Painting up my Imperial Squadron, I want mine to be different enough on the table that I can tell which are mine without effort... Ironically, Vallejo's "Imperial Blue" is the color I used for my Warmachine Cygnar army and so... Imperial Blues they will be...
I think it is coming along quite nicely for a quick and dirty first pass... Touch ups and highlights to come, but thinking this will be what I end up with...
Mostly X-Wing... Some real life/job stuff here and there... Oh, and motorcycles too!
Wednesday, May 25, 2016
Monday, May 23, 2016
Imperial Learning Curve... X-Wing
More games in… Some
good and some bad. Plus side I now KNOW
why no one uses the TIE Punisher. Had it
kitted out fully, and between the FCS and the Autothrusters it performed “OK”… But coming in at almost half of my points for
a REALLY low agility ship? Really does
not fit well with the rest of my Imperial stuff… So, experiment run and confirmed my initial
thoughts about the ship. It will only
get worse when the Imperial Veterans are released. And as I am HOPING they hit before the next
League day at Titan…
Ran against Tony with his Dash/Ghost list. Since I learned to play the game on the
YT-2400, I had a pretty good idea how it flew and how to chase it down. My Punisher died early and without doing much
at all. The Valen/TIE Advanced Prototype
and Omega Leader on the TIE/fo flew quite well but in the end just do not put
out enough damage to bring down a VCX-100…
Well, at least not before the BFG gets them lined up. The Autoblaster Turret/Accuracy Corrector was
the perfect foil to the normal tactic of “get to Range one, dodge arc, fire and
repeat until you are dead or they are…”
So, lesson learned and I am getting far more used to the dials and how
the ships fly…
Second game today was against Allan’s Rebel list.. Chewie on the Falcon and a trio of Z-95’s
with Concussion Missiles/Guidance Chips.
Turned out a lot more one sided than I expected, but this was mostly due
to some odds being defied. Omega Leader
flew in behind a rock, and he lined up the Z-95’s… 3 Concussion Missiles, ended up with one
point of damage.
So, not really anything he did that was bad tactically, nor
was it really anything I did… I moved to
get the best Agility I could to try to force him to use up as many missiles as
I could. In the end, it is a dice game,
and they were VERY much in my favor.
Things went downhill quickly for him after that. Omega Leader ended up dying, but not before
pulling a few of the Z-95’s with him and piling on some damage on the YT-1300… The Defender was absolutely brilliant… The dial is forgiving, the Agility is huge… REALLY wanting to fly some of the new
ones. I suspect they will be even better…
Flew Valen twice, and to be honest, the Inquisitor is just
better until someone either has no other shot and gives me free actions, or it
is the last ship… In every case for me
today, the Inquisitor with the Range 1 silliness would have been better. And it flies SO much better against actual
Aces who depend on Autothrusters to survive…
So, that one I will be flying I think…
Sunday, May 22, 2016
Imperial Builds for X-Wing... And anyone looking for 40K stuff/Motorcycles?
Imperial builds…
Something VERY unconventional when compared to the winning builds I am
seeing. I see a LOT of the Imperial Aces
and Emperor/Aces lists and the Crack Swarms…
NOT bad lists in any way, just not really my play style.
