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Eldil

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Everything posted by Eldil

  1. Hey all, I'm looking to sell my Dust Tactics/Dust Warfare collection. It's a great game, but I've only managed to get it to the table and handful of times; my playgroup doesn't like war games. All pieces are unpainted pieces in mint condition, except the allied light and medium walkers, which I have modified with magnets (see below). My collection is as follows. *Original Core Set (MSRP $99.99) *Revised Core Set (MSRP $79.95) *Allies Hero Pack Expansion (MSRP $19.95) *Axis Gorillas (MSRP $14.95) *Axis Hero Pack Expansion (MSRP $19.95) *Axis Zombies (MSRP $14.95) *Battle Grenadiers (MSRP $14.95) *Card Upgrade Pack (MSRP $14.95) *Corps Officers Expansion (MSRP $19.95) *Grim Reapers (MSRP $14.95) *Heavy Assault Walker (MSRP $39.95) *Heavy Kommandotripp Expansion (MSRP $19.95) *Heavy Panzer Walker (MSRP $39.95) *Heavy Recon Grenadiers (MSRP $19.95) *Kommandotrupp (MSRP $14.95) *Light Assault Walker (MSRP $24.95) *Light Panzer Walker (MSRP $24.95) *Medium Assault Walker (MSRP $24.95) *Medium Panzer Walker (MSRP $24.95) *Operation Cerberus (MSRP $44.95) *Operation Cyclone (MSRP $39.95) *Operation SeeLowe (MSRP $39.95) *Red Devils (MSRP $19.95) *Special Ops Grenadiers (MSRP $14.95) *Special Ops Rangers (MSRP $14.95) *Tank Busters (MSRP $14.95) *Terrain Tile Set (MSRP $29.95) *The Boss (MSRP $14.95) *The Gunners (MSRP $14.95) *Dust Warfare: Core Rulebook (MSRP $39.95) Total MSRP: $839 I'm looking to sell this for $400, plus shipping and handling, but I'm willing to discuss other offers. You can PM me. I'll also be at Gencon this year, in case you want to make an in-person hand off and save on shipping. Magnet modification: I've made the following modifications to the allied walkers: * Allied Light Walkers: magnetized all light walker weapons and gun ports, to allow their weapons to be interchangeable * 2 Allied Medium Walkers: magnetized the fuel canisters attached to the rear of the walker, so the fuel canister can be attached/removed according to the build * All Allied medium Walkers: set a ring of magnets along the inside of the turret to hold the turret in place, but still allowing it to rotate freely.
  2. Hey all, I'm looking to sell my Dust Tactics/Dust Warfare collection. It's a great game, but I've only managed to get it to the table and handful of times; my playgroup doesn't like war games. All pieces are unpainted pieces in mint condition, except the allied light and medium walkers, which I have modified with magnets (see below). My collection is as follows. *Original Core Set (MSRP $99.99) *Revised Core Set (MSRP $79.95) *Allies Hero Pack Expansion (MSRP $19.95) *Axis Gorillas (MSRP $14.95) *Axis Hero Pack Expansion (MSRP $19.95) *Axis Zombies (MSRP $14.95) *Battle Grenadiers (MSRP $14.95) *Card Upgrade Pack (MSRP $14.95) *Corps Officers Expansion (MSRP $19.95) *Grim Reapers (MSRP $14.95) *Heavy Assault Walker (MSRP $39.95) *Heavy Kommandotripp Expansion (MSRP $19.95) *Heavy Panzer Walker (MSRP $39.95) *Heavy Recon Grenadiers (MSRP $19.95) *Kommandotrupp (MSRP $14.95) *Light Assault Walker (MSRP $24.95) *Light Panzer Walker (MSRP $24.95) *Medium Assault Walker (MSRP $24.95) *Medium Panzer Walker (MSRP $24.95) *Operation Cerberus (MSRP $44.95) *Operation Cyclone (MSRP $39.95) *Operation SeeLowe (MSRP $39.95) *Red Devils (MSRP $19.95) *Special Ops Grenadiers (MSRP $14.95) *Special Ops Rangers (MSRP $14.95) *Tank Busters (MSRP $14.95) *Terrain Tile Set (MSRP $29.95) *The Boss (MSRP $14.95) *The Gunners (MSRP $14.95) *Dust Warfare: Core Rulebook (MSRP $39.95) Total MSRP: $839 I'm looking to sell this for $400, plus shipping and handling, but I'm willing to discuss other offers. You can PM me. I'll also be at Gencon this year, in case you want to make an in-person hand off and save on shipping. Magnet modification: I've made the following modifications to the allied walkers: * Allied Light Walkers: magnetized all light walker weapons and gun ports, to allow their weapons to be interchangeable * 2 Allied Medium Walkers: magnetized the fuel canisters attached to the rear of the walker, so the fuel canister can be attached/removed according to the build * All Allied medium Walkers: set a ring of magnets along the inside of the turret to hold the turret in place, but still allowing it to rotate freely.
