2 hours ago, Rinzler in a Tie said:- After he hits you, you take a stress or a damage
No stress from him attacking. He gives you a dmaage or forces you to discard all tokens.
2 hours ago, Rinzler in a Tie said:- After he hits you, you take a stress or a damage
No stress from him attacking. He gives you a dmaage or forces you to discard all tokens.
13 minutes ago, VanderLegion said:No stress from him attacking. He gives you a dmaage or forces you to discard all tokens.
Thanks for the correction. The stress only comes from attacking him back
He also doesn't need to hit to trigger the damage/token strip, just attack.
3 hours ago, Rakaydos said:
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Cant touch this.
My beef with the Bullseye arc is what a pain in the rear it's going to be to measure and check for all the time, especially at Range 3. Unlike firing arc, it's much narrower and will need to be checked far more often. It'll also be much harder to measure, because the line denoting the arc is much shorter than the line denoting the firing arc, as printed on the base. Finally, it is going to be overhung by the somewhat large Kimogila model, making it inconvenient.
Though, if it is the wideth of a range ruler, your pic has revealed to me that it may actually not be too much of a pain to check, if you can just stick a range ruler down onto the bullseye arc of the base. Much better than the inaccurate lasers or hovering a stick over the single line.
11 hours ago, miguelj said:Y-Wings being one rounded wasn't unusual even before super mega alpha strikes were a thing.
Yah but that was when there was 4-8 ships shooting instead of 2!
11 hours ago, ficklegreendice said:we'll have to trust FFG to make it bad
****, we got the g1-a in the same wave as the jump. just gotta hope the kim leans more towards the former
If the Kimogila leans toward being as bad as the G-1A, then its competitive usage will lean toward the same. Do we really need another dud ship nobody uses?
16 minutes ago, Rakky Wistol said:Yah but that was when there was 4-8 ships shooting instead of 2!
Actually, brobots were regularly one-rounding y-wings 2 years ago.
I am still going to get 2, see if I can make them work. FFG will do something that will make Nym go the way of Dengaroo and Deadeye scouts.
10 hours ago, AllWingsStandyingBy said:
My beef with the Bullseye arc is what a pain in the rear it's going to be to measure and check for all the time, especially at Range 3. Unlike firing arc, it's much narrower and will need to be checked far more often. It'll also be much harder to measure, because the line denoting the arc is much shorter than the line denoting the firing arc, as printed on the base. Finally, it is going to be overhung by the somewhat large Kimogila model, making it inconvenient.
Though, if it is the wideth of a range ruler, your pic has revealed to me that it may actually not be too much of a pain to check, if you can just stick a range ruler down onto the bullseye arc of the base. Much better than the inaccurate lasers or hovering a stick over the single line.
Buy a laser, it will be nearly necessary with the Bullseye I guess
I for one think that Torani Kulda fills a great niche. I would never run him at 40 points, because he is going to die quickly, but a build right around 33-34 seems about right.
Torani Kulda (27)
- Veteran Instincts (1)
-Cruise Missiles (3)
Long Range Scanners (0)
-Enforcer title (1)
-Unhinged (1) or R4 Aggromech (2) depending on the dial
Total: 33/34
It is a PS10 ship that is almost always hitting with full mods. Large based ships are going to be quite easy to hit with the bullseye, and then poor dengar is going to have no tokens or an extra damage before he gets to shoot. If he has expertise he will get one shot with it, and then get one stress and not have it for the 2nd shot. The ship isn't broken, which makes me actually excited to fly it. It is a heavy fighter, like the G1A, but it has an astromech slot. I think that will probably mean this ship has no sloops or tallon rolls because it is too unwieldy to have 2 sloops, and it would be obviously broken with speed 3s. I'm guessing a 4k and a 5k for turn around options. No 3 turns, but white 2 turns and red 1 turns. Greens are probably the same as an X wing. The biggest factor will be if the 4 straight is white or red. If red, it makes Cruise missiles much harder to use. If white, I think the ship will be just fine, and some people will whine, and others will like it just fine.
15 hours ago, Rinzler in a Tie said:This is such a ridiculous set up. Where are the asteroids? Who moved first? What actions were taken?
Psh.
