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Davyd Atwood
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Davyd Atwood commented on a post on Blogger.
Something I've been thinking of trying is a Rebel Operative with Ion Turret and Tactician.  Yes, you need to get the target in the fire-arc for it to work - but a HWK is almost as maneouvrable as an X-Wing when you get down to it.  And when it works, it will be very annoying.

Meanwhile, the HWK is a low enough threat that it should be a low-priority target, allowing that annoyingness to persist for a while.  And if they choose to go after it instead?  A HWK is also as tough as an X-Wing, and each turn they shoot at it they aren't shooting at your hitters.
Crew Member: Tactician
Crew Member: Tactician
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Davyd Atwood commented on a post on Blogger.
In my opinion, Munitions Failsafe is mostly a good idea, but in a situation where one is very likely to hit, not so much.  Lt. Blount should obviously never ever take it, because he always hits, even if he does no damage.  Likewise, I don't think I'd bother with Homing Missiles, since the odds are pretty good of doing something with those, too.  Or Advanced Torpedoes with Push the Limit.

But on Mooks?  It's awesome.  It keeps my Zeds a threat until they actually do some damage, and is pretty fun on a Bomber, too.
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Davyd Atwood commented on a post on Blogger.
Flechettes see a lot of use locally.  Partly because they're mean.  But mostly because the local scene seems to be dominated by Interceptors, B-Wings, and Falcons.

Against the Interceptor, the Flechette probably won't do damage, but it does screw up his day, because now he's got TWO stress to take care of.  That gives you a turn of him not doing what he planned to do.  (This also works very well against Phantoms, by-the-bye.) Against B-Wings and Falcons?  That cheap little torpedo will hit!  And of course the B-Wings take stress as well, whihc most of them have a hard time ditching.  Having my Ibtisam with HLC and Opportunist get pounded by Flechettes three turns in a row well and truly sucked.

Since you have become a reference source for a lot of people, I'm going to encourage you to revisit your explanation of how Hull works, because there's no such thing as "Hull Points."  There is Hull Value, which never changes.  And there is "Number of Damage Cards," which (barring special scenario rules) starts at zero and counts up as one gets shot.  When the "Number of Damage Cards" equals or exceeds the "Hull Value," the ship is destroyed.  When we say things like "How much hull does Wedge have left?" we're not asking "how many hull points does Wedge have?" but rather "What is the difference between Wedge's Hull and the Number of Damage Cards he's taken?" 

In other words, X-Wing's Hull is not ablative Damage like D&D Hit Points, but rather a fixed threshold to which cumulative Damage is compared.
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Davyd Atwood commented on a post on Blogger.
I've flown with -T1 on Ehtan, because while it is expensive, having Ehtan at all mostly committing you to a three ship list - and at that point, 3 more points on Ehtan isn't a big deal.  Paired with Outmanoeuvre, it makes the E-Wing quite nasty.

I keep meaning to fly this with Dutch, but keep doing something else instead...
Droids- R7-T1
Droids- R7-T1
themetalbikini.com
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Davyd Atwood commented on a post on Blogger.
I do find it hilarious that Americans (and, let's be fair, British) find "Adieu" and "Ado" sound the same; there's a reason all those other letters are in the former, you say them!  :D

As for Scum and Villany... I'm also waffling.  This comes out right as I've a) lost a significant chunk of income, especially from my play money, and b) find my interest in Transformers surging as my interest in X-Wing wanes.  So the fact that it's kind of "starting from the beginning" is a bit of a barrier to buy-in for me.

I also have strong doubts about how much cross-over there will be between Rebels and Scum.  Yes, they both fly Ys and Zeds, but that's because those are ships that are easy for non-military operators to obtain.  But the cards, dials and upgrades don't seem like they're going to overlap.  Less with the Zeds, but the given the introduction of the "Salvaged Astromech" upgrade, I have grave doubts that any of the droids in Scum will be useable on a Rebel ship, and vice-versa.

Still, there's nothing in the rules (as of this writing, anyway) saying that one's dial must match one's faction, so presuming that doesn't change, Most Wanted will give me a few extra ships for the Alliance - and with four Rebel Zeds all ready, I ought to be able to put damn near every Scum Zed on the map at once.

Also in the "meh" column is the StarViper.  I've never much cared for Shadows of the Empire as a story, and find the Virago another of those "what were they thinking" ships the EU spits out semi-regularly.  It's the first ship I'm seriously considering skipping entirely, never mind the supposed "Interceptors will love this!" upgrade that's in it.

