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Posts posted by DagobahDave
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I think turrets are fun and interesting as long as they're not spammed. I think they were always intended to be used as a support ability, or as your one big hitter, but not both and not everything.
The rule change I propose for tournament play is: One turret (PWT or equipped turret upgrade) per 75 squad points.
And if this brings swarms back into competition, good. If it makes swarms too effective: Limit all generic pilot cards to a maximum of 2-of-a-kind per 75 squad points.
BlodVargarna and ForceM reacted to this -
25 minutes ago, MaxPower said:Such 'traits' are basically in any card game, from magic over netrunner to hearthstone. It's not unreasonable that an eventual second edition might include them.
We already have subfactions in place if FFG wants to do something with them. We don't have to wait for a second edition of the game.
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4 hours ago, Darth Meanie said:Those 2 already have pilot cards that say they are Mandalorian.
They'd still need new pilot cards with whatever icons FFG decided to use for the new subfaction.
But we currently have no official rules that make a distinction between factions and their subfactions in play. Any cool ideas for that?
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Black yoga mat.
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I'd like to see some Scum ships released with an Imperial mercenary pilot.
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It doesn't need to take up 2 bomb slots, but that wouldn't surprise me. I would guess that it lets you remove shield tokens in order to drop the new bombs.
The presence of (at least) 2 new bomb tokens is interesting. Being bomblets, they probably do detonate at a certain point during the round, so you probably only need 1 token for general use.
If you can also place 1 of these bombs during setup (as hinted by one of the other upgrades in this expansion) then there's an actual reason why you might need to have 2 of these tokens on the table at the same time -- 1 for setup, and 1 for dropping on the first round of play, because you want to damage / stress / ion / tractor your own ships because janky list.
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I was certain that there would be no third faction. Turns out I was partly right and they only wanted one faction for a while.

In all seriousness, I've stopped assuming there are things FFG won't do with X-Wing.
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I usually play a squad once or twice before moving on.
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Blaster Turret is a really poor turret and no one uses it because there are better options. I like the new turret, but I want to see a general nerf to turrets before the end of the year. I don't care what form the nerf takes: restrict the number of turrets allowed per 100 points, change a hit into a focus when firing out of arc, whatever. Too many turrets in this game is the greatest contributor to "real X-Wing" being such a perversion of the core game experience. Fix that, FFG.
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33 minutes ago, MalusCalibur said:I have no bias here either, given that I've never flown Palpatine, and certainly I did not believe he needed to be changed.
Ah. You should try it before the nerf goes into effect. Actually having that ability at my disposal was eye-opening for me.
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9 hours ago, MalusCalibur said:No. Merely stating facts. A glorified C3PO is not worth 8pts, two crew, and a minimum of 21pts to ride on. You can still find success with him, but it's the same as finding success with Leia crew - it doesn't change the mathematical worth (or lack therein) of the card.
A couple of times now I've seen OGP discussed like it's an additional cost for Palpatine, like all he does is ride around in it and it's not a 3-attack ship large ship with 10 hit points and a stop maneuver.
In casual play, PalpShuttles can be strong enough to win matches without engaging the enemy much, which is part of Palpatine's game-warping effect. In competitive play, PalpShuttles have to work harder, and contribute to the focus firing and blocking so that the aces can do their work. The Lambda is a pretty good ship in that role, and cheap. It's still a 3-attack large ship with 10 hit points and a stop maneuver. And for just 8 points more, you got a guaranteed die result every single round that ship was alive. I wish I could get that much of an effect with Wild Space Fringer at 30 points.
I think we'll continue to see PalpShuttles doing well in tournaments under the command of players who were out-flying their opponents anyway, but we'll probably see fewer Palps overall as players of more average skill find that they can't get as much out of him and his ride.
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Just now, Pretty Green said:You make it sound that Palpatine was used without a ride. No, you have to put him in a otherwise a useless ship, or a very expensive one. That limits your options dramatically what to field. So a minimum of 29 points. Not cheap for a support function.
So, it was popular. So what? If you agree it wasn´t broken, why nerf it just because it was popular? Not auto-win, or even easy.The 21-point OGP is one of the most cost-effective ships in the game, with or without Palp. The DoomShuttle remains fairly popular, too. It's a great ship in the early game -- stop maneuver, wide 3-attack forward arc, slow rolls with the best of them. Decimators are awesome all day and have the room to spare. Having to put Palp on those ships isn't a drawback.