The point is, Lining up a Bullseye arc on a small base is actually extremely difficult, because native barrel roll won't help - if you just missed the target ship with your bullseye, then barrel rolling will generally carry the bullseye straight past your target.
Pleasantly, this is not true with a large base, which you can effectively boresight on with a barrel roll since it's significantly wider than a speed 1 template.
A special rule which requires you to actually aim the front of your ship in the correct direction and which hits big ships harder than small ones? Looking forward to it! Just hope it doesn't end up being soley dedicated to the Killergorilla.
12 hours ago, AllWingsStandyingBy said:
My beef with the Bullseye arc is what a pain in the rear it's going to be to measure and check for all the time, especially at Range 3. Unlike firing arc, it's much narrower and will need to be checked far more often. It'll also be much harder to measure, because the line denoting the arc is much shorter than the line denoting the firing arc, as printed on the base. Finally, it is going to be overhung by the somewhat large Kimogila model, making it inconvenient.
Though, if it is the wideth of a range ruler, your pic has revealed to me that it may actually not be too much of a pain to check, if you can just stick a range ruler down onto the bullseye arc of the base. Much better than the inaccurate lasers or hovering a stick over the single line.
I suspect that's exactly the case - making the arc the-width-of-a-range-ruler-placed-in-the-manoeuvre-guides means that you don't actually need an 'arc' printed on the ship's cardboard base insert per se; depending on how the final version of the rules card is worded, that makes it easy to grant a bullseye arc to any other ship via elite upgrades, cannons, etc, etc.
21 minutes ago, Magnus Grendel said:The point is, Lining up a Bullseye arc on a small base is actually extremely difficult, because native barrel roll won't help - if you just missed the target ship with your bullseye, then barrel rolling will generally carry the bullseye straight past your target.
Pleasantly, this is not true with a large base, which you can effectively boresight on with a barrel roll since it's significantly wider than a speed 1 template.
A special rule which requires you to actually aim the front of your ship in the correct direction and which hits big ships harder than small ones? Looking forward to it! Just hope it doesn't end up being soley dedicated to the Killergorilla.
I'm pretty sure this is intended. Bullseye will be a counter to large bases with defense and formation flying while doing little to the most vulnerable to it (arc dodgers) unless the gilla pilot is lucky/exceptionally good using it for denial of repostitons.
Edited by Ralgon
Just wait until someone sits in the corner and castles pointing their bullseye arcs in 3 directions, then you will see how poorly designed this whole thing is by FFG. These last 2 waves, FFG must be drunk doing drugs to not notice how OP this really is. Everyone said I was crazy when I stated this about Nym. After 15 pages of people telling me how stupid I was, they finally saw the light.
Edited by eagletsi111
4 hours ago, Magnus Grendel said:The point is, Lining up a Bullseye arc on a small base is actually extremely difficult, because native barrel roll won't help - if you just missed the target ship with your bullseye, then barrel rolling will generally carry the bullseye straight past your target.
Pleasantly, this is not true with a large base, which you can effectively boresight on with a barrel roll since it's significantly wider than a speed 1 template.
A special rule which requires you to actually aim the front of your ship in the correct direction and which hits big ships harder than small ones? Looking forward to it! Just hope it doesn't end up being soley dedicated to the Killergorilla.
I appreciate the geometry and the "super-arc-locked" nature of the ship.
I don't think it's fair, though, to say that you will "just miss" and not be able to barrel roll into arc as the rule. The scenario is even more misleading when you consider that there are no asteroids - which create lanes that are range 1 ish apart.. Any ship passing through one of those will be hard pressed to not be caught in-in-arc. And then poof. Damage from the attack, damage or lost tokens, AND you get stressed if you attack back.
Waaaay too many perks of this thing especially considering they gave it to the faction that needs the least amount of help.
This ship counters the Silencer almost perfectly. It even has a higher PS.
16 minutes ago, Rinzler in a Tie said:It even has a higher PS.
It's not impossible that you could build Kylo Ren with Veteran Instincts. After all, he's getting action economy from Systems and Tech upgrades, which the Killergorilla isn't.
