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mkevans80

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Everything posted by mkevans80

  1. The power is not from making multiple tactical actions. Not by a long shot. The power is combining it with Warfare, Diplomacy, or especially Imperial. It's pretty nuts. I like the tech, and I like that it exists, but I think should have at least switched the prereqs with Light/Wave. And for the record I think Hacan's racial that lets him swap strategy cards should never have been conceived. I almost flipped the table when I saw it for the first time in the steaming pile of excrement known as the Shards of the Throne expansion. The only redeeming fact is that it's going to tricky for Hacan to have both that AND Fleet Logistics at the same time, even by end game, unless they skip a lot of other important things, like ship upgrades.
  2. Instead of hinging their entire gameplay around Mecatol Rex, I would have liked to see a race of movers and shakers... a motivated, cunning people who have their hands in everything and make things happen, politically or otherwise. A nice ability to reflect that would be not having to spend a Command Token to perform secondary abilities (or being able to spend an Action Card to do it, or something). Powerful, yes, but could be balanced with the right effort. Might have to design my own race.
  3. Just finished the "Learn to Play" rules. Have only skimmed the reference book, as it's getting late, but I did not find any reference to transfer actions. As far as I can tell, they just don't exist in this edition. And that is utter B.S. I'm very disappointed. One of the hallmarks of a good player is how often (and well) they use transfer actions. Back in the day, people developed very well-thought-out house rules that allowed further use of transfer actions. I believe they were called Simultaneous Actions. Transfer actions, even the vanilla, non-homebrewed variety, were one of the more complex aspects of the game, but absolutely worth mastering. I'm liking some of the new things that I'm seeing in this edition, but if I'm right and they axed transfer actions, that's a BIG strike against this new edition. Guess what my first house rule's going to be? Oh, and the second one is going to be allowing ships in an activated system to leave that system (to pick up other units) as long as they end their movement in the activated system. The way I read that clause in the rulebook, that's still not allowed. Come on, FFG, almost *everybody* in the hardcore community made that a house rule, and it still doesn't make it into the next edition??
  4. No time limits is definitely the simplest solution, but it won't work in tournaments. Can't have the entire floor of people waiting around for that the people to finish that game that's gone on for 3 hours. It would be nice to eliminate games where somebody gets in some lucky hits then runs away for the rest of the match, but I just don't see how that could work in a tournament setting. Unless you work in some variation of a "final salvo"-type deal for games with surviving ships at the end of the match, where you are FORCED to shoot each other until one side prevails. I still say just divide ship hit points (shields and hull) and assign each hp a MOV value. Tally up the total damage dealt by the end of the game to determine a winner. Sure, ships can regenerate shields or repair hull and therefore recover MOV points. So what. Make regen abilities more expensive if necessary.
  5. I've played with it a couple of time and so far the named pilots are hot steaming poop, complete with circling flies... at least with the loadout I used (Synched Turrets). Haven't tried the generics but I imagine they're ok with TLT.
  6. I saw a suggestion somewhere on these forums to change things so that crit results require two evade results to cancel. This would allow 2-dice ships to occasionally cut through solid defense. I liked the idea.
  7. I simultaneously would love to see a 2.0 version of the game, and yet understand that it will just make a whole bunch of new errors, and will also probably retain plenty from 1.0. The designers consistently demonstrate that they still haven't learned some lessons that they should have by now. (Example, TIE Aggressor second-tier generic not getting an EPT).
  8. You poor thing, having to expend effort on a forum designed for discussion.
  9. I tried the binder approach for all of a week. Couldn't stand it. Boxes with dividers are, for me, much faster to find cards, both when you're looking for them, and when you're putting them back. You can grab a stack, which you have ordered the cards alphabetically, leaf through it in just a few seconds, find as many copies as you want of the card you're looking for, then put the stack back in its spot. Compare to having to leave through pages of a binder, get each card out of its sleeve, and then do the reverse after the game. The worst part about binders, though, is having to reorder everything when you get new cards. It also takes up more space, I think. Binders might be better for looking through your collection (highly debatable) but since I build my lists with a squad builder anyway, it's not an issue. Really, whatever suits you is best though. Some people swear by their binders and if it works for them, great.
