BigKahuna

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  1. The beauty of miniature games is that for the vast majority they are house games, not competitive games and in your house, you should house rule. Its really simple. If your group thinks a pilot or card is too good, too expensive or whatever.. change it. create a house "faq" and use it like its the rules. The biggest issue the miniature gaming community has always had is this absolute loyalty to "RAW" and "Official". As a foundation, miniatures games have always been about customization and dynamics, I find it odd that people dedicate so much time to complaining about the "official" rules and so little time fixing them to their liking.
  2. I love X-Wing, always have, but as a competitive tournament game its a real **** show and every attempt that has been made to make it a competition worthy game has gone only further to illustrate that its design is just not cut out for it. X-Wing was released with the motto "Fly Casual" and for good reason, its a light hearted dice chucker, a game driven by guessing what your opponent will do and luck of the dice and this was true until FFG designed the strategy of math building into it at which point it was still luck but broken apart by "Math-Winging" it enough for the statistics experts to break it and turn tournaments into the "A-List" meta fiasco it is today. This however has done little to dissuade the fact that X-Wing at its core is a really clever and fun game which is why introduction and induction of new players is easy. People play it, they love it and they do so because of its quaintness as a game of out guessing your opponent and it remains that until you over think it and add that "must win or die" tournament component. For the burned out veterans my advice is, lose the meta thinking, gather some friends and re-discover how much fun it is to push miniatures around while making blaster sound effects.
  3. Tragedy Stimulation: a Cautionary Tale

    The point of any tournament or organized event, be it official or unofficial is to create a fun, competitive experience for the participants. TO's and organizers are in a sense the hosts of the event and even though the game itself is "the entertainment", an event can easily be spoiled by an absence of adherence to the most important rule.. have fun. To me personally, FFG "official rules", are no more official than "official tournaments". Meaning that, TO's and hosts, should feel comfortable to alter the rules in the presence of something that would spoil the event. Certainly going to a tournament and finding that 90% of the participants are running the same list qualifies as a **** show, something obviously has gone wrong and needs fixing, I don't think people should wait for it to be "officially fixed".
  4. I personally stopped playing and collecting X-Wing just after Armada came out, though I don't think it was because I liked Armada better but rather I felt the game had kind of derailed from its premise as a dog fighting game at the time. I don't do competitive so I can't speak to it on that level, but there was a time towards the end of my personal experience with X-Wing where it felt like Arc's and positioning where no longer as relevant as dice manipulation combo's and auto-damage combos. Everything was running 360 degree's and the only positioning that mattered was distance. Even the terrain was no longer a barrier. It seems to me that some of that has been fixed or at least adapted looking in on the game from a currently inactive player, aka, watching videos, conversations and lists being used. It's certainly peeked my interest to get back into the game but I do feel like X-Wing as a game still suffers from the "must buy stuff for cards" phenomenon which I think is a really big detractor for me (we have the same issue in Armada). I really hate the idea of buying a ship I have no intention or desire to use just to get some cards from that expansion. Other than that though I also think one of the most interesting and fun formats in X-Wing is Epic play. You don't see much conversation/discussion about Epic play these days but the game actually becomes very robust and there is less of a "meta" approach to it as the point value's combined with the sheer volume of potential combination makes everything too unpredictable. I don't think you can build THE A meta list(s) in epic as you can in standard format. Epic is also I think a lot more dynamic where games aren't won on lists but through strategic play, though I think X-Wing in general is considerably more about play than list building than say Armada or Runewars where games are very predictably won/lost at list building. In a way too epic gets less attention as a competitive format and seems to be generally seen as a casual format, so where conversations do happen its clear people are more prone to building fun and experimental lists than those tight "must win" lists. As a guy who had X-Wing as his top game of all time up to about 2016, I'm still a huge fan even though I'm inactive at the moment. I have kept my collection hoping to one day get back into it, looking at the state its in right now, I think it has come back to a very healthy and interesting place worthy of getting back into. Sure there are a few power combos and "must include" type ships and cards, but I also think that there is so much great content for the game now that even in competitive play going "off meta" would likely yield good results just because of how players generally prepare for X or Y lists, they ignore the potential for something less specialized like say a Tie Swarm which I think could still do very well today. In any case, I think X-Wing is a great game, the community should be quite happy with the support and attention FFG has given it, by far and large this is one of the biggest smash hits of the decade and FFG knows it so they are clearly working hard to keep it interesting. There were a few points where the game was sloppy and pointless, but I think that era of the game has come and gone. Its looking really good right now.
  5. Upgrade Kit

    I don't think people think its unplayable, I think people have been playing 3rd edition for a decade so getting a new edition which got a massive overhaul and is a fresh more streamlined experience was a good deal. There is absolutely nothing wrong with 3rd edition, just like there was nothing wrong with my old 95 Honda accord, I just didn't want to drive it anymore and bought a new car to replace it. Someone bought my old one and I'm sure they are happy with it.
  6. Most Used and Least Used Objectives

    Did someone say bacon? .....
  7. Tips for commanding the Liberty class?

