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Daedalus

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Posts posted by Daedalus


  1. I hate to start a new forum for a new game with a negative, but this is going to be a hard pass for me, at least for the time being.  They didn’t even finish 2E.  I’m also not a fan of the artwork, and the characters aren’t even the same. 
     

    i don’t know. I’m sure someone is excited about this, but at that price tag I’m just wishing more of those resources would have been put into 2E. 


  2. On 9/21/2020 at 10:53 AM, Eldan985 said:

    Oh, I know, we absolutely do too. Your allies gave you valuable aid earlier, they didn't just shot up, etc.

    But we literally had a situation where we had a lantern and two flashlights on the table (as a group), but were lacking light sources in the Forgotten Age, and it was super annoying.

    I know what you mean now.  I'm playing through TFA again now, and I had completely forgotten there are situations in the middle of scenario where you need certain supplies.  I was only remembering the cases between scenarios.


  3. 7 hours ago, Eldan985 said:

    Ech. You know, looking at those preview cards, MORE annoyance at the supply system in Forgotten Age. Now we have a compass, that doesn't count as a compass, for supplies. Like previously we had six sources of light that didn't count because they weren't torches.

    Eh... just because a card is in your deck, it doesn't mean you have it on you all the time.  Otherwise we'd be playing every game with all of our assets already in play from the start.  I personally see cards in the deck as assets or events that we encounter along the way and make use of temporarily.  Building our decks allows us to have influence over how our story unfolds, but it doesn't mean that I'm wandering around with a pair of flashlights, half a dozen different weapons, and several followers, all of which I decide to only use occasionally while the future of humanity is at stake.


  4. You kind of answered your own question.  There are people who are happy with the game and those who aren't.  FFG isn't likely to alter the game just to switch from one group of fans to another.  As Hannibal stated, different people like different games.

    It's like when D&D went from 3.5 to 4th edition.  It caused a huge division in fans.  So much so that many of the fans of 3.5 created a whole new game called Pathfinder just to keep the spirit of 3.5 alive.  (Ironically when D&D 5th edition came out, Pathfinder went the opposite route and abandoned their old system to become a wholly different 2nd edition to try to compete with it.)

    2nd edition Arkham Horror was an amazing game, but 3rd edition was designed to appeal to a whole different type of player.  Just because you liked one doesn't mean you will like the other.


  5. First of all, nice note-taking skills.  It's helpful for newer players to have a breakdown like this.

    I just noticed one problem with what's in your notes: I'm not sure where you got the idea that Free-triggers will provoke an AoO.  The only thing that provokes an AoO is an action, and only if that action isn't a Fight, Evade, Parley, or Resign.

    To answer your question, yes you can cumulatively use a free-trigger in the way you described.  So long as you continue paying the 1 resource for Physical Training, you will continue getting a +1 bonus to the chosen skill for that particular skill test.  The section you are looking for is under Modifiers in the rules reference: 

    Quote

     

    Some abilities cause values or quantities of characteristics to be modified. The game state constantly checks and (if necessary) updates the count of any variable value or quantity that is being modified.

    Any time a new modifier is applied (or removed), the entire quantity is recalculated from the start, considering the unmodified base value and all active modifiers.

     

     


  6. I'm not interested in a keyword matching party so much, but we try to make parties as thematic as possible.  For example for The Forgotten Age, we're trying to put together a party that would make sense visiting a lost temple in a jungle.  Ursula was a no-brainer.  We included Mateo mainly because his weakness fits.  I brought along Winifred as the pilot who was hired to fly the investigators there.  The only problem was nobody wanted to play Leo, so we had to think of a 4th investigator (preferably a Guardian) to fit.  We finally decided on Mark as hired muscle.

    Similary in Circle Undone we used Diana and Preston for their Silver Twilight ties.

    Also we try to take thematic weaknesses.  For example whoever plays as Diana takes Silver Twilight Acolyte as a basic weakness.  We're really thrilled that the basic weaknesses included in the new investigator decks actually fit those investigators thematically!


  7. On 8/8/2020 at 5:27 PM, Riggswolfe said:

    I may be alone in this but I'd like to see more original heroes personally. Actually, I'd have been happy with zero book/movie characters altogether. I get why they did it but sometimes I'm like "Wait, so Aragorn and Legolas already met the Balrog and know he's down there?"

    You're definitely not alone in this.  One of the reasons I enjoyed Imperial Assault so much was that we were playing as original characters, so we were basically creating our own stories as we played instead of trying to fit any sort of established canon.  It's fun to imagine the adventures other characters may have had, and not just assume that the book/movie stars were the only heroes in existence.


  8. On 9/30/2019 at 10:32 AM, Ywingscum said:

    When I watched the AMA with Andrew Navarro this question was asked. He laughed and said we tried to give you a coop SW years ago.

    The feeling I had from him and his answer was a flat out no.

    Too bad cause I’d love it.

