Rebels won all three. Though alot of that was because one of the two playing Imps was really, really quite terrible at the game.
His true masterpiece was the turn he deployed bombs to try and catch the Falcon out only for him to fly right into the cluster bombs with Howlrunner and clear them for me.
HHHNNGNGGGHHHHHH ... the Scyk is backwards, it's backwards ... It's ok... I'll be ok... deep breath ... I can just never look at that picture again and it'll be fine.
HHHNNGNGGGHHHHHH ... the Scyk is backwards, it's backwards ... It's ok... I'll be ok... deep breath ... I can just never look at that picture again and it'll be fine.
I shouldn't mention the left hand TIE/FO is backwards too should I...
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
HHHNNGNGGGHHHHHH ... the Scyk is backwards, it's backwards ... It's ok... I'll be ok... deep breath ... I can just never look at that picture again and it'll be fine.
I shouldn't mention the left hand TIE/FO is backwards too should I...
Look, we had academy bob piloting that ship that day and that was the best we could get him to do.
Realistically as my collection is what my group will be using I should probably get more IMPs but I find the Rebels so much more interesting looks wise at the smaller scale.
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admanbunionize your workplaceSeattle, WARegistered Userregular
Swarms of TIEs look sweet, but individual Rebel ships are way cooler.
Also, is it bad that every time I make a rebel build I almost certainly just shove a Biggs with R2D2 in there? It just seems so strong for the points cost and it's a cheap enough combo that it doesn't strain whatever the actual gimmick of the build is.
Also, is it bad that every time I make a rebel build I almost certainly just shove a Biggs with R2D2 in there? It just seems so strong for the points cost and it's a cheap enough combo that it doesn't strain whatever the actual gimmick of the build is.
Biggs doesn't have much offense (minus a torpedo if you want to stick one on him*), and given some bad rolls he can get taken out really early, costing you a (relatively) large amount of your squad build points. It's a tradeoff that can be good if you manage to keep him alive and regenerating, but sometimes it's better to spend your squad points on ships that don't care as much if they get shot at, like Y-Wings or B-Wings.
* This, of course, makes him worth even more and makes an early take-out even more painful.
So it appears I finally have a group that may play regularly now! I unfortunately haven't been able to make it to the group that plays about 30 minutes away each week, but a couple friends are trying to get together at least twice a month for X-wing.
Now, my collection has expanded a lot since I played last, and I don't really keep up on lists, tournaments, or anything of that sort, so these are probably ridiculous; but I've come up with a bunch of squads today. Fortunately my friends are pretty cool with printed proxy cards as I don't own the ships where half of these upgrades come from. Now, this is probably the most thought I've put into squad building since I started playing, so they're probably pretty laugh-worthy. I don't really care to play established squads from tourneys or anything though, but if there's something glaringly stupid in here I'd appreciate a heads up.
Some thoughts:
A-wings are incredibly maneuverable but will fold like wet paper under fire. At the same time, they don't really put out much damage (proton rockets help, of course), so when I use Jake as a pilot, I tend to run him with Outmaneuver. Once you dump your rockets, your damage potential drops quite a bit, so things might slow down.
A-wings are also vulnerable to turret fire, so Autothrusters may come in handy there, but that's not quite as fun as throwing a heap of dice ;-)
Some thoughts:
A-wings are incredibly maneuverable but will fold like wet paper under fire. At the same time, they don't really put out much damage (proton rockets help, of course), so when I use Jake as a pilot, I tend to run him with Outmaneuver. Once you dump your rockets, your damage potential drops quite a bit, so things might slow down.
A-wings are also vulnerable to turret fire, so Autothrusters may come in handy there, but that's not quite as fun as throwing a heap of dice ;-)
I guess my thought was using Push the Limit would allow me to boost/barrel roll out of firing ranges and keep me stressed to allow Wired to trigger and reroll some dice for both attack and defense.
It's definitely something I need to learn more with how to maneuver and stay clear of being shot. Turrets are definitely a problem.
