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vadersson

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  1. Like
    vadersson got a reaction from Varyag in Accurate cards, please, FFG.   
    I will admit that I wish FFG would periodically offer errata cards for purchase.  I would be glad to spend a small amount for a pack of errataed cards.  I too have using proxies and having to look up all the changes constantly.
     
    Thanks,
    Duncan
  2. Like
    vadersson got a reaction from n815e in Any new waves planned?   
    This may be heresy but I would love to see Armada Clone Wars.  In the Clone Wars you did have lots of ship to ship combat and some great designs.  The could have a ton of CIS ships and some good new ships for the Republic.  It would also be easy to reskin them for Imp and Rebel use.  I think it could add a lot.
     
    Just my wishful thinking. 
  3. Like
    vadersson got a reaction from Admiral Litje in Any new waves planned?   
    Well that is annoying.  Stupid rewriting of the EU... 
    Still, that looks like an upgrade card.
    Thanks,
    Duncan
  4. Like
    vadersson reacted to Hedgehogmech in Nebulon: What One Upgrade Slot Would You Add to Make it Competitive?   
    A weapon team?

     - Caitken & Shollan would provide more reliability for red dice.
     - Gunnery teams would give you two shots from the front arc.
     - Flight controllers would make Yvaris better against squadrons without buffing bombers.
  5. Like
    vadersson reacted to FatherTurin in Any new waves planned?   
    For comparison, as near as I can tell without a Codex handy, a space marine tactical squad (one of the more flexible units in 40k vis a vis options) can be built in 2072 distinct ways:
    28 different options for sergeants
    5-10 marines
    units of 5-9 can choose from 6 heavy weapons OR 4 special weapons
    units of 10 can choose from 6 heavy weapons AND 4 special weapons.  I’m sure the super customizable stuff like T’au Crisis Suit Teams can put this to shame, but a space marine tactical squad has 0.0005% the customization options as an MC-75.
    Granted, everyone of those 2000 someodd options are more or less viable even if not optimal, while I’m gonna say that the VAST majority of the MC-75 loadouts are a total waste or counter-intuitive.  Still, the assertion that 40k has more customization than all of Armada and X-Wing combined is clearly false.
  6. Like
    vadersson reacted to FatherTurin in Any new waves planned?   
    Ok.  I will give you that in 8th edition, once an army gets a Codex, they are usually ok and more or less balanced.  But there are some really bizarre choices made as well, and potentially unintended interactions between some armies getting absolute bonkers Lord of War choices and the ability to take advantage of the detachment designed to allow Imperial Knight players to still play the game.
    The “pinnacle of successful balancing efforts”?  You clearly haven’t faced the Baneblade/Shadowsword/Stormlord/Lascannon heavy weapon squad insanity.  Or a spearhead of Dark Reapers loaded into wave serpents.  Or pre-smite nerf thousand sons.  Or Shield Captain spam.
    8th Edition is far more balanced than 40k has ever been.  That doesn’t mean it’s the pinnacle of game balance.  Some things are still hideously overcosted, others are absurdly cheap.  Some factions lose admittedly broken combos (Tzeentch soup getting a -1 to hit bubble and army wide 4++) only to see another army get the SAME COMBO (Custodes got the aforementioned combo immediately after Tzeentch lost it).
    I promise, I’m not salty.  I like 40k, it is a very fun game.  However, even GW itself has had a concerted push back towards organized play and tournaments, so even the comment that its only a beer and pretzels game (and yet is the most balanced game ever?) just doesn’t work.  Now, 40k does have to balance multiple factions, and they get a lot of credit for that.
    Also, are you saying that each and every 40k faction has more options than all of X-Wing and Armada combined?  Because that’s just crazy talk.  Necrons (just as an example) have 36 base units (including special characters).  I’m not going to do the math on how may different options they have, but the Rebels in X-Wing have 20 distinct ships with at least 4 pilots each (except the scurg).  It all comes out to 99 individual pilots, some of which are unique and some of which are generic.  All before you add a single upgrade.  Necron Immortals have exactly 2 choices: how big is the unit, and which weapon out of 2 do you use.  An X-wing has 11 distinct pilots (for now), then a choice between 18-19 astromechs,  6 torpedos (7, but I’m not counting extra munitions), and 9 different modifications (that make sense or function on the X-Wing).  I’m really bad at math, but I think that’s 14,630 distinct builds for an X-Wing, before you go into the EPT options on the pilots who have that slot.  I don’t have time to figure that one out.  So actually, I think a single ship in X-Wing has more options than all of 40k combined.
    I also now realize why X-Wing overwhelms my friends with ADD.
    Sorry if this came off overly harsh or anything, wasn’t intended that way and just wanted to point out that 40k, while a fine game, shouldn’t be hailed as a game of pristine balance.
    EDIT: I miscounted a few things (squad builder has one of the unreleased X-Wings listed).  There are currently 10 X-Wing Pilots, 4 of them can take EPTs.  There are 19 astromech choices, 7 torpedo choices, 9 mod choices, and 39 EPT choices.  I didn’t count extra munitions, the EPT droid, or a few mods that have no effect on the X-Wing.  I did include “empty” as a choice in each slot.  I got 193,914 different and distinct combinations.  On one ship, with relatively few upgrade slots.
    EDIT 2: I worked out the effect of the EPT droid on the 5 pilots that can take him: another 12,285 options, for a total of 206,199 distinct X-Wing builds.
  7. Like
    vadersson got a reaction from cynanbloodbane in Any new waves planned?   
    Supposedly that was a SPHT artillery vehicle in the hanger bay shooting.  (Those being land walkers with turbolasers from Geonosis in EP II.). That is actually not a ship gun.  You can see it does come out the hanger bay.
  8. Like
    vadersson got a reaction from cynanbloodbane in Any new waves planned?   
    This may be heresy but I would love to see Armada Clone Wars.  In the Clone Wars you did have lots of ship to ship combat and some great designs.  The could have a ton of CIS ships and some good new ships for the Republic.  It would also be easy to reskin them for Imp and Rebel use.  I think it could add a lot.
     