  3. Hey all: Just a heads up; if you're interested, I've put the collection on ebay. I'm not sure of the FFG forum rules for posting to third-party sales sites, so I won't post the link here, but you can search for it as "A Game of Thrones LCG Collection Lot (3600+ cards)," or just PM me for the link. Cheers, Nate
  4. Hey everybody: This lot will be going up on e-bay in less than a week, but I thought I'd post it here first to see if anyone was interested. It's my entire Game of Thrones card collection. I love the game, but I no longer have the time to play it. All cards are in mint condition. I'm asking for $400, not including S&H (probably priority mail boxes). Included is the following: * 3 copies of A Game of Thrones Core Set (MSRP $40 each) * 1 copy of Lords of Winter (MSRP $30) * 1 copy of Kings of the Storm (MSRP $30) * 1 copy of Queen of Dragons (MSRP $30) * 1 copy of Lions of the Rock (MSRP $30) * 3 copies of Kings of the Sea (First edition printing, MSRP $30)* * 1.5 copies of Princes of the Sun (First edition printing, MSRP $30)** * 1 copy of each chapter pack from the "A Clash of Arms" cycle (First edition printing, MSRP $60)*** * 1 copy of each chapter pack from the "A Time of Ravens" cycle (First edition printing, MSRP $60)*** * 1 copy of each chapter pack from the "King's Landing" cycle (First edition printing, MSRP $60)*** * 1 copy of each chapter pack from the "Defenders of the North" cycle (First edition printing, MSRP $60)*** * 1 copy of each chapter pack from the "Brotherhood without Banners" cycle (MSRP $90) * 1 copy of each chapter pack from the "Secrets of Oldtown" cycle (MSRP $90) * 1 copy of each chapter pack from the "A Tale of Champions" cycle (MSRP $90) * 500+ proxies**** * The first edition printing of Kings of the Sea had 1x copy of 60 cards, so I bought three to build a full playset of x3 copies. The current edition contains x3 copies of each, and is priced at MSRP $30, so that's how I'm listing it here. The three resin Greyjoy house cards that came with my first edition copies (not included in the current edition) are included in this lot. ** The first edition printing of Princes of the Sun had 2x copies of 60 cards, so I bought a second set and split it with a friend to build a full playset of x3 copies. The current edition contains x3 copies of each, and is priced at MSRP $30, so that's how I'm listing it here. *** The first edition printing of each chapter pack in this cycle contained x1 copy of 10 cards and x3 copies of 10 cards (40 cards total). **** I used old, pre-LCG era AGOT cards to make up proxies so that I had at least x3 copy of each card, and x6 copies of some cards that I would use in multiple decks (Narrow Escape, for example). I'm including these with the lot. PM me if you're interested; otherwise I'll make an announcement when the ebay auction goes up. Cheers, Nate
  5. telkryn said: Greetings everyone! So i'm planning on picking up this game after playing Lotr and Sw LCG, and I was wondering how many core sets do I need in order to make decks? Is the distribution like Lotr (some 3x,2x,1x, so you end up buying 3 core and have lots of extra) or like SW (pretty much 1x everything, which means 2 core would give you everything you need with almost no extra) Also, i've only checked the rules super fast, and haven't seen the info (its probably there but i figured id ask anyways), how many of every individual card are we allowed in a single deck? Thanks in advance for you help! I'll probably have a couple more questions when i start playing a) If you want to test out the game, or want a good "off-the-shelf" game with limited deckbuilding, buy 1 Core Set. b) If you want the tools to build 1-2 strong corp decks, and a 1-2 strong runner decks, buy 2 Core Sets (and consider picking up the data packs as they come out) c) If you want to build 2-3 strong corp decks and 2-3 strong runner decks at once and/or if you're absolutely fanatical about having x3 copies of every card, the buy 3 Core Sets (and consider picking up the data packs as they come out)
  6. I always through it stood for: "Awwwwww…. POW!" As in, the thing you shout when a runner gets hit by your Neural Katana. Then you do a little dance.