DeathrainValenOmega (100)
"Deathrain" — TIE
Punisher
|
26
|
Fire-Control System
|
2
|
Proton Torpedoes
|
4
|
Extra Munitions
|
2
|
Concussion Missiles
|
4
|
Seismic Charges
|
2
|
Cluster Mines
|
4
|
Autothrusters
|
2
|
Ship Total: 46
|
|
|
|
Valen Rudor — TIE Advanced
Prototype
|
22
|
Push the Limit
|
3
|
Autothrusters
|
2
|
TIE/v1
|
1
|
Ship Total: 28
|
|
|
|
"Omega Leader" — TIE/fo
Fighter
|
21
|
Juke
|
2
|
Comm Relay
|
3
|
Ship Total: 26
|
|
|
|
This is just straight Ordinance… I want to run it at least once. A neat ship, and I honestly think it is at
least as good as the K-Wings. I’ve
kitted it out more as a Bomber than anything, but I find it amusing that I can
use Autothrusters and a FCS on it… Only
1 Green Dice, but I should see it come up as an Evade more often than not. Proton Torpedoes and Concussion Missiles
along with the FCS should give me a decent base to fire from… The 2 other TIEs are just there to keep
things off of the Punisher to allow the missiles and bombs to do the damage…
Or “In Valen’s Name”:
RudorBrathOmega (100)
Valen Rudor — TIE Advanced
Prototype
|
22
|
Veteran Instincts
|
1
|
Autothrusters
|
2
|
TIE/v1
|
1
|
Ship Total: 26
|
|
|
|
Rexler Brath — TIE Defender
|
37
|
Predator
|
3
|
Heavy Laser Cannon
|
7
|
Twin Ion Engine Mk. II
|
1
|
Ship Total: 48
|
|
|
|
"Omega Leader" — TIE/fo
Fighter
|
21
|
Juke
|
2
|
Comm Relay
|
3
|
Ship Total: 26
|
|
|
REALLY waiting on the Imperial Veterans to come out. The TIE Defender will get SO much better, and
there will be more Pilots. Stele and
Ryad along with the titles should make for an interesting list… NOT a lot of room for more stuff, so the
TIE/fo Omega Leader is about the best fit for the remaining points. Been flying that a fair bit and it is solid
for the points. Like the way the
Defender flies but the Heavy Laser is “OK” at best… It is expensive, but a solid ship. Still playing with the Elite Talents, but
really Predator and PTL are the ones that are almost guaranteed to be the ones on
the “post Veterans” builds, and pretty much what I’ll use now…
Trading for some Warmachine stuff, getting rid of some STAW
stuff… Prizes I’ve won, so NOT dumping
the game. Wanting to get more players
playing locally, so essentially giving away some decent things I’ll not use
myself in any case… Some of the ships
from the “Enterprise” series I never actually watched in any case… But Scott is a good kid, and I know he’ll
actually get some use out of them. I AM dumping
a bunch of 40K stuff… Will fill out my
X-Wing stuff I guess as I have a LOT of Warmachine/Hordes… Waiting on the new edition to drop next month
in any case for that… We’ll see. Cleaning basement and garage… STILL needing to be rid of motorcycles and
likely some ancient firearms/ammo…
Tuesday, May 17, 2016
X-Wing, living and dying by the green dice...
Played out another test game… I fielded a basic TIE Phantom, Rexlor Brath’s
TIE Defender and the Inquisitor’s TIE Advanced Prototype… Tony fielded N’Dru’s
Z-95, Mantoo’s Jumpmaster and Talon Cobrabane…
Loads of Ordnance. I wound up
running all three ships I fielded with pretty bare bones, and I see that there
were a few things REALLY needed. PTL on
the Inquisitor’s ship, and probably Predator on the Defender… So next time I drop the Phantom to a TIR/fo
so that I can get the two main ships where they need to be. Waiting on the Imperial Veterans to field the
eventual build… HOPING it is out pre
next League day…
Was weird playing fighters that depended SO heavily on the
Green Dice… The Defender not as much,
but even that is pretty heavily in that area.
One blank roll and that could well be it for the ship… Completely different, but seems like it is
fun to play, so we’ll see how it goes.
Friday, May 13, 2016
X-Wing... I guess I'll fly Imperial as well...
So, I guess I’ll fly Imperial too… I already HAD a few of their ships like the
TIE Phantom for a few of the cards…
Turned out to be a good thing as my S&V got Cloaking Devices… Well, kind of J… But in any case, I’ve been using a few of the
cards.
The Phantom is a REALLY solid ship. The 4 base Primary Weapon is huge for a
Fighter. Maneuverable as all get out,
and even after the rule change to “nerf” it, still annoyingly difficult to pin
down. Minus? Well, it is only 2 Shields and 2 Hull… Relies on the Green Dice and Actions/Tokens to
survive, and they WILL let you down eventually.