On the flip side, IG-88 is done in a very cool and engaging way, and the Scyk is very appealing to me.  I like getting ships that are new and different, and I love the customability of the Heavy Scyk.

So...  this is coming out right as I've decided to start spending less on X-Wing, which means I'll almost certainly scale back from my norm.  But I think, at the very least, I'll grab a couple IG-88s and a flight of Scyks - and I'll probably end up picking up a Most Wanted, too just for the repaint.  But while it's things I want, I'm not OMG excited for it, not like I used to be.
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Davyd Atwood commented on a post on Blogger.
That's harsh, mate.  One of the things I love about my job is that when I go home, I'm done.

On the upside, having kids and a wife is a good thing, and far more valuable than posting on the internet!
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Davyd Atwood commented on a post on Blogger.
First, thank you for the links to Ms. Currie.  ;)  (Seriously, I'd seen a couple of pictures before but didn't know her name, so it's good to have that.)

Both of these ships are very exciting!  While I still think they dropped the ball with the 2400's fire-arc, just having a bit of variety in large ships is cool.  I want to see the generic, though, since that'll be the biggest factor in whether I want one or two.

Iceheart's a bit disappointing.  The game effect is fine, and will be useful - it just doesn't feel like it belongs on the woman who ran Palpatine's cloak-and-dagger service, had the ovaries to seize control of the Empire after his death, and was almost as good as she thought she was.  And she's a character who ought to be useful on a Huge Ship as well, and this card isn't.  But fluff reasons aside, the card is nice and I agree, it'd do well on a Firespray.

Ruthlessness has so many fun possibiltes, I don't know where to start!  Note that it's any attack, as well.  Green + Test Pilot + Ruthless + Push + Assault missiles anyone? :)

I do forsee confusion over the overlap rules with Oicunn.  It's possible to be touching more than one ship at once, but it doesn't happen very often.  The rule is only the ship next to where you finally fit counts, and it's not too often there's two perfectly side-by-side like that.  But I can see folks going "well, all four of those TIEs were under where my base was supposed to be, so I rammed them all, right?"  No.  (When you do your pilot write up, I'd recommend you call explicit attention to that detail.)

Overall, these look great, and I'm really hoping there's early product at GenCon!  :)
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Davyd Atwood commented on a post on Blogger.
Although the "can still shoot whilst on a rock" ability is useful, I think the real value of this card is "Can shoot through a rock."  And that's a useful thing to have.  But it's not game-changing; I think this card will expand the game a bit, but not break it.

Does Crew!Dash put YTs (both of them) on easy mode?  A bit.  It will make it harder for Interceptor builds and so forth, there's no denying that.  But it's most powerful use would be in actively hiding behind an obstacle and shooting through it, and that's a challenge indeed.

I do get why this is on Crew!Dash - otherwise, Pilot!Dash could take it and be ridiculous.  But I also agree that it's yet another shiny card for the Rebels that the Empire can't get.  However - the Decimator has a lot of toys in there too.  I remain hopeful that once that BUFF drops, it'll balance out the "Rebels get all the toys" feeling.
Dash Rendar Reveal!
Dash Rendar Reveal!
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Davyd Atwood commented on a post on Blogger.
Your thoughts mostly align with mine - and do include some ideas I hadn't had.  :)

As Naugdil pointed out, the other value of Nera is her EPT slot; a B-Wing with Predator at 29 points is pretty solid right there.  Or add a HLC to be 36 points; and she shoots late enough that Opportunist could be good too. But yeah, mostly she'll be using those torp slots, I think.  Right now, I'm thinking: Nera, Deadeye, REcon, 2x Flechettes, and Enhanced Scopes so she moves first and can be sure of getting those Focuses.  She's all about targets of opportunity anyway, so she might as well move first, right?

I'm fond of Jan's pilot ability anyway, and I think pairing her with Crew!Kyle may well be my favourite build for her.  But you ran down why that's good, so I won't repeat it.

And as an aside - YT-1300s are immune to flechettes, so that's much less useful for powering up Crew!Kyle.  :)
Rebel Aces Reveal by Sean!
Rebel Aces Reveal by Sean!
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Davyd Atwood commented on a post on Blogger.
I am shocked - shocked! - to find you neglecting your duties this way.  :P
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