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Everything posted by DagobahDave
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WAVE IX: Taking Bets and Predictions, Hopes and Dreams!
DagobahDave replied to Tsiegtiez's topic in X-Wing
Scurrg CloakShape Otana (YT-2000) TIE Avenger -
Nah, it's fine.
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How to play X-Wing Miniatures: complete tutorial.
DagobahDave replied to Velvetelvis's topic in X-Wing
I made it all the way to step 5 and then I broke two cannon barrels off a B-Wing somehow. -
Considering how well Crack Shot and Glitterstim have been received, I think the one-time-use limitation should work fine for most abilities. But if we want to do something more exotic at some point, your method sounds pretty good. Yes, I would agree with you, but I'm designing this mod to work with my collection of WizKids Crimson Skies minis from 2003, which went out of print right away, and which I've only started collecting in 2016. Getting hold of the actual ship models isn't as easy as it once was. So my goal is to be able to play a 100pt v 100pt battle using any two of these blister packs. 1x Broadway Bombers squadron blister (2 sets would be better) 1x Hollywood Knights squadron blister and Ace Pack #1 (1 of each should be fine; these are costly top-of-the-line planes) 1x Fortune Hunters squadron blister (2 sets would be better) 2x Red Skull Legion squadron blister (2 sets are pretty much necessary because these are probably going to be swarmers) (Miniature Market is having a closeout sale on some of these until the end of March, by the way.) I don't plan to do anything with the ships in the Black Swans squadron pack or Ace Pack #4 because I'll never find them for a reasonable price. If you don't already know, each faction's blister pack comes with two copies of two different ships. What I'm getting at is that if there are only two ships to choose from in each faction, pilots can probably be keyword-free because there just aren't enough potential combinations to worry about. So any of the four or five ace Hollywood Knights pilots should be able to fly either of the Hollywood Knights signature planes without breaking anything, I hope. However, I might still re-combine pilot and ship cards later, or give pilot cards keywords that limit the kinds of planes they're allowed to jump into, so that there can be greater plane variety in each squadron. I just don't like the idea of mismatched paint schemes, and I don't think I'll be able to acquire enough ships to be able repaint enough them to look good when flying with other factions (and I kinda don't want to have to repaint anything). We'll see. Thanks for the ideas!
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I've acquired the four easy-to-find squadron blister packs for the 2003 WizKids Crimson Skies game. Now I'm developing a FlightPath style game to play with them because it's a perfect fit. I just snapped off the click bases, magnetized my Crimson Skies models and it's pretty much ready to go. All I need are rules, a card list, terrain, maybe some scenarios. It's an opportunity to explore some X-Wing 2.0 rules ideas, along with some rules that are tailored just for the Crimson Skies look and feel. So I'm asking for any ideas you have for moving this project forward. I don't need motivation (I've already written a playable version of the first draft and the first playtest was mostly without problems), I'm mostly looking for ideas for interesting mechanics. Some of the notable changes I've made: Pilot skill ranges from 1 (rookies) to 5 (aces). Initiative switches players at the end of each round. Pilot skill conflicts are likely, and making the most of the ebb and flow of initiative is a fun dynamic. (Worked well in playtest.) All elite upgrades are free (0 points) and they are all discarded after use (one-time-only effects). Most pilots have 1 or 2 (or even 3) elite upgrade slots. Upgrade cards are placed facedown during play, and are not revealed until they are used. (And then they are discarded.) You can have multiple copies of the same elite upgrade card on a ship, but you can't play the same elite upgrade twice on the same ship on the same turn. Most of the elite upgrades are adapted from ones we already have in X-Wing. Range bonuses apply to all non-bomb attacks (bombs are for scenario use only anyway). In playtesting, this worked better than I hoped, and it's one less rule to remember. There are no 360 turrets (yet). Rear gunner turrets can fire in a 180 degree arc to the rear (or maybe a narrower arc depending on the ship). Single-engine interceptor-type planes have somewhat narrower firing arcs than the standard. You have to fly those guys more carefully in order to line up shots. Every ship should have some kind of action to make additional movement after maneuvering. So expect every ship to have at least one of boost, barrel roll and slam. Target locks are uncommon as standard equipment. That's a fancy gadget you got there. You pay extra for that. Rocket ordnance is powerful, usually Range 1-2 (appropriate for the period I think), and requires a focus token but you usually don't have to spend it. Most of them cost 1 point. Worked well in playtest. I'll post a text dump here soon with all the work I've done so far. Until then, do you have any ideas?
