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I just thought of a nice combo (or at least it sounds that way to me): Kath Scarlet with an Ion Cannon.
I originally didn't think much of either of these cards, until I reread the wording.
Kath: "...the defender receives 1 stress token if he cancels at least 1 crit result."
Ion: "...Then cancel all dice results."
So if you roll any crits while shooting the ion, they get a stress token - even if the ion cannon still hits. Since the ion's forced move is white, they don't get to cancel the stress token next turn so you guarantee they lose an action. Maybe not the most killer combo in the world or anything, but still some okay synergy. Maybe a good way to lock down that pesky Biggs+R2F2, or stop a TIE Interceptor (mirror match) which would normally just boost after being ioned. I think it's worth trying out at least.
Edit: Or maybe it doesn't technically work since Kath specifically says "[the defender] cancels"??
Automatically Appended Next Post: Maybe Kath would even work well with just a Gunner - cancel a crit on both attacks and they need two green maneuvers before they can take actions again.
This message was edited 2 times. Last update was at 2013/03/28 18:51:18
I don't think who cancels the critical is important. After all, defenders do not get a choice in whether or what to cancel -- evades always cancel hits and critical hits are always canceled first.
Question for the thread: If you take the YT-1300 with Han and you choose to re-roll your shots, does the defender get to re-roll there defense die? We have been playing it as they do not. Just want some outside opinions.
Falco wrote: If you take the YT-1300 with Han and you choose to re-roll your shots, does the defender get to re-roll there defense die?
Whoever has been playing against Han in your games has been getting a break! No, the defender does NOT get to reroll defense dice when you use Han's special rule.
Han's card reads: "When attacking, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible." Second person pronouns refer to the person controlling the ship. Thus, when you (the attacker) use this power, ONLY reroll attack dice -- to the extent possible.
That last part can be confusing, too. There is at least one circumstance in the game where it is impossible (i.e., illegal) to reroll dice: p. 12 of rulebook indicates that dice that have already been rerolled may not be rerolled again. So, for example, let's say you used Target Lock and then rolled 2 hits and a miss using Han. If you use Target Lock to reroll the miss, you cannot then use Han's special rule to again reroll that die. You could in that case reroll the two hits, maybe hoping to get criticals.
So why does Han have Target Lock at all? Because many secondary weapons (e.g., missiles) require it.
This message was edited 4 times. Last update was at 2013/03/28 20:17:54
Falco wrote: If you take the YT-1300 with Han and you choose to re-roll your shots, does the defender get to re-roll there defense die?
Whoever has been playing against Han in your games has been getting a break! No, the defender does NOT get to reroll defense dice when you use Han's special rule.
Han's card reads: "When attacking, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible." Second person pronouns refer to the person controlling the ship. Thus, when you (the attacker) use this power, ONLY reroll attack dice -- to the extent possible.
That last part can be confusing, too. There is at least one circumstance in the game where it is impossible (i.e., illegal) to reroll dice: p. 12 of rulebook indicates that dice that have already been rerolled may not be rerolled again. So, for example, let's say you used Target Lock and then rolled 2 hits and a miss using Han. If you use Target Lock to reroll the miss, you cannot then use Han's special rule to again reroll that die. You could in that case reroll the two hits, maybe hoping to get criticals.
So why does Han have Target Lock at all? Because many secondary weapons (e.g., missiles) require it.
@MythicalMothman: Regarding the Ion-Kath combo, it's interesting that Kath is buffing the Ion Cannon rather than the other way around. That means you're getting more value out of the 5 points you'd normally spend on that upgrade.
The best thing for her would be some upgrade that allows you to reliably get/get more criticals but I'm having trouble thinking of how to do that other than just rolling more dice. The secondary weapons that allow you to do that, however, are one-shots and nearly as expensive as the Ion Cannon Turret.
Another big benefit of the Ion Canon Turret on the Firespray is the Ion Cannon Turret's 360 "non-arc." The Firespray's big base means its side arcs are extremely vulnerable. With the Ion Cannon Turret, you've got some cover there (albeit not against special rules like Backstabber's).
I've read a little more on the argument that this combo doesn't work because the defender isn't the one canceling the critical hits. The argument goes that the attacker controls the Ion Cannon Turret and so it is the attacker who is cancelling the criticals.
The trouble I have with this argument is that who's canceling the hits only matters if canceling the hits is optional -- e.g., with the Evade action. The Ion Cannon Turret entails non-optional canceling, just like how evasion results rolled on defense dice non-optionally cancel hits and critical hits on attack dice.
