistakes in the beginning of the game. At the end, I didn't expect the straight-4 from Han, but either way I should have gone for the green maneuver to get my actions and even try to block.

    Oh well, Ezra did his job to make up for the other two :)

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    NealnealNealneal Registered User regular
    edited April 2016
    I played this list again last night and had another good go with it. Won some nice tokens and such not from an old kit.

    http://forums.penny-arcade.com/discussion/comment/34712309/#Comment_34712309

    The only difference in the list is that I added the XX-23 S-Thread Tracers to Cracken. Ended up really happy with that change.

    Nealneal on
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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Doing a 2v2v1 with each team using 150pts. I'm alone. Better off using an ordnance tubed Raider or an ordnanced Carrier with two advanced and a TIE Fighter? (Darth and Colzet, Colzet to fly around unassumingly and kill already wounded pilots)

    o4n72w5h9b5y.png
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    MorkathMorkath Registered User, __BANNED USERS regular
    edited April 2016
    I vote the carrier. Don't forget it can only carry one ship type at a time though.

    e:
    The carrier will probably look like less of a threat than the raider will. Plus you get some fighters to screen it.

    Morkath on
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    ArcSynArcSyn Registered User regular
    Why the restrictions on the carrier? I'm not too familiar with it.

    4dm3dwuxq302.png
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    MorkathMorkath Registered User, __BANNED USERS regular
    No idea. Canonically and thematically there is/should be no such restriction.

    Honestly I wasn't that impressed by the docking functionality.

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    ArcSynArcSyn Registered User regular
    Yeah, I would think any small TIE would be fine, so seems odd to me, but I'm sure they've got some reason.

    4dm3dwuxq302.png
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