18 minutes ago, Rinzler in a Tie said:I don't think it's fair, though, to say that you will "just miss" and not be able to barrel roll into arc as the rule. The scenario is even more misleading when you consider that there are no asteroids - which create lanes that are range 1 ish apart.. Any ship passing through one of those will be hard pressed to not be caught in-in-arc. And then poof. Damage from the attack, damage or lost tokens, AND you get stressed if you attack back.
It's not a case that you will never be able to line it up, but it is a lot harder than might be expected. In the couple of times I've tried messing around with the rule, it's more a case of the arc only moving in finite size increments than the difficulty of predicting where to put it.
You are stuck with turning in 45' increments and sideslipping the arc in ~ 2-base-width-increments. There are plenty of cases at long range where literally no maneuver you can choose , including throwing in a barrel roll, will line it up.
27 minutes ago, Rinzler in a Tie said:considering they gave it to the faction that needs the least amount of help
Now that, I'll grant you. I think it's a great mechanic - 'pure' jousters really deserve some reward for the "I've got you bang-to-rights-sonny-jim" shot that's so hard to actually achieve - but I'd far rather it be on a platform-agnostic upgrade that would allow it to be bolted onto something like the B-wing or X-wing too.
actually, the ship has the same PS as the silencer if not lower (hello ren)
but as Magnus pointed out, even being able to roll doesn't necessary given you bullseye on the target (you might get him in arc, just not bullseye)
in fact, given the Silencer is priced like the IG gressor, you could say the silencer counters kimmy perfectly by being on a small base
(even got primed thrusters for the stress title)
one other thing we have to talk about is that the Kimmy cannot get sustained full dice mods if it plans to be barrel rolling. r4 aggro needs focus and doesn't synergize at all with LRS. LRS happens once, then it is very difficult to set up again (esp given how slow this thing will probably be). Stims are one shot (and suck on 1 agi, defensively) and apparently the EPT has VI nailed to it according to the forums.
so, forcing the Kimmy to barrel-roll has big consequences whether or not he gets his bullseye arc.
The ship seems to be built for burst mods, in which case it cannot fire if it rolls (deadeye or normal TL) or it can only fire on the opening engagement with LRS. You should be able to take 1 alpha on the chin, esp with autothrusters. If you get bullseyed more than once in a round...well, your opponent deserves the win
Edited by ficklegreendice21 hours ago, Stoneface said:A couple of things to remember.
1) It's only a game. The fate of the free world does not hang in the balance.
2) All builds can be beaten. Some are easier to fly and some are easier to fly against.
True @Stoneface , but the fate of the plastic miniatures world does hang in the balance, haha!
Yes, it will be beaten.....but isn't it odd that Scum always seem to get the tricks?
1 hour ago, Rinzler in a Tie said:I appreciate the geometry and the "super-arc-locked" nature of the ship.
I don't think it's fair, though, to say that you will "just miss" and not be able to barrel roll into arc as the rule. The scenario is even more misleading when you consider that there are no asteroids - which create lanes that are range 1 ish apart.. Any ship passing through one of those will be hard pressed to not be caught in-in-arc. And then poof. Damage from the attack, damage or lost tokens, AND you get stressed if you attack back.
Waaaay too many perks of this thing especially considering they gave it to the faction that needs the least amount of help.
This ship counters the Silencer almost perfectly. It even has a higher PS.
I'm cool with this ability, though it shouldn't be Scummy only IMO. And I think acr dodgers worth their salt will not have much issue if it truly does have a hard time turning, but recent Scum dials make me wonder if FFG can actually reign back in the dials of power for at least one ship since Wave 8 on the thieves end of the game. What I don't get is all these native barrel rolls on clunky ships...shouldn't this be a really hard native ability limited to the lightest and least armored/shielded dedicated arc dodging space superiority fighters so that it's an ability that actually means everything to survival and combat rather than be just another ability for OP ships to be more freaking OP? It should NEVER, EVER, EVER be on a ship with a turret, EVER. Yeah, this doesn't have one, but if the thing can't turn well, how in the world does it barrel roll??? What the heck FFG?!?
recent scum dials?
apart from the jumpmaster, all scum dials have been on par with other factions. Even their exceptional dials, the caster and fang, are interceptor greens (A-wing with greens at speed 3 instead of 2, and Tie/FO with trolls) with red 180 manuevers; i.e nothing you wouldn't see in other factions. And with those ships, it makes sense that the dial is great. The jump is only space/time anomaly god among men dial in the game
and even in wave 8, ffg gave us the g1-a alongside the jumpmaster. You can expect similar for this guy
as for why it barrel-rolls, well why does the B-wing? Why does the bomber? the defender? they can't turn for **** either
Edited by ficklegreendice
While I can't confidently say it adds to the OP-factor, the Scurrg dial is REALLY conducive to its play-style.
