eviled209 – Team Covenant
  • Welcome to NOVA Squadron Radio! This week cover over all of the news that has happened in the last few weeks, including the reveal of the ARC-170, the new FAQ and its impact on the game, and the new Tournament […]

  • NOVA Squadron Radio – Episode 52: Imperial Veterans & the new Tournament Format
    Welcome to NOVA Squadron Radio! This week we are minus a lot of the standard crew as Origins was happening while we were recording. W […]

  • NOVA Squadron Radio – Episode 51: Wave 9 and Regionals Review
    Welcome to NOVA Squadron Radio! Sorry this one is late guys, between getting sick and the move it couldn’t be helped. This week we all the cool stu […]

  • Welcome to NOVA Squadron Radio! This week we are joined by a very Special Guest, Osoroshii, from the FFG forums! We discuss New TIE Defends, Heroes of the Resistance, and Paul leads us in a discussion about […]

  • NOVA Squadron Radio – Episode 49: Pimp My X-Wing

    Welcome to NOVA Squadron Radio! This week we are joined by a very Special Guest, Tony Bowmen, NOVA’s X-Wing modder aficionado, and three-time World Champion Pau […]

  • NOVA Squadron Radio – Episode 48: Ryan Fleming and the Ghost

    Welcome to NOVA Squadron Radio! This week we are joined by a very Special Guest, Ryan Fleming, winner at the Hoth Open and three-time World C […]

  • NOVA Squadron Radio – Episode 47: Mastering the Jumpmasters

    Welcome to NOVA Squadron Radio! This week we are joined by a team of special guests to help cover the exciting news coming out of Adepticon and d […]

    • Love your new show length, quick and efficient! (;-))

    • 🙂

    • Best episode!

    • The boba vs Proton Torpedoes is pretty clear.

      Boba :

      After performing an attack, if the defender was dealt a faceup Damage card, you may discard this card to choose and discard 1 of the defender’s Upgrade cards.

      Extra munitions

      When you equip this card, place 1 ordnance token on each equipped Torpedoes, Missiles, and Bomb Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead.

      So if you use boba on a proton torp they can discard the extra ordinance token instead. Better to use boba on deadeye probably

      • Agreed; Boba vs Extra Munitions looks spelled out clearly.

        • You’re probably correct, but the old Magic player in me wants to play devil’s advocate because of a very subtle difference in wording: Boba states that it is the attacker that discards the upgrade, whereas Extra Munitions says that ‘When YOU [the defender] are instructed to discard’ etc. In my mind that leaves some room for the other interpretation.

        • Hm. I’d missed that detail in Boba’s text.

          I agree, it is enough of a difference to bring it into question. In fact it’s enough of a difference to make me think Boba Fett probably does get around Extra Munitions. If Boba Fett does not, FFG would have to rule that when you use Boba and discard an enemy upgrade, what you are actually doing is instructing your opponent to discard the upgrade. That sounds a little convoluted. The alternative, that specified player matters, does line up with literally everything else in the game. Consider me convinced — I don’t think Extra Munitions works to counter Boba Fett.

          Curiously that leaves him in the position of effectively discarding 3 cards off of a torpedo Scout — Deadeye, Plasma/Proton Torpedo, and Extra Munitions. That’s 7pts in upgrades. There are more cruel spots (Dash’s HLC is 12pt in upgrades; Dash’s PTL can be even more fatal and is 6pts), but that’s pretty powerful if you can get the crit on a target.

        • Does that mean I have to make my opponent walk around the table to actually discard the card? 😉

    • Copy-pasted links are broken T__T

    • Loved a couple of Blair’s responses about them “taking a crap” on the Blue Squadron (which I think will be true of a lot of ships) and then the passing over the question about the bumpmaster.

      • The number of ships 2-shot by a 4 hit Plasma then a follow-up 4 hit PT is rather extensive. There’s not a lot in the game that survives that much damage. Before the 3 Scout list, the closest to it we had were lists like these:

        99 (x3) Point Vet w/ Predator, HSI, HLC, Shield
        99 (x3) Point Vet w/ PTL, HSI, HLC, Shield
        99 (x3) Point Vet w/ PYL, HSI, HLC, Engine

        These are PS 5 lists. However they are less accurate even in ideal situations (Predator dislikes PS 3+ and is less accurate even vs PS 1-2; PTL dislikes PS 6+ and is less accurate even with TL+F), MUCH less durable (because Focus is needed badly to defend), and far less able to play a close range game. Scouts gave us better accuracy, better durability to reply vs things of higher PS, and a very deadly close range positional game.

