tie/sf with accuracy corrector seems pretty good but with only 2 green dice and no evade action it seems like you'll have a hard time staying alive
I'm not sure where it fits in an imp list
Sensor cluster means focus converts at least one die to evade period, and it does have 3/3 health. The new TIE mod in the Striker pack may help too if its the speculated defense boost.
That's also why I was thinking about debris diving as an option for the extra die.
tie/sf with accuracy corrector seems pretty good but with only 2 green dice and no evade action it seems like you'll have a hard time staying alive
I'm not sure where it fits in an imp list
Sensor cluster means focus converts at least one die to evade period, and it does have 3/3 health. The new TIE mod in the Striker pack may help too if its the speculated defense boost.
That's also why I was thinking about debris diving as an option for the extra die.
Only issue I see with sensor cluster+collision avoidance is that you give up your action going through debris. If you can avoid it, that's good.
Could go well with a TIE Bomber Shuttle with Fleet Officer though!
I bought an ARC-170. Gonna throw one into my list for league night next week.
It's escalation this month, so I need to figure out a 30-point build. Any suggestions?
My initial thought was Thane+Title+Tail Gunner+R3 astromech or something. Thoughts?
+1
Options
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
Someone really needs to win a major with a Lando list.
I say this as a totally disinterested party who may or may not be in possession of an alternate art Lando.
+3
Options
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Someone really needs to win a major with a Lando list.
I say this as a totally disinterested party who may or may not be in possession of an alternate art Lando.
I won with a list composed of an Lothal Rebel with Autoblaster Turret and Accuracy Corrector and a kitted out Lando. Lando really just flew cool while the Lothal Rebel did the heavy lifting.
Also in other news, as Coolstuffinc had the new wave cheaper I ordered one of everything and two of the TIE/SF and Fang Fighter. Will pick up a second ARC at a local store this weekend.
PiptheFairFrequently not in boats.Registered Userregular
the fo comes with omega leader, who is really goddamn good
+5
Options
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
I have now magnatized the base of the ARC-170 so that if can actually fly in close formation to other rebel craft without knocking them out of the way.
I have now magnatized the base of the ARC-170 so that if can actually fly in close formation to other rebel craft without knocking them out of the way.
My sister and family came to town this weekend and my nephew and my sons wanted to play X-wing. So they picked the ships they wanted (with some prodding from me) and quickly set up a simple 50pt three way free for all.
My oldest played a Tie/D and a Tie/ln
My younger son played the Falcon with Chewie
My nephew played Luke Skywalker and a Y-wing
I used squad builder to randomly make 50pt squads which helped put them together, but I totally forgot to explain pilot skills. Oops. I blame getting constantly distracted by other children and adults. My son popped the side panel of the Tie Advanced with seconds of picking it up, which led to a very stern, be careful talk. Fortunately I guess the peg just popped out because it slipped in and looked OK. I'll need to glue it.
So the game started off with everyone ganging up on the falcon because it's big. I was a bit concerned since it only gets one defense die he would die pretty quickly, but some amazing rolls kept damage to a minimum.
About three rounds in everyone overlapped the middle, leading to a double backstab where the Tie/D and the Y wing traded blasts ignoring the falcon and leaving each other with 1-2 hull each. The Falcon still had 3 shields as well.
The next round saw the Tie/D and Y destroyed, quickly followed by the Tie and Luke in the following rounds. The Falcon ended the game with 10 health remaining.
I'm sure if they had not attacked each other, it would have been a much closer game, but I was still surprised. The dice just kept rolling in his favor where 3 dice would be blank or only a hit or two and he would roll his single evade or two evades at range 3.
It was a lot of fun to see them enjoying it and rolling dice. I still have more to explain to them (stress, pilot abilities, and add ons) but they enjoy the models and moving them around. My son with the Tie/D and Tie actually managed to fly in a decent formation for the first few rounds before running into each other.
ArcSyn on
+7
Options
TurksonNear the mountains of ColoradoRegistered Userregular
I have now magnatized the base of the ARC-170 so that if can actually fly in close formation to other rebel craft without knocking them out of the way.
Still need to do this with my K-Wings.
How do magnets help with this?
With a magnetized base you can tilt the craft. This helps with something like the ARC because it has an enormous wingspan that extends well past its base. With it tilted, the wings don't overlap the ship base as much and makes it easier to move and fly around.
Yup! Plus you can make them look like they are banking in stylish ways when doing maneuvers! I'm using small magnets with holes in the center for the small ships and larger versions that have a curved recess cut into them for the large ships. That helps the ball bearing grip better.