Here're my brief thoughts on the squads you posted:
Rebels:
Buddies: The gunner and Han Solo are ... kinda duplicative of each other. They're not, really, and the gunner will help Han blow through defensive tokens, but I've found that too many items focused on doing the same thing tends to be wasted effort a lot of the time. The Falcon's going to be taking hits hard and fast, so they only change I'd consider there is something more defensive-minded; C-3P0 is actually really good on a 1-agility ship, since you can call "0 evades" and guarantee an evade result, sorta like a free Evade action every round. For Luke, Experimental Interface will allow him to take a normal action and use Expert Handling, but that'll give him two stress tokens, which can be hard to bleed off since you don't have anyway to get rid of them except by flying green (which, at least, will give you +1 shield).
Falcon Punch: Try to get a Push the Limit on Jake - taking A-Wing Test Pilot (0) and Chardaan Refit (-2) on him leaves you 1 point short, but he really, really calls out for it. It'll let you move, take a normal action (Evade or Boost), and then PTL to Focus, giving you a free Boost or Barrel Roll. A-Wings have great green maneuvers, so you can pretty much pull this off every round, and barrel rolling for A-Wings is absolutely key on getting into safe positions. Regardless of the above, you should put A-Wing Test Pilot and Chardaan Refit on him, since he's not carrying a missile, and pick up a 1- or 2-point Elite Pilot Talent. They're free points - use them! (Or don't spend them in a bid to get initiative.)
Can't Touch This: Your A-Wings will have anemic offensive capabilities once you launch your rockets, so make sure they count: be focused with a TL when you shoot them (and note that the rockets don't require you to spend your focus, just that you be focused). I'd probably pick Autothrusters over Stealth Device, but you may not have that card.
Explosions!: You have two super-beefy ships, but they have almost no defensive capabilities, so they're going to be taking damage pretty quickly. Be careful about hanging out in opponent's firing arcs - and remember that the K-Wing, especially, has a lot of trouble turning around. Putting stress on your opponents is fun, but given how fast your ships will be moving, a green maneuver is probably going to be enough for most ships to keep up with you. Inflicting stress tends to work better, IME, when you can also reliably ionize your opponents, as well, because then they're stuck doing 1-speed-straight-aheads and can't destress to take actions. It's a tactic that is absolutely devastating against Interceptors, which tend to be pretty popular and rely on stressing themselves out and then using their great array of green maneuvers to get clean. For this group, be prepared to lose a ship that still has a lot of points tied up in unspent munitions.
Imperials:
Evasive Maneuvers: Howlrunner is the quintessential "TIE Swarm" leader, but 4 ships isn't quite a swarm, and one thing to be careful of with Imperial lists is that your lack of shields leaves you very vulnerable to early crits; in a standard swarm list, you don't care very much because you have lots of disposable bodies to throw at the problem, but you've got a modified swarm with some higher-value targets. Just something to keep in mind! Note that if you use PTL on Turr's turn, you won't be able to take advantage of his special pilot ability because stressed ships can't perform actions, even free ones. Royal Guard TIE isn't doing anything for you, but it's also free, so ... eh? Commander Alozen is fun with the ATC!
M'Lord: Darth Vader looks like fun! It's important to keep him unstressed so he can do his two actions each round, and the improved Ion Engines is a good add to do that. Proton Rockets are a good fit for him, because on a normal round he can move into position, take the TL and Focus simultaneously and fire before anyone else gets a chance to do anything about it.
Missiles: That's a lot of points in secondary munitions. Expect Rhymer to take hits early that leave him unable to deploy most of them. I'm not sold on the utility of Deadeye.
VCX dial on the left. Assault shuttle dial on the right.
Sabine is amazing. 21 points for a ship that can boost and barrel roll with no upgrades. Or give it PTL and boost, barrel roll, and evade. And her crew card turns any rebel ship with a crew slot into a bomber? Hello B-wing bombers with extra munitions. Or even a really cheap HWK bomber. It really opens up a lot of options. And that's before the ability that any FRIENDLY bomb does an extra damage to one ship at range 1 once a turn.