    Well, while there was a big backlash against a co-op SW game years ago, and a (vocal) majority wanted a PvP game, I don't think many were happy with the results of the game.  And the co-op LCGs hadn't dominated the scene back then like they do now, so few people knew how much fun they were.

    The fact that Andrew would make that comment and laugh shows poor business sense.  Now would be a fantastic time to introduce a co-op Star Wars LCG.  Star Wars has gained been ignited with new and renewed interest in fans over the past few years.  There are plenty of characters to choose from, and they could even do what Lord of the Rings does utilizing both main characters and minor/original characters (like the ones from Imperial Assault) as playable.  The only problem I can see is satisfying those players who are determined to only play as Imperial or "Dark Side" characters.  But that could be solved by creating a spin-off game (kinda like what Marvel Legendary did by creating a Villains expansion).


  9. On 7/7/2019 at 7:02 PM, Tvboy said:

    Take the lightsaber card out of the box, and put it on the table next to your Diala hero sheet. Boom. Done. It's incorporated. You can even do this from the very first mission. I doubt any of your teammates will object. You can do the same thing with any of the other hero's rewards.

    This has been a problem for Diala since mini-campaigns became a thing in Twin Shadows and it's way easier to solve in the app where there's no Imperial player to object. 

    Exactly.  In my group we all voted to simply start the game with our heroes' rewards.  It makes us feel a tad more heroic and keeps the game at a fun, casual level (but not too easy).


  10. On 6/18/2019 at 11:41 AM, buckero0 said:

    https://www.youtube.com/watch?v=w8i2yjcUYbg

    This may or may not support my point.  It looks way bigger on the inside and I wonder if those viewports are even accurate to the outside of the ship scale-wise.

    in the artwork I've seen it looks about 5 times bigger with a much larger crew, etc.  Of course scale is all arbitrary in the Galaxy.  I thought it was ironic that the IROC (which is a modified Gozanti) is the penultimate Scum big ship Patrol and the Gozanti is the 2nd tier Imperial ship up from the shuttle.

    According to the designers, the Decimator was meant to be an evil version of the Millenium Falcon.  And I'm just basing the size off the given techspecs - 38m length (compared to the Falcon's 35m length, but the Decimator is much narrower) and a standard crew of 2 with 2 gunners (same as the Falcon).  Of course the numbers come from an old RPG, but I'm sure that the X-Wing game also uses similar stats based on the size of the ship in that game.

    Source: Wookieepedia

    I'm a little partial to the Decimator since it was my favorite ship to fly when I played in X-Wing tournaments.


  11. On 6/16/2019 at 11:00 AM, buckero0 said:

    I like your top list but don't care for faction only ships. Decimator seems too big foe the game

    I do hope they have expansion tiles to add a second layer or tier to the map

    Why is the Decimator too big for this game?  It's roughly the same size as the Millenium Falcon.


  12. I have mixed feelings here.  I'm excited to finally have new physical content for Descent and that they finally balanced out the hybrid classes.  I'm disappointed however at another missed opportunity to add more of the missing heroes.  I was especially hoping for Red Scorpion since I like her new artwork in Runebound.  Her artwork (along with several others) has already been included in Road to Legend for over 2 years now, but they still haven't made a new "official" character card for her in 2E.  And for that reason she's still not able to be selected in RtL, so I guess I'll have to proxy a different character image for her and continue to use her Conversion Kit card.


  13. 43 minutes ago, The Black Man said:

    I enjoyed Solo, but I'm really excited to see Harrison Ford and Billy Dee Williams back in their respected roles.

    This looks so **** fun!

    This was my concern when I first glanced at the pilots.  I had assumed they used the new Han Solo they've been trying to push lately.  I gave a huge sigh of relief when I saw the likeness was modeled after Harrison Ford instead.  No offense to fans of Solo, but when you've been living with Harrison Ford as Han Solo for nearly 40 years, it's really difficult to accept anyone else in the role.

    And as a huge Doctor Aphra fan, she'll probably be the first character I choose!


  14. With four investigators, it was a very difficult game.  Out of five games this weekend, we only won once.  Our first game against Azathoth resulted in complete utter loss.  It wasn't even close.  We switched out investigators as we realized we didn't get nearly enough clues and lacked someone to research them well.  The second game, we also lost badly.  We decided to focus solely on clue gathering our third attempt since the monsters and warding wasn't proving to be a problem.  We lost again, but it was much closer.  Our fourth try we finally won!  Deciding we had finally found good team synergy and a proper balance of abilities, we took on the second and just barely lost.  The big baddie only had 2 health left on it when an unlucky gate burst hit a neighborhood with a lot of doom and caused a chain reaction that was just enough to end the game for us.

    Overall it's a very fun experience.  I think I'm going to shelve it a bit though.  There aren't nearly enough headlines, so we keep getting the same ones over and over.  Also we're waiting for our favorite investigators to get included.  Until then, we're going to stick with the LCG, but we are definitely coming back to AH3!