So, not god-like, but definitely a very strong dial for what the Scurrg does. Heck, that 3 Talon-Roll is so clutch for munitions (because, ya know, Advanced Sensors).
21 hours ago, Stoneface said:A couple of things to remember.
1) It's only a game. The fate of the free world does not hang in the balance.
2) All builds can be beaten. Some are easier to fly and some are easier to fly against.
Yes but it seems that increasingly to beat these top-meta builds, you need to have one of your own.
Ie you will not beat a top-meta list with a bunch of tie fighters or xwings
it may be conducive, but it also isn't that great as a dial. You;d have to be crazy to call it crazy
that's more the power of the system slot
19 minutes ago, william1134 said:Yes but it seems that increasingly to beat these top-meta builds, you need to have one of your own.
Ie you will not beat a top-meta list with a bunch of tie fighters or xwings
Not every build is a counter to every other build.
now, to be absolutely clear, I do think OT stuff should be brought up to around errated x7 levels of good
and TLTs need to be brought down to around the same level
and I want base outmanuever so arced ships have some innate advantage that turrets don't completely blow out of the water etc...
but anyway, the Kimmy really isn't anything special. It's a huge improvement over stuff like the B (unless Linked Batteries, which we can squint out re-rolls to primary and cannon weapon attacks, ends up being free) but we can't really hold anything to that standard because the bar is set so low. Even within the OT there's a giant skew with TLT Ys and Crackswarm basically invalidating everything else
Point is, we're
really
blowing this new B-wing out of proportion and while I love the idea of the bullseye arc I don't think every jouster needs it. I do, however, think it makes perfect sense for the X because it's got four giant comes that seem to converge on a set point, but sadly we're not getting that without reprinting the bases
21 hours ago, Gersun said:Torani Kulda (27)
- Veteran Instincts (1)
-Cruise Missiles (3)
Long Range Scanners (0)
-Enforcer title (1)
-Unhinged (1) or R4 Aggromech (2) depending on the dial
Total: 33/34
I wouldnt have LRS and R4 on the same ship. I think you are cutting out too many options with them in unison. It has the reload action, so you want locks as many times as you can get them on the ship you want to target. I think Chimps might be a better option, but that's just me.
On 22/09/2017 at 1:45 AM, Rinzler in a Tie said:Thanks for the correction. The stress only comes from attacking him back
... if he has the title.
On 22/9/2017 at 4:32 PM, clanofwolves said:True @Stoneface , but the fate of the plastic miniatures world does hang in the balance, haha!
Yes, it will be beaten.....but isn't it odd that Scum always seem to get the tricks?
I'm cool with this ability, though it shouldn't be Scummy only IMO. And I think acr dodgers worth their salt will not have much issue if it truly does have a hard time turning, but recent Scum dials make me wonder if FFG can actually reign back in the dials of power for at least one ship since Wave 8 on the thieves end of the game. What I don't get is all these native barrel rolls on clunky ships...shouldn't this be a really hard native ability limited to the lightest and least armored/shielded dedicated arc dodging space superiority fighters so that it's an ability that actually means everything to survival and combat rather than be just another ability for OP ships to be more freaking OP? It should NEVER, EVER, EVER be on a ship with a turret, EVER. Yeah, this doesn't have one, but if the thing can't turn well, how in the world does it barrel roll??? What the heck FFG?!?
If we are talking about """"realism""", any ship should do a barrel roll in the space. And for me, it's make no sense that is a ship ability, and not a pilot skill ability.
But it's the game. I guess that they thought that without the b-roll, the bullseye mechanic should be a death mechanic, so..