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DagobahDave

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Posts posted by DagobahDave


  1. 3 hours ago, Spellscape said:

    Hi 
    What is Squadron builder ID in Cryodex (5.1.8)- what should I enter there?

    That is referring to the unique squad list ID number that you can get from Voidstate's Squadron Builder (http://xwing-builder.co.uk), also known as your voidstate ID (example: 443100). Once you have built and saved a squad list, you can share it as a web link, or print it, and in doing so you will find a short number code associated with that squad (look at the bottom of the squad printout or within its unique URL). If you enter that code in Cryodex along with a player's information, their squad list will automatically get added to your tournament report if you upload it to X-Wing Lists Juggler (http://lists.starwarsclubhouse.com/).

    If you don't care about uploading your tournament results to Lists Juggler, you don't need to bother with the squad IDs.

    If you do want to export full lists to List Juggler, I suggest that you practice with this feature at least once (create a "Test" tournament in Lists Juggler to complete your test) so you can see how the entire process works.

    On tournament day, the easiest way to check squad lists and prepare a full tournament report for upload is to get all of your players to provide you with a printout from Voidstate's Squad Builder, and then you can just copy the voidstate ID number from the bottom of each printout as you enter each player into Cryodex.


  2. In the past couple of years, it's become easier to find printing services for custom mousepads larger than 3x3 feet. However most printers don't seem to offer a standard size between 3 and 4 feet wide, so a 4x4 foot play area might be a good one to think about because that's a standard size offered by both Inked Gaming (for US customers) and DeepCut Studio (Europe). And in that case, I'd probably try to set the trench diagonally.

    dstrconcept4x4.jpg

     


  3. On 5/27/2017 at 9:24 PM, Forgottenlore said:

    This has always been my impression of the scenario as well. I have never understood the logic of putting the rebels deployment zone so much closer to the trench than the Imps. The one time I played the scenario, the rebels had 2 turns in the trench before the Imps were even able to get ships into it, which meant the Imps had no ability to intercept the ships that determined the outcome of the game, though I do admit that the turbo laser turrets were more effective than I expected.

    It's pretty carefully measured out so that Imperial ships can get behind Rebels in the trench and (with their superior speed) get some shots on them before they reach the end of the trench, but aren't likely to stop the trench run by themselves.

    The scenario is pretty anti-climactic if the Rebels don't even get to take a shot on the exhaust port, but the trench run itself isn't all that interesting because it's pretty much just flying in a straight line. So I wanted the Rebels' success to hinge more on the "surface" battle, with the Rebels in that aspect of the fight doing whatever they can (destroying power nodes) to improve the trench runners' chances of making their shots.


  4. 6 hours ago, william1134 said:

    Well just watch Rouge One.  You have x-wings and U-wings flying around in atmosophere just fine... that and the force awakens with ties and x-wings fighting over ground.

    You're replying to a post I wrote in 2014. :D We hadn't even seen a trailer for Episode 7 yet. But like I wrote back then, Empire Strikes Back shows that starfighters can operate in atmosphere.

    I don't think anything has changed with FFG and X-Wing in this regard. FFG still hasn't given us a ship that's designed to operate in atmosphere only -- unless you count the TIE Striker, but the card art shows it operating in space so FFG seems to think it's not an airspeeder.

     


  5. 10 hours ago, TheColossal said:

    We've lost several people from our local group because they "don't like the direction this game is going". The feeling seems to be shared across the Xwing community. 

    I've only been around for a few waves so can someone tell me what the 'right direction' is? Or even describe the 'peak' of Xwing, before we went down the wrong path? 

    Starfighter battles were fun when you had to be pointed at your target, and the Planning phase was where you made your most significant choices. Turrets and high Pilot Skill arc dodgers made it weird, shifting the most significant decisions into the Activation phase, and to squad-building.


  6. 35 minutes ago, Sithborg said:

    I am aware of that. But I would imagine they would rather keep the profits from ships than to have profits from card packs cut into those. 

    I mean, the entire basis of why people want card packs is that they don't want to buy the new ships. 

     

     

    Oh, I agree it's really unlikely that we'll see card packs containing Twin Laser Turrets and Autothrusters.

    I'm thinking more like card-only packs containing new pilots and upgrades for older ships, along with some new general-purpose EPTs and other upgrades or punchboard goodies that would be desirable by just about any serious player. I see card packs as a way to fill in the long gaps between the production cycles on plastic so that fans of the original trilogy or ships that were declared dead on arrival might have competitive options using their favorite models sooner, and as a way for FFG to respond more quickly to changes in the meta. This all assumes that it's significantly quicker to produce card-only packs, but that might not be the case.


  7. 2 hours ago, Sithborg said:

    I really don't think you need any other explanation that this is more profitable to them. Once the EU ships sold just about as well as the movie ships, that pretty much solidified the model. 

    Sure, that might explain why it hasn't happened yet, but I think we can only guess. X-Wing's profitability isn't something we can talk about with any certainty or specifics. It's entirely possible that X-Wing is not very profitable on a unit-by-unit basis, and Christian T. Petersen's article on manufacturing the Millennium Falcon might be enlightening for those who think I just wrote something crazy.


