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Star Wars: X-Wing Miniatures Game – A-Wing Expansion Pack» Forums » General

Subject: Runner up in Kessel Run event in Western Australia rss

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Rowland Pearce
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Queens Park
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PRIZE: Slave-1 and A-Wing











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Todd Warnken
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Can you post the maneuver template?
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Ed G.
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Please share the list you played! Thanks for the sweet A-Wing pics!
 
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Jeff Paul
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Tycho with Push the Limit. I think I may need to buy more stress tokens!
 
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Jake Di Toro
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TnT! wrote:
Tycho with Push the Limit. I think I may need to buy more stress tokens!


That's why the A-Wing comes with extras.
 
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Brain
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Isn't Arvel Crynyd the one who flew into the Star Destroyer taking it down in RotJ?
I love how they incorporated his "close combat" nature into the game
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Chris McDonald
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kamekkusu wrote:
Isn't Arvel Crynyd the one who flew into the Star Destroyer taking it down in RotJ?
I love how they incorporated his "close combat" nature into the game


Also interesting that he can't get elite pilot upgrades - I think he's the only named pilot so far that has that 'feature'.
 
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Robert M.
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But the Green Squad pilot can. Maybe Arvel Skynyrd just isn't that elite. whistle
 
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Brain
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cfmcdonald wrote:
kamekkusu wrote:
Isn't Arvel Crynyd the one who flew into the Star Destroyer taking it down in RotJ?
I love how they incorporated his "close combat" nature into the game


Also interesting that he can't get elite pilot upgrades - I think he's the only named pilot so far that has that 'feature'.


Garven and Biggs in the X-Wings and Horton and Dutch in the Ys can't get elite pilot upgrades. Also, most of the named Tie Fighters can't get them.
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Rowland Pearce
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@Mundane: My bad, I had added the link to the maneuver template photo in a post edit, but my internet is down at the moment and I was editing on my phone, and I guess it didn't go through.

@Ursus_Major: I made a post about the event in the Slave-I General thread, seen here.
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Thiago Aranha
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People should be careful not to forget that just because Tycho can perform actions while stressed, he can't attempt a red maneuver while stressed.
 
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Henrik Johansson
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Strange that it can do both 3 and 5 speed koiogran turn but not a 4...
 
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Nico
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That's probably due to space limitations on the maneuver dial, isn't it?
 
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Jeff Dunford
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Nice... Deadeye will finally convince me to put a Proton Torpedo on Garven Dreis.

*edit* ... if only Garven could use an elite talent. shake

"Noooooooo!"
 
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David Pontier
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Loophole Master wrote:
People should be careful not to forget that just because Tycho can perform actions while stressed, he can't attempt a red maneuver while stressed.


Tycho + Push the limit sounds good, but it is worth 29 points. And once you do 2 actions a couple times and accumulate some stress, you can forget about ever doing a koiogran.

Vader can already perform 2 actions per round (give him push the limit and he can perform 3 occasionally). Vader also costs 29, but he has one more hull point and one more pilot skill. He can still perform a Koiogran after taking two actions.

Though, I guess if Tycho turns and then uses his action to boost a bank in the same direction, that is 3/4s of a 180.

Okay. I'm warming up to the idea. And, half his movement template is green. Literally. 8 Green out of 16 potential moves. Including a green 2 turn. So he can almost pull a 180 and actually remove stress during the process.
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tom brown
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tycho with evasive manouvers, he can barrel roll all over the place.

deadeye would be sweet on darth vader, although it makes great pissibilities for a lower pilot skill fighter to fly in out of target lock range, focus, and then lauch torps or missiles when normally they wouldnt be able to.

edit: push the limit would also make him very fast indeed.
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Robert M.
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Piqsid wrote:
Though, I guess if Tycho turns and then uses his action to boost a bank in the same direction, that is 3/4s of a 180.

Okay. I'm warming up to the idea. And, half his movement template is green. Literally. 8 Green out of 16 potential moves. Including a green 2 turn. So he can almost pull a 180 and actually remove stress during the process.

I was playing around with the idea of boosting the other day, and found that if you have a target in your firing arc at the start of your movement, it's very hard to fail to have it in your firing arc after turning 1 and then boosting in the same direction at bank 1. There's a wedge you can't target in about the same position as the blind spot on a typical passenger car, but it's so small that a ship base won't really fit into it.

