I really wish I had enough points for a good AEXZ list.
I also wish I could make a better acronym for that.
Biggs 25
E'tahn. 32
prototype pilot w/chandraan refit 2 (30)
z95 12
99
I think a wings combo with E' Tahn a little better than Zs.
I really wish I had enough points for a good AEXZ list.
I also wish I could make a better acronym for that.
Biggs 25
E'tahn. 32
prototype pilot w/chandraan refit 2 (30)
z95 12
99
I think a wings combo with E' Tahn a little better than Zs.
I'm so glad that the Phantom is not proving to be as fearsome as it once was held to be. And, i'm glad that the Z-95 is proving to be the scrappier unexpected gem in the wave.
From Wave 4 I've only picked up the Z-95, even though I mostly play Imperials. I just don't like the Phantom, E-Wing or Defender for personal thematic reasons.
Is there a story reason why they gave the Phantom that many attack dice?
I'm so glad that the Phantom is not proving to be as fearsome as it once was held to be. And, i'm glad that the Z-95 is proving to be the scrappier unexpected gem in the wave.
From Wave 4 I've only picked up the Z-95, even though I mostly play Imperials. I just don't like the Phantom, E-Wing or Defender for personal thematic reasons.
Is there a story reason why they gave the Phantom that many attack dice?
But I'm sad that the Falcon is more everywhere than it used to be.
Aye,
Facing 4 Falcon lists (3 of them dual Falcon lists..) out of 6 opponents almost makes you want to pick them up and play frisbee. ![]()
I'm so glad that the Phantom is not proving to be as fearsome as it once was held to be. And, i'm glad that the Z-95 is proving to be the scrappier unexpected gem in the wave.
From Wave 4 I've only picked up the Z-95, even though I mostly play Imperials. I just don't like the Phantom, E-Wing or Defender for personal thematic reasons.
Is there a story reason why they gave the Phantom that many attack dice?
At range one, it means the ship is basically rolling one die for each cannon. At range 2-3, it's harder to line up shots with every cannon, hence the attack dice penalty.
The Phantom has a pair of cannons under the cockpit, along with one at the tip of each wing. FFG seems to award dice to star fighters equal to the number of guns minus one (minimum two for star fighters like A-Wings and TIEs; the HWK seems to be the exception).I'm so glad that the Phantom is not proving to be as fearsome as it once was held to be. And, i'm glad that the Z-95 is proving to be the scrappier unexpected gem in the wave.
From Wave 4 I've only picked up the Z-95, even though I mostly play Imperials. I just don't like the Phantom, E-Wing or Defender for personal thematic reasons.
Is there a story reason why they gave the Phantom that many attack dice?
At range one, it means the ship is basically rolling one die for each cannon. At range 2-3, it's harder to line up shots with every cannon, hence the attack dice penalty.
They have such a high attack power because they're like Rogues in D&D. They backstab you. They're coming at you from unexpected locations making their shots hard to defend against. And because at 3 attack dice they'd be kind of... Same old Same Old.
Interceptor originally had four quad-linked laser cannons. Wookiepedia references one with six, along with a warhead launcher. We clearly don't have that one.
The Falcon has dual quad-linked blasters. The second one is somewhat represented through Gunner.
Honestly, if Phantoms had three attack dice, I don't think people would be nearly as worried about them. They wouldn't nearly guarantee a hit on every attack, or have one-shot capability. But they'd also basically be Interceptors with shields at that point.
Interceptor originally had four quad-linked laser cannons. Wookiepedia references one with six, along with a warhead launcher. We clearly don't have that one.
The Falcon has dual quad-linked blasters. The second one is somewhat represented through Gunner.
Honestly, if Phantoms had three attack dice, I don't think people would be nearly as worried about them. They wouldn't nearly guarantee a hit on every attack, or have one-shot capability. But they'd also basically be Interceptors with shields at that point.
And Gunner doesn't represent diddly. Fact is that the logic just isn't there. It's subjective to balance, and firepower in universe. (Still hoping for an Epic Falcon Mod that gives it a hardpoint for two attacks a round...)
The Phantom's extra attack dice likely represents the surprise factor of it coming out of stealth and attacking a flat-footed opponent.
Aye,
Facing 4 Falcon lists (3 of them dual Falcon lists..) out of 6 opponents almost makes you want to pick them up and play frisbee.
To be fair, did this to ourselves. All the hype over the Phantom drove people to run YT-1300 to counter the fear.
Aye,
Facing 4 Falcon lists (3 of them dual Falcon lists..) out of 6 opponents almost makes you want to pick them up and play frisbee.
To be fair, did this to ourselves. All the hype over the Phantom drove people to run YT-1300 to counter the fear.
Or counter the annoyance. I could chase down a Phantom for 60 minutes and still win, but do I really want to?
Aye,
Facing 4 Falcon lists (3 of them dual Falcon lists..) out of 6 opponents almost makes you want to pick them up and play frisbee.
To be fair, did this to ourselves. All the hype over the Phantom drove people to run YT-1300 to counter the fear.
This happened pre-Wave 4 mind you, but I agree.
The Falcon (and Dual Falcon) is here to stay. ![]()
Where Yt sales really that bad in decline 3 fiscal quarters ago?
I really wish I had enough points for a good AEXZ list.
I also wish I could make a better acronym for that.
Are you looking for "AXEZ" (axes)?
I got a chance to play this last night
Etahn with R7-T1, Predator
Gold Squadron Pilot with Ion Cannon Turret
3x Tala Squadron Pilot
My opponent was running 2 Outer Rim Smugglers with Anti-Pursuit Lasers, and Ibtisam with HLC and a few other upgrades I don't recall. I ended up losing (came down to a Tala vs a very wounded (1 or 2 hull left) ORS that was able to stay at Range 3), but I am very happy with how the Zs performed. If I hadn't had a lot of early asteroid collisions due to being fairly new and not being able to eyeball movement that well yet which stripped a fair amount of the Z's shields the game may have turned out much better for me. Still not sure Han isn't the better choice for the feature ship, but I think for me at least the Zs are there to stay.
I love them. Despite getting flamed on my regions FB page, I adore the Z-95. They just...perform!
I like to fly two lists:
XXXZZZ
Rookie Pilot x3
Bandit Squadron Pilot x3
Roark Denial
Roark Garnet
Ion Cannon Turret
Recon Specialst
Tarn Mison
R7 Astromech
Bandit Squadron x4
If you are suited to flying low PS/action denial, then please give it a whirl. It's my new AABBX!
XXXZZZRookie Pilot x3
Bandit Squadron Pilot x3
I've been flying this one, too and love it. The Zs can take a bit more punishment than TIEs and seem to stick around longer. Missing the 1 turn makes them turn slower but the X and Z dials are so similar that you can keep formation for a long time. I just wish you could put the Zs in front and still K turn the whole swarm...