    I will pre-empt this by saying that I'm a terrible Armada player and I mostly seek advice on the subject rather than give it, however this one ship seems to cater to my play style or perhaps its just newbie friendly or something. In any case the one thing that I have found with this ship is that you have to treat it like a small ship in terms of mindset of how you fly it. Also you always run this ship in the spirit of the Rebel "concept" which is that you don't win on the battlefield trying to out dice/ out shoot your opponnent, you win in the forum of strategic scoring on objectives which I think this ship is particularly great for as it covers a wider spectrum. Its able to be a great support for pretty much any objective, which is great as second player but equally good as first since its flexible. To me however like Neb-B's this ship is kind of marked for death in most games, its only a matter of time before those side's get exposed and you are overwhelmed so I agree with what most have posted here in terms of focusing on making it a more manuverable ship. It really is all about your NAV's this ship rolls it, does its work and then escapes much like the Neb B. Oh and when it comes to ISD's, avoid,evade and snipe. You don't want to tango with that one unless you have some heavy support. I think the most dangerous thing to this ship is bomber squadrons aswell, in most games where this one ends up in the funeral parlor its not ships but squads that put it there. So far in playing Armada, this is the one ship I feel like I always know what to do with, I know where it should be and were it shouldn't and how to leverage its advantages but I do feel the poster in terms of a feeling of a bit inept with certain ship. For me its the smaller ships that I'm a bit confused about, MC30 is a total mystery to me.
  8. Your not being naive at all there is plenty that FFG could do to promote the game, but the experience you described with veteran players being super friendly and inducting you into the game, this is how the vast majority of all new players to miniature games are inducted. This is the route to building game communities and establishing a player base. If you walked into that store and the two players told you Runewars was **** and you should play Age of Sigmar instead, do you really think you would be playing Runewars right now? Veteran Gamers... without them, Runewars is screwed. I know many don't agree with this sentiment because it erks them to think that there is some sort of authority in the community that controls what games are successful or not, but that's just how it works. If you don't have the veteran miniature gamers at your back its simply not possible to be successful as a miniature game. I know people always quote X-Wing as "the exception", but X-Wing is not an exception. Miniature game veterans are just gamers, they are just as often PC gamers, board gamers, card gamers etc... X-Wing is a great game, but its not a miniature hobby game, it just a game. It is a game along the lines of Descent or Imperial Assault, which are also not miniature games or part of the miniature hobby. Hanging your hopes on Runewars getting picked up like X-Wing is a fools erand. Runewars is not X-Wing. It doesn't have the franchise, its far more complex with a far larger barrier of entry. You are not going to see an X-Wing history repeat itself with Runewars.
  9. Ok again, this is totally off-base and disingenuous. Of course you can find "stuff on sale", but that is kind of not the point here, if we aren't going to judge it on retail price and base it on finding a cheap route to an army, I can buy a 2,000 point already painted army of Age of Sigmar on E-bay for around 100 bucks today. You can get the Age of Sigmar box on sale on Amazon for 28 bucks. During Christmas you could buy the 40k starter set for 99 bucks and that comes with 53 miniatures, complete rulebook, even terrain. The games are price competitive, its complete non-sense to claim that Runewars is some sort of dirt cheap entry point into the hobby, you can get into any of these games inside of 100 bucks. I'm sure you could build good lists under 200 bucks in Runewars, you can do so easily in any miniature game. Runewars is slightly cheaper and that is largely the result of it not selling well so its put on sale. Again, I'm not disagreeing with you that there are new people joining the hobby thanks to games like X-Wing, Armada, Runewars etc.. that have simpler, easier to absorb rulesets. What I'm trying explain to you is that this ALWAYS happens with EVERY miniature game. There is always a big influx of new players joining the hobby when new games come out. Now X-Wing is unique in that, its really a board game masquerading as a miniature game. X-Wing has the franchise, pre-painted/pre-assembled and its ruleset takes 2 minutes to explain and 30 minutes to play, its in a league of its own. Runewars on the other hand is a competing product to other paint/assemble miniatures game, its competing for the same audience and while I agree with you that on release there was a rush to buy core sets based on hype and excitement of a new FFG product, the question is who will be playing Runewars a year from now when the hype is gone and the game has to stand on its own as a competing product with the like of AOS, 40k, Warmachine etc.. Games embraced by veteran communities that have made them successful for decades? If you think its going to be the casual "I'll give it a try" community your kidding yourself. These dabblers don't stick around. Think of all the successful products in the history of gaming. Magic the Gathering, Dungeons and Dragons, Warhammer 40k... These games have plenty of dabblers but their success is always driven by an established community that embraces it for the long haul, lifetime hobbyiest. The term veteran gamer has this weird "elitism" reputation as if its a bad thing to be a veteran gamer. There is always this odd rejection of this community in the forum of political correctness as if