1 minute ago, Biophysical said:A better dial, depending on your preferences.
Probably, yeah. Though I'm in for the 1 talon roll on a medium base, I promise it'll be fair.
1 minute ago, Biophysical said:A better dial, depending on your preferences.
Probably, yeah. Though I'm in for the 1 talon roll on a medium base, I promise it'll be fair.
1 minute ago, millertime059 said:So here’s another thing to consider.
Vermiel with Vader and naked Soontir is 115 points.
How you spend the last 85? Without Vader there’s not a great choice. Feroph, however, gives you 87 points. Which is Duchess and Sabaac/ Countdown.
I've done it with two Sabers, which is okay, but some TIE Fighters to eat up space in the middle might be better. A couple Bombers seem reasonable. A couple Reapers if you want max beef. Tons of options now.
24 minutes ago, player3010587 said:What are your thoughts on Vader riding an in-your-face Vermeil?
It's going in my list.
Say... some new stuff in the Official Rulings thread, starting here:
As always, there are bigger questions left unanswered (and maybe they're not done for the day), but hey. At least it's updating...
Edited by theBitterFigI'm also pretty convinced that triple Jedi or Jedi/Jedi/ARC deserve a similar spot to "Unidentified Fat Turret Combo". So many of the ships are strong in their own right due to maneuverability and Force, but have these supporty abilities. I think there will be situations where they can use their support abilities on whichever ship is on the most critical position an the whole squad will be able to shift where its emphasis is each turn.
For 40k players, it's the equivalent of Tau Markerlights. Whichever unit needs a boost in performance this turn gets it.
10 minutes ago, Biophysical said:I've done it with two Sabers, which is okay, but some TIE Fighters to eat up space in the middle might be better. A couple Bombers seem reasonable. A couple Reapers if you want max beef. Tons of options now.
Yeah that was one of the first type of new hyperspace Imp squads I tried to build. Soontir, Vermeil w/ Vader, then _____? Kinda liking adding Duchess as her and Soontir both enjoy a bid of X amount so putting them together seems smart. Last ship could be a base striker, interceptor, Saber interceptor, or barrage bomber.
12 minutes ago, millertime059 said:So here’s another thing to consider.
Vermiel with Vader and naked Soontir is 115 points.
How you spend the last 85? Without Vader there’s not a great choice. Feroph, however, gives you 87 points. Which is Duchess and Sabaac/ Countdown.
I think Vader's better than Soontir in four ship lists because he hits like a brick and Soontir's a wet noodle. The four ship lists don't hit very hard so it's nice having a PS6 Ace that can come in and hit hard when you need to.
24 minutes ago, Brunas said:I'm saying I'm willing to bet that ship count largely correlates to success
Hammer the under!
I'm not willing to buy that premise at all. Only the handful of top squads in a faction really matter. Looking at extended the presence of say, the TIE Agressor, is just not relevant in any way to how well Empire does in that format. I won't say there's absolutely no correlation at all, more stuff means more chances to slot in a perfectly priced ship and more potential broken combos. But the efficiency of individual ships/combos within a faction matter way more than total ship count available.
If the Resistance literally had only RZ2s it would still be doing better than most other factions
Sigh, well better late than never.
Aw snap! Let the gnashing of teeth and rending of clothes begin
Edited by Makaze
57 minutes ago, Brunas said:ship count largely correlates to success.

14 minutes ago, Makaze said:Aw snap! Let the gnashing of teeth and rending of clothes begin
While those of us who read it correctly sit back and enjoy our popcorn. 😛
Just now, Hiemfire said:While those of us who read it correctly sit back and enjoy our popcorn. 😛
It was how I always thought it worked and then when 3PO was allowed at Krayt Cup I went "Neat".
24 minutes ago, Makaze said:Hammer the under!
I'm not willing to buy that premise at all. Only the handful of top squads in a faction really matter. Looking at extended the presence of say, the TIE Agressor, is just not relevant in any way to how well Empire does in that format. I won't say there's absolutely no correlation at all, more stuff means more chances to slot in a perfectly priced ship and more potential broken combos. But the efficiency of individual ships/combos within a faction matter way more than total ship count available.
If the Resistance literally had only RZ2s it would still be doing better than most other factions
Sure, but the more ships you have the more likely it is that you have an rza2, basically.
If we're getting random ships (starvipers?) added to hyperspace, every imperial ship has a chance at being the phantom, if that makes sense.
If every ship is roughly "fair" then the factions with more should be stronger as a result. Alternatively, if ship balance is an imperfect moving target then the factions with more ships have more chances of either getting an underpriced/overpowered ship and factions with fewer are impacted more by one of their few options being overpriced/underpowered. Neither of which sound like a good thing to me.