    Just my wishful thinking. 
  9. Like
    vadersson got a reaction from Admiral Litje in Any new waves planned?   
    Supposedly that was a SPHT artillery vehicle in the hanger bay shooting.  (Those being land walkers with turbolasers from Geonosis in EP II.). That is actually not a ship gun.  You can see it does come out the hanger bay.
  10. Like
    vadersson got a reaction from Ironlord in Any new waves planned?   
    Supposedly that was a SPHT artillery vehicle in the hanger bay shooting.  (Those being land walkers with turbolasers from Geonosis in EP II.). That is actually not a ship gun.  You can see it does come out the hanger bay.
  11. Like
    vadersson got a reaction from ISD Avenger in Accurate cards, please, FFG.   
    I will admit that I wish FFG would periodically offer errata cards for purchase.  I would be glad to spend a small amount for a pack of errataed cards.  I too have using proxies and having to look up all the changes constantly.
     
    Thanks,
    Duncan
  12. Like
    vadersson got a reaction from Aldaros in Accurate cards, please, FFG.   
    I will admit that I wish FFG would periodically offer errata cards for purchase.  I would be glad to spend a small amount for a pack of errataed cards.  I too have using proxies and having to look up all the changes constantly.
     
    Thanks,
    Duncan
  13. Like
    vadersson got a reaction from impspy in Accurate cards, please, FFG.   
    I will admit that I wish FFG would periodically offer errata cards for purchase.  I would be glad to spend a small amount for a pack of errataed cards.  I too have using proxies and having to look up all the changes constantly.
     
    Thanks,
    Duncan
  14. Like
    vadersson got a reaction from evanger in Accurate cards, please, FFG.   
    I will admit that I wish FFG would periodically offer errata cards for purchase.  I would be glad to spend a small amount for a pack of errataed cards.  I too have using proxies and having to look up all the changes constantly.
     
    Thanks,
    Duncan
  15. Like
    vadersson got a reaction from cynanbloodbane in Accurate cards, please, FFG.   
    I will admit that I wish FFG would periodically offer errata cards for purchase.  I would be glad to spend a small amount for a pack of errataed cards.  I too have using proxies and having to look up all the changes constantly.
     
    Thanks,
    Duncan
  16. Like
    vadersson got a reaction from bleachorange in Accurate cards, please, FFG.   
    I will admit that I wish FFG would periodically offer errata cards for purchase.  I would be glad to spend a small amount for a pack of errataed cards.  I too have using proxies and having to look up all the changes constantly.
     
    Thanks,
    Duncan
  17. Like
    vadersson got a reaction from Altahara in Getting started. . . What do I need?   
    Wow, this thread just made me even more convinced that I am buying this for the Campaigns.  FOUR coresets!?!  WOW.  Too rich for my blood.
     
    Thanks,
    Duncan
  18. Like
    vadersson got a reaction from D503 in Getting started. . . What do I need?   
    Wow, this thread just made me even more convinced that I am buying this for the Campaigns.  FOUR coresets!?!  WOW.  Too rich for my blood.
     
    Thanks,
    Duncan
  19. Like
    vadersson got a reaction from Sam Tomahawk in Getting started. . . What do I need?   
    Wow, this thread just made me even more convinced that I am buying this for the Campaigns.  FOUR coresets!?!  WOW.  Too rich for my blood.
     