I usually put a thin layer of superglue over the bearing surface after attaching it to the base stem. This gives some more friction helping the ships from sliding.
Tactician would be good for doling out stress from either arc, but is limited to range 2. Tail gunner only works with the rear arc, but works at all ranges.
0
Options
webguy20I spend too much time on the InternetRegistered Userregular
I feel that tail gunner would be better for the ships that want to get right up on your butt, because they are going to be trying for range 1.
I took Thane w/tail gunner. It worked out, but I forgot about tail gunner once. Thane's ability only came into play once as well. I did get a bunch of shots off from the rear arc (3-4 out of 5-6 shots were from the rear), but the title ability didn't come into play there because my dice were pretty hot in general.
Excited to play around with it some more, and walked out in 4th for the month and with a free TIE/sf from attending each week in the league!
Next month's league is 150 point squads at a max of 6 ships (total, not per type), so there's a lot of room to mess around and get some funky builds on the table.
I saw someone try 4x protectorate last week to not much success. Mainly, fielding only 12 health like that makes you really vulnerable to turrets...
I wouldn't run more than one or two imo. Also autothrusters for sure - free evade anywhere except in arc range 2 is nice (I assume you have the title set).
Fenn Rau is legit scary though. That dial amd action bar makes it easy for him to swoop in and launch five dice.
Having flown a lot of TIEs in my day, I am resistant to putting out more than one Protectorate fighter. That's why I want to try him with the two Firesprays. That's a sizable chunk of health putting out shots into front and back arcs while Fenn is trying to swoop in and put down those five dice.
+1
Options
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
that sounds neat but you'll only have two points leftover for upgrades on Fenn Rau
here's what I was thinking:
Fenn Rau [Push the Limit, Concord Dawn Protector, Autothrusters] (34)
Kath Scarlet [Tail Gunner] (40)
Syndicate Thug [Twin Laser Turret, R4 Agromech] (26)
I'd probably swap out the R4 agromech for Unhinged personally.
I was actually thinking that Fenn might really like a Stealth Device. 5 dice at range 3 OR 1, and a free Evade result at range 1 as well from the title. Slightly more expensive than Autothrusters, but could be good.
You can get up to 6 with Bodyguard too... add Serissu and you get a reroll too ;-)
But then you have to trust in the greens...
crimsoncoyote on
0
Options
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
actually yeah, doesn't r4 agromech not have a very good interaction with TLT since the last FAQ?
the extra greens and initiative bid might be better
actually yeah, doesn't r4 agromech not have a very good interaction with TLT since the last FAQ?
the extra greens and initiative bid might be better
Nah, still works as normal. It says "When attacking..." not "after" or anything like that.
I just think that Unhinged makes you a lot faster, and that you don't really need to modify every TLT roll. 3 dice twice is somewhat hard to dodge, generally.
0
Options
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
actually yeah, doesn't r4 agromech not have a very good interaction with TLT since the last FAQ?
the extra greens and initiative bid might be better
Nah, still works as normal. It says "When attacking..." not "after" or anything like that.
I just think that Unhinged makes you a lot faster, and that you don't really need to modify every TLT roll. 3 dice twice is somewhat hard to dodge, generally.
Yeah. I mean, autothrusters is clutch for a reason.
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Well it looks like I'm going to be opening a games store soon. How better to celebrate than using my X-Wing/Armada collections to do a special event called "The Battle of Endor". Going to try to introduce new players to X-Wing and such, give everyone an interesting time and so forth. What I really want to do though, is do some new/different things. For example, maybe having a Lamba Shuttle piloted by Han-Solo (AKA their infiltration of Endor not going so well) and some similar crazy things. It shouldn't be too hard to edit some cards online with new/different art to accomodate.
I have so many ideas, but I'm already getting really excited and super pumped for this.
Posts
Dual Falcon list, with the new Han with the "Sets up anywhere" rule.
I wonder if this is even remotely viable...
What would be the other falcon? Can't run 2 Hans.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I'm not sure where it fits in an imp list
... There's a joke here about fighting with one Han behind your back that I'm too classy to make.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Sensor cluster means focus converts at least one die to evade period, and it does have 3/3 health. The new TIE mod in the Striker pack may help too if its the speculated defense boost.
That's also why I was thinking about debris diving as an option for the extra die.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Oh, Rey actually. I like her ability quite a lot.
Only issue I see with sensor cluster+collision avoidance is that you give up your action going through debris. If you can avoid it, that's good.
Could go well with a TIE Bomber Shuttle with Fleet Officer though!
I bought an ARC-170. Gonna throw one into my list for league night next week.
It's escalation this month, so I need to figure out a 30-point build. Any suggestions?