At 18 points this is an alternative for a turret ship over a cheap Y-wing that can take a crew instead of an astromech, or a HWK without that horrible dial and with a great primary weapon.
Chopper as a 0 point crew opens up some options if you are tight on points and have a ship that can take crew. It's a very situational ability, but it only costs you a crew slot. If for some reason you weren't using one, most likely the second crew slot on a yt-1300, it's a great little add on.
Question about the Hera crew card: Would that place another stress token on your ship (and therefore need two green actions before you can do an action again).
Question about the Hera crew card: Would that place another stress token on your ship (and therefore need two green actions before you can do an action again).
If not it seems really freaking good.
The rules seem to indicate that more than one stress token can be placed by your ship (all of the rules say "one or more" etc). The green maneuver also says it removes one stress token.
So it looks like yes, each one you execute is another stress, and thus another green maneuver to cancel.
@Elvenshae Thanks! I'll look into that and tweak things some.
Edit: I feel like I have no idea how to fly the K-wing. It's movement is bad and has a hard time moving around without SLAM, but it doesn't feel as strong as one of the large ships to withstand the hits it could take.
Not so sure.
The K-5 is actually a huge liability for a large ship. You need a crazy amount of space to koiogran safely - roughly the length of an entire range ruler.
And often that will leave you out of range to shoot that turn - which is a problem because you are spending between half and two-thirds of your points on one ship.
As the TIE Defender showed us, having mostly red hard turns is surprisingly crippling. Further, the hard-2 is not a very useful maneuver for large ships. Much less useful than the hard-3 is to a snubfighter.
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admanbunionize your workplaceSeattle, WARegistered Userregular
Sure, but it's a 16-box, 4-attack ship. Having a hard-1, hard-3, and k-turn at all is notable.
Look, here is the truth. Regardless of the dial, I'm taking that thing home. Once there I will carefully remove it from the box and proceed to WHOOSH it all over my house.
Question about the Hera crew card: Would that place another stress token on your ship (and therefore need two green actions before you can do an action again).
If not it seems really freaking good.
Yep, it does - there are, in fact, lots of ways in this game to stack up more than one stress token, like Tycho Celchu with PTL, or doing a red maneuver into a debris field ...
admanbunionize your workplaceSeattle, WARegistered Userregular
edited December 2015
Or getting shot by two TLT Tacticians.
My favorite was playing a stresshog against Bossk with Daredevil. Once I pumped a couple stress into him he just did hard-1s the entire game. We kept adding the tokens just for the lols.
So... I am sorry to interrupt the conversation but it will be time for a new thread VERY soon. Who wants to make a new OP? The current OP needs some love before it's ready to headline a shiny new thread.
Posts
Another helpful thing from the Builder site is to pick the two squads that people end up running and create a turn list tracker (Tools - Turn Order).
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Rebels won all three. Though alot of that was because one of the two playing Imps was really, really quite terrible at the game.
His true masterpiece was the turn he deployed bombs to try and catch the Falcon out only for him to fly right into the cluster bombs with Howlrunner and clear them for me.
Honestly it was closer for the second match but the guy kept having these weird moves into nothing or his own ships that didn't help.
I shouldn't mention the left hand TIE/FO is backwards too should I...
Look, we had academy bob piloting that ship that day and that was the best we could get him to do.
The Scyk is just backwards in shame.
Realistically as my collection is what my group will be using I should probably get more IMPs but I find the Rebels so much more interesting looks wise at the smaller scale.
Biggs doesn't have much offense (minus a torpedo if you want to stick one on him*), and given some bad rolls he can get taken out really early, costing you a (relatively) large amount of your squad build points. It's a tradeoff that can be good if you manage to keep him alive and regenerating, but sometimes it's better to spend your squad points on ships that don't care as much if they get shot at, like Y-Wings or B-Wings.