  8. On 6/25/2017 at 10:03 PM, Handler said:

     

    I've been aware of that statement from Alex Davy for a long time. It's the one and only statement I've ever heard from an FFG employee on the topic of card-only expansions, but it does not rule out the possibility of card-only expansions, and certainly does not say that there are licensing issues preventing them.

    Maybe someone can provide me with a link to something else that explains the source of the rumor that FFG will never make card packs. Bonus points if they state that it's because their license prevents it. If I'm wrong, it should be easy to prove it with a bit of of Googling. So far, no one has been able to back it up with a statement by anyone at FFG. 

    I'm pretty sure the rumor comes from that very statement by Alex, which is why I keep challenging people to look at it for what it is. In 2015, Alex thought it unlikely that we'd see card-only expansions. Fine. Leave it at that. "Not likely" is a good enough answer without insisting it means "never, because license". The licensing explanation appears to be baseless.


  9. On 6/21/2017 at 11:49 AM, RufusDaMan said:

    I believe I read somewhere that its a licensing issue. Basically it's the fact that their product is the miniature, and everything they sell has to contain at least 1 mini.

    It's a rumor. We don't know why FFG hasn't released card packs. We can only guess.


  10. 3 hours ago, Hawkstrike said:

    For a tournament game,  what do you think the effects of these changes would be:

    (1) Attacker/defender determined randomly.

    (2) 100 point squads (and thus shuttle is 0/2/6/6).

    (3) Obstacles included (3 per player).

    (4) No reinforcements for the attacker.

    I'm thinking dropping reinforcements reduces some of the attacker's advantage, while adding the obstacle has the potential to extend the game slightly as it will require more maneuvering by the shuttle. Maybe even force the shuttle to be placed first, before obstacles.

    -----

    Alternately: if reinforcements are retained, it's at the lowest PS alternative (Lose Howlrunner, get an Academy) and the shuttle gets an Ion Cannon turret.

    A couple of years ago, I ran a "Senator's Shuttle" tournament using rules very much like this, and it worked okay.

    One thing I would add is a way to try to make sure that everyone has to play as the attacker and defender at least once each. I think we also equipped the shuttle with Anti-Pursuit Lasers and a 2-attack primary turret, and placed the shuttle in the defender's starting zone after all other ships were placed (instead of in the center).

    Power creep has probably reached the point where the shuttle needs an extra shield or two. Playtest this scenario a few times with top tier lists.


  11. If they introduce new dice for this game, I think it would be cool if they were used to represent the Force. Make it a 12-sided die with maybe 3 blank sides, 5 focus sides, and 4 Force symbol sides. Give us new versions of Vader and Luke pilot cards, and new Dark Side and Light Side upgrade slots for them. An example of a Light Side upgrade might be something like Trust the Force that reads "When defending, you may spend a focus token to roll a Force die. On a [Force symbol] result, cancel all of the attacker's dice results." You get the idea.


  12. 1 minute ago, VanderLegion said:

    Han at least saw some use for a while after the ghost ame out

    Jabba is probably better than both of them, really. He has potential to become more useful as new illicits are released, which is better than being overpowered from the start. But if he sees limited use, that's okay. Many of the iconic characters from the original trilogy are scarce.


  13. 12 minutes ago, GrimmyV said:

    Yeah, the Jabba actually meant for standard that puts the Death Mark Condition on a ship that causes all damage cards to be face up as well as all friendly ships rolling an extra red die when attacking that ship and causing that ship to count double squad points when calculating scores.

    Ha! If only he had been a broken must-have upgrade that forces every competitive player to buy a $50+ expansion, like Leia and Han crew!


  14. 13 hours ago, Babaganoosh said:

    An easy way to balance this for tournament play is to make the mission symmetrical; give both sides a ship functionally equivalent to the senator's shuttle and make them fly it off the enemy table edge.

    My only real problem with that setup is that it is very weird thematically. 

    Prisoner exchange gone wrong.


  15. 14 minutes ago, Talamare said:

    I'm more than willing to hyberbole it to 11, but it holds true despite the hyperbole.

    It needs to be nerfed.

    TLTs are a tough case because they require little skill to use, but aren't too great a challenge for seasoned players to deal with. I find them to be okay the way they are, but I've played with and against them many times.

    I don't know if you should have to be a seasoned player in order to play X-Wing without TLTs wrecking your day, though. For the sake of entry-level players, a slight mechanical nerf seems appropriate.


  16. For lots of players, the prizes are the main draw of big official events. If they get to a point where they know there's no chance of winning prizes, it's fine if they go do something else.

    For a small three-round casual tournament, I consider it bad form to drop with a 0-2 record, and doing that sort of thing repeatedly will get a player disinvited from future events of that kind. But they'd still be welcome to Store Championships and other events where a more competitive attitude is expected.


  17.  

    On 3/24/2017 at 10:11 AM, balindamood said:

    Like it or not, flying imperial is much more of a skill/reward faction than the other two.

    Agreed. Imperials have been touted as requiring more finesse and skill, and now that seems to be true again. 

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