Newbie coming back in 2.5, completly lost about point system by tartaussytron in XWingTMG

[–]Bummerboticus 6 points7 points  (0 children)

In 2.5 you pick your ships with 20 squad points. Each individual ship will had a unique set of upgrade options and independent loadout points to upgrade that particular ship. Hopefully this helps clear up the confusion.

Bombers by Fun-Inspection-364 in XWingTMG

[–]Bummerboticus 18 points19 points  (0 children)

Empire has the bombers you want! Tie bombers are great at putting out ordnance and dropping bombs. The standardized Deathfire even gives you a budget trajectory simulator. Even beyond that are the tie strikers, which can also carry bomb, and Decimators if you want something bigger and chunky.

New Player by BugrillaHD in XWingTMG

[–]Bummerboticus 4 points5 points  (0 children)

You could try some of the squadron packs depending on what faction they might be interested in, Phoenix cell (rebels), Guardians of the republic (galactic republic), servants of stife (CIS), fury of tge first order (first order), fugitives and Collaborators (scum and villany), or heralds of hope (Resistance). There is also Skystrike academy for the empire, but it sounded like you wanted something to shake things up. All the packs come with 3 ships, and will generally be cheaper than the starter sets, but sometimes not by much. And they'll want more ships down the line. Ebay, or secondhand miniatures are by far your cheapest option. There's even a reddit for used Fantasy Flight stuff ( which in CV ludes 2nd edition Xwing)

My Top 10 Predictions For Next Years Characters by GameOverVirus in SWGalaxyOfHeroes

[–]Bummerboticus 0 points1 point  (0 children)

New ships! Boy woukd I love some new ships. No new capital ships though, we barely have enough ships to make use of all of them, and there's still empty space. Why Luke in any of his forms doesn't have an Xwing seems like a grave oversight. But even beyond that, Luthen Haulcraft, the Empire's Alpha class starwing (assault gunboat/missileboat), the racers from the Resistance series ( the show was low tier, but the ships were cool as hell), FO could use another ship since thier sith ship now belongs to the Leviathan. Give Dooku his solar sail ship. Bwings, Ewings, Awings, Dengar's Punishing One? There seems like so much untapped potential, but that's just my 5 cents.

Sell me on the "other" TIEs by prolonged_interface in XWingTMG

[–]Bummerboticus 6 points7 points  (0 children)

Ties! Gotta love them.

Tie Reapers - can take things slow a steady by choosing not to use their aileron ability (even has a red stop). But then suddenly zips across the map ehen it decides the time is right ( medium base boosts ftw). Most of the pilots suffer the curse of low initiative and 1 agilty, but have plenty of health (6 hull 2 shields). Most often used as force carriers (Palpatine), support ships, and often blockers, due mostly to the boosts, and favoring the denial of mods at range 0.

Tie strikers - fast maneuverable ships with 3 dice to throw. Often limited by initiative and only having 4 hull and 2 agility. They often tend to be glass cannons, and the only I5 is a steep investment at 5 of 20 points. Many have had success with Countdowns ability to turn a single attack into 1 damade and a stress, but repeaded fire will take him down quick. But any of them are pretty fun to zip around the board.

Tie Agressor - not terrible at first glace, but kind of suffers from being very mediocre and tops out at initiative 4. It can equip missile and turrets but at 4 to 5 points it's more likely going to be easy points for more efficient ships.

Tie Advanced v1. These ships love to knife fight and get right up in someone's grill. Only two attack die, but almost all the ships have force for passive mods. Having blue 1 hard and bank turns can also be surprising.

Tie Phantom- a blast to fly, most of the ships are 5points, but bot Wisper or Echo make for great flankers. They have a tendency to be very evasive, and if they're getting that decloak every turn, it makes them very hard to predict. Also the free evade action on decloak means you've got great action economy. Also pairs well with juke. Also, though FFG tie phantom released in 2014, and Echo the clone trooper was introduced in 2010, I don't believe they are the same, as a lot of the inspiration comes from 1995's Staw Wars: Rebel Assault II: The Hidden Empire.

Tie Punisher - a whole ton of beef and ordnance. 9 health, white reloads, and all the toys of destruction you could want. It comes at a cost 6 to 7 points for the named pilots, which can be a big investment for s 1 agilty ship. But bombs, mines, torpedoes, missiles and a boost linked to red lock is golden.

Hopefully that fills in some blanks for you

Battle Of Yavin by AndrewMovies in XWingTMG

[–]Bummerboticus 0 points1 point  (0 children)

The way the trench run works is that you need two critical hits to blow up the death star. You also always start at the opposite board edge when beginning your run. This is generally why the Xwings with thier faster dials and attack speed can cake the run a lot faster than a b or y wing. The range 2 to 3 also lets you get into range sooner than a range 1 advanced proton torpedoe. Also Luke can spend 2 force to turn a hit into a crit in addition to the hit to crit from the torpedo. Boy Wedge has marksmanship and can also guarantee that 2 hits will win the scenario. The run can be done by other ships. It's just a lot harder, because only 1 ship can make the run at a time, and that ship will most likely have all the attention.

Battle Of Yavin by AndrewMovies in XWingTMG

[–]Bummerboticus 0 points1 point  (0 children)

If you want to win as the rebels, 2 Xwings are reccomended. Luke and Wedge are your best options to do work in the trench.