there is a wierd will on its own trying to find a way to "defeat" them so that "the other people" can own a game.. its bizzare to me. Veteran gamers are fans that build and support gaming communities. Without them you really have absolutely nothing. They are the core fan base driving the success of games, if they don't embrace and support your game your screwed. FFG has already learned this less the hardway once with Warhammer Fantasty RPG 3.0. That game failed miserably and it did so because they thought they could release a Warhammer Fantasy RPG and ignore the veterans. They honestly believe that their was some "other" audience that they could tap into... and for a time it worked.. but in the end, it was rejected by the WFRPG community and the game died a very premature death. Runewars is going to face the same problem and I really don't understand the resistance by this community to trying to garner the support of veteran miniature gamers. FFG should be doing their absolute best to try to attract 40k, AOS and Warmachine vets to this game. Having an attitude of "we don't need them" is the shortest possible route to the liquidation bin.
  10. I personally think the sales pitch "more accessible and cheaper" is heavily overstated when it comes to Runewars. Its "slightly" cheaper and "a bit easier" to get into, but its hardly cheap or easy. You still need to buy all the paints, glue, brushes etc.., after the 100 dollar core set you still have half a game at best and if you want to be competitive your still going to have to buy two of everything at least which is going to run you in the 500+ dollar range. Its the same with X-Wing. Sure its easier because you don't have to paint but X-Wing is hardly cheap, I have a collection worth 1,000 bucks on my shelf that is still incomplete to prove that. Miniature gaming is a heavy gaming hobby, it requires a lot of time, effort and money. Sure with some hype and a good reputation like FFG you can twist some cliff divers to drop the 100 bucks on a core set, but creating a community, creating a sustained game. You delusional if you think you can do it without the hardcore veterans support. Unless you get their support, a year from now we will be on this forum and you'll be telling us how FFG "f'ed up Runewars" with a laundry list of things you think "they should have done", but the bottom line is that unless veterans are buying your game, its going nowhere fast. FFG needs their support and to do that, they need to cater to hardcore miniature gamers which is why I have said it all along. If Runewars was a pre-painted, pre-assembled mini game like X-Wing was, everyone would be playing it right now. As a hobby game, its got a lot of shortcomings.
  11. Well while I totally empathize with general disgust of Games-workshops handling of games, treatment of the community and the unfairness of competitive "pay to win" play that was often associated with "veteran" gamers, it doesn't really change the fact that people love the game despite all that. 40k remains one of the most popular and played miniatures games out there and you are right, it was dethroned by Star Wars X-Wing, but you are wrong that X-Wing is a competing miniature game. Its a pre-painted game you play with models, but its success is driven by the franchise (Star Wars) and the fact that for all intense and purposes its no more or less accessible than a board game. In fact, by today's standards its rules are simpler than most board game designs that come out of FFG and the entry point is dirt cheap. In short, people who play X-Wing aren't typically practicing miniatures war gamers, it lacks the key ingridiant most miniature gamers look for, aka, assembling and painting custom models. Neither Runewars or 40k are in competition with X-Wing. Runewars is a true miniature game and while considerably more accessible than 40k, its not going to draw in board gamers anymore than 40k does. Sure there is always cross-over but someone who plays 40k and is looking to get into a new miniature game is far more likely to be looking at games like Runewars, Age of Sigmar, Warmachine, Warzone, Legion or something along those lines than X-Wing or Armada. These are players who have the paints, glues, green-stuff etc.. and consider the art aspect of the hobby to be as important as playing the game and painting miniatures is no more or less attractive to someone getting into the hobby as a new player. The "difficulty" or "requirements" are really not any lower for Runewars than for other games, this is an old wives tale. These games all have "box sets" for around 100 bucks and expansions that go for 25-30. An Age of Sigmar army isn't going to cost a whole lot less than Runewars and for that matter I can tell you from experience that keeping up with the competitive meta in X-Wing is not in any way shape or form any less expensive than with any other competitive game. Its always expensive. More importantly the competitive community is a tiny fraction of the customer base, the vast majority of people who play these games don't do it competitively or even play at brick and mortar shops. These communities are tiny and that is an exaggeration of how big they are. Runewars success is going to be driven by people who want to assemble and paint armies and while I agree with you that's a great ruleset, far superior to anything Gamesworkshop ever came up with, just like in the role-playing universe, there is an adherence to tradition and sacred cows that game makers simply will never be able to undo. D&D for example remains the reigning champion and the only time in history of RPG's when it was dethroned was when it strayed from tradition, scuffed at sacred cows and decided to "do something different". People demanded a return to "old school" and today, 5e is basically the same game that 2e and 3e was, improved to be sure, but traditional, living by the sacred cows and as expected its back on top by a margin so wide the only game that is even close to it is a clone of 3rd edition D&D (Pathfinder). This