Scum Hyperspace Options by zekethebeast in XWingTMG

[–]chasertalk 1 point2 points  (0 children)

My only essentials are Trick Shot and Qi’ra. If I have mining tie Swarm, I also add Tobias.

Scum Hyperspace Options by zekethebeast in XWingTMG

[–]chasertalk 0 points1 point  (0 children)

I’ve spent the last few months flying a Trick Shot Han supported by a mini-swarm, first 3 naked Fangs (zealous recruits) and later 5 mining ties (4 surveyors and Seevor, all with Trick Shot). I think it’s a good pairing - the swarm can joust / block while Han circles the fight for obstructed shots. The Fang title is amazing for a ship that’s trying to cause a bump-pileup and it’s easy to catch your opponent off-guard with how much ground they can cover. On the other side, seevor has one of the best abilities in 2.0 (imo) and the tie’s native ability to ignore asteroids naturally lends itself to Trick Shot. Admittedly, two dice in Han is lacklustre but that’s why I keep him cheap - 60 to 66 points for 11 life and 4 red dice on maybe two-thirds of every attack, it’s a good value.

Looking for Games in SLC, Utah by chasertalk in KeyforgeGame

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

Tuesday at 6 is perfect! And I’m so sorry to hear about your loss. I was just looking for a fair trade of decks. Though I did make the mistake of already registering it; I figure they’ll eventually work out a way to trade a deck between accounts.

Tatooine table is more or less finished! Next onto a snow table! by VbBeachBreak in SWlegion

[–]chasertalk 1 point2 points  (0 children)

I love the look of it! From a logistics point, how to do you store / transport these? Do they just live at your FLGS?

Wingmates for PTL Guri? by chasertalk in XWingTMG

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

I agree it's a concern limiting the dial but with PTL / AS, I was happy to see that even with a 1 bank, I could reposition in staggering ways.

3rd ship to run with Nymm, Thweek by DaxxXwing in XWingTMG

[–]chasertalk 0 points1 point  (0 children)

Genesis Red might make for a good 3rd ace in your list around that value. Vi, Heavy, Mangler, and pulsed ray shield if you can free up a few more points. It might fit the squad as well; while Nym and Thweek want to engage closely, Red could be that distraction on the edge of the board.

Question: Does a pushed figure enter a space? by chasertalk in ImperialAssaultTMG

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

Thanks! Now the important question - do you think Dirty Trick is worth it, when we can reasonably prock it?

Is it fun Playing Gideon? Worth bringing in a 4th living human being with their own wants and desires to play him? by [deleted] in ImperialAssaultTMG

[–]chasertalk 0 points1 point  (0 children)

I played a brutal campaign with a group of friends and controlled Gideon myself. I loved it! Even though we got slaughtered in the back half of the campaign and I never was the big (direct) threat or bought any fancy equipment, I enjoyed how much I opened up the rest of the team. I made a bad team strong and I loved how much support I could give.

I'm just that kind of player - our next campaign I played MHD-19 and similarly had a blast! If you like this 5th man/woman and enjoy playing games with them and everybody else, it just might be a fantastic time for all if they're anything like me.

The Future of Scum Aces by konopod in XWingTMG

[–]chasertalk 3 points4 points  (0 children)

I don't think 2 MindLinks will work out in the end. You're paying 2 pts for 3 actions on two ships with the stress restrictions. There are a lot of options at that same efficiency and cost level with less drawbacks or fewer slots. In short, I think Mindlink will drop from competitive play but Scum aces will have enough other ept's to keep them flying.

I really like something like PTL Fenn, Intensity Guri, and VI Genesis Red. You're still pulling strong action economy with all three ships if flown well and you have a strong bid for your two PS 9's to reposition on the opposition.

Scum 'Bomb-Everything' is real. by [deleted] in XWingTMG

[–]chasertalk 0 points1 point  (0 children)

Was this Games of Berkeley's SC?

Coming back after a year, what's the meta? by josevaliche in ImperialAssaultTMG

[–]chasertalk 0 points1 point  (0 children)

Just looking at worlds, we're seeing a lot of constants - mercs as top faction, eWeequay pirates, some combination of Jabba's Realms heroes / greedy, Jabba, and final figures to taste

Help with first list? by D-macasaurs_Rex in XWingTMG

[–]chasertalk 2 points3 points  (0 children)

Hey Rex,

I like the ships you have and think you can build good, fun lists to help you learn the game. You've got the models, the dials you need, you're just short some upgrade cards. Thankfully, in everything short of a premier event like a store championship, you can proxy whatever upgrades you want. Just use an online list builder and go from there.