        If you’ve ever faced a triple HLC Scyk list, you know they aren’t exactly jokes. It’s a scary enough list and can win games. There’s a reason 3 Scouts is doing well. It’s a tank list like nothing the game has seen before.

        • PTL not PYL. Missed my edit window.

        • Totally agree, and the fact that it’s very challenging to drop a boat before it fires with deadeye make its relatively low PS a minor point, at least in terms of the the combat engagement, which is arguably its one weakness, though it turns it into a fantastic blocker against aces. Even if its low PS allows for it to be arcdodged, it’s still getting a relatively accurate 2-3 dice turret attack. It was interesting to see Nathan Eide fly Soontir pretty well against three, and then two, but he often had to give up shots of his own to make sure he was simply taking the turret shots. Before watching the last couple of games from Hoth, I often thought that R4 agro was the way to go on these, but seeing Overclocked used to bolster the defense of the two agility ship and then still allow the torpedo to fire was downright frightening. I’m very curious to see where the game goes from here, and what they do with ships that are especially vulnerable to it because I feel like those ships will have a long way back into the game.

        • Interesting quirk of B-wings vs Plasma Scouts, though, is that they’ll probably have shields to lose. Contrast with, say, a Y-wing, which could easily lose it’s 3 shields from the Plasma, but avoid a 4th damage because it rolled a non-blank with its green and perhaps spent a Focus token. It’s now got 5 hull for a Proton to hope to draw a Direct Hit against. B-wings really can’t avoid 4 hits with a Plasma, and might just take 5, giving the Proton some room for failure.

          It’s yet another reason I’m super-looking forward to Imperial Veterans. A Delta or Onyx with the x7 Title, with not-terrible rolling will lose 3 shields to a Plasma Torpedo, but just save its tokens for the Proton followup, probably only taking a single Crit. More importantly, though, if the Plasma rolls bad, or the green dice are hot, the TIE/x7 can use both tokens to defend, voiding all damage from the plasma and taking the Proton on the shields. Unlike a B or Y (which admittedly cost less), the TIE Defender is largely immune to the primary shots coming off of the Scouts. If a good approach can see you avoiding one of the three Scout arcs (it should), you can get under their torps and make things pretty interesting without losing a ship on the way in.

        • A healthy B-wing will take 5 from a Plasma much of the time; 4 only because it might Evade one of the 4 hits the Plasma rolls. If it does, it’s at 1S 3H and must also Evade a PT 3H1C result. The odds of B-wing survival are lower than Y-wing survival.

          Y-wing would actually be a good damage sponge vs 3 Scouts (just barely), if it had a build that let it fight well. You’d want to be PS 2 with Boost to block, or PS 4 to shoot first. You could expect Scouts to Barrel Roll in order to try and control range and dodge your arcs.

          28 Gray w/ R3-A2, TLT, BTL-A4
          54 (x3) Tala w/ Assault Missile, Guidance Chips
          18 Blount w/ Thread Tracker

          This squad has the firepower to kill the lead Scout before it shoots, and (if TLT isn’t needed to finish off the target) also double-stress a second Scout. Assault Missiles threaten to put 3 splash damage on each of the other Scouts before the make Range 1, making it possible to kill another Scout on the following round; Stresshog may be free here once again to double-stress the last ship.

          28 Gold/Thug w/ TLT, Engine
          72 (x3) Gold/Thug w/ TLT

          Boosting Gold/Thug plays blocker against the enemy Scouts, shutting off Deadeye on 1-2 ships. The following turn another Y-wing dives in to block, as the Boost ship parks or moves back to Range 2-3. With a couple of blocks it’s possible to start bringing down Scouts before they can fire both torpedoes, trading 1 Y-wing for 1 Scout and then double-teaming the last scout when it is out of torpedoes. I don’t know that it will work perfectly, but it’s a way for x4 TLT to try and stay in the meta against this new list.