Admiral Deathrain reacted to this -
2 hours ago, Pretty Green said:Broken card, really? Have we played the same game, because when you browse these forums, no one has suggested Palpatine was truly broken card before the errata. Strong, sure. But when you consider the resteictions, it´s not that bad.
You think you are funny with those "citation needed" comments? Palpatine was not dominating games. Just check the results, there´s your citation.
Of course I will try Palpatine after this, but I feel like I have been cheated.Yeah, it was pretty broken.
For 8 points (steep, it would seem) you got about 6 to 10 guaranteed dice results over the course of a typical 100-point match. If only 3 uses of Palpatine result in a hit point being lost or saved, it pays for itself in Hull Upgrades (yours or theirs). But most of the time, you got 6 to 10 guaranteed evades and crits. You usually got much more out of that card than what you pay for it, and it shows in the tournament results.
You'll probably still get more than 3 good uses out of Palpatine even if you're not that good at knowing the best time to use him, so you're still getting your points' worth. He's fine now, really. He was embarrassingly easy to win with before.
58 minutes ago, Pretty Green said:Palpatine was not dominating any tournaments.
Maybe not, but when Imperials have showed up in the elimination rounds at tournaments over the past year and half, there's been about a 50% chance that Palpatine will be in their list. Very few cards have had such lasting popularity, and the reason is because it's easy to win games with it.
Archangelspiv reacted to this -
Certainly by now FFG realizes that many players would appreciate an easy way to get corrected cards, since there's a good handful of them.
They have several options for getting those cards to us, but these things take a bit of time to put together, and I'm sure they'll want to see how their new rulings work out before they fully commit to them.
In the meantime, there are a couple of decent workarounds. It's an inconvenience, but one solution is as easy as printing a few pages and cutting them with scissors. No one actually cares about the cards you use in tournaments as long as you have the originals. You can use your corrected custom alt-art cards without anyone saying a word beyond "cool card."
Malufeuermut reacted to this -
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This tournament format works best with a relaxed group of 2-8 players who are willing to share game components with each other. The event organizer will need a large collection of cards in order to create the drafting packs, and may need to create proxies.
The idea is that up to 8 players sit in a circle before the tournament (which can be a one-round event, if you like). Each player receives one drafting pack, being an envelope or baggie or something which contains 8 pilot cards and 16 upgrade cards, randomized. Each player chooses 1 pilot and 2 upgrades, then passes the remaining cards to the player to their left. Selection continues in this way until the packs are empty. Each player will now have 8 pilot cards and 16 upgrade cards, and can begin assembling a 100-point squad from that collection. Any unused cards are ignored. When everyone's squads are ready, run your event like any other tournament.
That's the easy part. Preparing all this stuff takes a bit of work.
For an 8-player draft, the tournament organizer needs to create a master card list of 64 pilots and 128 upgrades, which is just a fraction of the complete set available for this game. The organizer needs to make decisions about what to leave out, and it's easier to start with a short list of things you want to keep in. The first big decision is which factions to keep, and then divide your pilot cards as evenly as possible between them. For two factions, you'll want 32 pilots each. For all three factions, you'll want 21+21+22. Once you start getting into the process of looking at your card set in those sorts of numbers, you'll see that you only have room for a few ship types per faction. You'll also see that there are a lot of must-have upgrades dictated by your choices of ship types -- their titles, fixes, and available slots.
For my store group's next drafting event, I'm going with a First Order v. Resistance theme. I used cards from my own collection, but I didn't have quite enough pilot cards to cover the 32 needed per faction. This turned out to be kind of cool, because it let me include a Bounty Hunter and couple of Patrol Leaders for First Order support, and a handful of older Rebel ships that might still be kicking around. The upgrades were chosen based on need, and then by "a little bit of everything."
Enormous card list incoming, because folks have asked to see card lists for this sort of thing.