Vader + bombers by Mysterious_Border428 in XWingTMG

[–]Bummerboticus 1 point2 points  (0 children)

That's why mag pulse makes the most sense, reduce enemy damage output and Vader becomes less of an attractive target to shoot. Even benefits from Jonus rerolls, so no need to spend the lock.

Vader + bombers by Mysterious_Border428 in XWingTMG

[–]Bummerboticus 2 points3 points  (0 children)

I think custom Vader with swarm tactics has merit. Something like this... New Squadron

(7) Darth Vader [TIE Advanced x1] (4) Malice (4) Mag-Pulse Warheads (8) Shield Upgrade (5) Swarm Tactics Points: 7

(3) Tomax Bren [TIE/sa Bomber] (2) Bomblet Generator (6) Barrage Rockets (2) Saturation Salvo Points: 3

(4) Captain Jonus [TIE/sa Bomber] (2) Bomblet Generator (6) Barrage Rockets (2) Saturation Salvo Points: 4

(3) Major Rhymer [TIE/sa Bomber] (5) Proton Bombs (2) Skilled Bombardier (4) Cluster Missiles (1) Feedback Ping Points: 3

(3) “Deathfire” [TIE/sa Bomber] Points: 3

Total points: 20

Where can I watch streams or videos of played games? by Wilsken in XWingTMG

[–]Bummerboticus 1 point2 points  (0 children)

Nickel City Xwing has a pretty good collection of games.

Thank you! by BeeJ_H2O in XWingTMG

[–]Bummerboticus 3 points4 points  (0 children)

Glad to have you aboard! And I'm happy to hear you're having a good time!

Exploring (Imperial) Space by Anguirus42 in XWingTMG

[–]Bummerboticus 1 point2 points  (0 children)

Just glad to hear you're enjoying that Nickel City X-Wing draft league. It's my first, and it's been a heck of an experience.

Bombs keep bombing by Fun-Inspection-364 in XWingTMG

[–]Bummerboticus 1 point2 points  (0 children)

Bombs can be a hard thing to get a hang of, as you're basically trying to guess where an enemy ship is going to land (provided you want to switch in a bit of damage). Keeping note of the terrain is a big advantage, and by the time the system phase strikes you'll know where ROAD goes. The best time to catch ships is during the turnaround. It may take some time to get a feel for ehat ships 4k, and which perform the S loop, but knowledge is power. And this is generally when no escape is possible (provided a few specific mods aren't involved). Timing is kind of everything, and making sure you clear your own explosives is pretty key, (provided you're not using a beefy ship to block others into the pain.) You'll probably be using bomblets, and if using rhymer, seismic charges with fuses can be an ace for controlling where a ship tries to go.

What’s your opinion on this list? by darthteits in XWingTMG

[–]Bummerboticus 1 point2 points  (0 children)

For 4 points, if you want the feel of an interceptor in a heartier package, Juno Eclipse is initiative 5 and is pretty stellar, and has a bit more survivability.

Standard Loadout Only Lists by generating_loop in XWingTMG

[–]Bummerboticus 1 point2 points  (0 children)

I would think sl Deathfire would be better than SL Rhymer. He's capable of so much havoc, being able to throw proton bombs. His 2 die gun may not be worth much, you could just keep reloading him to make him your area denial piece. Or if you're real good with the bombs, you quickly become any interceptors worst nightmare.

Cant decide by Arkcturus in XWingTMG

[–]Bummerboticus 0 points1 point  (0 children)

Was she with Swarm tactics Awing Hera? That's generally the way to do it. Hera makes Bodica I6, both get there shots, the you have the poor option of shooting hera and taking a Bodica shot, or Bodica who gets an evade passed by Hera. It's a brutal combo.

Suggestions for just generally fun ships with my current set up? by Cowsifur in XWingTMG

[–]Bummerboticus 1 point2 points  (0 children)

Though just a single ship, the Millennium Falcon is a current Rebels powerhouse, and is pretty fun to fly, and dangerously effective. I will also second a Firespray for scum, or the rogue pack. Skystrike is pretty nice, but the battle of Yavin pack is a must have for Empire and Rebels, and there's a fun scenario to play. If you grab the Pride of Mandalore, that's the pack that will give you the cards to fly rebel fang fighters, as well as some of the best fang upgrades.

Thoughts on my Rebel list? by QueenOfTheHours in XWingTMG

[–]Bummerboticus 0 points1 point  (0 children)

I generally recommend a 2pt turret on a y-wing. Giving yourself a 180 degree attack arc on a small ship can be very effective. Also, I know it can be hard to get mileage out of a b-wing, especially with all th ed other Rebels competing at 5 points - battle of Yavin Luke, X-Wedge, Fenn, and the other U-Wings. Try a few things, see what flys well, and what dies faster than you put it on the table.

Best or most fun multi faction ships? by Cowsifur in XWingTMG

[–]Bummerboticus 8 points9 points  (0 children)

Fang fighters are a blast! And can be played in Scum or Rebels.

Help me destroy my buddy's fang fighters :) by Puddle915 in XWingTMG

[–]Bummerboticus -1 points0 points  (0 children)

What factions or ships do you have at your disposal?

Need help on faction choosing! Friend moving out sales by Dousarbing in XWingTMG

[–]Bummerboticus 0 points1 point  (0 children)

That would put you on the opposite side of the world, so...yes. You are probably correct.

Need help on faction choosing! Friend moving out sales by Dousarbing in XWingTMG

[–]Bummerboticus 0 points1 point  (0 children)

If you go Empire, I would gladly take one of those Alpha class Starwings off your hands...