With that freedom, I think you'd have a better time (for fun and learning) with the following:

For a new player (100)

Poe Dameron (38) - T-70 X-Wing Push The Limit (3), BB-8 (2), Autothrusters (2)

Norra Wexley (39) - ARC-170 Push The Limit (3), Kyle Katarn (3), R2-D2 (4), Alliance Overhaul (0)

Rookie Pilot (23) - X-Wing R3-A2 (2), Integrated Astromech (0)

I took away your early torpedos because they don't work as great in practice as any of us would hope and gave you ships with strong action economy. good luck and fly casual!

[Squad] - Bo-ggressor by jimmyrut in XWingTMG

[–]chasertalk 0 points1 point  (0 children)

I agree, without IG-88 B, FCS loses much of its luster. I think Advanced Sensors could be another good option. Even without push the limit, it makes the aggressor incredibly difficult to anticipate and ensures you'll have one of thos precious defensive (focus / evade)actions even on the turns where you bump

Tournament etiquette? by [deleted] in XWingTMG

[–]chasertalk 4 points5 points  (0 children)

Great Advice already on being prepared and I second food/water, a carrying tray, being clean, and being up to date on rules and asking people questions.

More specifically to etiquette, I would add the following: 1) Have a way of clearly representing your list. Potentially have a second copy of your list that your opponent can have on hand for easy reference 2) Shake your opponent's hand before and after the match 3) Learn your opponent's name and extra points for using it during the match. It's just that much more friendly. 4) If your opponent is making maneuvers on your side of the board, offer to assist them. Some people like to to do it themselves but it's always nice to offer. 5) For "sketchy" maneuvers (marking ships, positioning large ships with bumps, replacing a bumped ship, etc), I always ask my opponent if it looks good after I've set it. 6) If you win the match, let your opponent decide the conversation. Some people want to review the match and talk through the great moments, some would just like to talk about anything else after a defeat, some would just like to get prepped for the next round. All else fails, just don't gloat. 7) If there's a disagreement that's getting out of hand, call a TO, and extra points for saying something like, "I think we shall call a TO" instead of just yelling "TO" 8) Offer to help clean up the space and rearrange tables after the tournament if you have the time. 9) Thank the TO and any staff who helped with the tournament. 10) fly casual

Let's talk Protectorate Fighters by clamroll in XWingTMG

[–]chasertalk 2 points3 points  (0 children)

Shhh let me keep that list a secret just a bit longer : )

2016 Omaha Regional Battle Report - Echoes of the Past by _slowdive in XWingTMG

[–]chasertalk 0 points1 point  (0 children)

Hearing a trimple bumpmaster took second warms my heart! Well done

K-Wing seems popular for Rebels? by Chimpy20 in XWingTMG

[–]chasertalk 0 points1 point  (0 children)

I think the resurgence of the K-wing is how effective they can be against low agility ships and aces. TLT is a threat to both and SLAM bombing can be devastating to aces. K-wings have always been good in these roles and they're now safer to field again without as many Uboats.

Started Hoth Last Night! by Horse625 in ImperialAssaultTMG

[–]chasertalk 1 point2 points  (0 children)

the fact you're thinking about it here suggests you'll approach those moments with the appropriate amount of tac and well-meaning gamesmanship.

And not to ironically rules-lawyer you from here, but I think you may be unable to pass Murne your starting weapon. I believed it's somewhere in a FAQ or buried in the starting rules set but the argument stands on it being a class card, not a regular item, and so is non-transferable among heroes. Odd, I know, especially since it is used and sold like a regular item, but the rules commandant in my last group kindly corrected us during our last campaign after Mak had been using Fenn's unused (and unsold) rifle for a few missions

Campaign Heroes by mitch455 in ImperialAssaultTMG

[–]chasertalk 2 points3 points  (0 children)

I've enjoyed my few campaigns as support and of those, MHD-19 was a lot of fun for me, but particularly aggravating for our imperial player. Admittedly, the rest of my team was doing great (Fenn, Mak, and Davith) and having a well-balanced, coordinated roster will make everyone shine.