Basically I'm going to have to think of new things to do with the A-wing's K-turn (and the Interceptor's), because turn+boost puts pretty much anything squarely into your firing arc.

...and now I'm thinking how much fun it would be to move 5 and evade, then execute a K-turn at 5 and watch your opponent try to turn around to get at you. These things are going to be fun in mixed squads.
 
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Eric B.
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Can't really see a use for Deadeye. Am I missing something?
 
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Todd Warnken
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RogueThirteen wrote:


Can't really see a use for Deadeye. Am I missing something?


If you placed a target lock on a previous turn you could use a focus token to fire a torpedo or missile and then use the target lock to reroll dice.
 
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Chris McDonald
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Deadeye greatly increases your flexibility. You can shoot a missile at anyone (you don't have to know during the action phase who you want to shoot), or you could hold the focus token for defense if it turns out you need it for that more. Or you might end up too close to or far from your target to use missiles, so you could use the focus token to aid your primary weapon shot instead.
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cfmcdonald wrote:
Deadeye greatly increases your flexibility. You can shoot a missile at anyone (you don't have to know during the action phase who you want to shoot), or you could hold the focus token for defense if it turns out you need it for that more. Or you might end up too close to or far from your target to use missiles, so you could use the focus token to aid your primary weapon shot instead.

Yes, Deadeye is pretty cool at only 1 point. It makes you far less predictable of an opponent.
 
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Peter O
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cfmcdonald wrote:
Deadeye greatly increases your flexibility. You can shoot a missile at anyone (you don't have to know during the action phase who you want to shoot), or you could hold the focus token for defense if it turns out you need it for that more. Or you might end up too close to or far from your target to use missiles, so you could use the focus token to aid your primary weapon shot instead.


This,

Particularly with lower skilled pilots, say the A-wing Green squadron, a set of high skill pilots may not come into range until after you move. The turn after you will probably be in range 1 or 2 making the missiles less exciting. So Dead-eye allows low skill pilots (those capable of taking elite skills) to fire off missiles when they are the most effective. Sadly it doesn't help the Y-wings as they can't take the skill.
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Scott Arnone
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Also, Deadeye allows for a cool tweak to Trench Run scenarios--can't target lock the exhaust port.
 
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Eric B.
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tranenturm wrote:
cfmcdonald wrote:
Deadeye greatly increases your flexibility. You can shoot a missile at anyone (you don't have to know during the action phase who you want to shoot), or you could hold the focus token for defense if it turns out you need it for that more. Or you might end up too close to or far from your target to use missiles, so you could use the focus token to aid your primary weapon shot instead.


This,

Particularly with lower skilled pilots, say the A-wing Green squadron, a set of high skill pilots may not come into range until after you move. The turn after you will probably be in range 1 or 2 making the missiles less exciting. So Dead-eye allows low skill pilots (those capable of taking elite skills) to fire off missiles when they are the most effective. Sadly it doesn't help the Y-wings as they can't take the skill.



Oh, interesting. I didn't realize that the Green Squadron Pilot could take Elite Talent upgrades (odd that Green Leader cannot take them but the generics can), so I thought the only candidates for Deadeye would have been the 8-9 Skill pilots (Wedge, Luke, Tycho, et al) all of whom move and take their Action fairly late in the turn.
 
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Scott Arnone
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RogueThirteen wrote:
tranenturm wrote:
cfmcdonald wrote:
Deadeye greatly increases your flexibility. You can shoot a missile at anyone (you don't have to know during the action phase who you want to shoot), or you could hold the focus token for defense if it turns out you need it for that more. Or you might end up too close to or far from your target to use missiles, so you could use the focus token to aid your primary weapon shot instead.


This,

Particularly with lower skilled pilots, say the A-wing Green squadron, a set of high skill pilots may not come into range until after you move. The turn after you will probably be in range 1 or 2 making the missiles less exciting. So Dead-eye allows low skill pilots (those capable of taking elite skills) to fire off missiles when they are the most effective. Sadly it doesn't help the Y-wings as they can't take the skill.



Oh, interesting. I didn't realize that the Green Squadron Pilot could take Elite Talent upgrades (odd that Green Leader cannot take them but the generics can), so I thought the only candidates for Deadeye would have been the 8-9 Skill pilots (Wedge, Luke, Tycho, et al) all of whom move and take their Action fairly late in the turn.


I think with Green Leader being the first designated rammer, they probably decided to play it safe.
 
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