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davro

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Posts posted by davro


  1.  

    Note that FFG says the "adventure" will be available, not the whole kit. So I would guess it won't include the dice and hearts.

    That's a good point. If translucent attack dice and fancy looking wound markers are important to some, you may want to make a point of attending the Game Night after all.

    If the general release is indeed just the adventure and stat cards, that would make it a lot more feasible for POD, too.

    Personally I can live without the bells and whistles, but I'm definitely intrigued by the mechanics.

     

     

    Shiny treasure is always nice.  ;)


  2. do you know if will be possible to purchase the kit even if I'm not a retailer?

    I tried to preorder it but I cannot add to my chart

     

    No, you have to have a B2B account to order the kits.  Here's what Steve-O was referring to:

    Even if you don’t attend a Game Night at your local retailer, the adventure included in Season One 2014 Descent Game Night Kits, Forgotten Souls, will be available to you via In-House Manufacturing after the kits are rotated out of circulation later in 2014.

    Note that FFG says the "adventure" will be available, not the whole kit. So I would guess it won't include the dice and hearts.


  3. Would it be possible to introduce a solo mode?

     

    They just introduced co-op play (no Overlord) in the game night kits. Rumor is they quests will be available after the kit is pulled from rotation, so they'll be available for sale, and no reason why you couldn't play solo, controlling 4 heroes. Of course it isn't the same as a campaign, but I'd be surprised if rules for those aren't on the horizon.

     

    http://www.fantasyflightgames.com/edge_news.asp?eidn=4582


  4. I find it really strange that they're on Clearance again.  Last summer they were as cheap as $12 at the Targets in Omaha and they all went out of stock.  Then a couple of months ago I noticed that they were back in stock again, but at full price. Maybe they were hoping people would buy them for Christmas presents?


  5. A few weeks ago at league night, my opponent meant to have his ORS do a K-turn and accidentally picked the Straight move. Put himself in a spot where there was no way he could avoid going off the table on the next turn. 

     

    If it'd just been a friendly game, or really early in the game, I would have let him take the K-turn, but this was an experienced player and he was already winning the game pretty badly, so I made him stick w/his mistake.  :)


  6.  

    Torps and missiles would be perfect if FFG steals something from Attack Wing*gasp*....  Turn the card face down and use an action to reactivate the missiles/torps.

    But they aren't a reusable item on such ships.. it works well for Capitol ships due their large storage areas/capacity.. All tops and missiles should be one use items.. just cut the costs by 1.

    I don't see where people complain about one use items.. it's not like it's a laser cannon or such..

     

     

    We're not talking about magically reusing the same torpedo over and over. Its called ammo. The X-Wing carries 6 torps, the Y has 8. Personally, I'd let a player put as many Torps on a ship as he wants, but limit the rate of fire to the # of torp icons on the ship's card. So an X-Wing could fire 1 torpedo/turn while a Y could fire 2. (that would give the gunner something to do ;) )

     

    Same deal with mines/bombs.


  7. My 2 biggest changes would be:

     

    1) The "If a rookie cuts off Wedge he should die rule".

    • Ship bumping a ship of equal or higher PS act normally. 
    • Ship bumping a ship of lower PS have the option of stopping just short of base-to-base contact w/the other ship. They still lose their Action, but can now shoot at the ship in front of them.

    2) Replace Defensive Dice w/a Target Number. You could still have skills and abilities that allow players to roll defensive dice in certain situations.


  8. Torps and missiles would be perfect if FFG steals something from Attack Wing*gasp*....  Turn the card face down and use an action to reactivate the missiles/torps.

     

    Like reloading?  I like that, but there would still be a problem w/the card's cost. It would need a variable cost based on the ship its attached to, since you'd get more use out of them on sturdier ships.


  9. Thanks guys, thats what I thought but didnt want to push the issue too much with my opponent. Glad I could get a little clarification on this.

     

    If he throws too much of a fit about it, tell him its a something that he's got to be aware of if you guys are ever going to play in a large public format.

     

    For example, its one of the main tactics for KineticOperator's Rebel Convoy squad.


  10. ships with their bases touching at the beggining of the combat phase may still be able to attack eachother.

     

    No. No ship may ever attack a ship its touching. Rulebook pg 10, step 1. "A ship cannot target a ship if their bases are touching."

    Overlapping and Touching are two different game concepts. You lose your Action for overlapping, not for touching. Touching another ship means that you can't shoot at it.

     

    This thread has been about the possibility of touching a model w/out first having overlapped it. Which is possible. In that (rare) instance, both ships would get to perform their actions, but they still couldn't shoot at each other.


  11. If you think that Marksmanship is too expensive or not getting used enough, you're not using it right. Like most upgrades, its effectiveness is tied to the ship its attached to. It shines on any of the ships that can also use Gunner, b/c its effect carries over to the Gunner's attack too. Ditto with any ship using a Cluster Missile.

     

    Yes, it sucks on ships with only 2 attack, just like Stealth Generator sucks on a Y-Wing.


  12. I think that as often happens in rule books, FFG wrote a rule that doesn't work the way they want it to.

     

    They want it to work like the example on pg 14, but the wording on pg 12: 6. Compare Results, clearly starts out stating that "players compare their dice results". So if the Evade token doesn't convert to a "dice result", it shouldn't count towards anything in step 6.  :rolleyes:

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