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DagobahDave

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Everything posted by DagobahDave

  1. I look for ship loadout ideas by browsing tournament reports on X-Wing Lists Juggler, but I'm kind of allergic to playing complete netlists. If I see something like Miranda+Dash and Miranda+Corran, I'll think about combining the Dash+Corran loadouts from those squads, or I'll consider whether I can replace Dash with Rey from a Rey+Poe squad, which will lead to some tweaks and improvements, and ultimately I'll settle on something that's half-net half-mine.
  2. A good rule when playing older missions is to limit yourself to whatever game components were available when they were released, because they aren't future-proofed at all.
  3. From a graphic design standpoint, it's absolutely not a problem to have PS 10 or higher printed on a ship card. You wouldn't even notice if the font was a little smaller than usual. Some people thought we'd never see a small-based ship with a rear firing arc because of graphics issues on the ship base plate. FFG broke with tradition and redesigned the entire stat bar for the TIE/sf to make it work. This is a much simpler graphics issue to solve, if needed.
  4. I think PS 1-9 may be the range we'll always see for printed Pilot Skill values. The high end of Pilot Skill doesn't interest me as much as the low end. A PS 1 unique pilot with an EPT slot could be dropped to PS 0 using Adaptability, which could be great for certain blocking / ramming / bombing abilities. It wouldn't surprise me if we see that some day, but printed PS 10+ seems really unlikely and unnecessary.
  5. Two years later and we're still at it. If you're near Corvallis, we're your FLGS for X-Wing. Come join us!
  6. I have plenty of X-Wing and Y-Wing models, but what I don't have is a T-65BR recon X-Wing or an armored Y-Wing and the title/mod cards to go with them. That's the sort of thing I'd like to see from the next Rebel two-pack.
  7. Is it not in its holster?
  8. Some 0-point astromech options might help. Example: Combat-Tested Astromech; 0 points; When ships are placed during setup, place 1 focus token and 1 evade token on this card. You may spend tokens on this card as if they were assigned to your ship.
  9. It would have to be a seasonal kit. We're out of Store Championship season (in which no decent player would abide by the TO's house rules), and if this ruling had been in place at a Regional event we would have heard all about it from other sources. My recommendation is to attempt to reason with the TO. If that doesn't work, openly mock their lame ruling, and ignore it while playing your matches.
  10. I plan to try something like this in February. The season length is from the first to the last day of the month. A player can register for the season by paying $10 into the prize pool (or whatever amount seems reasonable for your group). During the season, each player should attempt to play exactly 4 matches against other league players. You can't play the same player twice. All matches must be played according to the standard tournament format (100pts maximum, 3 obstacles, 75 minutes, etc.). Squads are revealed simultaneously. Each of your squads must contain a different combination of pilots. (Optionally, you could be required to stick to one faction throughout the league.) All squad lists and match results must be recorded fully (as in a tournament) and signed off by both players. Each player receives 1 league point at the end of each match, and the winner receives 1 additional league point. Margin of Victory is recorded. At the end of the season, the winner is determined as the one with the highest number of league points, using MOV as a tiebreaker. Most players would be happy with a $30 store credit prize for 1st place, and $15 going to both 2nd and 3rd place. If your prize pool is larger, by all means award a little more for 1st and 2nd place, and try to give $15 to 4th, 5th, or as far as you can go down the line. You can also use the FFG seasonal prize kits for league prizes. (If players are required to use one faction only, then you could award prizes to the best players in each faction.)
  11. DagobahDave

    Jar Jar Binks

    Jar Jar Binks Unique crew, no faction, cost 1 At the start of the Combat phase, you may discard this card to assign 1 stress token to every ship.
  12. This Plano tray: http://www.basspro.com/Plano-ProLatch-StowAway-Utility-Box-3750/product/48260/ And one of these stylish and sexy food trays: https://www.amazon.com/New-Star-24333-14-Inch-Black/dp/B009NVCLTA/
  13. A-Wings should have about Shields 5 by your calculation.
  14. 5 or 6 points. You could get it down to maybe 4 points if it gave you an ion token, like Leebo crew.
  15. Anything outside of range 3 is simply outside range 3. A thousand pardons. This should be tidy enough for standard: Seeker Missiles / Torpedoes Cost: 3 Damage: 3 Attack (Target Lock): Spend your target lock and discard this card to make this attack at a ship beyond Range 3 (even if the ship is outside your firing arc).
  16. If there are seeker missiles or torps that can attack anything out of arc beyond range 3 by spending a target lock, then you've got an interesting one-time turret-like effect that might make them more competitive. So something like: Seeker Missiles / Torpedoes Cost: 3 Damage: 3 Range: 4+ Attack (Target Lock): Spend your target lock and discard this card to make this attack at Range 4 or beyond (even if the ship is outside your firing arc).
  17. It's already possible to have Pilot Skill 0 ships on both sides, and the rules handle it without any issue.
  18. if PS1 had EPT, nobody would play PS3 / PS4 Why? I just figured you don't want to introduce PS0 into the game, other than the special instances where it already occurs. Why not?
  19. In an attempt to help as many Scum ships as possible. I'd prefer something like a "Shadows of Xizor" campaign pack packaged with 1 repainted ship (StarViper would made sense) instead of a two-ship aces/veterans pack. It would include a campaign map and booklet of missions, and lots of cards and cardboard components to add new pilots for Scum HWKs, Firesprays, Kihraxzes, StarVipers (a PS 8-9 Xizor would be a good start), Headhunters, Scum GR75 Medium Transports and CR90 Corvettes.
  20. So wouldn't it be cool if we had punchboard tokens in the shapes of these ships for use as obstacles? The tokens would be shaped more interesting than just a rectangle (so less of a feeling of a blocky wall in space), and it wouldn't make maneuvering over obstacles any more complicated than it already is with asteroids and debris tokens.
  21. How about: If only one player brings a huge ship, they place that ship first, and then the other player places all of their obstacles. If both players have a huge ship, the player with initiative places theirs first.
  22. I'm sure the original is archived at BoardGameGeek. I took it off my site a while ago because it hasn't aged very well. We were working on a revised version a couple of months ago, but haven't tested it and I'm not sure it's all that great anyway. My suggestion for a short term solution is to wait a few hours and see who posts links in this thread to their own versions of this scenario. There's also hope in the fact that I live near a company that makes custom 3x3 and 4x4 gaming mats. That opens up some fun and attractive possibilities.
  23. Yeah, I like that idea. Something like Rebel-only small-ship-only "Rogue Group Regular" title providing an EPT slot if you don't already have one. A card like that could have an additional effect like "When one of your ships is attacking or defending, you may discard this card to reroll any of your dice." It might be time to introduce squadron cards, though -- a new card type that doesn't compete for other slots, and affects the entire squad.
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