These hyperspace rosters for the original factions aren't far off from what I was hoping for eventually, I'm just more concerned that these new factions are getting launched into an environment in which they start disadvantaged. It feels like this just defeats the entire purpose of the hyperspace format.
Just now, Brunas said:Sure, but the more ships you have the more likely it is that you have an rza2, basically.
If we're getting random ships (starvipers?) added to hyperspace, every imperial ship has a chance at being the phantom, if that makes sense.
And if they're purely random I agree. But given that we got an ordnance carrier and the main ship everyone has been chanting for in Empire, both movie ships, they feel at least somewhat curated. Wave 5 Starviper with foldy wings, making that a modeling based inclusion, would surprise me exactly none. So feels like there's a method to the madness even if it's not purely balance driven or apparent to us. Besides we can look at what they actually did include, do any of the new ships look like an RZ2/Phantom level game changer?
I don't love the timing, the wave 4 stuff should have just waited till wave 4 came out but oh well
1 minute ago, Makaze said:Wave 5 Starviper with foldy wings
😒 With as small as the connection points would be I see this as a very stupid move if done. I get the "muh lore" aspect of the desire to have them movable, but ****. There is only so much space in these things and making the moving joints too small is just begging for allot of pissed off customers with broken "muh lore" accurate toys.
4 minutes ago, Chumbalaya said:I'm just more concerned that these new factions are getting launched into an environment in which they start disadvantaged. It feels like this just defeats the entire purpose of the hyperspace format.
The objectively correct price for a generic Vulture droid being 19, 20, or 21 matters far far more for the success of the clankers than the extra ships the other factions are getting. If they keep adding and don't rotate anything out I will totally agree, not much point to hyperspace. But not willing to call it pointless quite yet since we all always thought they were going to have roughly 6ish ships per faction in the end
I'd like to point out that the Republic sort of has 3.5 ships at the moment factoring in Delta 7b. Also, vultures cost too much.
10 minutes ago, Chumbalaya said:These hyperspace rosters for the original factions aren't far off from what I was hoping for eventually, I'm just more concerned that these new factions are getting launched into an environment in which they start disadvantaged. It feels like this just defeats the entire purpose of the hyperspace format.
This part right here ^
I have no problem with what ships they chose to join hyperspace within each faction, they all make sense. ALTHOUGH the timing doesn't make sense when 2 brand new factions are released already at a moderate disadvantage, but now even more so. It would've made a bit more sense around wave 4 or 5 when each of the new factions had time on the tables and a points update to go through.
1 hour ago, Brunas said:A U-Wing that trades 1 agility for one health, trades gunner for crew, potentially loses illicit, as well.
The main difference seems to be trading survivability from the U for a Kturn/OKish rear arc. I wonder how it works out.
The U-wing can't take Jan Ors [pilot] in gunner format. True, weapons disabled are needed to recharge, but that's for your turns with R2 and maybe a Plo Bro nearby.
Can we also talk about Jedi Master Sensor Jammer Jerk, aka Luminara? ARCs will love her.
Edited by player30105871 hour ago, millertime059 said:So here’s another thing to consider.
Vermiel with Vader and naked Soontir is 115 points.
How you spend the last 85? Without Vader there’s not a great choice. Feroph, however, gives you 87 points. Which is Duchess and Sabaac/ Countdown.
Why not hask and named striker to finish the list?
fel, vermeil crack vader, named striker with crack, and hask with crack, and that gives you 8-10 points to play with, maybe shield on the now bigger target vermeil, juke on fel, or upgrade hask to a saber? If the beatdown was good with vader pilot, why not vader crew and a better end game ace?
37 minutes ago, Chumbalaya said:I'm just more concerned that these new factions are getting launched into an environment in which they start disadvantaged.
Can we all just take a moment and appreciate just how ridiculously wholesome FFG has been since the announcement of 2.0 that we are worried a new release is underpowered?
On 2/19/2019 at 11:05 PM, GreenDragoon said:If precedent matters: they make the same with failed actions. It is a not-explicitly-exhaustive list.
Before I shut up again: Just pointing back to the discussion about failing actions a month ago: the rules update for the Quadjumper confirms that the list of "failed actions" is non-exhaustive and that some actions can fail even if they are not listed in the RR
Q: If a Quadrijet Transfer Spacetug uses its "Spacetug Tractor Array" action and cannot choose a ship in its front arc at range 1, what happens?
A: The action fails.
Back to Vermiel with Vader and Soontir, why not add a crack torp Tomax to the list? It isn't too pricey and can deal the pain. Since Vader crew has roughly the same damage effect as jam, throw on a tac officer and coordinate some focus to the bomber?