I’ve beaten them in the past forcing bumps then just attacking with
everything until they go down… PS 7 is
the normal maximum, but pretty standard Veteran Instincts (VI) makes it a 9… So a solid Ace level PS, but now something
that is easily matched or even surpassed.
Still, I play “a bit” more aggressively than most people, and the idea
of an extremely maneuverable 4 Attack ship fits well into my play style.
The Defender is another I snagged… With the Imperial Vets set coming out “soon”,
they get a HUGE boost on what I consider an already solid ship. Solid, not “optimal for tournament play" J… Now?
Give up your Missile and Cannon slots for -2 points AND the ability to
just get a free Evade for a 3+ Speed maneuver?
Wow. THAT is really quite good… And some of the new Pilots are pretty solid… Countess Ryad’s ability to take ANY Straight
and make it a K-Turn? So a Green 2-5
K-Turn on the dial… Do the Green 3, gain
a free Evade, PTL for 2 more actions? Or Predator for the passive re-rolls? 36
points seems a bit low to me, but it is still PS 5, and only the 3 Hull/3
Shield ship with the dependency on Green dice to live… A gambler’s rig, and one I am perfectly
comfortable with. Fly right at them, and
dare them to stop you…
Defender’s OTHER title gives you the ability to fire a
Cannon (3 or fewer points) THEN fire your Primary… For free.
So, I guess at least it is NOT a negative point value upgrade, but I
think the clear winner is the Ion Cannon at 3 points… Does damage, Ion is a real problem for almost
everything (need 2 for Large Base ships, but…)…
So, I think this really does kill off the Rebel ships easily, and
presents a problem for a LOT of the S&V ships. K-Wings being Small Based are especially
vulnerable to this and I think this is just another nail in their coffin. Y-Wings are right up there as well… Yes, both are fairly durable ships, but I
would not expect either to survive 2 turns against a Defender set up like
this. And there is a VERY real chance that
the vaunted TLT simply misses against the 3 Agility of the TIE. The Defender will be able to pile on Damage
and Tokens (Ion) to pretty easily kill anything low Agility… And frankly I’d put anything 2 Agility in the
“Lowish” range… I’ve had too many T-70’s
and Jumpmasters just fold under the piled on attacks…
So, avoiding the obvious high powered builds at the moment… Locally we see a LOT of Imperial Aces with
Soonter Fel, The Inquisitor, Darth Vader and company in most of those builds… The Emperor in a Shuttle and a pair of Aces
to back it up are a VERY popular build as well…
With my “higher than average” use of Ordnance and things like the Ghost
and her 4 base Attack, this is less a problem for me… But it kills the basic U-Boats and anything
Rebel pretty regularly… The Aces made me
change up my builds to the higher PS stuff to compete, and that has worked VERY
well for me so far… NOT saying that
someone flying generics or hordes of low PS stuff will do poorly, just not my
style, so I would not do well with it I think. The TIE swarm is still a VERY real thing, albeit with Crack Shot on say 6 TIEs rather than the old version of 8 basic ones...
But for my Imperial Squadrons? A Defender or two… A Phantom likely… J Well, that’s about it as I get close to 100
with just 3 of the basic fighters there…
Just have to choose the Pilots and upgrades to keep at or below the 100… Will be fun, but NOT anything overpowering I
suspect…
Tuesday, May 10, 2016
More League Testing... X-Wing
Got in a quick game today testing some theories… So, going with the Ghost based list.