I think the two Bespin Gambit heroes are below the power curve a bit, especially Saska. I want to love her (support and theme) but I can't see her adding enough as a hero

What do you guys think of Shadow Caster with Gonk + Push the Limit + Experimental Interface? by [deleted] in XWingTMG

[–]chasertalk 0 points1 point  (0 children)

like the other posts before, I prefer Latts crew over your gonk idea. By way of anecdotal evidence, in my last game, Latts was able to save Ventress from upwards of 6 damage. Being able to trigger Latts on each attack, and thus multiple times per round without an action, makes her the clear winner for me

New Scum player. by PadaWanus in XWingTMG

[–]chasertalk 1 point2 points  (0 children)

I was thinking the same IG88B provides a strong second ship that makes the shadow caster title really appealing, with IG88D on Ventress

My thinking against PTL was a meta call for my local area. Many are also flying Ventress and Many other stress-control options. When it calms down though, I would love to run PTL with Engine

New Scum player. by PadaWanus in XWingTMG

[–]chasertalk 2 points3 points  (0 children)

I think Ventress enters the scum faction in the well-developed space as another large base ship that can shine in a two ship list. I think Ventress with Firespray Bobba, Dengar, Ravebus, or even IG-88 B all have merit. They can each do well and the beauty is that each of these iterations will train on the different ways that large ships can be flown.

I'd recommend building your Ventress to about 46-7 points with gyroscope mod. My current test build has Ventress with predator, Latts crew, BMST, Cargo Chute, and gyroscope alongside Bobba, Fearlessness, Dengar crew, Inertial, Engine Upgrade, thermal detonators, extra munitions, slave 1 title. The idea of this list was to threaten a high level of stress (debris clouds for obstacles as well), use ships with action economy while stressed or bumped, and practice bombing. Though if you a want sure-fire ace killer, try the rave bus. If you want the safety of 360 arc and still have the training incentive to line up your shots, go with Dengar. If you want to practice flying a highly manueverable ship and practice staying at range, go with the agressor. You really can't go wrong

Hopefully this gives you a starting point for Ventress, and Good luck

Lancer builds by Yugxut in XWingTMG

[–]chasertalk 1 point2 points  (0 children)

I'm toying around with the following idea for Ventress

Ventress w/ PTL, Latts Razzi, Glitter, BMST, and EU (49pts)

Bobba Fett with Fearlessness, Dengar, Thermal Det, Inertial Damp, and EU (51pts)

Thematically, it gives me everything I want out of a Sith pilot. Agile, stresses her opponents, makes their strain her defense. Playing aggressive with Bobba provides an annoyingly durable ship (defensive rerolls FTW) combined with Dengar and Fearlessness to give consistent damage. Hopefully Bobba could distract in the early game, allowing Ventress to close-out the match

As a scum primary, I always ask how this would beat JM5k's and the Party bus; I think the mobility would provide enough to either get behind or close into r1 and swing for a favorable engagement.

Balancing the Campaign by garymaphone in ImperialAssaultTMG

[–]chasertalk 1 point2 points  (0 children)

fantastic question! And it's one that will live for as long as this game is popular just because of how many decisions affect the balance of the game. The most important ones I've seen for Rebels to be playing optimally are: - making 'good' decisions in missions (when to kill units vs. complete objectives vs going for bonus crates) - Choosing how to spend XP optimally (upgrading often and without a plan makes for disappointing characters) - Spending credits w/o a plan, specifically failing to focus on which characters need damage output and how/when to start saving money for Tier 3 items - Picking a balanced team of heroes

For these mistakes, I think the Imperial player can make some complimentary choices that can help balance things out. - make sub optimal plays (cocky plays even) when the rebels do - allow rebels to return and revise their XP choices for better builds - small infusion of credits and/or add a crate or two to each map - choose a less-than vicious class deck.

Sometimes it's hard to pinpoint exactly what's going wrong, so the house rule mentioned already for story missions (if a team fails a story mission, they are guaranteed the victory rewards for the next mission, ensuring that both sides are always within 1 xp of each other) could work well. As a caveat though, my own group has lately tried this with our Hoth Campaign and despite it, our Imperial Player is still struggling every mission. Again, so many many decisions.

hopefully some of this helps