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Fantasy Flight Games Covering 'Star Wars: X-Wing', 'Star Wars: Armada', Warhammer 40,000: Conquest' etc

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post #21 of 45 (permalink) Old 01-31-15, 03:07 AM Thread Starter
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Yeah, the agility of 0 is pretty awesome from an attacker's perspective. The problem is the three TIEs that accompany it who may steal my attention away at crucial moments.

As for the missiles, and since I don't have any other ships (and furthermore Y-Wings are beyond my reach locally despite my desire for one....or three), what would you suggest as an alternative? I can't afford AMs on the pair of Z's and adding too many things to the X's means I've too many upgrades to choose from and not enough time to make their points back. Maybe AMs on only one Z and PTs on Luke?

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #22 of 45 (permalink) Old 01-31-15, 08:32 AM
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Hypothetical development:

Luke Skywalker (28)
Marksmanship (3)

Wedge Antilles (29)
R2-D2 (4)
Shield Upgrade (4)

Bandit Squadron Pilot (12)

Lieutenant Blount (17)
Ion Pulse Missiles (3)

Total: 100

View in Yet Another Squad Builder

Also: I just noticed now (oops) that Ion Pulse Missiles and Proton Rockets DO NOT SPEND THE TARGET LOCK OR FOCUS. They simply require you to HAVE a Target Lock or Focus in order to perform the attack. This makes them significantly better than previously thought. I've been playing this wrong for the two months I've been in the system...

90% of people think they are above average.

Statistically Improbable. Psychologically Inevitable.

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post #23 of 45 (permalink) Old 01-31-15, 06:34 PM
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Auto-Blasters would be good to munch up a Decimator, but it'd have to be on something pretty nippy to keep up with any other enemy ships


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post #24 of 45 (permalink) Old 02-01-15, 03:56 AM Thread Starter
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Quote:
Originally Posted by Sethis View Post
This makes them significantly better than previously thought.
Not that this came up in the games that I just played, but since the TL isn't spent shooting the IPMs does that mean I can use them to re-roll if I miss? 'Cuz that would kinda make Munitions Failsafe a total waste of point barring a dice conspiracy.

I played this list in two games against a Decimator, Howlrunner, and Dark Curse. Won the first one, lost the second one. In both I destroyed the Decimator though, even came SO CLOSE to Ion coma'ing the bitch right off the board edge. Something I am now hell bent on making happen if someone's gunna try to hug the board edges with a big turret ship.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #25 of 45 (permalink) Old 02-01-15, 05:45 AM
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Quote:
Originally Posted by Sethis View Post
I just noticed now (oops) that Ion Pulse Missiles and Proton Rockets DO NOT SPEND THE TARGET LOCK OR FOCUS. They simply require you to HAVE a Target Lock or Focus in order to perform the attack. This makes them significantly better than previously thought. I've been playing this wrong for the two months I've been in the system...
umm

Doesn't the ATTACK:TARGET LOCK/FOCUS mean that you use up said item to pull off the attack? otherwise the Deadeye ability is worthless...

Also, i tweaked with your list, mostly just playing around with the ships (pilots vary)...what homework??

Garven Dreis X-Wing 26
Flechette Torpedoes 2
R5 Astromech 1
Munitions Failsafe 1

"Hobbie" Klivian X-Wing 25
Flechette Torpedoes 2
R5 Astromech 1
Munitions Failsafe 1

Bandit Squadron Pilot Z-95 Headhunter 12
Assault Missiles 5
Munitions Failsafe 1

Lieutenant Blount Z-95 Headhunter 17
Deadeye 1
Assault Missiles 5

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if you squint the Sigmar stuff doesn't all look like the love children from a Necron and Blood Angel orgy.
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post #26 of 45 (permalink) Old 02-01-15, 07:27 AM
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Quote:
Originally Posted by Fallen View Post
umm

Doesn't the ATTACK:TARGET LOCK/FOCUS mean that you use up said item to pull off the attack? otherwise the Deadeye ability is worthless...
If you compare cards Ion Pulse says 'discard the card' while say Assault missiles says Spend your lock and discard the card.
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post #27 of 45 (permalink) Old 02-01-15, 02:13 PM
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Yeah, you simply need to have a Focus or TL token on your ship in order to use the attack, you don't need to spend them in the case of IPMs and Prockets. I think this was a deliberate move by FFG to increase the power of ordnance as the waves came on, as it's very underpowered at the moment. Allowing you to use the Lock or Focus to modify the attack roll with the Torps is a big step forward.

Failsafe is still worth it, as even if you roll 4 hits (or something) it's equally possible that you might be throwing it at a Phantom who's sitting on 5 green dice and an evade token, in which case it can still dodge all of those hits you managed to get with the Target Lock reroll, or the Focus for Prockets. It allows you to keep using the missiles until you actually get damage through onto the ship, and thus an Ion or Stress token depending on the warhead. If you're taking the Ordnance as a kind of "optional extra points filler" then you might skip the Failsafe in favour of another Modification, but if it's the primary role of the ship, I'd never leave home without it.

90% of people think they are above average.

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post #28 of 45 (permalink) Old 02-01-15, 03:32 PM
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This is very important news indeed.

edit: You must spread some Reputation around before giving it to Sethis again.

Quote:
Originally Posted by neilbatte
if you squint the Sigmar stuff doesn't all look like the love children from a Necron and Blood Angel orgy.
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post #29 of 45 (permalink) Old 02-01-15, 04:01 PM Thread Starter
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Deadeye is great because it lets a ship that doesn't have Target Lock still do Secondary Weapon attacks that require it, though even if you do have TL there's lots of times I find myself Focus-ing just in case I know I'm going to get hit with a lot of shots.

Fun times could ensue if you have a pilot or upgrade that hands out Focus tokens to your Deadeye pilot who's stacked with missiles.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #30 of 45 (permalink) Old 02-01-15, 08:45 PM Thread Starter
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Played a couple games today against the Imperial Aces Interceptors and a pair of TIEs, Dark Curse and Howlrunner. Got beat both times!! First one was all my movement, one of my ships erroneously went a bit off the table edge (d'oh!) at a crucial moment and the second one I couldn't roll an Evade for the life of me. Even my buddy agreed the green dice were on his side (being that the Imperial lasers are green). Either way, IPMs are out in favour of AMs. I need to be doing more damage, more of the time (as fun as that Ion drift is, I'll have to get back to it). I'll have to come back with a list, but I'm digging the Z-95 loadouts that @Fallen suggested earlier. Just have to research the X-Wing pilots a little bit more before I get something together.

Holy crap this game is fun even when you're losing.

EDIT: OK, here's a list:

Wedge Antilles - R5P9
Garvin Dries - R2D2
Bandit Sq. Pilot - Assault Missiles, Munitions Failsafe
Bandit Sq. Pilot - Assault Missiles, Munitions Failsafe

With all luck, Garvin keeps handing Wedge focus tokens to help with whatever needs helping with; chief among those is shield regeneration. He's been fuckin' RAN in ever game I've played because of his ability. Bandit Sq. is all about unleashing AMs on groups of enemies (because Howlrunner's a friggin' jackass with his TIE squads). Whaddaya think? It's at 98 points to try and steal initiative, but I could swap R2D2 for something...anything really. Ion Torpedoes look like a lot of fun for causing havoc on a group of enemies, though I do like the crits from their Proton equivalent.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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Last edited by ntaw; 02-01-15 at 10:14 PM.
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