  10. Expertise is stress-free and works for both shots. K4 is "free" as long as you're doing a green. Unihinged gives you the greens you need for K4, and more greens is just nice. That way you can focus for both attacks, get a target lock for one of them, and can still perform a different action (defensive focus, reposition), all with zero stress and an open dial. I don't think there's anything wrong with LW+Overclocked, though, especially if you're short on points. The reroll on defense is especially nice.
  11. I think it would be a pain in the *** if every time you bumped, you had to lift up/proxy the ship you overlapped, to put a template down underneath them, so that you could figure out what facing you should have on the other side. Now, on the other hand, if they loosened the restrictions on where the ship was placed on the other side, that would be brilliant. With that version, you might not have to fuss around with templates and proxies at ALL, if the rules are written well. You might just place your ship touching one of the other side. As long as it's not possible to abuse somehow, that could be very nice.
  12. If this were chess, you might have a point about forcing your opponent to split fire. But there's so much luck with the dice that you can fly like a bonobo and have crazy things like my 5-striker example happen. Frequently. And besides, it is equally fair to argue that doing 15 damage across 5 ships (who got lucky with a defense roll here and there) deserves more MOV than doing a grand total of 4 damage to a single ship but otherwise being beaten like a red-headed stepchild. There's an assumption that a score should reflect a fight to the death because I want to play X-Wing, not "Run Away Wing." Chasing a 1-health ship around all over the mat trying to get some credit for the work I've done while my opponent runs out the clock is not my idea of a fun time, and that is made even worse by the arbitrary nature of which ships give half points and which don't.
  13. This. I knew there's a reason I've been saving all those **** proofs of purchase!!
  14. To add to my argument, I was on both sides of this last weekend. My opponent in my first game got screwed out of 41 MOV and was one hp away from 28 more because there's no half-point rule for small ships. In the next game, I missed 4 (count 'em, FOUR) range-1 shots with Dengar+Expertise (and target locks on 2 of those shots) against a 1-hp Vader, due to bad rolls on my part combined with orgasmically good rolls on his. Those were shots I could have spent getting points on the other two enemy ships in the list while vader ran away. Both scenarios were absolute bull, and really cut into my enjoyment of the championship.
  15. I don't think I'm underestimating anything. I know it would be a big change. I just think it would be a good one. To answer your question, if it's early to mid-game, I would shoot Fenn to remove him as a threat. If it's the last turn of the game (or late game and I don't think I can get more shots off), I would shoot Asajj to maximize my points. One could argue that adding decisions like that to the game is a good thing. If I have 5 enemy Strikers and I've done three out of four damage to all five, with today's rules I'd get 0 MOV. With the per-HP rule I'd get 75, which is a much more accurate representation of what was accomplished during the match. You might say that killing a ship outright is more important (or indicative of skill/success) than damaging a bunch of them, but I think that would be a pretty hard stance to argue objectively. After all, let's suppose I fly well and do a ton of damage to absolutely everybody (but no kills). Is it fair that just because the dice skewed a little unfavorably on my kill shots, I get no points? Is it more fair that if I'm on the other side of the battle and I squeak by with no deaths even though I got absolutely pummeled, I should get off scot-free because I did a good job running away and avoiding near the end of the match? Avoiding death takes skill too. You can argue either side.
  16. Um, no it isn't... are you trolling me to make me check? If so, it worked.
  17. He didn't get me to half health on Dengar... I was 1 point away. If he had gotten one more damage on each of my ships the win margin would have been 100-69 vs 100-0. This board loves to go full-on bonobo and fling poo at the drop of a hat, doesn't it? With a tournament worksheet (precalculated MOV-per-HP next to every listed ship) and a calculator on your phone if you're not good at mental math, this is child's play. If you can design a list and play in an X-Wing tournament, you can friggin' add up a few numbers.
