I give you another topic. Discuss amongst yourselves.
(Going to sleep now.)
I give you another topic. Discuss amongst yourselves.
(Going to sleep now.)
I mean, to be fair to Biggs, I think YMMV on a lot of these. I personally think with FCT/FC that Independence is not worth it, having used it some, especially since upgrading 4 B-Wings to a Speed 3 Scurrgh costs the same, but some folks have found uses for it; I also think Quantum Storm is an amazing title, where as Biggs does not. Different Strokes, people
I agree. And that's one more reason why I love Armada. ![]()
I mean, to be fair to Biggs, I think YMMV on a lot of these. I personally think with FCT/FC that Independence is not worth it, having used it some, especially since upgrading 4 B-Wings to a Speed 3 Scurrgh costs the same, but some folks have found uses for it; I also think Quantum Storm is an amazing title, where as Biggs does not. Different Strokes, people
I agree. And that's one more reason why I love Armada.
Agreement all around on this.
I read Biggs' work with a grain of official Steel Squadron Salt. I realize - like C pointed out - that these are always going to be based on Biggs' personal experiences, opinions, and preferences (Why are all of the MC80 titles be ranked so high? Because Biggs loves the flippin' thing.)
On this list I totally agree with him on Torryn. I think she is way overvalued right now by players. "Its like having swarm on everything!" Uh, no its not because you have to pay the price and be in range just like Biggs pointed out. She's still very good and I think a "B" sounds right.
On Flight Commander, I'm not as impressed yet as Biggs is. As a die-hard super omega Boosted Comms fan, I have tried to sub BC with FC and hate the change. It is a different idea. I love the way Boosted Comms gives you uber-flexibility in squad placement. The Flight Commander gives you very limited flexibility. Only your front area grows in squadron control. What I think FC does do well is give Anti Squadron before your squads have to attack. This can be great on dedicated AS ships like a Raider with Expanded Hangers. And of course it really shines on Yavaris.
I'm right with you on flight commander. I've kept my Boosted Comms on Independence because that flexibility is superior. I've opted for the FC/FCT combo on Yavaris, though, because Yavaris has no other options to boost it's threat radius. Having the two together in the same list gives the best of both worlds.
Edited by TruthinessWoah!
Its not boosted comms OR flight commander
Its boosted comms AND flight commander!
Oh the range
Woah!
Its not boosted comms OR flight commander
Its boosted comms AND flight commander!
Oh the range
Oh the points
Woah!
Its not boosted comms OR flight commander
Its boosted comms AND flight commander!
Oh the range
Oh the points
7
The same people spend on Wulff or Raymus
More importantly for me, it also competes for the officer slot. On Independence, I keep around that skilled first officer for Slicer Tool protection and flexible commands. Both is an unnecessary luxury.
Edited by TruthinessFAQ is up! So are my hot takes!
http://xwingtactics.blogspot.com/2016/10/faq-and-tournament-rule-update-101716.html
The fire control thing is so wrong...
The fire control thing is so wrong...
I don't disagree. Really makes you think why you'd ever take it instead of... you know... one of several better options.
"By Logic".
Completely Disagree.
The Sarcastic bastard in me asks "You going to write out all of the other things that now happen if you interpret it that way?"
ACMs and XX9s are my Favourite.
But in the meantime, I will continue to vehemently disagree with the assertion that this is logical... (As is my right
Nothing against you, Biggsy, I am just vehement that way
)
And I have already submitted my clarification question of "Damage Dealt this attack" Includes, or excludes, the Critical Effect part, or just the Damage that is doled out in points and suffered one at a time...
Edited by DrasnightaFire Control Teams just makes more sense on Vics. They aren't worthless or anything, but work best on a Victory or Liberty. Liberty because you can do XX9 and Ion Cannon Batteries and a Vic because you just do it better since Screed or Vader gives you great dice modification for APT or ACM + XX9.
The standard critical effect is that the first damage card is face up. Xx9 makes the first two cards face up. the standard crit is contained within the xx9 crit and there is no reason to think you should get three face up cards out of it.
So no, it does not follow that other effects cannot stack.
I do like Jonas with Gladiators, even a Glad 1 just needs its front Arc and APT's to likely pop even Bright Hope. If you are going a ship heavy fleet even 16 points is a high price to pay as you are already trying to skimp on Swiss and get a decent antifighiter screen to frustrate your enemy. Jonas still being heavy works against pinning bombers in place. Great ability but I think Saber, and IG88 will be a better combo for a MSU imperial fleet.
Gamma squadron is amazing btw. That one is definitely going in any Imperial MSU.
Not going to be out until after I play my World's games, but I wrote up my pre-tournament thoughts on strategy and my list. Got it set to release automatically after I am unceremoniously eliminated next-Thursday (Friday Morning).
Commander's Guide - Corellian Conflict TIE Fighters
http://xwingtactics.blogspot.com/2016/10/commanders-guide-corellian-conflict-tie.html
I'm not impressed with the TIE/Sa offerings we have in the pack. Sure, Gamma Squadron goes in the Rhymerball so it can actually tie up enemy squadrons that lack intel, but what else will it do?
Same with Jonus. If in a ball, that ball isn't moving far from the carrier because it has to be range 1 of Jonus to get the benefit. If I have cash by the time CC releases, I really want to buy some TIE Vanguards or TIE Scouts to fly with Captain Jonus, because his ability is better for a spotter fighter than a bomber. This might be the one squadron that I take for my capital-ship biased lists because of the canned Home One abiilty.
As for helping GSD-IIs that might be true, but would they be able to keep up? I usually see GSDs going speed 3-4 in their natural environments.
By contrast, the TIE Fighter and TIE Interceptor offerings are a lot more interesting. Sabers are my favorite for their utility and Valen for his tricky ability. While E-Wings have snipe 3 and Corran has Snipe 4, as mentioned Sabers get their re-rolls and buffs from Howlrunner and Flight Controllers to make their range 2 attacks up to 6 dice with one re-roll. Wow.
Pity this won't protect them from Ten Numb, who is a bucket of cold water on any combination taking hull-3 fighters into consideration. Shara Bey is the ice in that bucket.
Ciena, Bossk, Valen.
The Unshootables
I'm not impressed with the TIE/Sa offerings we have in the pack. Sure, Gamma Squadron goes in the Rhymerball so it can actually tie up enemy squadrons that lack intel, but what else will it do?
Same with Jonus. If in a ball, that ball isn't moving far from the carrier because it has to be range 1 of Jonus to get the benefit. If I have cash by the time CC releases, I really want to buy some TIE Vanguards or TIE Scouts to fly with Captain Jonus, because his ability is better for a spotter fighter than a bomber. This might be the one squadron that I take for my capital-ship biased lists because of the canned Home One abiilty.
As for helping GSD-IIs that might be true, but would they be able to keep up? I usually see GSDs going speed 3-4 in their natural environments.
By contrast, the TIE Fighter and TIE Interceptor offerings are a lot more interesting. Sabers are my favorite for their utility and Valen for his tricky ability. While E-Wings have snipe 3 and Corran has Snipe 4, as mentioned Sabers get their re-rolls and buffs from Howlrunner and Flight Controllers to make their range 2 attacks up to 6 dice with one re-roll. Wow.
Pity this won't protect them from Ten Numb, who is a bucket of cold water on any combination taking hull-3 fighters into consideration. Shara Bey is the ice in that bucket.
I am not sure if you read Jonus correctly. He just needs to be at Range 1 of the ship you are shooting at. Yes, not ideal for a ball but far from terrible.
I stand corrected! It is the other way around.