  7. signoftheserpent said: Eldil said: @signoftheserpent I'll try asking it again: what existing game are you basing your expectations on? What collectible/customizable game offers you a complete playset in a single box? none. what other games do is irrelevant. Good dialogue. Well, I think I'll be hitting that old dusty road. Cheers, everybody.
  8. papy72 said: Eldil said: it's repeatedly sold out and is the #1 ranked customizable game on BGG. Sorry for the divergence but what is BGG? My bad; "Board Game Geek." It's a board-gaming website, but the Netrunner forums there are pretty active.
  9. @signoftheserpent I'll try asking it again: what existing game are you basing your expectations on? What collectible/customizable game offers you a complete playset in a single box? You've repeatedly said that FFG distribution choice is "bizarre and ill informed" and "a very flawed decision." But the game seems to be a commercial and critical success; it's repeatedly sold out and is the #1 ranked customizable game on BGG. You're saying it could have been even better, but I think if you're going to argue with the level of success they've had, you should be able to point to some examples of games that did exactly what you're claiming is the right decision. What game gives you a complete playset in a box?
  10. signoftheserpent said: It's just arbitrary and frankly self defeating to do things as FFG has. @signoftheserpent I don't think it's accurate to call the core set distribution either arbitrary or self-defeating. a) Arbitrary: The core set distribution represents (in my opinion) an attempt at offering both a diversity of options with a consistency of play. So the core set decks contain 3x of "staple" cards (Sure Gamble, Diesel, Cyberfeeder, Easy Mark, etc) and 1x of cards which tended to have lower utility in multiples (over half of them are unique, so can't be played in multiples). This demonstrates a very intentional design towards creating an out-of-the-box experience, which you can critisize, but I don't think you can rightfully call it "arbitrary." b) Self-Defeating: If the mark of "defeat" is poor sales, then this the Core Set is obviously not self-defeating. It's sold far better than they ever expected it to (judging by the Gencon rush). Of course, if you define "success" by "providing a complete playset in a box," then the Core Set is self-defeating, but I don't think that was FFG's criteria for success. I was curious if you had any answers to the question in my previous post: is there another collectible/customizable card game that offers a complete playset in a box?
  11. This thread started me thinking: Has there ever been a customizable game (a game in which you "build" your deck/force before playing) that offered a full playset in the introductory box? I ran down the list of the most popular customizable games on BGG, but I didn't find any that offered a full playset: Android: Netrunner - no Summoner Wars - no Mage Wars - no? (not sure about this one) Lord of the Rings - no Heroscape - no Netrunner (original) - no Dungeon Command - no A Game of Thrones - no Warhammer: Invasion - no (If I'm wrong about any of the above, feel free to correct me with a strong blow to the face). I ask because I think it's fair to put FFG's distribution system in context with other popular games of a similar type in the market. It seems like most of the games above offer a fixed distribution, non-full-playset "game-in-a-box," (I think Magic offers this with fixed distribution decks, right?). If we're going to call FFG's core set distribution "bad," then is there any company that produces customizable games that made a "good" decision in this regard?
  12. I'll be buying a single copy of the core set and playing it. If it provides a good out-of-the-box experience, I'll probably buy a second or third set as needed or justified depending on how much play it sees. If it's not a good out-of-the-box experience, then I've got a lot of other games on my shelf. The highest priority for me (and, I think, for Fantasy Flight) is that the core set be a fun, self-contained game: that it be accessible, easy to teach, and that the included decks are consistent enough to follow a strategic theme. If they can provide that out-of-the-box came with a 1x 252 distribution (or even a x3 distribution), then I'll be fine with that. But if they prioritize ease of collectibility over out-of-the-box fun, they'll run the risk of failing to capture a wide enough pool of players, which will cut the game's life short. I think a Core Set with a mixed distribution can still present a quality compromise between completists and casual gamers. If it provides an enticing, quality experience, casual gamers are more likely to become completists, fueling the development of the game. As for the out-of-the-gate completists, even assuming that the distribution is x1 of 42 cards, x2 of 42 cards, and x3 of 42 cards, it would still be $120 RSVP for a full playset of 126 cards, which is still cheaper, more reliable, and less wasteful than randomized boosters. My two cents.
