tankdrop24
Tread First into Hell
- Location
- The Center of the Universe: Toronto, Canada
- Pronouns
- He/Him
...Now I can't decide, should I get this, or X-Wing? I'm not sure I can afford both!
...Now I can't decide, should I get this, or X-Wing? I'm not sure I can afford both!
...Now I can't decide, should I get this, or X-Wing? I'm not sure I can afford both!
Yes. I saw it.
Poor BFG, you will succeeded at last it seems.
Got a game up against most likely a Millenium Falcon + escorts this Tuesday.
Hope my current setup has the bite to get through that. Should I initially focus on the Falcon or on the pair of X-Wings (Or X/B) that are trailing it?
I don't mind the fighters being on a different scale too much, but the capital ships? I want the CR-90 to be dwarfed by the Star Destroyer.Well most people don't want to move their fighters with tweezers...
So I picked up the starter set yesterday. I've already played it a bit with some friends, but now I've anted up.
I really like A-Wings. Is it viable to run a solid A-Wing flight?
I don't mind the fighters being on a different scale too much, but the capital ships? I want the CR-90 to be dwarfed by the Star Destroyer.
Thanks for the info. So something like an E-Wing and 2-3 A-Wings?With A-Wings, not on their own. Backed up by an E-Wing though, and its gold.
Also, on that scale: the Star destroyer does dwarf the CR-90. Look at the pictures on FFGs page, and its easily 5 times the size, if not more.
Thats not a Super-Star Destroyer though, its the Victory class, Which is about half the size of the SSD.Thanks for the info. So something like an E-Wing and 2-3 A-Wings?
The Victory looks to be around 3 or so times as long as the CR-90 when it should be 6 times as long. The Nebulon-B should be twice as long as the CR-90. I can understand why they did it, as having a CR-90 and an SSD in the same scale would be pretty much impossible, but I am still disappointed.
Thats not a Super-Star Destroyer though, its the Victory class, Which is about half the size of the SSD.
I have a fairly tanky team: one X, one Y, one B and one Z.
Nothing too fancy, but from the look of it, it works. It's not going to set speed records or out-turn ties, but it's going to fuck up most anything that I can co-ordinate my action on. And that's relatively easy with the IPM. Might also make it a bit predictable when they start wising up around here
In theory I can strip the Falcon down in two turns; the Y ions his nastiest escort, or the one most up front., blount screws the Falcon's next turn. Concentrated fire from the B-Wing and Dreiss will take care of it. He's only got three ships, I have four. The turn after the clash, the "crunch" re-apply concentrated fire from Dreiss and B -if the first volley is at range 3, I am a lot more accurate at it, courtesy of having both Target Locks and Focus where it matters (probably on the B and Dreiss). Dutch then starts locking his fighters out of the fight meaning he either has to start shooting the tank-Y-Wing (puns, yes!) or have 1/3 of his firepower sent down the drain. Blount is by then just going to throw his two dice at whatever offers itself up as a target, the turn after I ion- missile him I can easily get 9 dice against the Falcon. With locks. And focus. Assuming he didn't blow one of my guys out of the void.
Pew-pew.
I really like A-Wings. Is it viable to run a solid A-Wing flight?
Could I substitute a heavy load of rockets for the extra punch? Especially Proton Rockets?*snip*
I'd say go for it. The A and E wings are the really only rebel ships that I've got any respect for. I'd run mainly As (As they are the only only rebel ships that can really keep up with a TIE-I) with an X- (Or better yet) an E to add a little punch
Could I substitute a heavy load of rockets for the extra punch? Especially Proton Rockets?
Alternatively, would a mini-swarm work? Tycho + PtL + A-Wing Test Pilot + Wingman + Assault Missiles (36), Green Squadron + PtL + Chardaan (19), 3 * Prototype + Chardaan (15*3=45). 2 groups, Tycho + Green zipping around doing 2 actions a turn and the Prototypes doing coming in hitting for a good amount.
Not to multipost, but the SSD thing made me forget what I was going to say
Remember that the Ion Turret has only range 1-2, so a properly shifty player can dance at the edge of the range of your Ions. If that happens, and your opponents starts hanging back, you can essentially start using the Y as a bubble of space denial. Put it where you don't want them to be. I've noticed that the Ion turret works best when used defensively or as area denial; instead of chasing dudes down to pew, pew.
If you start chasing dudes down ships to Ion them, it's real easy to get your Y poking out somewhere and get it smacked down before it becomes useful. An Ion Y should never be used on its own; it's either the hammer or the anvil.
On that note, If you have someone that your planning to have near the Y-WIng a lot, put Wingman on it so that you can have your Y-wing like, move at 4 speed, Jebus. You poor shmucks, how do you get anywhere? I'm serious. I just bought some rebel stuff because I want some stuff to lend out and because I've been a very naughty, naughty girl and not studying up on the opposition. Anyway, finally able to take a good look at the rebel dials, I was absolutely horrified at how limited they are. And so many red maneuvers, oh. my. god. You poor bastards, no wonder I've only lost one game ever (Well technically I lost two, but that was everyone else on my side dieing and me running my 15pt TIE off the board)
This is where the whole 'don't dogfight' come in: You don't chase down Interceptors with X-Wings, you use something else to blow ships off your arse. You are unlikely going to win a turnfight against a properly flown Tie with an X-Wing (barring tricks like hitting the brakes and so on).
It's the same tale of US fighters and Japanese Zeroes in WW2.
In this case B&Z is out of the question so it's a case of aplying the Thach weave and the included principle of gunning at your buddy's aggressor. Rebel ships are sturdy enough, just make sure that RB1 is a dangerous place to be around your ships.
You can always trade them off. Probably not 1-1 (though some people are mad enough to do so), but with that many you could do a simple "two ties for one blister you want"-thing and have a good deal out of it.