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DagobahDave

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Everything posted by DagobahDave

  1. And we're back! I started this series of Price Check threads with the intention of coming back to them once in a while to see how things have changed. It's been about a year since we talked about the value of bombs. How do we feel about their costs now? * * * * * * * * * * * * * * * * * * * * BOMBS Cluster Mines (4) Conner Net (4) Ion Bombs (2) Proximity Mines (3) Proton Bombs (5) Seismic Charges (2) Thermal Detonators (3)
  2. I didn't see this mentioned yet, but Star Wars: Star Warriors by West End Games must be considered. https://boardgamegeek.com/boardgame/3593/star-wars-star-warriors
  3. "Fleet" isn't a term we use in X-Wing. We build squads. I realize that's a step down for you, Admiral.
  4. Test your squad-building skills in this free fun event! WHERE: Matt's Cavalcade of Comics, 2075 NW Buchanan Ave, Corvallis WHEN: 8pm Thursday, February 9th HOW IT WORKS: To start with, each player will receive a draft pack containing a randomized array of Ship and Upgrade cards. You'll select up to 1 Ship card and up to 2 Upgrade cards to hold onto, and then pass the pack and its remaining cards to the player on your left. You'll repeat this process until the packs are empty. Then you'll have about 15 minutes to assemble a standard 100-point squad from the collection of cards you've drafted. (You should end up drafting a lot more cards than you need.) Complete your squad by adding 3 obstacles and the Damage Deck of your choice. When everyone's squads are ready, we'll randomly pair up players for one standard 75-minute match. The products used to create the total card pool for this event are: 1x Original core set 1x Force Awakens core set 1x Most Wanted expansion 1x A-Wing expansion 1x Millennium Falcon expansion 1x Slave I expansion 1x TIE Interceptor expansion 1x Quadjumper expansion 1x Sabine's TIE Fighter expansion 1x TIE Striker expansion 1x Upsilon-Class Shuttle expansion 1x U-Wing expansion No card was left out. No other cards were put in. It's weird.
  5. That would be... redundant? It's "limited" without having to say so, because of this line: "You cannot equip 2 of the same [elite pilot talent] Upgrade cards." Illegal move! PTL doesn't cost 1 point, so you couldn't do that. I don't think Tycho would be overpowered even in that configuration, though, which is a pretty good "stress test" for this card. Haha.
  6. The card doesn't let you do that. 1-point EPTs only.
  7. Full of Surprises; elite pilot talent; 1 point; Your upgrade bar gains 2 [elite pilot talent] upgrade icons. You cannot equip 2 or more of the same [elite pilot talent] Upgrade cards. You can only equip [elite pilot talent] upgrades that cost 1 point. What's the most broken thing we can do with that?
  8. Full of Surprises; elite pilot talent; 1 point; Your upgrade bar gains 2 [elite pilot talent] upgrade icons. You cannot equip 2 of the same [elite pilot talent] Upgrade cards. You can only equip [elite pilot talent] upgrades that cost 1 point. What's the most broken thing we can do with that?
  9. What is the problem you're trying to solve here? What's inherently wrong with front-to-back movement? Are you planning to use the X-Wing maneuver templates, or some other way of determining movement? We know what front-to-front movement is like using XMG templates because it happens a lot when ships overlap. It's awkward and tedious, and it sounds like you want that to happen every time a ship moves. You'd have to redesign all of the maneuver dials if you used forward-to-forward movement, because that would mean a selection of 1-speed forward results in no movement. If you think large ships move too fast, just slow them down by redesigning their maneuver dial options, or don't let them boost, or make all maneuvers of speed 3 or greater into red maneuvers.
  10. The StarViper fix is a pretty good reason to expect another huge Scum ship. A PS 8 Xizor pilot card with a better ability is my hope.
  11. "SPACE RUGBY" v1.1 Setup: Before placing obstacles, place 1 container token (from the Millennium Falcon expansion) squarely in the center of the play area, with its guides facing the players' starting zones. In addition to the usual obstacle placement rules, no obstacle can be placed within Range 1 of the container. Special Rules: The container has all the qualities of both an asteroid and a debris clouds(roll just one attack die, suffering any [damage] and [critical damage] result). If your ship is at Range 1 of the container, you may spend 1 action to suffer 1 damage and place the container on your ship card. When you reveal your maneuver dial, your ship may drop its container as if it were a bomb (but may not drop an actual bomb during this same opportunity). Any abilities that affect the dropping of bombs (such as Andrasta and Bombardier) can also apply to dropping the container. The container cannot be dropped if any part of the token would be outside of the play area. If a ship carrying the container is destroyed, before removing the destroyed ship, place the container behind it using a 1-speed maneuver template as if dropping a bomb, even if it has already dropped a bomb this round. Scoring: At the end of the End phase, if one of your ships possesses the container, you score 10 points. If a player's ship is destroyed and any part of the container would be dropped outside of the play area, their opponent scores 100 points. If either player has a score of 100 or more at the end of a round, the player with the highest score wins; in case of a tie, proceed to final salvos. To calculate MoV, treat any score above 100 as 100.
