I love this diagram:
... looks like a plan.
I just realized, if you had Push the Limit, and cluster-mined a ship to death thusly, you could immediately Boost into the space where it used to be...
Bathe in the blood of your kill.. ![]()
I love this diagram:
... looks like a plan.
I just realized, if you had Push the Limit, and cluster-mined a ship to death thusly, you could immediately Boost into the space where it used to be...
Bathe in the blood of your kill.. ![]()
Missile version has to deal with the Falcon's damage cancellation.
The Cluster AC Tempest swarm'll probably chew up a Falcon but that's a whole list.
you're always going to have to deal with the Falcon's 2 canceled damage unless everyone's running around with mines or outmanuever
Yeah, I expect to see a LOT of mines.
Missile version has to deal with the Falcon's damage cancellation.
The Cluster AC Tempest swarm'll probably chew up a Falcon but that's a whole list.
you're always going to have to deal with the Falcon's 2 canceled damage unless everyone's running around with mines or outmanuever
The theory there is multiple clusters in arc/range at once dealing guaranteed at least 4 a ship. 2 get blocked by goldenrod/evade and the rest are 1 green die a shot. Chews the Falcon to pieces.
I find it interesting that one of the example lists included cards that aren't put yet and that aren't in this wave. They were using the TIE Advanced fixes from the raider. I would not have expected them to do that, even though the cards have already been spoiled.
I wonder why the K wing is the only ship without the spoiled dial?
Because they always leave some elements of each wave unspoiled. Last wave we didn't get the "true" M3-a dial until release.
And because they need some things to spoil in the case that something doesn't get released as quickly as expected, al la the Raider.
Wow a preview thread that HASN'T erupted into a rules argument?? Keep up the good work guys
:D
Seriously though, the Interdictor is looking good.
It's almost as if they didn't break the rules in an example this time around. Maybe someone got told to double check their working before uploading the article this time around ![]()
I find it interesting that one of the example lists included cards that aren't put yet and that aren't in this wave. They were using the TIE Advanced fixes from the raider. I would not have expected them to do that, even though the cards have already been spoiled.
I noticed that too. It's nice to know they're that excited about forthcoming stuff! Also I think they just wanted to outline a Vader/Fel 9/9 combo with a Cutlass providing some much-needed tanking. I liked it, frankly!
I find it interesting that one of the example lists included cards that aren't put yet and that aren't in this wave. They were using the TIE Advanced fixes from the raider. I would not have expected them to do that, even though the cards have already been spoiled.
What's more surprising is the squads they did suggest actually all look pretty good.
What's more surprising is the squads they did suggest actually all look pretty good.
Hahaha right? Redline/Chiraneau sounds RIGHT up my street. Although I've already been tweaking a Redline/Whisper/Dark Curse list that's simmering on the back burner.
I love this diagram:
... looks like a plan.
I just realized, if you had Push the Limit, and cluster-mined a ship to death thusly, you could immediately Boost into the space where it used to be...
Bathe in the blood of your kill..
If you approach like this, you could barrel left and if you block the falcon and you hopefully got AS, you could do this AGAIN (given you got EM as well).
Of the 3 given lists, I think the first is the best and most solid, tho I would use 2 prox mines instead.
Redline is built all wrong in the 2nd list. I would give Redline FCS, EM, proton torps, and cluster missiles. This leaves 4 points remaining, which I'd put back on Chiraneau. It's one of those lists that is 1 point off from being ideal. I'm thinking Kenkirk might be better here. I do like the ion bomb on Redline if it fits.
The 3rd list is fine, AdvS vs enhanced scopes is a tough call on Deathrain. I think I like enhanced scopes a bit better and allows for cluster mines over prox mines (which I like a bit better on him).
Edited by Deadwolfsensors on Deathrain let you fart out mines and b-roll before you move ![]()
I think the deciding factor is choice, though. Sensors give you choice, scopes do not
Kinda sad we still don't know about Advanced Homing Missiles but I guess they wanna save them for another day. I've seen enough of the ship though that I will be pleased with the Punisher for the two I will get when they come out.
I love the Deathrain Pilot.
I'm curious to know now which maneuvers will leave you in your own blast when you drop a bomb to the front...
I'm curious to know now which maneuvers will leave you in your own blast when you drop a bomb to the front...
Hopefully the free barrel roll + your boost action will get you out of harms way.