  18. I would like to see a 2.0 but I'm not sure it would necessarily fix anything. After having had years to refine their design philosophy, the designers regularly have strokes of genius (Striker movement mechanics) followed by actual strokes in their brain (R3 Astromech). If they're having one of the latter moments when they're working out the 2.0 revisions, the new version of the upgrade/pilot would be just as borked as it was the first go-round. Best example is the newly-released Tie Aggressor's 2nd-tier generic not having an EPT slot. Note that Scurgg's Lok Revenant totally does, and it's also a small ship so it can take deadeye and missiles+EM... torp boats revisited! But Imps don't get nice things anymore for some reason. But you didn't want to get into that, but rather, implementation. In an ideal world, BomberGob's got it right. In a fantasy world that has no hope of happening, they allow you to exchange old cards for new ones of the same title for no more cost than shipping (or a very very small fee if FLGS's are allowed to carry them, to cover THEIR shipping). Not going to happen in a million years, though. Card update packs are the way to go.
  19. Accuracy Corrector. I frequently can't roll for **** and it makes my insides cackle with glee every time I throw away those ticksy dices and put two hit results in their place. Last time I played AC/TLT Nym I'm pretty sure I had to correct at least 90% of my shots. edit: P.S. One of my favorite non-serious lists is 4 x AC Tie Advanced with Cluster Missiles. Delicious list with maximum correctage. Mmm mmm mmm.
  20. Something needs to be done. Played a store champ last weekend, flying Dengar/Nym. My opponent got Nym down to 1 hit point and Dengar was 1 hit point from half health. My opponent lost 100/0 even though it was a much, much closer game. We both thought that was absolute b.s... I think every ship needs to have a MOV-per-HP value, that is calculated when you design your list. It is simply the points value of your ship, divided by the number of hit points (shields + hull). Each hit point that has come off a ship by the end of the game gives the opponent that number of MOV points. If a regen ship is doing its thing, fine. It's the nature of the beast. If that seems too unfair for some people, then have a rule that if a ship gets down into hull (damage cards), you count its end-game hit points to the point of damage on the hull, rather than total number of shields and hit points left (So a 50 pt Corran with 1 hull and 2 shields left would give 40 MOV points). If a high AG, low HP ship gives up more points per HP, that's fine too... their hull is more valuable so it should be worth more MOV points.
  21. Also, why in the blazes did they make another 2nd-tier generic without an EPT?
  22. I played in a Store Championship this weekend. My third game was against a very similar Ruthlessness list... I believe it was Ryad and Vessery w/Ruthlessness and Tie/D (Tractor) and a PS2 Bomber with LRS and a Homing Missile. My fourth game was against Rebel Junkyard (what appears to be the most common version, down to the exact upgrades). The guy from my third game actually played the guy from my fourth game. Apparently the Ruthlessness list tore the everloving bejeebus out of the Junkyard list. I don't remember the exact MOV result, since it wasn't my game, but it was either 100-0 or pretty close. However, my two-ship list took apart the Ruthlessness list just as easily. Food for thought.
  23. If money is no object, then buy what MonkeyShine suggests and you'll be able to play literally anything shy of max-out Epic stuff. Even if you want to do that, there are some things I can't really imagine buying unless I had more money than sense.... Nobody needs 3 YT-2400's or 6 HWKs. Otherwise, it really depends on what you are wanting to fly. I usually purchase 2 of each small ship and 1 of each large ship. I might get more of something I want to fly it in a swarm (like A-Wings, TIE Fighters... I hear Tie Strikers are fun to fly in swarms). Usually, if I need more of something to play a particular list, I can usually borrow what I need from a regular opponent friend to fill any gaps. There are some large ships you might consider getting two of, if they are often played in pairs. If you're going to play with an IG-88 Aggressor (and you should, they're super fun), then you simply must have 2. You could probably get good use out of an extra Jumpmaster as well, and a third if you want to play the very popular Triple Jumps list. You'll probably end up with 2 Falcons (original and Heroes) if you want all the pilots for the YT-1300. Otherwise, you really don't need to go nuts with large ships unless you really want to play some of the more fringe lists (Double VCX, Double Decimator, Triple Hounds/Firesprays, etc). If you find yourself shy of an upgrade card or two, just proxy them (or use a list generator and just play from the list) if you're playing amongst friends. You need actual cards for tournaments but again, if you have friends you can often borrow the one or two things that you need or get them individually online. Good luck!