        • I think we’re saying the same thing about the Y-wing. When I said “the B-wing has shields to lose”, I was considering that a bad thing due to how Plasma Torpedoes work. Interesting thought, though. If your B-wings were packing Sensor Jammers they would most likely survive to take a 3rd hit. Jammers also help against TLTs, for what it’s worth. That’s a big 4 points, though. If you have 2 of those Jammer Bs with Kanan Pilot dropping incoming dice, though, you might just be tough enough to blunt that alpha strike, particularly if Kanan has some extra Focus to use. Or just take Chopper with Enhanced Scopes and it doesn’t really matter what the rest of your squad is, those Scouts are in bad shape.

        • It’s interesting to see how that shield/hull split is suddenly very relevant when you’re looking a 4 hit Plasma Torpedo shot followed by a 3 hit, 1 crit Proton Torpedo.

          A T-65 X-Wing with R2+Integrated Astromech is sitting in a better spot than a Blue Squadron B-Wing (!) – In order to survive, the Blue has to evade on both defense rolls and still hope the crit isn’t a direct hit. The T-65 is still probably going to die, but it (only?) needs to roll 3 evades across 4 defense dice to scrape by with 1 health, even if the crit is a direct hit.

        • 48 Chopper w/ Scopes, Engine, TLT
          26 Biggs w/ R4-D6, Integrated Astromech
          26 Gold w/ R3-A2, TLT, BTL-A4

          49 Chopper w/ Scopes, Zeb, Engine, TLT
          51 (x3) Tala w/ Cluster Missiles, Guidance Chips

          These come to mind.

    • Those april fools episodes where so much fun !

  • NOVA Squadron Radio – Episode 46: Wave 8 w/Alex, Frank and Paul

    Welcome to NOVA Squadron Radio! This week we are joined by three very Special Guests, Alex Davy and Frank Brooks, FFG games developers and t […]

  • NOVA Squadron Radio – Episode 45: Fly Casual

    Welcome to NOVA Squadron Radio! This week we are joined by very Special Guest, Doug Kinney! We discuss more Store Championship results, some big conventions on t […]

  • NOVA Squadron Radio – Episode 44: YV-666, Noobie Corner, Armada

    Welcome to NOVA Squadron Radio! This week we are joined by very Special Guest, three time World Champion Paul Heaver! Store Champions are in f […]

  • NOVA Squadron Radio – Episode 40: Mega News and Force Awakens

    Welcome to NOVA Squadron Radio! We are back after the long holiday break and covering the massive amount of News that FFG dropped on us while we w […]

  • NOVA Squadron Radio – Episode 40: Mega News and Force Awakens

    Welcome to NOVA Squadron Radio! We are back after the long holiday break and covering the massive amount of News that FFG dropped on us while we w […]

  • NOVA Squadron Radio – Episode 39: The OutRyder Cup III

    Welcome to NOVA Squadron Radio! This week we joined by Ryan Fleming and Ed Razanauskas from Team Pittsburgh, Joe Lint and Phil Caskey from Team M […]

  • NOVA Squadron Radio – Episode 39: The OutRyder Cup III

    Welcome to NOVA Squadron Radio! This week we joined by Ryan Fleming and Ed Razanauskas from Team Pittsburgh, Joe Lint and Phil Caskey from Team M […]

  • NOVA Squadron Radio – Episode 38: 2016 Meta Preview Show

    Welcome to NOVA Squadron Radio! This week we joined by Paul Heaver and Richard Hsu as we break down what the meta is going to look like in the early p […]

  • NOVA Squadron Radio – Episode 38: 2016 Meta Preview Show

    Welcome to NOVA Squadron Radio! This week we joined by Paul Heaver and Richard Hsu as we break down what the meta is going to look like in the early p […]

  • NOVA Squadron Radio – Episode 37: Worlds 2015 Follow Up Show

    Welcome to NOVA Squadron Radio! This week we joined by Jeremy Howard (Top 4) and Paul Heaver as we break down Worlds 2015 in its most tactical f […]

  • NOVA Squadron Radio – Episode 37: Worlds 2015 Follow Up Show

    Welcome to NOVA Squadron Radio! This week we joined by Jeremy Howard (Top 4) and Paul Heaver as we break down Worlds 2015 in its most tactical f […]

  • NOVA Squadron Radio – Episode 36: Worlds 2015!

    Welcome to NOVA Squadron Radio! This week we are all about Worlds 2015!!! We not only take the time to discuss our individual event experiences, but we are L […]

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