IMPERIAL PILOTS
1x "Backdraft"
1x "Epsilon Ace"
1x "Epsilon Leader"
1x "Omega Ace"
1x "Omega Leader"
1x "Quickdraw"
1x "Zeta Ace"
1x "Zeta Leader"
1x Bounty Hunter
1x Kylo Ren
1x Lieutenant Dormitz
1x Major Stridan
1x Omega Specialist
1x Starkiller Base Pilot
1x Zeta Specialist
2x Patrol Leader
5x Epsilon Squadron Pilot
5x Omega Squadron Pilot
5x Zeta Squadron PilotREBEL PILOTS
1x "Blue Ace"
1x "Red Ace"
1x "Snap" Wexley
1x Chewbacca (Heroes of the Resistance)
1x Chewbacca (Original)
1x Dagger Squadron Pilot
1x Ello Asty
1x Green Squadron Pilot
1x Han Solo (Heroes of the Resistance)
1x Han Solo (Original)
1x Jess Pava
1x Nien Nunb
1x Poe Dameron (Pilot Skill 8)
1x Poe Dameron (Pilot Skill 9)
1x Resistance Sympathizer
1x Rey
1x Wild Space Fringer
2x Red Squadron Pilot
2x Rookie Pilot
3x Rebel Operative
4x Blue Squadron Pilot
4x Red Squadron VeteranASTROMECHS
1x BB-8
1x M9-G8
1x R2 Astromech
1x R2-D6
1x R2-F2
1x R3 Astromech
1x R4-D6
1x R5 Astromech
1x R5-D8
1x R5-K6
1x R5-P9
1x R5-X3
1x R7 Astromech
1x R7-T1
1x Targeting AstromechBOMBS
1x Conner Net
1x Thermal Detonators
3x Ion BombsCANNONS
1x Heavy Laser Cannon
1x Ion Cannon
1x Tractor BeamCREW
1x "Leebo"
1x Bombadier
1x Chewbacca
1x Finn
1x Fleet Officer
1x Flight Instructor
1x General Hux
1x Gunner
1x Han Solo
1x Hotshot Co-pilot
1x Inspiring Recruit
1x Intelligence Agent
1x Kylo Ren
1x Mercenary Copilot
1x Navigator
1x Nien Nunb
1x Operations Specialist
1x Rebel Captive
1x Rey
1x Systems Officer
1x Tactician
1x Tail Gunner
1x Weapons Engineer
2x Recon SpecialistELITE PILOT TALENTS
1x A Score to Settle
1x Adrenaline Rush
1x Calculation
1x Crack Shot
1x Daredevil
1x Deadeye
1x Decoy
1x Determination
1x Expert Handling
1x Expose
1x Intimidation
1x Juke
1x Lone Wolf
1x Marksmanship
1x Opportunist
1x Outmaneuver
1x Predator
1x Rage
1x Ruthlessness
1x Squad Leader
1x Swarm Leader
1x Swarm Tactics
1x Trick Shot
1x WiredMISSILES
1x Adv. Homing Missiles
1x Assault Missiles
1x Chardaan Refit
1x Cluster Missiles
1x Concussion Missiles
1x Homing Missiles
1x Ion Pulse Missiles
1x Proton Rockets
1x XX-23 S-Thread TracersMODIFICATIONS
1x B-Wing/E2
1x Hull Upgrade
1x Lightweight Frame
1x Smuggling Compartment
2x Autothrusters
2x Twin Ion Engine Mk. II
3x Guidance Chips
3x Integrated AstromechILLICIT
1x Burnout SLAM
1x Rigged Cargo ChuteSYSTEMS
1x Accuracy Corrector
1x Advanced Sensors
1x Collision Detector
1x Fire-Control System
1x Reinforced Deflectors
1x Sensor JammerTECH
1x Comm Relay
1x Hyperwave Comm Scanner
1x Pattern Analyzer
1x Primed Thrusters
1x Sensor Cluster
1x Targeting Synchronizer
1x Weapons GuidanceTITLES
1x A-Wing Test Pilot
1x Andrasta
1x Black One
1x Dauntless
1x Kylo Ren's Shuttle
1x Millennium Falcon (Heroes of the Resistance)
1x Millennium Falcon (Original)
1x Moldy Crow
1x Outrider
1x Special Ops Training
TORPEDOES
1x Extra Munitions
1x Flechette Torpedoes
1x Ion Torpedoes
1x Plasma Torpedoes
1x Proton Torpedoes
1x Seismic TorpedoesTURRETS
1x Twin Laser Turret
2x Ion Cannon Turret -
(unique) Deflection Shot: elite pilot talent, 2 points; Small ship only; When attacking in your primary firing arc at Range 2-3, you may roll 1 additional attack die (to a maximum of 3).
