7 minutes ago, vbananas said:Reload action for the weapons disabled. Maybe the droid is a "Discard this upgrade to recover a shield"
possibly scrambler missiles for the disabled, maybe the mech is adds a temp shield for a round?
7 minutes ago, vbananas said:Reload action for the weapons disabled. Maybe the droid is a "Discard this upgrade to recover a shield"
possibly scrambler missiles for the disabled, maybe the mech is adds a temp shield for a round?
Just throwing this line of thought out there. Most people have said "Everything will just reposition out of the Bullseye arc."
Cool, if you have 1 action it effectively doesn't matter, you don't have defensive token mods either way. If you have 2 actions, cool you're in a slightly better situation of repositioning and probably taking a focus or evade if you're still in my arc which means you couldn't focus/evade because of the Bullseye arc.
This Bullseye arc is forcing certain actions from your opponent that if they stay in your firing arc is mostly a lose - lose situation.
Now will the chassis and dial be enough to get it to do the job done... we'll see...
Edited by RStan12 minutes ago, RStan said:Just throwing this line of thought out there. Most people have said "Everything will just reposition out of the Bullseye arc."
Cool, if you have 1 action it effectively doesn't matter, you don't have defensive token mods either way. If you have 2 actions, cool you're in a slightly better situation of repositioning and probably taking a focus or evade if you're still in my arc which means you couldn't focus/evade because of the Bullseye arc.
This Bullseye arc is forcing certain actions from your opponent that if they stay in your firing arc is mostly a lose - lose situation.
Now will the chassis and dial be enough to get it to do the job done... we'll see...
Yeah, but the upcoming meta seems like it's going to be more of dengar/miranda/dash/possibly rey and now imp aces.
most of those ships have reposition on tap and it doesn't hurt that much....... what may do is force more ps vs expertise debate on large ships, which is a pretty good trade off imo.
Edited by Ralgon33 minutes ago, Ralgon said:Yeah, but the upcoming meta seems like it's going to be more of dengar/miranda/dash/possibly rey and now imp aces.
most of those ships have reposition on tap and it doesn't hurt that much....... what may do is force more ps vs expertise debate on large ships, which is a pretty good trade off imo.
Currently I'm only considering VI on both Torani and Dalen which means I'm moving after most of those ships except Imp Aces that also decide to take VI, which I know is common. Partner either or both of these with a bumpmaster and it could work.
Just now, RStan said:Currently I'm only considering VI on both Torani and Dalen which means I'm moving after most of those ships except Imp Aces that also decide to take VI, which I know is common. Partner either or both of these with a bumpmaster and it could work.
True... as i've said here and elsewhere i think their groove is still going to be large base control lists, which if they are weak to imp aces isn't terribad (rock, paper, scissors , lizard, spock, shotgun, and all that)
9 hours ago, UnitOmega said:We almost need a full blown NATO reporting name system at this point. K-Wings, Kihraxz, Kimogila... they could even add the Krayt Gunship (Would basically be the Kimogila pushed up to large base for those who don't know).
You forgot Kyle Katarn, the Korellian Korvette, and the Krazy Kool Gunboat!
35 minutes ago, JJ48 said:You forgot Kyle Katarn
I never forget Mandalore The Bearded.
10 hours ago, Ebak said:I don't know. I've seen more SFs without LWF than I have with them. Guidance Chips and Missiles are pretty potent on them.
I've only really seen Quickdraw with Cruise missiles doing well (this was the corner case I've mentioned). In any case, back to my point, pretty much every single time I saw TIE/sfs doing well, they relied heavily on cards from subsequent waves (LWF or Cruise Missiles), which means that people calling them DOA in the context of wave 9 might not have been totally wrong.
As said above I feel that the Bulls eye will make people who can re position get the **** out of there since they don't want to take the extra possible punishment.
Stay on Target and Lightning reflexes might help to keep people in your Bullseye arc
7 hours ago, Raltus said:As said above I feel that the Bulls eye will make people who can re position get the **** out of there since they don't want to take the extra possible punishment.
Stay on Target and Lightning reflexes might help to keep people in your Bullseye arc
only if you have a ps advantage, which is unlikely unless you add vi to the aces which means no SoT or reflexs.
Edited by Ralgonor you are good at guess, plus you can always get it on some of the lower PS guys if you want to elminate them first
Please note that Gunboat is 14,95 USD while Kimogila is 19,95 USD.
Those Scramble Missles have to be very good
On 11/3/2017 at 4:29 PM, thespaceinvader said:Note that I said 'unless it has 3 turns'...
Exactly. If it has a speed 3 turn it's no worse or better than a TIE bomber, and it would make unhinged astromech a real choice, but less mandatory than it is on a Y-wing (where it turns a red turn green instead of a white one).
It's got enough hull to make salvaged astromech possibly worthwhile, a poor enough dial to make unhinged worthwhile, and is cheap enough to seriously consider R4 agromechs as a sort of fake fire control system (especially with reloading cluster missiles in the pot).
On 11/3/2017 at 9:04 PM, Ralgon said:what we have here is the wave of the anti large base.
It's definitely going to be a lot easier to boresight a large ship than a small one.
I have no problem with this. If you look at the top end lists for...a long time, really....then finding a list which doesn't contain either a large ship or a cluster of small ships wanting to stay at range 1 of each other (Crackswarm, Fairship) is not going to be easy, and these are the two archetypes which will be most easy to line up a boresight on.
On 11/4/2017 at 11:55 PM, RStan said:Just throwing this line of thought out there. Most people have said "Everything will just reposition out of the Bullseye arc."
