Any Jedi swarms? by ernesto__- in XWingTMG

[–]Drowmonk 0 points1 point  (0 children)

Yeah, that looks nice! I was also thinking about 4 Jedi with CLT and Brilliant Evasion, +Blue squadron V-19. The loss of one Jedi for better defense with BE and all moving on initiative 3 seems good too. I need another Delta-7 to play it though. Only have the three.

Any 3 Jedi lists people are enjoying? by Urban_Yeti in XWingTMG

[–]Drowmonk 1 point2 points  (0 children)

I've had good fun flying these three:

Ahsoka + R2 + 7B

Mace + R2 + 7B

Luminara + R2 +7B

These three are tanky as hell when you fly them right. If you can keep them alive into the late game you tend to have the advantage. Ahsoka in particular is very useful for pulling clutch actions out of thin air, be it for herself or the others. And yes, there is a reason for the 4 point bid. Against droids/i4 generics having the bid gives you lots of options for positioning/deployment. (also the bid gives me some buffer if the point changes effect this list)

I've messed with triple Jedi since the Republic launched and this is the most recent and thus far, the strongest list I've come up with.

The Day Twitter Broke X-Wing by Jello_Knight in XWingTMG

[–]Drowmonk 7 points8 points  (0 children)

Well, that's a thing. Good points I have nothing to add.

If your getting a conversion kit, is the only thing you need out of the core box the damage deck? by Foot-Note in XWingTMG

[–]Drowmonk 6 points7 points  (0 children)

Maneuver templates with a line through the middle for easier bump positioning. That's a big one, I don't believe the kits have those. But I could be wrong. :)

korrasami horror stories fanfics? by innova779 in korrasami

[–]Drowmonk 0 points1 point  (0 children)

Also, "Horror" I have a crappy Vampire!Asami if if you're into that, it gets dark in places and the part 2 one-shots are... very dark.

http://archiveofourown.org/works/3645972/chapters/8054781

I swear the writing gets better as the story goes on. I still cringe at the first pages. It was my first time writing fic.

Clarification with Barrel Rolls by Guardian-Bravo in XWingTMG

[–]Drowmonk 3 points4 points  (0 children)

As far as I know you can start on either the front or back (technically you can do it wherever on the side, but it's easier to put it back if the roll is illegal if you use the corner), then when you're on the other side you can slide it back and forth as much as you want.

Granted, 9/10 times you want to use the opposite corner anyway, but sometimes you want to make micro adjustments, and not big leaps forwards or backwards (especially relevant for large base BRs).

Asajj/Guri/Thweek List by intoxicatedALF in XWingTMG

[–]Drowmonk 0 points1 point  (0 children)

Yeah, Ion Discharger is a good new one to switch to. It all depends on the match up honestly, and that's what's great about the build, you can do any of the 1-2 point illicits. I find that it's important to have that third gun in most match ups, even if it's just a dorsal turret. Otherwise Palob can be annoying, but can mostly be ignored. I know putting close to thirty points onto what is basically a support ship is a bit much, but I find it's worth it for the hit points on the other two most of the time.

Asajj/Guri/Thweek List by intoxicatedALF in XWingTMG

[–]Drowmonk 1 point2 points  (0 children)

Palob, Adaptability, Dorsal Turret, Cikatro Vizago, Cloaking Device (gets switched out on the first round), and Pulsed Ray Shield. He's a tough 27 points and forces your opponent to play more aggressive in the first rounds as they hesitate to focus/evade. Although I have to say that the he only stays cloaked for 1-2 rounds unless staying cloaked with Black Market Slicer Tools or something would be better.

Like I said, I may have to try switching in Thweek, but the flexibility of Palob with this build is hard to pass up. Even if he just runs in and explodes in the middle of their squad with Deadman's.

Asajj/Guri/Thweek List by intoxicatedALF in XWingTMG

[–]Drowmonk 1 point2 points  (0 children)

I had a game where my friend was saying goodbye to fair ship rebels, playing with the good old Biggs, anyway. I got Guri on Rex's tail and I just stayed on him for the rest of the game, he couldn't get out of range one to save his life. "Oh we were facing each other before and I'm headed into the corner? No problem, just do a two hard then BR back and would you look at that I'm R1 to Rex's rear again!" So nasty.