  13. LCG stands for "Living Card Game" and it's a distribution model. http://www.fantasyflightgames.com/edge_npm.asp?eidm=14 It means that there won't be any randomized starters or boosters. If this follows the format of previous LCGs, there will be a "Core Set" containing a 2-4 fixed decks (mostly a x1 distribution of cards in the core set), and monthly expansions of 60 cards (x3 of each card), a "large expansion" coming out every now and then offer 165 cards (x3 of 55 cards).
  14. … AUTO-BUY. See you at the demo table at Gencon!
  15. Brohnnitho said: im really hoping that Fantasy Flight games will create a package with all the plastic figures that has ever been released for this game, either 1 hero package and 1 monster package or even a combined one, that way they will both be selling the converter kit AND the new plastic package I could imagine them releasing "monster expansion packs" which re-printed a group of the old monsters with the updated cards. I don't think you'll get all of the monsters in one box--the sticker shock would drive people away. But before doing that, FFG will have to ask itself: "Will this expansion sell more copies if it has old figures, or new figures?" With old figures, they may save a little on design and production, assuming they still have the molds, but this will be countered by the fact that none of the people who kept their first-edition figures (which is probably a significant part of the market) will buy it. I honestly don't think they'll reprint the old figures. I suspect there's more money (meaning more momentum for the game) in publishing new product.
  16. I magnetized all my Allied light walker weapons, and then magnetized the weapon ports on both my Blackhawk and my Wildfire. I was inspired by this thread: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=246&efcid=1&efidt=561368 In my experience, it was a huge pain in the ass, but I was satisfied with the result. I don't have access to picture right now, but I can describe the process: 1. Take a fine saw to the machine gun build (removing both the machine guns and the circle of plastic around them). 2. Remove the phaser guns from the other build (carefully, I used a pair of plier to twist them off. The tab came off inside the hole, but that couldn't be helped). 3. Carefully bore out 1/8th holes in the Honey's weapon ports, the Blackhawk's weapon ports, and in the appropriate joints of the phasers, machine gun turrets, and the Blackhawk's weapons. 4. Glue 1/8 x 1/16 magnets into the holes you've bored (making sure to keep the polarity right). 5. In my case, my phasers and rockets (the Blackhawks weapons) would sag, to I did some additional modification to make the weapons steady against the little hub on both to the walkers' sides. It was a hell of a thing to do, and took an entire afternoon. It was my first magnetization job, and I didn't really have the right tools, but I was happy with the end result.
  17. I'm fairly certain now that my smoke token came in Cerebus, not the NCO Command Squad packs. Which means I didn't get a smoke token with either of the NCO Command Squad packs (which may be standard). It still seems like I should have gotten a Loaded token with the Axis Command Squad. It's a little frustrating.
  18. Loophole Master said: No, I'm not speaking from experience as such. I don't own either NCO Squad. I'm not saying what I KNOW they have, but what I know they SHOULD have in order to be playable. Cool, thanks; I'm going to call customer service tomorrow. I'll let you know what I hear back.
  19. Loophole Master said: That's a smoke mortar token, each NCO squad should have a single one of those, and the axis squad should also have a Loaded token. Alternatively, Operation SeeLöwe also comes with a couple of nice cardboard squares with a smoke mortar depicted in the center. Thanks for the response. I just wanted to check something and make sure before I called FFG about it: Are you speaking directly from experience? Did your NCO squads each come with a smoke mortar token, and did your Axis squad come with a Loaded token? Thanks!