Cool, if you have 1 action it effectively doesn't matter, you don't have defensive token mods either way. If you have 2 actions, cool you're in a slightly better situation of repositioning and probably taking a focus or evade if you're still in my arc which means you couldn't focus/evade because of the Bullseye arc.
This Bullseye arc is forcing certain actions from your opponent that if they stay in your firing arc is mostly a lose - lose situation.
Now will the chassis and dial be enough to get it to do the job done... we'll see...
And that's looking at the position of 'just' one ship.
I think, in practice, lining up a single bullseye is going to be easier talked about on forums than done on the table. Even if you've got Torani with VI, the problem is that if you miss with your arc by 'just a bit', then:
4 Cartel Brutes supporting each other can produce a nasty 'crossfire' lattice, where barrel rolling or boosting out of one arc will probably land you in another.
It's not that uncommon for FFGs release cycle to be faster than some ships finding their magic. Sometimes happens with cards that appear quite a bit later (cough cough TiE/sf cough).
It will find some place to stay.
3 hours ago, Magnus Grendel said:And that's looking at the position of 'just' one ship.
I think, in practice, lining up a single bullseye is going to be easier talked about on forums than done on the table. Even if you've got Torani with VI, the problem is that if you miss with your arc by 'just a bit', then:
- barrel rolling will clear your bullseye arc right over a small base and off the other side
- You won't know this until the combat phase. Judging if you've got a bullseye lined up at range 3 will not be that easy!
4 Cartel Brutes supporting each other can produce a nasty 'crossfire' lattice, where barrel rolling or boosting out of one arc will probably land you in another.
On the line of thought of getting multiple of these bullseye arcs setup to make the opponent to try and dodge, that's why I think Torani/Dalen/Bumpmaster could be a solid combination to start out with. Bumpmaster helps control the opposing ships and dodge 2 bullseye arcs along with dealing with that bumpmaster should be difficult. That's why I really wished they showed the dial so I could at least try this out on Vassal before I pull the trigger and buy 2 of these things when they come out.
Edited by RStanSomething to consider about Torani: you do not need to have the target in the bulleye to make use of the ability: you just need to make an attack and then whatever is in your bull's eye range gets it. The difference is subtle, but worth it. A PS 10 version could for example arc dodge Soontir while keeping him at the edge of the arc, shoot and declare the ability against another ship (let's say the Inquisitor).
Slap the title on it and now the Inquisitor has a hard choice: do I drop the focus and evade or take the damage? Do I attack back and get a stress or do I try to better manoeuver for next round?
Nothing earth shattering, but still interesting.
Kulda's ability works on all ships in the bullseye, too.
Which is just another nail in the coffin for howlrunner-boosted swarms
Are people just afraid of the new Bullseye ablity? if you have to make someone spend the PTL to get out of the arc and not get a shot you could be set up better for the next round since that person is possibly out of a good position for their next round.
It will be hard yes to get them in the arc at times but when you do or you catch someone out of position you could really lay down some solid fire. I also think that Tractor beams with these guys will help.
21 minutes ago, Raltus said:Are people just afraid of the new Bullseye ablity? if you have to make someone spend the PTL to get out of the arc and not get a shot you could be set up better for the next round since that person is possibly out of a good position for their next round.
It will be hard yes to get them in the arc at times but when you do or you catch someone out of position you could really lay down some solid fire. I also think that Tractor beams with these guys will help.
PS10 Rexlar with Tractor Beam, TIE/D, and maybe TIE mk II will be a solid counter to Torani and co.
Edited by Celestial LizardsTrue, throwing off the Bullseye is also a viable option and it would have 0 agi
2 minutes ago, Celestial Lizards said:PS10 Rexlar with Tractor Beam, TIE/D, and maybe TIE mk II will be a solid counter to Torani and co.
Ketsu is a pretty solid counter as well. Block him, throw him to where the arc isn't scary, then murderate him.
4 minutes ago, thespaceinvader said:Ketsu is a pretty solid counter as well. Block him, throw him to where the arc isn't scary, then murderate him.
The only issue I can see with Ketsu doing it is that she is a large base ship and the Gila seems like it will almost always have the large base ship in the arc unless they are very close to the edge.
2 minutes ago, Raltus said:The only issue I can see with Ketsu doing it is that she is a large base ship and the Gila seems like it will almost always have the large base ship in the arc unless they are very close to the edge.
Usually I've found with Ketsu that if you're using her ability at start of combat, most of the time the arc should be moved enough to throw off a Bullseye arc.
| Rho Squadron Veteran — Alpha-class Star Wing | 21 |
| Deadeye | 1 |
| Cluster Missiles | 4 |
| Tractor Beam | 1 |
| Jamming Beam | 1 |
| Guidance Chips | 0 |
| XG-1 Assault Configuration | 1 |
| Ship Total: 29 | |
| Rho Squadron Veteran — Alpha-class Star Wing | 21 |
| Deadeye | 1 |
| Harpoon Missiles | 4 |
| Tractor Beam | 1 |
| Jamming Beam | 1 |
| Guidance Chips | 0 |
| XG-1 Assault Configuration | 1 |
| Ship Total: 29 | |
| Rexler Brath — TIE Defender | 37 |
| Veteran Instincts | 1 |
| Tractor Beam | 1 |
| XX-23 S-Thread Tracers | 1 |
| Twin Ion Engine Mk. II | 1 |
| TIE/D | 0 |
| Ship Total: 41 | |
|
Try this. |
|