This message was edited 2 times. Last update was at 2013/03/28 21:21:11
I think the Firespray's ion is just a Cannon, not a Turret, so it's unfortunately limited to the front 90 degree arc. (Although it's better than the turret version in that it can shoot at range 3?) So I'm starting to think it's easier to just save the points and focus on the primary gun with the better angle coverage. I'm also thinking stress isn't good enough to worry about spending points on Marksmanship or Merc Copilot or whatever, but a Gunner still sounds really useful. Then again, I'm gonna want to try out everything eventually instead of always doing the same thing, so whatever.
Manchu wrote: I don't think who cancels the critical is important. After all, defenders do not get a choice in whether or what to cancel -- evades always cancel hits and critical hits are always canceled first.
No, Crits are cancelled last.
Also, regarding trhe Han reroll issue. If you follow the procedure step by step, Han will roll hits, then reroll if he wants, before the defender rolls any defence dice.
This message was edited 1 time. Last update was at 2013/03/29 19:04:49
If you can keep your head, while all about you are losing their's, then you have probably completely misunderstood the situation!
Good catch -- but it doesn't change my analysis. The point is, canceling in that case is non-optional as is order of cancellation as between hit types.
UltraPrime wrote: Also, regarding the Han reroll issue. If you follow the procedure step by step, Han will roll hits, then reroll if he wants, before the defender rolls any defence dice.
Yep, that's also true: p. 8 under the Modify Attack Dice step of the Combat Phase reads "players can ... resolve abilities that reroll ... attack dice results" and this step is directly before the Roll Defense Dice step.
Bought two of those. I don't care about all the space for accessories as I would only use that for taking stuff to the store and not storage. What I care about is putting ships in foam to prevent damage and this product does that well enough considering its price and the market for this sort of thing.
Also: I don't think that guy understands the product he's reviewing.
This message was edited 1 time. Last update was at 2013/04/04 19:56:16
I picked up Battlefoams trays, mostly because I already had a PACK 216 that they fit in to.
It's a good starting point, I'll definitely be getting custom Imperial/Rebel trays for ships cut once my collection settles down. I'm sure I'll be picking a third Firespray for instance.
I'm still trying to decide how I want to store everything, for taking out for games and in general. I purged my case of redundant target lock and number tokens, which helped a lot.
Set up for this game can be ridiculously time consuming, so paring down that sort of thing can definitely make a difference.
Third Firespray?? You're dedicated! I'm fine with my one and only. Our local store decided to go in on FFG league kits and had the first x-wing night yesterday and I took a few (mediocre cell phone) pics during the games. The first two games were for the prize support (some plastic target lock markers) but afterwards we had a larger game between the remaining players to see how the rules played above 100pts.
I'm liking the millennium falcon most in the Chewbacca variety (gunner, engine mod, push the limit, nien nubb) as it's got the staying power to survive the specials above it's pilot skill firing possibly at it but still leaves it with some room to maneuver as only the grunts will maneuver before it. In the big game (the pics above as well as the unlinked ones in my xwing gallery), I decided to leave the falcon to my fellow rebel and tried out "elite" x-wings instead. Luke and Wedge both with engine mods, push the limit, R2s, and proton torpedoes along with a similarly advanced a-wing (can't remember the character's name but it's the one who takes actions while stressed)... and they landed largely with a big thud. The range 3 alpha strike I had planned in the second pic resulted in only two total shields depleted after multiple missile and proton launches. Luke and Wedge then largely ran around like drunken frat boys whereas the two rookie x-wings (two left most models in the 2nd pic) kept proper formation and were the stars of my portion of the rebel fleet. The bagged 3 imperial fighters of various makes and a Scarlet Firespray between themselves whereas my 3 "special characters" took down less. The rebels looked like we had it solidly in the bag with a minor lead on the left and a crushing defeat for the imps with just one imperial fighter remaining on my right side but the empire did indeed strike back in the very last turn and almost collapsed the left flank with 8 out of 9 dice they rolled for damage landing (with several crits) despite rebel attempts to dodge. Since the store would be closing before we'd be able to finish another turn, we decided to call it a draw. My initial apprehension at larger games bogging down was largely dispelled with playing against a variety of opponents. My usual opponent tends to make an initial rush and then just soft turn for 3 rounds to get back into position making for long, drawn out games but that wasn't the case yesterday luckily in the first big game. All the players (and even a few lookie-loo bystanders) had a fun time time and I got to try out my new play mat as well.
