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KAGE13

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Posts posted by KAGE13


  1. Its because of the Maneuver command Icon.  It can be done once while resolving the matching command.  So you cannot stick an attack in between. 

     

    And yes #3 also doesn't work.  for the reason I just stated.  And because ALL shooting happens before moving.  The Demolisher lets you use one of your attacks after moving.  You can't shoot twice after you've moved. 


  2. I was thinking about this last night.  Hard to say until I get my hands on the new fighters. 

     

    I was playing around with the Empire at 300 points needs a minimum of 6 tie fighters. 3 to cover each VSD.  X-wings are too much of threat without fighter cover. 

     

    The Rebels I think could get away with none (with just the core) if they have a escort Neb or 2.  Although I haven't tried it yet. 

    And it might not even be a bad strategy.  Some of the games we've played have been so close the rebels only lost on Xwings destroyed and never even got to the VSD's because they were engaged the whole time (I HATE HOWELRUNNER!)

     

    This will be much tougher to calculate when both sides have bombers.  Wave 2 will distort this even more once both sides have good anti-fighter ships. 

    Fleet building is going to be as interesting as the game itself. 


  3. I don't know if anyone else has found this, but I never put Dodonna on Dodonnas Pride.  My friend playing the empire was baffled by this.   He was under the assumption that Commanders only affect their ships as well.  So he didn't like that I pulled 4 damage cards when Dodonnas pride shot at him and Dodonna was on a Neb.  :P  

     

    Same with the Empire.  I try to put Tarkin a ship that might not be as big of a target.  Empire players seem to load up tarkin's ship.  But then that ship is just worth that much more victory points.  at the very least I try to even out the ships point upgrades.  Destroying 1 loaded up ship could win the game for the Rebels.  


  4. Asteroid Field: The ship is dealt one faceup damage card. Squadrons are unaffected.

    Attacks that draw line of sight through an obstacle token are obstructed.

    If an attack is obstructed by one or more ships or obstacles, the attacker must choose and remove one die from his attack pool before he rolls dice during the “Roll Attack Dice” step.

     

    Ships also obstruct attacks, so you can hide squadrons on the other side of ships.  :D

    Look under obstacles and obstructions. 


  5. I am in the same boat as everyone here. 

     

    I started in X-wing.  It was ok because the ships were cool but the game wasn't really great.  I actually got into attack wing because the game was better (and i'm not a star trek fan).

     

    The second I saw this game previewed...I sold all my X-wing stuff.  Its looking like a great move by me.  This is a home run by FFG.

     

    does anyone want my attack wing stuff?  :P

     

    I have played a lot of miniature games in my time, (I went to the original movie in the theater) and this is absolutely one of the best I've ever played. 


  6. Here's something that I have a question about:

     

    I put all my damage cards into FFG sleeves. These seem to be a bit thicker and feel nicer than the cheapo sleeves I have for my X-Wing damage deck. However, with the larger number of cards, I also have a very slide-prone tall stack of cards, which isn't good.

     

    I'm sure a number of you gaming veterans have solutions to this. Care to help a brother out with a tip?

    That Only happens when you first sleeve them. Leave them stacked and eventually the air comes out if them and they flatten out.

    I have no problems with my damage deck and FFG slevees.


  7. Ya you are probably right and I see what you are saying now. I don't think it would matter which way the rules are, there will be players that abuse it.

    I think playing properly the ramming rules are good.

    If anyone abuses rules like that at my table they just don't get invited back.

    Tournaments could be a different story I suppose.


  8. Lol good point, but you have remember it is a board game. You have to imagine things are in constant motion.

    I actually like this part of the game. On a 6x3 board you should have lots of room. And if you find youself in this situation it may have been bad planning.

    To me it's just something to consider in your planning.

    I've even used it out of desperation to try and win. Ramming speed.

    Think of the alternative. If they were to "fix" this and allow ships to fly past somehow this would totally get abused. If you can't move past and you keep ramming that is your own fault. Especially on a big board.


  9. We need to find a "fix" for this ASAP because the idea of ships bumping into each other like bumper cars, in the same spot, in the middle of space is a little concerning.

    I mean it's not quite how I envision cap ship combat in the Star Wars universe.

    Thought the same thing when it happened in my game, but the fact is, you do see this in one of the films and two ships just slowly tear each other apart, so I'm ok with it now,

    If you don't mind me asking.......in which movie did this happen?

    It happened in Empire.


  10. Overload pulse is going to be best used in combination with other ships. Attack with overload pulse first and exhaust all the defensive tokens.

    Then attack with other ships and if they have to use defensive tokens they will have discard them.

    I'm finding I like 2 corvette Bs with all the blue dice. (Yes I have 2 sets).

    One with overload pulse and the other with dodonnas pride.

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