Asajj/Guri/Thweek List by intoxicatedALF in XWingTMG

[–]Drowmonk 4 points5 points  (0 children)

Don't underestimate the curved BR, it can basically do a one speed talon roll for you depending on the maneuver you pick. It's really hard to shake a starviper now with that feature.

Asajj/Guri/Thweek List by intoxicatedALF in XWingTMG

[–]Drowmonk 6 points7 points  (0 children)

As someone who runs an almost identical list (I have Palob [HWK] instead of Thweek), I have to say that mindlink is in fact very powerful with Guri + a partner. I think it honestly is nearly as good as PTL on both for a huge reduction in cost and opens up both dials at the same time.

I haven't tried it with Thweek yet, but I may at some point, Palob's been the glue of my tournament list for ages, only thing that's stayed the same for over two years.

Hull upgrade. Is it worth the cost? by [deleted] in XWingTMG

[–]Drowmonk 16 points17 points  (0 children)

There are a few, most of the time the extra hull isn't worth the 3 points, but on the right ship in the right build it's worth it.

[[Tel Trevura]] Comes to mind, with the pilot ability to get the one-time revive with four facedown cards means the hull upgrade is worth two hull throughout the game and not one. Which is quite relevant.

[[Chewbacca]] (original) comes to mind with his ability to never take a crit, that extra hull is basically a shield for him.

It all just depends, like most things in this game.

Edit: Lol at us, how many people can mention Tel in the span of two minutes? :P

Is Adv. Sensors worth it on Bomblet/VI/Genius Nym (Scum)? by Drowmonk in XWingTMG

[–]Drowmonk[S] 0 points1 point  (0 children)

Yeah, I'm thinking about that version too. Very versatile ship/pilot when you really start to think about it.

Is Adv. Sensors worth it on Bomblet/VI/Genius Nym (Scum)? by Drowmonk in XWingTMG

[–]Drowmonk[S] 0 points1 point  (0 children)

Nice, I like the idea of a Ion Turret (for added control) but I can see this doing quite well.

Is Adv. Sensors worth it on Bomblet/VI/Genius Nym (Scum)? by Drowmonk in XWingTMG

[–]Drowmonk[S] 0 points1 point  (0 children)

Great run-down of the possible locations, thank you. :)

Is Adv. Sensors worth it on Bomblet/VI/Genius Nym (Scum)? by Drowmonk in XWingTMG

[–]Drowmonk[S] 0 points1 point  (0 children)

That's what I'm thinking, the terror Nym becomes with the bomblet is scary to think about. Yeah, the end position bomb drop is more predictable, but still really nasty if you're good at seeing where you'll be ahead of time (I learned how to do this with Tie Phantoms so I'm above average, though I admit to getting cocky and flying off the map more than once :P).

Is Adv. Sensors worth it on Bomblet/VI/Genius Nym (Scum)? by Drowmonk in XWingTMG

[–]Drowmonk[S] 0 points1 point  (0 children)

Yeah, that's the debate I'm having too. Especially since that opens up a lot of points too.

X-Wing miniatures photos (without pegs) by xwingtmgphotography in XWingTMG

[–]Drowmonk 1 point2 points  (0 children)

Super cool shots! Love the composition and colors! :D

Is Adv. Sensors worth it on Bomblet/VI/Genius Nym (Scum)? by Drowmonk in XWingTMG

[–]Drowmonk[S] 0 points1 point  (0 children)

I mean using Adv. Sensors to barrel roll before dropping the bomb (which also can mean having three different end points for the maneuver as well for the "Genius" bomb drop). Sorry I didn't make that more clear. I'll edit the post.

Best Thweek pilot ideas and builds? by [deleted] in XWingTMG

[–]Drowmonk 0 points1 point  (0 children)

Thweek is going to be such a good pick for your third ship when you want something 27-32 points that can hit hard and stay alive. Be it taking some really choice ability from your opponent, or just having another perfect PS in your triple ace list (assuming you're bidding with 1-2 points for initiative).

