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The biggest problem with the Firespray seems to be what's also wrong with the Y-Wing: dodge dice. Unlike the Millenium Falcon the Firespray doesn't have the hit-points to withstand the concentrated fire. With the bigger base it also makes it a bigger target. The appeal of being a bigger target and a greater point-sink on your list doesn't help any.
But I think… I don't have my cards in front of me, but doesn't Kath with Heavy Cannons and a Mercenary gunner essentially let your firespray fire proton torpedoes out of the front arc each turn?
One list I wanted to make was designed around that arrangement with the Firespray and a pair of stealth-equipped TIE Advanceded as bodyguards. They would either try to herd the rebels away from Kath for her to engage with her enhanced shooting or get on the tail of anyone focus-attacking Kath.
Of all the goodies we got in Wave 2, I think mines are the most useless upgrade. :
Norsehound said:
The biggest problem with the Firespray seems to be what's also wrong with the Y-Wing: dodge dice. Unlike the Millenium Falcon the Firespray doesn't have the hit-points to withstand the concentrated fire. With the bigger base it also makes it a bigger target. The appeal of being a bigger target and a greater point-sink on your list doesn't help any.
But I think… I don't have my cards in front of me, but doesn't Kath with Heavy Cannons and a Mercenary gunner essentially let your firespray fire proton torpedoes out of the front arc each turn?
One list I wanted to make was designed around that arrangement with the Firespray and a pair of stealth-equipped TIE Advanceded as bodyguards. They would either try to herd the rebels away from Kath for her to engage with her enhanced shooting or get on the tail of anyone focus-attacking Kath.
Of all the goodies we got in Wave 2, I think mines are the most useless upgrade. :
Mines are practicle if you know how to use them.
Seismac charge (droped when you reveal your dial, then explodes at the end of ativation phase) 2 points
Proximity Mines puts a giant astroid down where if you fly through it, your going to roll 3 dice and take whatever you get… 3 ponts
In a tournement setting/standard game, you can either spread out your force to try to navigate the astroid feild (but fail to have very much concentrated fire) or you can run your pilots in a tight castle like formation down either side of the board. The mines in my oppinion are more devastating to a swarm team then assualt missles. Why? becasue lets look at the swarms lots of low pilot skills, so your can besure when your opponent flew behind you, that your seismic charge will hit atleast the lower pilots. very handy for knocking out the stealth genarators out of your opponents ships (also, unless you crash, teh mine falls 1 behind you, and if you go 1 straight, the mine will now be a total distace of a 3 straight manuever, and knowing that range 1 is only 2.5 of a template, you clear the explosion insead of guessing -though I would totally lose a shield to deal 1 damage to Dark curse, AND take out that fricken stealth device)… The Seismic charge is very cheap and can be very effective, not to mention it doesnt even take an action to drop.
Though Proximity mines are another tactic. they arent meant for so much as trying to get you to drop one right before your opponent lands on it, or near it… But to drop one in the middle of one of the those vallys on the sides. take this example. I go in a mirror and set my force straight up against my opponents allong one of the sides. round 1, I fly up, drop a mine. If I did it correctly, his low level goons wont be able to kiogran as they will either hit me and take a stress, or completly pass me and land on the mine (which any smart player would know the chances of doing a perfect kiogran turn between the recently dropped mine and the firespray are very very small) Im also a smart player, so I know to have my guys move slow, and try to block his higher pilots from kiograning (if he has any) So right now, he has one of 2 viable options
1. move slow, take some range one shots, then next turn, face they fury ahead (I dont think anyone is going to be willing to sacrifice any of their pilots to the mine -could easily be the death of a tie fighter or tie advance) So the next round, he now realizes hes in a grave posision, he could either lose a pilot, or he could bale out. He will have to either send his force into the astroids at unfavorable posisitions, or send one his pilots to his most certain doom. (which means you spent 3 points to get rid of atleast 12) if he didnt choose to send a sacrifice, then you had probable just kiogran and are now shooting at his back.
2.He could see the mine and realize whats about to happen, and send some of his forces into the astroid feilds (at favorable angles) however, he will more then likly not be able to shoot with a couple, and unless he flew into an astroid (assuming you placed astroids to enforce this plan) you will be able to shoot at some of his guys range 1. his fly through of the astroids is sure to mess up any formations he was attempting to fly, and will spread his force out bad. (the achilles heal of a swarm is once the formation is brocken, its a mess to try to put back together.
So in my oppinion, the Mines can do something really really amazing, but require tactics, and knowledge of your opponent and where and how he can move. Its also good to know all of the disctances for oppening manuvers to know when you may get your first shot, to know when to go slow and when to go fast. Though allot of that also depends on your opponent and how he manuevers. I won one of the games in the K-R solely because I knew to stay out of the missle range on turn 1 with my ties, the max speed I could fly was 3. (darth vader and temptest with concussions) turn two my swarm flew fast (right where I figured his 2 forward would be. My castle of ties mopped actionless vader and temptest off the starfield on the first round of shooting (he could only fly 5 straight, or 1 soft to avoid my ships)
Bottom line, seismic charges are amazing against lowerskill pilots, and Proximety mines are good against swarms to disrupt. Seismics are basicly a 2 point device that garuntees you to deal 1 damage against anyone who flies too close behind you while you still have full actions and shots. for only 2 and 3 points, you cant go wrong with them.