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Wil Wheaton's most famous phrase applies here.
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There's a lot of confusion about how this works. I think it's pretty simple. Ignore all dual card effects until you place a ship equipped with them on the play area (the 3x3 foot area where ships maneuver). When you let go of that ship, flip its dual cards to the desired sides and then apply their effects from that point on. Move on to placing the next ship. That's all there is to it.
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That's not right. Wow, this is really a lot more confusing to some people than it needs to be. Read the reference card. Read the upgrade card. Do what the cards say to do. Do not do what the cards do not say to do. When you submit your squad list for a tournament, you're still going to list Adaptability as being equipped to a specific ship. You're not able to move it to another ship between rounds.
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I don't think that's right, but the wording on the reference cards requires some interpretation. Unfortunately. The reference card tells us that Adaptability doesn't become active until it is placed in the play area (third paragraph). I'm sure they mean it becomes active when the ship it is equipped to is placed in the play area. The play area is the 3x3 foot zone where ships move around. We don't place our ships in the play area until after we have determined initiative. That's how we figure out the ship placement order. Adaptability hasn't activated at this point. So you place ships in Pilot Skill order (Veteran Instincts applies here, but Adaptability doesn't). When you place a ship, that's when you decide which side of its dual card upgrades to use (second paragraph). The order seems to be: 1. Show up with your squad materials, arrange them outside of the play area next to your starting edge. 2. Determine initiative. 3. Ignoring all dual cards (because they are not yet active), place ships in the play area, starting with the lowest PS, ascending order, etc. When you place a ship that is equipped with dual upgrade cards, you decide which side of those cards to use (second paragraph). They are now active (third paragraph). I could be wrong, but I think that's the "do what the card says to do; do not do what the card does not say to do" reading of the reference card.
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Applied Perspective is my favorite source for acrylic maneuver templates in the United States.
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It really doesn't matter that much. Both decks contain effects that, depending on the squad and situation, don't change the game state at all. Knowing the differences in the decks, I would take the new one with the OP's squad to make sure that TLT doesn't get blasted away. But I'm not convinced there's any real advantage to taking one deck over the other. Something else in the new deck could be exactly what I don't want to see, depending on circumstance.
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I think we place ships in the usual order, since dual cards aren't activated until they are placed*. Once a ship is placed, you choose which sides of its dual cards to use. So you still place a Green Squadron Pilot at PS 3, even if you end up making it PS 4 with Adaptability.*Weirdly enough, dual cards become active when they are played faceup in the "play area" which is literally the 3x3 game mat. So, uh, fly casual and just place the card with your other upgrades, I guess? Hey, I didn't write the rules. I think what they mean is "dual upgrades equipped to a ship are not active until the ship is placed in the play area during setup".
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I think the most exciting ending to my scenario would be a nearly-dead GR75 limping into hyperspace from a mostly healthy Imperial squad, but that means the Imperials should win without much effort unless the Rebels are determined and lucky. I guess I just like when the Rebels have only about a one in three chance of winning. I really like the secret ship idea. Maybe the Rebel player has 20 cargo points to assign to their squad. Up to 5 cargo points can be assigned to transport-type ships (or maybe you'll want to set limits for certain ships). You secretly indicate the cargo points assigned to each ship with a facedown maneuver dial's speed setting. When a ship escapes, you reveal its cargo points and score them. Maybe you need to get 11+ cargo points through the blockade in order to win.
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My version is definitely tough on the Rebels. It's partially balanced by the fact that the Imperials have to focus their attacks on huge ships, leaving them vulnerable to Rebel escorts. If the Rebels took a CR90 and two GR75s, I think they'd have a fair chance of getting one of them through the line just by forcing the Imperials to split fire. It might take a couple of tries, but I think it can be done. Asymmetry sometimes equals replay value?