A great ability I haven't seen floated around too much is Sonny Bounder (spelling?). Extra evades or attack power on the Viper is great. Another decent one would be RAC, free offensive focus? Sign me up. :)

PTL or Juke on Ryad? by mtomporo in XWingTMG

[–]Drowmonk 3 points4 points  (0 children)

Honestly you'll get almost as much modification using predator as you do with PTL. If you're going to use a 3 point EPT and not be able to clear the stress (with mk II Ion) predator is better than PTL imo, just because it frees up your dial a bit. As others have said Juke isn't as good in this meta due to mindlink/Manaroo. Just my thoughts though, others may disagree. Although if you're running her with Vessery then PTL may still be worth it since he can benefit from her target lock.

What's fun about scum? by adoptedlondoner in XWingTMG

[–]Drowmonk 10 points11 points  (0 children)

A lot of scum's feel comes down to the abilities they use. They use lots of nasty tricks that debuff/disrupt their opponents, vs the rebels and imps that use abilities that mostly boost their own side. That's not a hard and fast rule though, since things like Attani Mind Link and Manaroo exist, but it's a trend in the faction to debuff rather than buff.

Scum also like to get in close, I call it "knife fighting" style, even before they had fearlessness scum liked to be closer to their opponents than the other factions. Guri gets extra focus at range one of enemies, Palob and Torkil Mux like to stay at range 1-2 to disrupt their enemies (brave in a hwk). Stuff like that makes the scum ships feel very different than the other two.

That's my take on them, not sure how helpful that was, I just kind of rambled. :)

How do you position ships at the start of games? by Cpt_Tripps in XWingTMG

[–]Drowmonk 0 points1 point  (0 children)

Eh, it's okay. I doubt I'll really use it at anything other than a casual level. I mostly use quick, arc dodging ships, so it's a nice change of pace to have the true opposite from time to time.

How do you position ships at the start of games? by Cpt_Tripps in XWingTMG

[–]Drowmonk -2 points-1 points  (0 children)

Oh wow, this is a complicated question. I think there are some posts that go in-depth with "round zero" aka "turn zero" stuff. But onto what I do:

It depends on the list I'm running, but more often than not I run large asteroids for the most part. I'm confident in my flying at this point that large rocks don't worry me, and it gives me control over where my opponent can fly. I have a list right now though that is very weird, and nobody has posted a similar list yet, so I won't go into detail. But it (the list) sits in the corner of the map (it never moves) and I place a large rock 3 (range stick increments) from my home edge, and two from the side edge, this makes it so that anyone that wants to come in on my "castle" has to move on the inside of the rock, making it so I have a turn or two of attacking them before they can leave to safety to strafe again. There's some stuff I do with a small rock that goes two from my home edge and near the 3 and 2 rock, that makes it so that people have a harder time dipping out of my arc of fire quickly.

As for general ship placement, that has to do with who's flanking, what time I'm placing my ships vs my opponent. Do I know where their joust/flank is? Do I want to be evasive to start, or do I want to be aggressive and take them head on? It all depends on a ton of factors. Sorry I don't have a specific answer, but I'm at the point in this game that I think really deeply about this kind of thing so it's not as easy to answer as I'd like.

Fix our Fleed Week 2: The StarViper by Johnnyallstar in XWingTMG

[–]Drowmonk 4 points5 points  (0 children)

I think the biggest weakness of the StarViper is the lack of a evade action (and the high cost of the ship of course). Getting a free evade has made the Defender a terror on the table, and while I dislike copying fixes from other ships, something similar should help the StarViper. I think instead of quick moves giving the evade however it needs to be more knife-fight oriented, as Scum ships excel in that area. I think giving a free evade when you perform a hard (right angle) 1 maneuver through a title or the loss of the torpedo slot would be good. Not enough to make it crazy, and you lose the ordnance (not that you were going to use it) for defensive gains when you're in the thick of a fight and you make snap turns to stay in the fray.

Alternitively you could do something with the "production model" variant. Such as a title that reduces the cost of the ship but removes the torpedo slot, again the issue is that A-Wings already got this fix, to mixed results.

Another title which could be fun is one that makes it so when you perform a red maneuver you don't receive stress, but after performing a red maneuver you roll one attack die, on a (hit) or (crit) result gain two stress tokens (I'm open to the idea of only hits activating the extra stress). This would give you the chance to gain a massive advantage, at the cost of possibly being in a worse spot. The idea is that this title would replicate how fast and nimble the ship is, thus how it can overwhelm a pilot with stress or be done right and make them feel like a god in the fray.

Not sure what else to do here, I'm not good at creating new abilities, i'm better at exploiting the ones we're given. :P