  20. Hey all: I'm a little confused--I just got the NCO Command Squads (along with the Axis and Allies hero packs) and after pulling everything out their boxes, I noticed that one of the sets had come with a transparent token (the size of a reload token) with an unfamiliar symbol on it (looks like a diamond). At first, I thought that this was a "smoke mortar" token, and I wondered why I didn't have two of them. Then I thought it was a reload token for the Axis Command Squad, since one of them requires a reload; but if its a reload token, why doesn't it have "reload" on it (like the tokens that came with the other reload units). Can anyone help me out? What's this token that came with one of my boxes. Is it a reload token? Then what's with the diamond symbol? Is it a smoke mortar token? Then why don't I have two of them? Thanks, Nate
  21. I vote for an Asymmetrical PvP (one player is always Empire/Dark Side, one or more players is always Rebels/Light Side). I don't think the structure of a Co-Op game can ever be robust or responsive enough to bear the diversity of an LCG/CCG. Basically, if we look at the "encounter deck" as a CCG/LCG player in the context of the aggro/combo/control framework, it can only effectively run aggro. It can't effectively run combo because it's "choices" are too random, and it can't run control at all, because it can't respond to player actions. Therefore, strong combos are always going to trounce the encounter deck, and any "control" or "combo" effects the encounter deck randomly spits out are going to be countered by an intelligent player using control cards. The only way to keep the game competitive between an intelligent player and a non-intelligent encounter deck is to hobble combos and limit player control effects (effectively reducing the game to aggro vs. aggro with some frosting on the side). But this will also prevent the growth of a meta, and ultimately limit the game itself. My two cents.
  22. Probably because the comments sections often led to lengthy, informative discussions, which you would want on the forum for easy reference to other players. At least, that's one reason.
  23. Gimp said: If you consider the concepts for zombies as feeling no pain, and ignoring most damage, armor 3 can make very good sense. They are only vulnerable in a limited number of target areas, as they can keep coming even after taking massive damage. Armor 3. They are unaffected by bleeding wounds, and damaging wounds are far less debilitating as they can continue coming long after a normal human would be dead. Damage Resilient. Geneva Convention warfare does not allow soft tip bullets, and WW2 bullets were higher caliber and more stable in flight than modern 5.56mm rounds, so they tended to cause tissue shock with an in and out wound. Zombies don't worry about bleeding, and a straight through tissue wound by a .30 caliber round is a fairly small hole. Armor makes you harder to hurt, but so would zombification. Damage Resilient lets you shrug off what would otherwise be a debilitating hit. Good armor can do that, but again, so would zombification. I think you're right on the money. If anyone has read "World War Z," there's a fantastic passage describing of disaster battle between the US Army and a horde of zombies. The author elaborates on how much modern armies rely on the psychological impact of their weapons--a man who loses an arm or a leg stops fighting, even if he's physically capable--not just because of the pain, but because of the psychological impact of the damage. And presumably, these aren't just regular zombies, they're some kind of "super-soldier zombies." Since they co-exist with walking tanks and intelligent apes... I'm cool with it.
  24. Hi Everyone: This is my first time posting on this forum, but I've lurked for a while, and been completely impressed by the creativity and artistry of many of the painters out there. The reason I post is because of a concept that was raised in this post, though that thread seems devoted to the idea of a "command walker," and my interest is in something slightly different: the idea of a "hero pilot." Forgive me if this has been covered elsewhere. I'm imaging a single card depicting a hero that could be attached to a walker before the game begins. It would be like attaching a hero to a unit: the hero's skills would be added to the walker's. It would be different in the following ways: -The hero pilot could never detach from the walker (for simplicity's sake) -The hero pilot would have no weapons -The hero pilot's hit points would be added to walker's hit points to represent the pilot's greater ability to weave out of danger, but these hit points would probably be very low (1-2), and if either the walker or the hero's hit points were reduced to zero, the walker would be considered destroyed. The reason this idea is appealing to me is that it could allow a greater degree of walker customizing without the need for additional figures. All you would need is the card, which would have an AP value. But before I try designing my own custom cards (something I've never done before), I wanted to ask the advice of the community. I've got some specific questions below, but if anybody else can see any snags or opportunities, I would love to hear them. -Should hero pilots be restricted to a certain armor class (light walker, medium walker)? -How powerful is an additional 1-2 hit points on a walker? -What skills do you think would be appropriate for a hero pilot? -What kind of AP cost would be appropriate for a hero pilot? Thanks in advance!
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