HeraSabineJake (100)
Hera Syndulla — VCX-100
|
40
|
Accuracy Corrector
|
3
|
Autoblaster Turret
|
2
|
Intelligence Agent
|
1
|
Nien Nunb
|
1
|
Ghost
|
0
|
Ship Total: 47
|
|
|
|
Sabine Wren — Attack Shuttle
|
21
|
Adaptability
|
0
|
Autoblaster Turret
|
2
|
Phantom
|
0
|
Ship Total: 23
|
|
|
|
Jake Farrell — A-Wing
|
24
|
Outmaneuver
|
3
|
Chardaan Refit
|
-2
|
Push the Limit
|
3
|
Autothrusters
|
2
|
A-Wing Test Pilot
|
0
|
Ship Total: 30
|
|
|
Tony ran a nice Rebel list with Jake, Tycho and Jan Ors in a
HWK… Pretty rough, the Proton Rockets
tend to be especially brutal… But Range
1 is a HUGE limitation… Especially with
the Accuracy Corrector/Autoblaster Turret simply erasing an A-Wing without any
need to roll dice… Got in some good
practice flying the giant Ghost, and the A-Wing was pretty darn good… PS 7 however was good for the ability to
choose which ship activated and fired first…
Was “less useful” with ALL of Tony’s Pilots being 8+… But I AM getting better at using the Intel
Agent to estimate places to put my ships to the best effect. Deployed the Shuttle after the Ghost took its
third Damage… Was the right call. Sabine is REALLY good on the Shuttle. The Phantom was amazingly maneuverable, and
the other Autoblaster Turret on her…
That allowed me to pen in the Ace remaining nicely… Free Barrel Roll, good dial and pretty decent
shooting. Gave me a REALLY good way to
use the Intel Officer to put both of my ships on target…
Guessing this will be the build I bring next Month… Pretty good, but looking at something else
for the 30 points that Jake occupies… He’s
good, but… He died pretty quickly and I
think that is the expected result given the new and improved Ordnance these
days… The Proton Torpedoes on the
Jumpmasters are really likely to get in enough hits to erase most Rebel
fighters these days… The A-Wing relies
on Green dice to live, and those WILL fail.
But 30 points is NOT a lot…
Y-Wings? Maybe a StressBot? Limited to A, X or Y more or less I think… Biggs? Maybe.
Not really my play style though. Have
to come up with something I guess…
B-Wing? Not quite enough to run
something loaded out, but it would be another target, albeit a slow one…
Apparently a few Cons local(ish) coming up but not sure the date of the events...
Sunday, May 1, 2016
Titan Month 2 AAR
Titan AAR…
So, went with the Jumpmaster list with Tel and Dengar… Went 2-1, so did fairly well. Missed the cut for final four by just a few
points… Think in my last game, had I
killed one more ship I would have made the cut.
First game was against a fairly new guy… He had Corran Horn, Wedge and an A-Wing… I think Gemmer Sojan… He made a critical error early by leaving
Horn too far from Wedge. Proton Torpedo
almost killed him, but in any case put him down low enough TO be killed later. Wedge took the second Torpedo to the face,
and that finished him. Tel wound up
dying once, but Dengar was insane with his movement tricks…
Game 2 was against Ham’s Crack TIE swarm… Was a TOUGH game… But I wound up winning… Barely.
But honestly I was surprised that the Jumpmasters could take them all
out. Turned out to be a Turn Zero win I
think. I placed the Asteroids in tight
on his half of the field. He had to
split up to chase me, which allowed Dengar to do his thing…
Third game was another Wedge, Biggs, Airen Craken and a TLT
Y-Wing. The Y-Wing died easily, as did
Biggs… Unfortunately my heavily damaged
Dengar wound up not quite making a tight turn and flew off the table by a few
millimeters… He would have died to the
Z-95 and Wedge, but at PS 9 I would have at least shot back… Potentially doing enough to take one of the
bastards with me… Turned out to be the
new “Integrated Astromech” that kept Wedge barely alive as Tel exploded and the
Dead Man’s Switch had them at Range one…
So, like I said, 2-1 and a MOV that was just a few points shy
of the top 4 cut…
So back to Rebels I think for the final Month… REALLY liking the X-Wings with some of the
new toys out there… And the Ghost build
I have… Well, it would probably work
well… One of the final 4 was a 6 Z-95
build with Concussion Missiles all around…
So, that I think beats the TIE Swarms, and melts big ships in general… Guessing the Swarms thing will have to be a
serious consideration to deal with…
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