    Thanks,
    Duncan
  20. Like
    vadersson got a reaction from Dej2 in Target lock   
    Daveydavedave said:
    Another trick is using a 4 speed koiogran turn.  This will often get you a nice long range torp shot on a locked and focused tie as well. 

     
    Except that you would not be able to focus after the Koiogran turn.  It is a red manuver and would give you a stress token, preventing a focus action.  Of coure you could get a focus token other ways, like from Red leader.
     
    Thanks,
    Duncan
  21. Like
    vadersson reacted to R5D8 in problem with ally cost   
    Well, yes. The Imperial player gets all those points up front because the Rebels get it all up front as well. In my experience, Allies are usually worth it.
     
    I've played through several campaigns (Military Might!). In a complete vacuum, most allies can handle their counterparts if matched up on their own. They certainly won't be unscathed, but generally they can defeat Imperial figures worth their cost. Han may be a little pricey for what you get, and the Rebel Troopers are underwhelming if you don't have Gideon's ability, but Luke, Chewy, and the Rebel Sabs are definitely worth their price, I hate seeing them enter the field. Most of unique allies get some of their cost from boosting adjacent figures (or within 3 ala Luke.)
     
    The problem for the Rebels:
    It's never a complete vacuum. The Imperial player drops down Royal Guards 4 out of 5 times, and then sets down all sorts of nasty attachments on them from their class decks, and then has the gall to not go after your Ally, but to just gun for the Heroes themselves in an attempt to wound you. What a jerk!
    I know the Rebels don't have a lot of time, but you have to use your ally, take the first round, and just clear what the ally cost you to bring. Gun them down while using your Heroes to defend the ally (that may be a little counter-intuitive for allies like Chewbacca, but your heroes can rest and the allies cannot). By taking the single round to simply remove figures, and concentrate on those you can kill before they activate, you can marginalize the cost of the ally. After that, then you play the objective, but you have a full extra deployment card to both move and attack with, and perhaps more importantly, to soak up shots with. Any attack directed at an ally is not being used to wound or withdraw a hero.
     
    The problem for the Empire:
    It's never in a vacuum. Once the Rebels start buying Tier 2 items, they start being able to hit REALLY hard. In fact, once they start getting Tier 3 weapons, the allies start becoming less threatening than the heroes themselves, and Chewie and Luke are pretty large and looming threats. The only way to restrain them is to do exactly what they fear, and start all your available threat right at the beginning. Bring the House. Royal Guards should be at the top of your list. However, you can't place them where the Rebels can get to them from their initial deployment. You'll just lose them. Force the Rebels to come to their demise, take advantage of the Round Counter and make them move away from their cluster, hit them when they are alone but do not dole it out a little at a time. That's like a martial arts movie where the hero is surrounded by 15 guys but they only attack him one at a time. It is far easier for the Rebels to handle the opposition if it doesn't come all at once. 
     
     
    I believe FFG thinks the allies in the campaign are worth more than their listed cost against the faceless minions. Most people, when they see the rules and the costs of the allies, don't understand why. Why did they just select this side mission and use up one of their precious side mission slots, go through all the trouble of completing the mission, and win this great reward of an Ally,... when the only thing that happens is that the Empire gets the same amount of points in Threat? I believe most Rebel players view that as winning the race but having to split the winnings equally with the guy that was trying to run you off the road.
     
    My question though is .... what would you have them do? The game is balanced precariously, as any game must be where everyone's figures do different things. Fighting alongside the OT heroes was something that most wanted to do, FFG can't just give them as playable characters without giving the Empire something, it would be a slaughter. Likewise, since most allies can take on the additional threat by themselves, parceling out the additional Threat over time just makes it easier for the reinforced Rebels to handle. It is nice to be able to bring new units onto the battlefield every round, but you'll find them removed almost as fast. So I just don't see a better way to handle it than how it was designed.
     
    I think they did a really good job with it. My two centi-creds.
  22. Like
    vadersson reacted to Captain ICT in New FAQ (XI-7 Ruling reversed)   
    This actually makes far more sense than most people think. It is consistent with other rules. The other ruling was not.
     
    AP is can. XI7 is cannot. The other hull zones effect is still in play from AP.
     
    Allow me to quote from the rules:
  23. Like
    vadersson reacted to Bitharne in New FAQ (XI-7 Ruling reversed)   
    This example is an exact reason why the change was likely made.
  24. Like
    vadersson reacted to frightnight in New FAQ (XI-7 Ruling reversed)   
    The thing I'm most annoyed by is the base/LOS change, because after the "measure arc/measure range/measure LOS by arc/measure LOS by dots" addition, the last thing I need is that process becoming MORE fiddly and complicated.
  25. Like
    vadersson reacted to Green Knight in New FAQ (XI-7 Ruling reversed)   
    Fun fact: ap is now back to the way I thought they worked in the first place :-)
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