Is it just me or is push the limit (PTL) a bit overpowered? I don't know if I was doing it correctly but I was effectively using it every single turn for two actions at the cost of limiting my movement options only. With Nien on the falcon, using the PTL card meant that I got a stress token for the two actions which I then removed in the movement phase of the next turn with a straight forward green move allowing me to do the same thing right afterwards. With the r2 units on the xwings in the big game, I was doing the same thing at the cost of green 1 and 2 speed maneuvers. Is that how you guys play it? The falcon was amazing at strafing with that combo (only had to turn twice to make sure I didn't exit the playtable) and the x-wings were insanely maneuverable (2 speed hard turns plus an addition boost with an action left over due to PTL).
I think next time I'll try my hand at playing the imperials and see how the tie interceptors work out both with and without PTL plus a generic firespray with a bomb as well as how some of the scenarios work as I've only played in team deathmatch style missions.
This message was edited 4 times. Last update was at 2013/04/14 16:27:13
We’ve entered the Alderaan system.”
–Admiral Motti, Star Wars: A New Hope
Upgrade your X-Wing™ play area! Fantasy Flight Games is pleased to announce the upcoming release of the Starfield Game Tile Kit.
Starfield Game Tile Kit tiles create a quality, custom play surface:
•Twelve tiles, each one-foot square
•Durable 2.5 mm fiber board
•Smooth, matte-finished card stock
•Wide possible range of vivid Star Wars–themed scenes
The X-Wing Starfield Game Tile Kit introduces twelve thick tiles that allow you to wage your X-Wing space battles above such iconic Star Wars features as Alderaan and the Death Star. Each of these sturdy tiles consists of matte-finished card stock mounted on 2.5mm fiber board and measures one square foot. Starfield tiles are all double-sided, and permit a wide range of possible configurations to create immersive settings as you fight for the fate of a galaxy far, far away....
Will buy..
3rd quarter 2013 shouldn't slip as its just card and FFG make loads of card products.
In case its not obvious, there are some tiny barely visible stars on the tiles as well. My first look at them on a smaller screen didn't let me notice that so I figured I'd mention it just in case someone else missed it. I would have preferred large cutouts of the terrain (obviously usable on game mats) instead of tiles but I can see why they went with the choices they did. The good news is that there are 12 tiles in the set so you can make a more reasonable 3'x4' board rather than the 3x3 that gets a bit claustrophobic even at 100pts depending on the squadrons used.
Cool, couldn't see the stars on this monitor either. I assumed they were WIPs.
Thinking about it, I have enough trouble with not shifting asteroids and ships around during a game let alone if they are on tiles that can also be knocked around.
Attend the Star Wars™ Game Experience, May 3rd–5th at the Fantasy Flight Games Event Center in Roseville, MN, and you’ll be among the first to learn of four upcoming ships for the X-Wing™ Miniatures Game!
yeah,
just saw that on the FFG website and posted in the news and rumours section here.
very exciting.
I think we will see a official lambda and the first EU ship.
I'd bet on the tie defender.
It's a cool ship and due to it's familiar Tie design it wont offend those that only want movie ships.
Its already been made by lego so Lucas Arts have approved it before for mainstream consumption...
Attend the Star Wars™ Game Experience, May 3rd–5th at the Fantasy Flight Games Event Center in Roseville, MN, and you’ll be among the first to learn of four upcoming ships for the X-Wing™ Miniatures Game!
ooooo... didn't catch that. I saw the mention in the press release about getting a first look at upcoming squadrons but not the mention of a specific number of ships. I'm going with the Imperial Shuttle Tyderium as #3 and... a z-95 as #4. The later wasn't in the original trilogy but its a needed addition to the rebel lineup (mediocre but cheap fighter).
Attend the Star Wars™ Game Experience, May 3rd–5th at the Fantasy Flight Games Event Center in Roseville, MN, and you’ll be among the first to learn of four upcoming ships for the X-Wing™ Miniatures Game!
ooooo... didn't catch that. I saw the mention in the press release about getting a first look at upcoming squadrons but not the mention of a specific number of ships. I'm going with the Imperial Shuttle Tyderium as #3 and... a z-95 as #4. The later wasn't in the original trilogy but its a needed addition to the rebel lineup (mediocre but cheap fighter).
I'm guessing that they probably aren't going to give only 1 faction a new large ship, so we would probably see four fighters instead- my bets on Bomber, B-Wing, Defender and Headhunter, as B&B are the only fighters left from the movies that need producing, and the Defender and Headhunter provide access to different "Niches" for their faction.