The barrel roll is free right?
If you open any of the images and then scroll through, you can find the rules card for how Cluster Mines detonate:

Interesting that it doesn't count criticals, but that probably explains the single point over Prox mines. A prox mine averages 1.5 hits (average 50% change per die*3 dice) These average .75 damage per token, and 2.25 damage assuming they hit all three. Six damage is possible, but considering it is over twice the average, it seems unlikely. However, I'd still say they are well worth the cost of at least the mine tokens if you can deploy them accurately, which has always been the biggest issue with bombs as it were. They have always been good, but they are difficult to trigger. I'd definitely say in conjunction with Extra Munitions, even if you don't get them to hit ships, you can create some sizable obstacles for enemies to avoid, which is definitely an advantage on your part if you can avoid them yourself.
If you open any of the images and then scroll through, you can find the rules card for how Cluster Mines detonate:
Interesting that it doesn't count criticals, but that probably explains the single point over Prox mines. A prox mine averages 1.5 hits (average 50% change per die*3 dice) These average .75 damage per token, and 2.25 damage assuming they hit all three. Six damage is possible, but considering it is over twice the average, it seems unlikely. However, I'd still say they are well worth the cost of at least the mine tokens if you can deploy them accurately, which has always been the biggest issue with bombs as it were. They have always been good, but they are difficult to trigger. I'd definitely say in conjunction with Extra Munitions, even if you don't get them to hit ships, you can create some sizable obstacles for enemies to avoid, which is definitely an advantage on your part if you can avoid them yourself.
Odds of rolling 6 damage from running over all 3: (3/8)^6
Odds of rolling 3 or more... That's substantially higher than the Prox Mines' 1/8.
You really need to hit all 3 cluster mines for it to be good. That is an avg 2.25 dmg. If you only hit with 2 of 3 mines then you avg 1.5, which is the same as prox mine except you can't crit and you paid 1 additional point for it.
If you open any of the images and then scroll through, you can find the rules card for how Cluster Mines detonate:
Interesting that it doesn't count criticals, but that probably explains the single point over Prox mines. A prox mine averages 1.5 hits (average 50% change per die*3 dice) These average .75 damage per token, and 2.25 damage assuming they hit all three. Six damage is possible, but considering it is over twice the average, it seems unlikely. However, I'd still say they are well worth the cost of at least the mine tokens if you can deploy them accurately, which has always been the biggest issue with bombs as it were. They have always been good, but they are difficult to trigger. I'd definitely say in conjunction with Extra Munitions, even if you don't get them to hit ships, you can create some sizable obstacles for enemies to avoid, which is definitely an advantage on your part if you can avoid them yourself.
Odds of rolling 6 damage from running over all 3: (3/8)^6
Odds of rolling 3 or more... That's substantially higher than the Prox Mines' 1/8.
No argument there. Again, assuming they hit all 3 tokens, 3 damage will be relatively common. 6 will be FAR less common than 1, however. Which isn't really a problem, just an interesting point in the math.
Using bombs and mines in outer space, well I guess it is one way to take flying out of the game, now we can just lay minefields all over the place.
Getting 6 damage is a .2% chance. 1 in 500.
The two named pilots are awesome. It's a pity that can't equip Push the Limit. But I liked the Punisher.
Both have good abilities, doesn't need others ships to work and are very different in playstyle: Minelayer and Missilelauncher.
But the poor Bomber is a bit forgotten now. I suppose that Jonus is a good support for these new guys, and Rhymer will be happy with the new Homing Missiles, I guess.
Bomber needs a Title: Cost 0 - TIE Suttle - Only TIE Bomber - This ship gains "Crew" Upgrade.
Bomber's fine
it's 5 points cheaper than the Punisher, and actually an efficient jouster.
if you're not utilizing any of the fanciness of the pilots or system slot, you're better off with the bomber.
Using bombs and mines in outer space, well I guess it is one way to take flying out of the game, now we can just lay minefields all over the place.
it's the opposite
mines and bombs emphasize manuevering more than any other game mechanic because their doing anything is 100% dependent on your positioning and your opponent's
Edited by ficklegreendiceI'm curious to know now which maneuvers will leave you in your own blast when you drop a bomb to the front...
Apparently the 2 turn, 3 turn, 3 bank will always clear. The 4k and 2 bank will clear if you roll forward .