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Play Area: 3x6 feet. Squadbuilding: The Rebels have 150 points to spend on huge ships (no limit on epic points), 150 points to spend on small ships, and 100 points to spend as they wish (maybe allowing Scum ships to be hired). The Imperials have 100 points to spend on huge ships (no limit on epic points), 100 points to spend on large ships, 100 points to spend on small ships, and 100 points to spend as they wish (maybe allowing Scum ships to be hired). Obstacles: Instead of asteroids and debris clouds, place 12 mine tokens (prox, cluster, conner). For extra fun, replace destroyed ships with debris clouds during play. Deployment: The Rebels start within Range 2-5 of one of the short edges, no closer than Range 1 from any edge. The Imperials set up anywhere on their own half of the board, no closer than Range 1 from any edge. Objectives: In order to win, the Rebels must have one of their huge ships flee the opposite short edge or destroy the entire Imperial force. The Imperials' goal is to destroy all of the Rebel huge ships.
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We actually do play on the backside of that mat. It looks better and has really good grip.
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I've only been magnetizing my ships and the tops of the pegs, but thanks to you I've discovered that my R421 and R422 magnets (from K & J Magnetics) fit perfectly at the bottom of the large ship bases. Time to magnetize the bottoms, I guess! With my standard large ship pegs, I've superglued some of them into 2-piece and 3-piece lengths, so that takes care of most of the wobble. If I jam them onto the base peg, they seem to stay pretty secure.
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I've been also thinking that it would be a lot of fun to try out older missions with ships that weren't released at the time. The changes in the meta are pretty evident as I'm looking over them. (Original Core) Mission 1: Political Escort I've played this at least three or four times in its standard form. I ran a tournament using a more symmetrical version I cooked up. Mission 4: Den of Thieves I've played this a couple of times, and it seemed well-balanced. Mission 5: Preystalker Played it. Kinda weird, but that's the only impression it left on me. Mission 6: Undeniable Assets Played it once or twice. Needs to be rewritten so that the Shuttle can actually use its stop maneuver when rescuing passengers from the disabled ship, instead of taking an action. Mission 7: Cutting the Cord Played it a couple of times. The Imperials seem to have a huge advantage, but it's still fun. Mission 9: Jump to Subspace Played it twice, seemed well-balanced.
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VT-49 Decimator: "Immediately after you overlap an asteroid token, remove it from the play area."
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In order to keep the playing time reasonable, how about: 150 points. Must contain at least one unique pilot with a pilot skill of "6" or greater. The pilot in your squad with the highest pilot skill is designated Squad Leader, and is assigned the Squad Leader upgrade card at no cost. This upgrade does not fill an upgrade slot and does not prevent your ship from equipping elite talents as usual, but it remains a unique card. Your squad must contain exactly three other ships that share a ship type with the Squad Leader. If there are points remaining for other ships, they must be of a different ship type than the Squad Leader and its three squadmates.
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I ran a Hunger Games style scenario last week using small ships with unlimited points for upgrades. They can get pretty tanky in a free-for-all, which dragged things out for longer than we would have liked, but that shouldn't be a problem here. We had 2 Corran Horns, Whisper, Guri, Rexler, Deathrain, and Wedge. Maybe the juggernaut should have a 360 degree firing arc.
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Continuing our series where we re-evaluate the points costs of cards in the current meta, one card category at a time. Just copy the list and insert your own point values. If you find a card on the list that you have never been interested in taking in competition because it seems too inefficient or too situational, consider the point value that would convince you to try it in a competitive squad and write in that value. * * * * * * * * * * * * * * * * * * * * CREW UPGRADES Bombardier 1 Greedo 1 Intelligence Agent 1 Nien Nunb 1 Agent Kallus 2 Bossk 2 Dash Rendar 2 Han Solo 2 Jan Ors 2 Leebo 2 Mercenary Copilot 2 Moff Jerjerrod 2 Outlaw Tech 2 Saboteur 2 Tactician 2 C-3PO 3 Darth Vader 3 Fleet Officer 3 Kyle Katarn 3 K4 Security Droid 3 Lando Calrissian 3 Mara Jade 3 Navigator 3 Rebel Captive 3 Recon Specialist 3 Weapons Engineer 3 Chewbacca 4 Flight Instructor 4 Leia Organa 4 R2-D2 4 Ysanne Isard 4 Gunner 5 Luke Skywalker 7 Emperor Palpatine 8