* This, of course, makes him worth even more and makes an early take-out even more painful.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Now, my collection has expanded a lot since I played last, and I don't really keep up on lists, tournaments, or anything of that sort, so these are probably ridiculous; but I've come up with a bunch of squads today. Fortunately my friends are pretty cool with printed proxy cards as I don't own the ships where half of these upgrades come from. Now, this is probably the most thought I've put into squad building since I started playing, so they're probably pretty laugh-worthy. I don't really care to play established squads from tourneys or anything though, but if there's something glaringly stupid in here I'd appreciate a heads up.
Rebel squads:
xwing-builder.co.uk/view/365670/falcon-punch
xwing-builder.co.uk/view/365671/cant-touch-this
xwing-builder.co.uk/view/365672/explosions
Imperial squads:
xwing-builder.co.uk/view/365674/mlord
xwing-builder.co.uk/view/365675/missiles
Some thoughts:
A-wings are incredibly maneuverable but will fold like wet paper under fire. At the same time, they don't really put out much damage (proton rockets help, of course), so when I use Jake as a pilot, I tend to run him with Outmaneuver. Once you dump your rockets, your damage potential drops quite a bit, so things might slow down.
A-wings are also vulnerable to turret fire, so Autothrusters may come in handy there, but that's not quite as fun as throwing a heap of dice ;-)
https://www.fantasyflightgames.com/en/news/2015/12/10/see-the-movie-fly-the-ships/
kinda surprised they didn't reveal the last X-wing pilot though...maybe it's actually a named character?
niiiiiice
I guess my thought was using Push the Limit would allow me to boost/barrel roll out of firing ranges and keep me stressed to allow Wired to trigger and reroll some dice for both attack and defense.
It's definitely something I need to learn more with how to maneuver and stay clear of being shot. Turrets are definitely a problem.
The biggest hurdle with that list will be maneuvering. A-wings are a ton of fun to fly though, so that's always good
Well the ghost looks pretty cool to play for a few games
Here're my brief thoughts on the squads you posted:
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
VCX dial on the left. Assault shuttle dial on the right.
Sabine is amazing. 21 points for a ship that can boost and barrel roll with no upgrades. Or give it PTL and boost, barrel roll, and evade. And her crew card turns any rebel ship with a crew slot into a bomber? Hello B-wing bombers with extra munitions. Or even a really cheap HWK bomber. It really opens up a lot of options. And that's before the ability that any FRIENDLY bomb does an extra damage to one ship at range 1 once a turn.
At 18 points this is an alternative for a turret ship over a cheap Y-wing that can take a crew instead of an astromech, or a HWK without that horrible dial and with a great primary weapon.
Chopper as a 0 point crew opens up some options if you are tight on points and have a ship that can take crew. It's a very situational ability, but it only costs you a crew slot. If for some reason you weren't using one, most likely the second crew slot on a yt-1300, it's a great little add on.
If not it seems really freaking good.
The rules seem to indicate that more than one stress token can be placed by your ship (all of the rules say "one or more" etc). The green maneuver also says it removes one stress token.
So it looks like yes, each one you execute is another stress, and thus another green maneuver to cancel.
Edit: I feel like I have no idea how to fly the K-wing. It's movement is bad and has a hard time moving around without SLAM, but it doesn't feel as strong as one of the large ships to withstand the hits it could take.
Practically writes itself.
Not so sure.
The K-5 is actually a huge liability for a large ship. You need a crazy amount of space to koiogran safely - roughly the length of an entire range ruler.
And often that will leave you out of range to shoot that turn - which is a problem because you are spending between half and two-thirds of your points on one ship.
As the TIE Defender showed us, having mostly red hard turns is surprisingly crippling. Further, the hard-2 is not a very useful maneuver for large ships. Much less useful than the hard-3 is to a snubfighter.
Comics, Games, Booze
Yep, it does - there are, in fact, lots of ways in this game to stack up more than one stress token, like Tycho Celchu with PTL, or doing a red maneuver into a debris field ...
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
My favorite was playing a stresshog against Bossk with Daredevil. Once I pumped a couple stress into him he just did hard-1s the entire game. We kept adding the tokens just for the lols.