What's it for? This sort of turns one of your 2-attack ships into 3-attack ship. It's intended to give pilots like Green Squadron A-Wing and Black Squadron TIEs a reason to exist.
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I feel like this guy when I'm running a Rebel squad. I'm pretty sure they're all going to die, but we have no choice.
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4 hours ago, BlodVargarna said:Im thinking how to introduce some limits to these lists where players can spam crazy upgrades they would not ordinarily be able to.
You could set a 2-of-a-kind limit on everything that isn't unique. This is my self-imposed squad-building rule as a way to take a break from spam dependency. It has resulted in squads that are not only more fun to play, but are more well-rounded and less likely to run into a hard counter.
BlodVargarna reacted to this -
-Nevermind-
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I'm not too interested in talking about specific fixes, but I have a couple of ideas for how FFG might introduce squadron rules.
The simplest would be something like creating a "squadron upgrade slot" just like titles and modifications, which are simply unprinted upgrade slots for all intents and purposes. Just say each ship can take 1 squadron upgrade card, and you're good to go.
If FFG wanted to do something more complex -- like a new game format -- they could adapt the adventuring party cards from Warhammer Fantasy Roleplay 3rd edition. Imagine a 5" x 7" card called a "Rebel Command Panel" with appropriate Rebel artwork. On this card is a "mission tracker" (numbered 1 through 10), a space for "reserves," and 1 to 3 slots for "command upgrades." (Scum squadrons might not get as many command upgrade slots as Rebels and Imperials, but this wouldn't necessarily be unbalanced if you read on.)
How this would all work is that you'd slot in command upgrade cards such as "Rogue Squadron, each time one of your Rebel Alliance X-Wings suffers damage from an attack, move the mission tracker up by 1" and "When your mission tracker reaches 4, you may remove any number of stress tokens from your ships. When your mission tracker reaches 8, you may flip one of your ships' faceup Damage cards facedown" and "During setup, you may place any combination of 3 focus and evade tokens in reserve. At the start of the Combat phase, you may place 1 token from your reserves onto a ship that does not already have that token" and "You may place 1 elite pilot talent upgrade costing 1 point in a command upgrade slot. At the start of the Activation phase, you may equip that card to one of your ships." Command upgrades could be set up to be Rebel-only or Imperial-only, or to only trigger when X-Wings or TIE Fighters do things, or what have you. The idea is that you can customize your squadron's benefits in lots of ways.
How to pay for this stuff (in points) is the big question for me. I think you'd want to create a new format where each squad has the usual 100 points, plus a budget of 10 points for command upgrades or something like that.
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8 hours ago, Smutpedler said:It appears I'm not the only one. Time for Daggobah Dave to appear and tell us we're all children? Or maybe the OP will accept he posted in a public forum and will get this sort of reaction when half the forum boards are filled with these threads?
Then you don't understand how internet forums work. When you show up in a "meta isn't fine, how do we fix it" thread and say "meta is fine, the problem is people who think it could be better" you're actually in the wrong place.
It's clear that a lot of you numnuts didn't read beyond the thread title if you posted something like "whining should be banned hur dur." Half a dozen other people posted the same thing. Aren't you clever!
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7 hours ago, spacelion said:Each player places more asteroids / debris on the field.
Generally, I'm in favor of doing more with obstacles, but I think 6 on the 3x3 foot playmat is just about right as a baseline.
Seismic Torpedo and Rigged Cargo Chute are really fun, and I expect/hope we'll see more of that kind of thing. A pilot ability or EPT that lets you bring another rock is kind of interesting.
It might be neat to be able to place bomb (mine) tokens during setup instead of obstacles. I'm just an amateur game designer, but something like that as an Imperial-only ability might make TIE Bombers and Punishers more competitive.
Maybe a modification like "Clattertrap" -- 0 points, large ship only, when this ship is destroyed, drop (as in a bomb) this here special debris cloud that has template guides, forward or behind the ship.
Lampyridae and nitrobenz reacted to this

Remove secondary weapon range rule from turrets?
in X-Wing
Posted · Edited by DagobahDave
You're clueless. Now let the adults talk.