  12. I'm not sure we're going to get a second huge Scum ship. X-Wing's release pattern has been pretty unpredictable. Wave X had three oh no wait five ships! Wave V had two large ships... and we're still waiting to hear when the remaining two ships will be announced. Most Wanted is the weirdest expansion ever (but I like it). Heroes of the Resistance is also weird. Scum don't really have to be symmetrical with Rebels and Imperials. They have IG-8000, which is a monster in Epic and about 200 squad points anyway. It's possible that they've designed the C-ROC so that it can be configured for a couple of very different and worthwhile roles, encouraging us to buy two -- and then we'd have something like symmetry. I hope there's a second Scum ship headed our way, just not sure. Also seems weird to put Jabba, the most powerful Scum character I can think of, with a "small huge" ship instead of the presumably larger, costlier ship.
  13. I'll probably set up a three-round event for my store group. The first two rounds will be objective-based missions, and the final round will be a standard dogfight. I don't want players to get irritated or fatigued by the mission play, so getting back into familiar territory on the final round seems like a good idea to me. The rules for the objective-based missions will be published ahead of time. I've considered randomly determining which missions are played on the day, but I think a too-wide range of contingencies will leave some players without a sense of direction for their squad builds.
  14. Unfortunately, those links are all broken. FFG and Asmodee, seamlessly integrating. Technolojeezus.
  15. This is spun off from the power creep thread. Objective-based play has been suggested as a way to step away from strictly harder-hitting and harder-to-hit squads, and to encourage more diversity in squad-building. Also, it could be fun. So I want us to cook up some objective-based missions suitable for high level X-Wing play. What that means to me is that any missions we come up with should be designed for 100-point squads using 3 obstacles each on a 3x3 foot playing area, just like standard tournament matches, with no ban list or other unusual squad-building restrictions. The typical 75 minute time limit is negotiable. The main objective of the mission should be something other than the complete destruction of the enemy, but in order to do that I think the objective needs to be something that can be completed in less time than it normally takes to wipe out an enemy squad. Let's get things started with a mission idea. I threw this together pretty quickly, so if you find room for improvement or ways players can break the format, please say so. "SATELLITE SMASHERS" v1.3 "Commander, the scouts have discovered the source of the interference with our comms array. Some idiots set up a string of transmitters too close to our own. Could be Alliance, Imperials, maybe smugglers. Whoever they are, they won't answer our hails and there's a squad of starfighters in the area that seem to be moving to strike our satellites. I request permission to order our scout team to engage." Squadbuilding: 100 points, 3 obstacles, as usual. You must also provide 3 satellite tokens (found in the core sets). Setup: After placing obstacles, players continue taking turns placing their 3 satellite tokens within their own deployment zones, each at least Range 1 from any other satellite token, at least a 1-straight template's distance from any edge, and not overlapping any ships. Special Rules: Satellite tokens can be target locked, attacked, and suffer damage from bombs as if they were ships. Satellites have 3 agility, and 1 hull. Satellites cannot be attacked beyond Range 2. Do not deal Damage cards to satellites; simply remove them from the play area when destroyed. Satellites cannot be assigned tokens other than red target locks and tractor beam tokens (which have the sole effect of reducing agility by 1). Satellites are not obstacles and do not obstruct fire. If a ship or its movement template overlaps a satellite, destroy the satellite, deal 1 faceup Damage card to the overlapping ship, and the ship must skip its "Perform Action" step this round. If a bomb token is placed overlapping a satellite, the satellite is immediately destroyed. Scoring: If a satellite located in a player's starting zone is destroyed, the opposing player scores 30 points. If either player has a score of 100 or more at the end of a round, the player with the highest score wins; in case of a tie, proceed to Final Salvo. When calculating Margin of Victory, treat any score above 100 as 100.
  16. Pilot Skill is a timing mechanic, nothing more. It determines when you move and when you fire. It doesn't (and can't) accurately represent pilot prowess in Star Wars lore, although high PS in X-Wing often goes with high-prowess pilots in the lore. For timing purposes, sometimes you want a low PS for a pilot we know to be skilled in the lore, because some game effects are better if they happen at those points in the activation order.
  17. I've playtested a 1-5 Pilot Skill range while developing a FlightPath-style system for playing Crimson Skies. It works fine. I also had a rule that players alternated having initiative each round. Longtime X-Wing players couldn't remember to keep alternating initiative, so I dropped the rule, but I think it makes for a more interesting back-and-forth advantage when there are PS conflicts.
  18. DagobahDave

    Rebel Y-wings

    Between Rebel and Scum, I really don't need any more standard Y-Wing models. My wish for Rebel Y-Wings is to get an armored Y-Wing model. It wouldn't be a new ship type, just a new model you can use for Y-Wings. All of the pilots and upgrades in the expansion would be "Y-Wing" stuff, but there would be a Rebel-only modification / title / whatever called "Armored Y-Wing" that offers a defensive buff. This way you get new Rebel Y-Wing stuff, you create a clearer distinction between Rebel and Scum Y-Wings, and you get a model that's more than just a repaint.
  19. What are you planning to use them for? Tournament? League?
  20. Some noteworthy PS 4-6s in top tournament squads right now: Manaroo, Asajj, Ryad, Vessery, Biggs, Kanan. I suppose that's why Miranda and PTL Dash struggled in the PS 9+ Palpy Aces meta, but these days they're on the high end of PS in many match-ups.
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