is because veterans control the market in RPG's and the same is true in miniature games. There is no revolution, or explosion or some sort of new era for miniature games. There are new generations of gamers coming in all the time but their introductions to the hobby are not through websites or brick and mortar marketing, introductions happen almost exclusively through the passing of the torch, from veteran to newbie. Whatever the veterans are playing, that is the game they will be introducing to new players and that is what new players will be picking up. If you don't capture veterans, you stand no chance in this market and right now Runewars is largely losing to veterans because "its something different"... being something different is not the key to success in this market. Some sacred cows have to be adhered to. Big lore books is one of them, customization, high quality miniatures, lots of unique and different armies and all that stuff is key. I do think that Runewars could come out on top, its a young game and it really is in its infancy, but I agree with the above posters that Star Wars Legion is a lot easier game to pull of the shelves. Its far more likely to be embraced by the miniatures game community because its Star Wars and if it does take off and FFG is making a ton of money on it, I agree with the above posters that Runewars may end up having some serious problems. It doesn't have the big "auto-buy" franchise that Legion has, in fact, it kind of has the opposite, a franchise with a reputation as being "generic and boring", a key point in pretty much every review you will ever read about the game. Just my two cents, again, I'm rooting for them, I do agree that it's a great game and deserves far more love than it's getting but right it appears to be very much a familiar Warhammer Fantasy RPG 3.0 kind of situation. A lot of initial hype and hoopla-ha but not much follow through.
  12. I'm personally still hopeful that the work and effort already put into Runewars will pay off in the long run, but I recall when I reviewed the game on my blow I pointed out three things that I think have kind of accurately predicted the predicament Runewars is in today. One was that the lack of good and expanded lore would be a problem for the game and it is. Its a common complaint that the game world of Terrinoth is very bland and uninspiring. The Miniatures hobby is very heavily linked to the role-playing hobby, gamers in this hobby love their lore, its a critical part of the experience, its absence in Runewars is a big detractor. It's great that they are creating an RPG book for the world, this is exactly the sort of thing this game needs. The second thing was that it needed to attracted, experienced, veterans of miniature gaming to have a fighting chance and I think this is one of the biggest issues facing Runewars right now. Veteran gamers are a squirrely bunch, they have their sacred cows and they are not to be screwed with, which is exactly what Runewars did. Its basically spit in the eye of tradition in the hobby and while for many (myself included) this is a breath of fresh air, for the old guard the lack of long living traditions like customizability of miniatures, a big *** "core book" with supporting army books as well as general flexibility of army building has clearly put Runewars into a category of its own. Finally I don't think the game has the visual quality and appeal for the browser and potential gamer, it looks like a generic fantasy miniature game, because it is one. Only the initiated, those who actually take the dive and explore the game will realize its robust diversity and depth of strategy, but that requires the game to have exposure and contrary to what some have said in the above posts, this isn't about marketing and advertisement, its all about the player base. The miniature hobby is a pass the torch hobby, this is the ONLY way these games become successful. You need fans of the game to spread the game and make new fans, no amount of marketing can do that, you need miniature gaming fan establishment to embrace the game for it to become "a thing" in gaming and that really hasn't happened in the last year and I agree with DesignXception here that Legion is going to steal whatever potential thunder is left. I'm still hoping it recovers and finds a long term audience but at this point I think it's really shaky for this game.
  13. Advice for new players?

    I would advise that you limit the game as much as possible, traditionally first games of TI with a new group take a stupid amount of time. I would say, cut Agenda out of the game entirely, play to 7 points instead of 10.
  14. who is winner?

    hmm that's a really good point. Yeah I don't see anything in the rules reference anywhere that addresses this at all so I think this is a question for FFG to answer. Typically there is no precedence for a shared victory, the term does not appear in any rule-book (TI3 or TI4). TI3 was setup in a way that there was no way to score points between the end of the status phase and the Strategy phase. So this is an entirely new thing. I think it goes to house rules, but I would say if two players are satisfied with sharing a victory in this way, I suppose the empire is divided. Else I would say you keep playing until the tie is broken, so in the next strategy phase whoever has the lowest initiative would win I suppose.
  15. who is winner?

    Its not a perfect science with the rules reference but rule 87.8 I think clears it up somewhat. 87.8 If the game ends because the speaker cannot reveal an objective card, the player with the most victory points is the winner. If one or more players are tied for having the most victory points, the tied player who is first in initiative order is the winner. Its a reference to revealing objectives, but the second sentence I think would apply, if there is a tie, the player who has the highest initiative wins. Circumstances of the way the tie was achieved are different but I think the ruling would be the same.