  24. So I saw the other thread asking about the best way to take on Dengar/Nym, and it got me inspired to try playing it myself. I think it's obvious to build Nym with Bomblet Generator and Genius, but then there's the question of his turret. I see two possibilities: Accuracy Corrector and Autoblaster Turret, or TLT + either FCS or AC. If you go with the Autoblaster, you could outfit him with cruise missiles +EM if you want to pack a punch at long range. As for Dengar, there are a couple of ways to build him too. Do you load him up with bombs using Cad Bane? Proximity Mines in particular combo well with the reroll, and the template is large enough to potentially provide some free evade results thanks to Nym's (global) secondary ability. Or, do you go munition-less and let him rely on his primary weapon? Here's a few sample lists I've put together. The first is exactly 100 points, the second is 99 but you can add a 1-point illicit to Dengar if you want. ----------------- LIST 1 (100 points) Dengar Punishing One Expertise Cad Bane Proximity Mines Extra Munitions 1-point Astromech (Unhinged, Overclocked, the new unique that lets you drop mines while stressed... looking for suggestions) Nym Havoc Veteran Instincts "Genius" Twin Laser Turret Bomblet Generator Accuracy Corrector Long-Range Scanners(?) ------------------ LIST 2 (99 points.... either 1 point bid or add a cheap illicit to Dengar) Dengar Punishing One Expertise K4 Security Droid R4-B11 (that's the one lets you spend a lock for a stress-free Zuckuss-like effect) Nym Havoc Veteran Instincts "Genius" Autoblaster Turret Bomblet Generator Accuracy Corrector Cruise Missiles Extra Munitions Guidance Chips or LRS ------------------ Thoughts?
  25. This is common sense type stuff, guys, and not worth getting your panties in a knot. I know I shouldn't expect much from these forums anymore, but come on. I'm in the camp that thinks that heavy phone usage during a game of X-Wing is rude. Fortunately, my FLGS is full of guys who are old enough to remember a time when people interacted with each other and not with their phones. I keep my phone on during games, but will only answer it if it is my wife. She knows that calling me during a game is not ideal for me so she will limit her calls to important matters. When I take a call from her I apologize to my opponent while doing so, explaining who it is. I keep the call as quick as possible. I've never had anybody complain, nor do I have any problem with an opponent taking an important call, esp. during a casual (non-tourney) game. In fact, I do like having a phone available because I've had my opponent look up a rule/FAQ entry while I'm considering my dials a couple of times now. If I ever encounter somebody who uses their phone too much for my comfort, I will simply say, "Come on, man, put down your phone and play X-Wing." If he persists, my response will depend on the circumstances. If it's a tournament, I'd call over a TO to complain. If it's a casual setting, I will either make a point not to play with this person ever again (and say so during and after the match), or if it's bad enough, I'll start picking up my stuff and either leave or play with somebody else. I've had other games ruined by phone-users before, and without exception these guys are socially awkward at best. They have always sheepishly mended their ways after being admonished. Anybody who does that and then has the balls to defend that behavior can f*ck right off, as far as I'm concerned. But hey, if both people playing the game are of a like mind and are perfectly happy being phone zombies together, then at least they aren't bothering anybody else. Then when they're done not playing X-Wing, they can go to dinner with their significant others and be THOSE people... you know, the ones who sit at restaurants and eat together but don't speak to each other, because their heads are buried in their phones. I've always felt sorry for those folks.
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