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Star Wars Gaming Megathread
But yeah, I'm definitely buying it.
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Scum y-wings are pretty awesome, with the BTL-A4 title or not. R4Agromechs make them extremely mean little ships.
z95s are Z95s....but they can take illicit, which is great for a feedback array.
Firespray - all 4 pilots are very good. Scum Boba and Kath are probably better than the imperial counterparts, Emon is comparable to Krassis, and great fun if you like Bombs. Mandalorian Merc can take something like PTL or Predator which really ups the potential of a generic ship.
HWK - I like all three named hwk pilots. Dace is alittle expensive, but works really well with Ion Cannon Y-Wings. His ability isn't really in your face, so he'll hang around alittle. Palob is just awesome. anything that denies actions to your enemy is mean. it also means he draws lots of fire.
Palob + Opportunist + k4 + Blaster Turret + Moldy Crow
Scyk is pretty crappy. you really need something else in the list to draw serious attention away from them. maybe the above palob + HLC Scyk who stays further back and throws R3 shots.
Starviper is just ok....the named Pilots work decent, its basically the Scum E-Wing. I like Guri with Predator/AdvSensors/Virago/Autothrusters
IG-88s are awesome (BCD not A)
I've seen IG88B run in dual IG form, IGB + PS10 Boba, IGB + z95 mini swarm, IGB + Viper + z95. the built in gunner is a big help against high agility Ace ships, which is probably Scum's biggest weakness right now.
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- ChristopherMD
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KingPut wrote: Thanks lj. This is very helpful. After a couple trial games. I'm leaning towards the duel IG88B and C with the big heavy cannon and some other cool upgrades.
I won 100 to 0 tonight with my "Jabba the Put" Scum ships which included an IG88 B and C with Heavy cannons, Veteran Instincts and Autothrusters. My B was untouched but didn't do much damage to the Imperials. My C was down to 2 hulls but chewed up the Imperial Tie swarm.
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Looking at the new X-wing- for a basic pilot with a skill of two, you get +1 shield, boost, another green maneuver, two new HARD 3 K-turns AND access to 'tech' for 3 more points then a standard issue X-wing Rookie Pilot. WTF? Why would anyone fly a normal X-wing anymore? An engine upgrade runs you 4 points and a shield upgrade is another 4, so should be 8 points not counting the other changes.
And the new TIE/FO is just almost as bad. Shield upgrade and access to Target lock plus new maneuvers for 3 points more than the equivalent TIE . At least here the took away a 3 k-turn. And Epsilon leader's ability to remove stress from all ships at range one... All? also seems really powerful.
Maybe I am wrong, but right now I am seriously disappointed in this move. I wonder if the new core, did not see the same level of playtesting due to Disney mouse ears of silence?
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- Michael Barnes
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- SuperflyPete
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So, I'm pretty much set on never buying any of this shit. Armada really rustles my jimmies because the big, space battle games with fighters and capital ships are my favorite genre of gaming, bar none, but fuckin' A....too much shit, too much money, and too many expansions too soon to feed the tournament cunts.
I'll stick to stand alone games and my beloved A Call To Arms: Starfleet, which is still the best shoot-em-up in space that I've played.
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This quote to me is more the incentive to buy the new core set, not the ships:
The Damage deck included in this box replaces the Damage deck included in the original X-Wing core set. If players have both, they should use the new deck included in this box.
Bought mine this morning by the way. Looks great and can't wait to try out these new OP ships. I'm leading the power-creep race! I also noticed that one of the local shop-keeps is listed as a playtester (among 48 others), I need to swing by and see if I can squeeze out of him what the two MIA Item Numbers are. My guess are these two ships again but in single packs.
They also did the "Learn to Play" rules and the "Rules Reference" split, cleaned up some minor things and made a nice tourney rules set with things spelled out in a bit more detail.
As to the power creep though...I think it's being overstated.
Specifically in that yes, the new X-Wing does have more movement options and seems like a value at just 3 points. What it allows is it to be more of an Arc Dodger. Look at the cost to do so though, Boost means you're not taking a T/L or Focus, the Talon Roll (the Hard Turn 180 Flip) causes Stress so no further Actions. So by using those options it comes at a cost of dice modification. And it is a weaker Arc Dodger compared to what can be done with TIE Interceptors.
Now, if you don't utilize those options and fly it like an old X-Wing you do have value there at a one point savings. So yes, a little creep but not as much as it would seem at first glance. What I found out a few games back when I had Push the Limit on every ship in my fleet was that just because I had the option didn't make it smart to use it every turn.
But of course actual play rather than rules-theory will yield better results.
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- Hex Sinister
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It does sound kind of messed up. I hope the other guys are right. I don't play competively so it won't affect me TOO much but it could be a nuisance if these are out of whack. I saw the models at the store and man they look great though. Time to sell some ties.edulis wrote: Looking at the new X-wing- for a basic pilot with a skill of two, you get +1 shield, boost, another green maneuver, two new HARD 3 K-turns AND access to 'tech' for 3 more points then a standard issue X-wing Rookie Pilot. WTF? Why would anyone fly a normal X-wing anymore? An engine upgrade runs you 4 points and a shield upgrade is another 4, so should be 8 points not counting the other changes.
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TIE - 8 ships (96 pts) vs TIE/FO - 6 ships (90 pts)
TIE - 16 Attack die vs TIE/FO - 12 Attack die
TIE - 24 hull/shields vs TIE/FO - 24 hull/shiedls
So in my view, a bit of a wash.
Then as far as the T-65, the B Wing already outclassed them so the creep already happened so this bitching is a few waves late. Using the T-65 as the baseline to compare the T-70 is comparing to a flawed baseline.
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The X-wing...is in a rough spot. the B-wing is better in pretty much every way, except when chasing something fast. so compare the B-wing to the new T70 Xwing, and what you will find are two comparable ships, and a meaningful choice when building a list. that's what good design is about. The T65 fix will come out, and we'll see what it does. given how much fun the 'Fixed' Tie Advanced is, I think FFG will do a good job. but the xwing has lagged behind since wave 3.
Re New Damage Deck - word out of Nova (X-wing designers present there) is that the new damage decks will be required for tournaments starting in 2016, at the TO's discretion until then.
I hope the new upgrade "Tech" I think? stays with the new trilogy ships, just to keep them differentiated alittle better. BB-8 is great as an astromech, and will fit great on several of the named X-wing pilots (BB-8, PTL on Wedge, Luke or Poe? triple action, no stress, death dealing madness! BB-8 Barrel roll, PTL to focus, do green to clear stress, target lock..... target #1 here boys...Biggs will be a needed include again to keep wedge safe)
Its an interesting time for X-wing...and I think FFG is still feeling effects from the port Holdouts earlier in the year. I don't think they wanted the Raider, Wave 7, New Coreset and Wave 8 announcements to hit all at the same time practically. that much new product will scare people away. But wave 7 is going to drive people away from the 2 ship super builds I think. and that means more ships on the board, and so more opportunities for high firepower/low survivability ships, like the x-wing.
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