Is shooting behind you to the back of backstabber an achievement?http://www.youtube.com/watch?v=JVf4mhXmSY8&feature=plcp
Like I said i tried mines twice. The first time, I had my Firespray in the middle, and my ties on the edges of the board, knowing that i was going to deploy my mine. But then i outsmarted myself and turned Fel into the middle of the board, where his squad was. Next round i dropped the mine, then flew Fel right into it, killing him. And that was right before his Wedge would have hit it.
The next time i was facing another Rebel squad. He avoided the mine altogether, but it definitely disrupted his squad, as he flew at all angles to try and avoid it. he was flying into the asteroids and each other, so it worked for breaking up his squad cohesion for sure, even if it didn't detontate.
So, I guess what I'm saying is, for me they were hit and miss. (rimshot)
FFG Hall of Heroes Member
Off-topic slightly:
I know this is a rules question, but would a proximity mine take the stealth device off of someone? I don't have the rules cards for mines, so I'm not sure if it counts as an "attack." Stealth requires you are hit by an "attack" to be disabled.
Thematically, it seems like you have to be "discovered" by the enemy for your stealth to be stripped from you. That is, not just any damage, such as overlapping obstacles would strip your extra defense die since running into an asteroid is not an "attack."
Be Seeing You.
magadizer said:
Off-topic slightly:
I know this is a rules question, but would a proximity mine take the stealth device off of someone? I don't have the rules cards for mines, so I'm not sure if it counts as an "attack." Stealth requires you are hit by an "attack" to be disabled.
Thematically, it seems like you have to be "discovered" by the enemy for your stealth to be stripped from you. That is, not just any damage, such as overlapping obstacles would strip your extra defense die since running into an asteroid is not an "attack."
Card text says, "hit from an Attack" as you pointed out. Hitting an asteroid definitely isn't an Attack, and as the charges both make use of the highlighted word "Detonation" like that's something significant, I'd say it depends on whether the Slave 1 handout/ brochure thing actually classifies Detonations as attacks. I didn't win one, so I can't say either way, but I'm guessing no.
Game strategies, tactical analysis, list critiques, painting & modification articles,much more for Star Wars X-Wing Miniatures by Fantasy Flight Games straight to you from the hippest pilot bar in the galaxy, TheMetalBikini.com.
I don't believe it would, as Assault Missiles splash damage or rolling over and Asteroid would also not "break" the Stealth Device. It says when you take Damage from an Attack not when you take Damage.
Without Signature
The reason I'm bringing it up is that Torresse used breaking the stealth device on Dark Curse as a potential way of employing the mine tactically. I don't think that is possible with a strict interpretation of the cards. However, like I said you need to see the wroding of the mine rules card. Anyone have that available, or can point to where it is posted online? I searched for it yesterday and couldn't find it.
Be Seeing You.
Running into things like asteriods and other ships should not take out the stealth device. Taking splash damage from an Attack in my oppion would take out the stealth device. The damage from the splash affect would have not occured if the attack and or action was never preformed. The attack still causes the damage even if it was not dirrectly aimed at the intended target. Players are also spending points to purchase these weapons that have these damaging affects. Taking a hit from an Attack would seem to include taking damage from an Attacks affect.
This rule may need to be questioned and added to the FAQ's.
Space Debri: X-Wing miniatures blog
Agreed, Ancient Angel. To me, the Assault Missile thing removes Stealth because it is, after all, an Attack, regardless of splash damage or a direct hit. I can see where folks might try and make a case that the splash damage are just Hits, but they result directly from the initial Attack. Can't imagine it'd get FAQed any other way, but who knows. I've said stuff like that about GW rules in the past too… :)
Game strategies, tactical analysis, list critiques, painting & modification articles,much more for Star Wars X-Wing Miniatures by Fantasy Flight Games straight to you from the hippest pilot bar in the galaxy, TheMetalBikini.com.
It doesn't really matter to me either way, but I do think they should include it on the FAQ. I could see the argument made that the spash damage doesn't count, because you are not the ship being targeted. I think that makes sense thematically. On the other hand, if your stealth device is damaged, it doesn't matter whether it happened because you were targeted or it just got hit by debris.
Either way it works as long as the ruling is clear. To be consistent, I will probably play at home (until official clarification is made) that the stealth device can only be removed if you are rolling green dice. If you suffer damage without having to roll to evade, then you do not lose the device.
On a related note, I hope they release version 2 of the FAQ concurrently with the Wave 2 ships being made available. After all, they have essentially had an open playtesting period with the Kessel run ships being out there, and lots of questions and discussions already requiring clarification.