  15. Just a small nitpick about monster movement.  This weekend we had a "rules lawyer" playing in our group, and strangely enough, there is nothing that states how monsters move.  It states their destination space, but nothing about how it gets there.  The person in my group was arguing that the monster could take a longer path around the board since it was still moving towards the destination space.  I had to spend about 15 minutes reading through both books trying to find something as simple as "monsters take the shortest path to their destination", but there was nothing.  Fortunately the others in the group backed me up, and the guy managed to grudgingly go along with the "shortest path" implied rule.


  16. I'm really hoping Nera Dantels makes it back in the game somehow.  B-wings are my favorite Rebel fighters, and I loved the idea of Dagger Squadron.  I played the heck out of Nera Dantels both in tournaments and in HotAC (her pilot ability anyway).  I won't go as far as to say I'd quit playing X-wing 2.0 over this, but losing a couple of my favorites (I really enjoyed Juno Eclipse as well) really stings.  I'm just glad Kath Scarlet and the Binayre pirates are still around since I commissioned a professional painter to paint a fleet of them for me.


  17. On 5/1/2018 at 2:30 PM, ffgjosh said:
    • This thread is not a place for community discussion of the questions. If you want to answer a fellow community member’s question, you must start a new thread.

    In case people have forgotten or can't bother to read the OP, please stop cluttering this thread with posts other than questions.  They're going to have to dig through all the pages on this thread and find questions that are now getting buried among too many posts that aren't questions.


  18. Are they getting rid of some of the pilot names?  Some of us have noticed that Juno Eclipse's old ability is now given to a different pilot.  Also I see no evidence of Kath Scarlet, and instead they've introduced a new Firespray pilot.  This is a pretty big negative for me since I had a Firespray painted to match her ship (and several other Binayre pirates), so I'd like to know that they will still exist in 2nd Edition.


  19. After reading the rules of the campaign, I don't really see the point.  You're basically just adding a 2nd prelude card to each game, and the only thing that persists between games are the personal stories.  They may as well have just said, "Campaign Mode:  Play 6 games in a row against different Ancient Ones.  Enjoy!  Oh, and no changing your investigator between games!"

    I guess I was hoping for some sort of character growth, like perhaps adding a permanent stat point to a skill, health, or stamina.  Or keeping an item.  Gaining a talent.  Something.  Sure you'd have to increase the difficulty somewhat each time, but that's the fun of campaigns.


  20. On 12/10/2017 at 10:41 AM, Yan31 said:

    Hello!

    1 - I have a bug reported here: (bug about last mission, I didn't want to spoil stuff for others)

    2 - Since you build the map" as you go, doors are often the limit of what terrain you know and build. So that means you place them over a "jigsaw puzzle connector". Virtually in the app, it works. Physically with the game, either the door is pushed "a bit inside the terrain" and makes it hard to have units in front of it, which is bound to happen (since it's here to be opened), or the door falls off-balance. It'd be nice to be instructed to put an extra piece of terrain (temporarily, something that doesn't tell what's beyond) -- that or any other fix you can come up with, of course.

    3 - On PC, I've found that the app also influences the brightness of my screen, which "survives" Alt-Tabbing out of the App, even though the app automatically minimizes itself. (I have a laptop with an external monitor connected, so that I have 2 Windows desktops.) After some time, the brightness goes down as if it was trying to saves battery on a phone... except this is a laptop and it's doing it on a screen where the App is minimized, so it's preventing me from using other apps on a properly lit screen.
    That one's more of a rarer case, I guess. But you can see it if you go look at the manual while playing.

    4 - SUGGESTIONS: These are not bugs, but seem to be "not immediately obvious" to people.

      . When an officer orders another unit to attack, the other unit's surges are available through that portrait. Except people don't immediately realize it. It would be great to have a shortcut to them (such as the surge sign appearing clickable near other units portraits when the officer is activated?) or, by default, a reminder somewhere in the text that you have to go there to see it. Or by default of the default, show it in the tutorial?

      . When you click outside of the currentactivation window during an enemy's activation, the way to go back there is to click "Activation" at the bottom of the screen. It took me a good 30 seconds to realize it. I think it would be much more natural for that button to be near the portrait of the enemy that's being activated.

      . Since a lot of people seem lost sometimes during the turn, not knowing if they are to activate or an enemy is supposed to do it, in spite of there being a nice vertical line indicating it, how about also writing something like "Rebel activation" and "Imperial activation" on top of the bar, just to reinforce the meaning it has?

    I hope these help.

    I agree with the shortcut to the ordered unit's surges and the location of the Activation tab (although it didn't take me anywhere near 30 seconds to find it... probably 6 or 7 at worst).  I'm a bit perplexed about your door problem though.  I just place the door on the table right past the "jigsaw" piece.  I've been doing it that way since the Descent app.  I don't quite understand the point of adding a temporary terrain piece just to set the door on, unless you have some specific phobia of your door touching your table surface.

    I've been fortunate to not run into a single bug through my first playthrough, although I've also been avoiding doing certain things that others have claimed led to a bug (such as opening the rules link while in the middle of a game).

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