My initial thought was Thane+Title+Tail Gunner+R3 astromech or something. Thoughts?
I say this as a totally disinterested party who may or may not be in possession of an alternate art Lando.
I won with a list composed of an Lothal Rebel with Autoblaster Turret and Accuracy Corrector and a kitted out Lando. Lando really just flew cool while the Lothal Rebel did the heavy lifting.
Also in other news, as Coolstuffinc had the new wave cheaper I ordered one of everything and two of the TIE/SF and Fang Fighter. Will pick up a second ARC at a local store this weekend.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
And possibly a good choice for the Upsilon too... It does after all mean a focus token guarantees an evade on an attack.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Still need to do this with my K-Wings.
How do magnets help with this?
My oldest played a Tie/D and a Tie/ln
My younger son played the Falcon with Chewie
My nephew played Luke Skywalker and a Y-wing
I used squad builder to randomly make 50pt squads which helped put them together, but I totally forgot to explain pilot skills. Oops. I blame getting constantly distracted by other children and adults. My son popped the side panel of the Tie Advanced with seconds of picking it up, which led to a very stern, be careful talk. Fortunately I guess the peg just popped out because it slipped in and looked OK. I'll need to glue it.
So the game started off with everyone ganging up on the falcon because it's big. I was a bit concerned since it only gets one defense die he would die pretty quickly, but some amazing rolls kept damage to a minimum.
About three rounds in everyone overlapped the middle, leading to a double backstab where the Tie/D and the Y wing traded blasts ignoring the falcon and leaving each other with 1-2 hull each. The Falcon still had 3 shields as well.
The next round saw the Tie/D and Y destroyed, quickly followed by the Tie and Luke in the following rounds. The Falcon ended the game with 10 health remaining.
I'm sure if they had not attacked each other, it would have been a much closer game, but I was still surprised. The dice just kept rolling in his favor where 3 dice would be blank or only a hit or two and he would roll his single evade or two evades at range 3.
It was a lot of fun to see them enjoying it and rolling dice. I still have more to explain to them (stress, pilot abilities, and add ons) but they enjoy the models and moving them around. My son with the Tie/D and Tie actually managed to fly in a decent formation for the first few rounds before running into each other.
With a magnetized base you can tilt the craft. This helps with something like the ARC because it has an enormous wingspan that extends well past its base. With it tilted, the wings don't overlap the ship base as much and makes it easier to move and fly around.
Yup! Plus you can make them look like they are banking in stylish ways when doing maneuvers! I'm using small magnets with holes in the center for the small ships and larger versions that have a curved recess cut into them for the large ships. That helps the ball bearing grip better.
I usually put a thin layer of superglue over the bearing surface after attaching it to the base stem. This gives some more friction helping the ships from sliding.
Tail Gunner or Tactician in an ARC?
Tactician would be good for doling out stress from either arc, but is limited to range 2. Tail gunner only works with the rear arc, but works at all ranges.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Excited to play around with it some more, and walked out in 4th for the month and with a free TIE/sf from attending each week in the league!
Next month's league is 150 point squads at a max of 6 ships (total, not per type), so there's a lot of room to mess around and get some funky builds on the table.
I wouldn't run more than one or two imo. Also autothrusters for sure - free evade anywhere except in arc range 2 is nice (I assume you have the title set).
Fenn Rau is legit scary though. That dial amd action bar makes it easy for him to swoop in and launch five dice.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
here's what I was thinking:
Fenn Rau [Push the Limit, Concord Dawn Protector, Autothrusters] (34)
Kath Scarlet [Tail Gunner] (40)
Syndicate Thug [Twin Laser Turret, R4 Agromech] (26)
I'd probably swap out the R4 agromech for Unhinged personally.
I was actually thinking that Fenn might really like a Stealth Device. 5 dice at range 3 OR 1, and a free Evade result at range 1 as well from the title. Slightly more expensive than Autothrusters, but could be good.
You can get up to 6 with Bodyguard too... add Serissu and you get a reroll too ;-)
But then you have to trust in the greens...
the extra greens and initiative bid might be better
Nah, still works as normal. It says "When attacking..." not "after" or anything like that.
I just think that Unhinged makes you a lot faster, and that you don't really need to modify every TLT roll. 3 dice twice is somewhat hard to dodge, generally.
R4 Agromech will work with a TLT fine, what the R4 Agromech nerf was to whack the U-Boat.
Having run U-Boats pre-Agromech nerf, I can assure you that it was beyond ridiculous.
Yeah. I mean, autothrusters is clutch for a reason.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I have so many ideas, but I'm already getting really excited and super pumped for this.