Be Seeing You.
Nice write-up, Doug. You definitely put a lot of thought in this.
hothie said:
We also now have Assault Missiles. I know there was much ballyhoo when this was announced, but I think clearer heads have prevailed. I have used Assault Missiles twice, and have failed to hit both times. I don't think this will be quite as game-changing as people originally thought. It seems that Homing Missiles are a better choice due to not having to spend your target lock to use them.
Due to the effects of the Assault Missile, Speaking for the Empire now. I think that a lot of the squads will be comprised of ships/pilots that function better as a "lone wolf" -- TIE Interceptors mainly, and keep the squads out of the effective range for collateral damage. Only forming up once the Assault Missiles have been spent for a counter-attack. I feel that ships that have these missiles will be the HVTs of the game, akin to a Y-Wing (with the requisite ion cannon).
It may just be me. The thing I can't seem to wrap my head around, without any "official" input, is the idea of a Shield Upgrade for the rank 'n file TIE Fighters and Interceptors. *shrugs* It will definitely help in their short-term survivablity, is for sure.
Wave 1: Wave 2:
4 X-Wings 1 Millennium Falcon (YT-1300)
3 Y-Wings 3 A-Wings
6 TIE Fighters 1 Slave 1 (Firespray-31)
2 TIE Advanced 3 TIE Interceptor
To clear up the bomb question, The only thing in the Firespray insert about it says: "Bomb Upgrade cards are not secondary weapons." Obviously they aren't primary weapons either, and none of the verbage talks about the bombs being an attack, or attacking. They simply say the bombs "detonate" as listed on the card. And since the bombs do not require the firespray to do anything during the combat round (when attacking occurs), I'd conclude they are not an attack, and really should be treated like a more powerful asteroid. So I would say that they would not strip the Stealth device off of Dark Curse.
FFG Hall of Heroes Member
@Hothie,
the most luck I've had with a large based ship is using it in support. I keep a yt along the board edges now to force opponents into the fighters firing arcs. This is some what affective.
i agree with you that the large ships hardly get an action because of bumping. Also most of the Kessel runs I played I just bumped the slave 1 with Arvel and blasted it at range one.
I haven't used any of the named pilots since then because I've had incredible luck using the green squadron pilots and push the limit. I've also used both of them with assault missiles. I've only missed once. Dealing two damage to an entire squad at times. Then letting the X-Wings pick off the damaged TIEs. The real down side to this tactic is that the splash damage doesn't get rid of stealth device.
I've also used the engine upgrade on grey squadron pilots with ion cannons. I've found it amazing when you boost out of range of other ships and then fire back with that ion canon.
I have found that people that won A-wings and YT100s aren't using boost enough still falling back on that focus action. The players that are boosting are doing some amazing things like, boosting out of firing arcs and range, boosting into range one, using PTL to boost and get a focus, or turn and boost to avoid the stress token.
Which brings me to fel. Dare devil on this guy is sick. Being able to turn around 180 and still get a focus, sometimes still at range one, can overwhelm most new players. I honestly think this 30 pts is better spent here than on a Vader.
One thin I'm still struggling with is the right number of squints to field in a TIE squad? I'm leaning twards two but I know a guy playing five of them and cleaning house. I have yet to go against him. Also I haven't seen all of his games just hearing things second hand.
Without Signature
@Picasso: YES! Running Arvel into a Firespray-31 is THE way to go!
@Hothie: I second your comment about "Fel's Wrath" being underestimated. I tried him out in an Imp on Imp match (we both wanted to use our TIE Interceptors). He chose Fel, who was dangerous, but not terrible. Then I got "Fel's Wrath" positioned perfectly head-to-head against his Vader at Range 1. Vader shot first and killed him. My opponent was just about to pull my figure but I reminded him who he was dealing with, and his face fell with disappointment.
The best part was that his TIE fighter that was covering Vader's tail was in range of Fel's Wrath, but not my Vader who was just beyond him. So if his Vader had shot my Vader, he could have had both his ships attack, but he effectively negated his other TIE fighter's attack. It was a thing of beauty.
The worst part was that his Vader completely evaded "Fel's Wrath's" attack. Still, I can definitely see this pilot being useful. The trick is to play really aggressively with him. It's a waste to get "Fel's Wrath" killed in a round where he doesn't have an opponent in his firing arc.
Some people play to win. I play because it's one of the few ways to fly an X-wing here on Earth!
At the moment, I'm thinking that I'll be using Expose a lot out of wave 2 with my rebels. A Green Squadron A Wing that uses Expose is very similar to a X-Wing with a larger action bar, as long as I can hand out extra actions from Dutch, Squad Leader or Garven. Alternatively, Luke or Wedge with Expose and R2-F2 & Stealth Device can stay really defensive.. until a good shot lines up and then switch gears to being really offensive.
That's it man, game over man, game over!
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