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Posts posted by Rich J
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Light bulb moment:
NOOOOOOOOOOOoooooooooooooooooooo I was wrong lol
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Now I am quite a few 800 point games in we complete in no longer than 2 hours. There is a lot of opportunity for slower players to pontificate for ages in the mechanics though, which card, which order, to pull from bag or not etc etc. Need BB8 or R2 with an electric prod in wait for some opponents LOL.
When playing at the club or FLGS I am finding a lot of time is spent answering onlooker questions as well which will pass I suppose.
All in all rambling post to say under 2 hours will be the norm I think.
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6 hours ago, Dosiere said:Good idea! I see some on Amazon have a black rubber ring inside of them, is there any significance to that? I thought maybe they're made to hold the coin/token more snugly or is it meant to be a border?
They are so they will fit multiple size coins in the same capsule. I use 33mm one which the tokens just fit in with a squeeze. Also got the 35mm ones and there is no real rattle room.
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I have tons of IA and WOTC figures and tend to mod other systems to use the figures with - frothing over Legions and will probably build up the forces but use the cards and stuff with the IA and WOTC figures until I have gathered and painted enough.
Next year suddenly seems a long long way away lol !
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Can't find the thread I thought was here. Question is do dupes help out are they all killed before end of phase when Poison goes.
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Can't find the thread I thought was here. Question is do dupes help out are they all killed before end of phase when Poison goes.
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I am just getting back into the game after about 2 1/2 years out - and have grown to hate TLT with a vengeance !!
Antipodean Ork reacted to this -
Cheers - was just completely managing to miss the text by trying to read pdfs and not actually using the real booklets !
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Hi
Ok I am being thick probably but can't figure out how duplicates work really - I get you can put them on cards, can't marshall them if you have a copy in the dead pile etc but can't see how they 'save' - unless it is as easy as just the top card gets 'killed' leaving the other in play as is.
Please enlighten me

Cheers
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Limited cards like the locations - you can obviously have more than one 'in play' - What we can't agree on is that each one once in play triggers or if you can only 'play' one and hence trigger one. Basically the location cards with gold additions - do you only receive one lot of gold in the marshalling phase, all of them, or one of each type OR non of those options lol.
Cheers
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Thanks for that guys - very useful for me being a London noob - even if I did get killed at the Thameside today !
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Army Painter do one and its great - we use it for X-Wing, Imperial Assault and Armada all the time.
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Some of the new cards in the expansions allow dice outside the 'range' on the range ruler so I figure the Opening Salvo text means ANY dice. However to add to the issue even more is the text that says a legal attack is one where the target is within range at the first stage - so does this mean you can't add dice to an attack to hit longer range than your initial hull armament (as in the corvettes with blue can only fire to medium range no matter what) ?
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Also it seems some of the wave one cards say you can add black dice but only up to medium range - which has pushed me into the 'card means you can add black at long/red range' camp. BUT if that premise is right we came up with another query at the comp today. An attack is legal at the measuring phase if you have dice of that range in the initial pool. SO if you only have blue dice on hull card you can only shoot to medium and therefore can't add red or any other colour to strike at long range (maybe, possibly etc)
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Good enough for me

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Just when I begin to see the sense in the any dice at any range because it doesn't say that dice equate to range FFG release the overview video which states that the hull attacks are determined by the range of their weapons shown by the colours - mmmmmm wish they would clarify it and put us out our misery.
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Also taking the 'there' is no range dice just colours argument to an extreme - it would mean you could add 2 dice to any shot at any range as it doesn't specify a range. SO shooting 2 black dice across the table would be fine (Bazinga...)
I'm not sure why you think this would mean you could declare a target ignoring range restrictions. Initially determining a legal target depends on range and the dice colors of your base attack (among other things). AFTER that step is when you modify dice, which is when the card effect occurs. Your target is already determined to be legal at this point.
And I disagree that this hasn't been clarified. The card is clear. There is zero ambiguity behind "add X dice, each of any color..." Card effects take precedence over any contradiction in the RR, real or imagined.
I wasn't really suggesting that - hence the bazinga tag....
willismaximus reacted to this -
We are at a tournament on Saturday and it seems a bit daft this hasn't been clarified as it is probably going to come up.
I doubt the shop TO will have much of a clue as I imagine they haven't had time to play many pointed/objective games yet. So recommended course of action is...
Also taking the 'there' is no range dice just colours argument to an extreme - it would mean you could add 2 dice to any shot at any range as it doesn't specify a range. SO shooting 2 black dice across the table would be fine (Bazinga...)
headache62 reacted to this -
Three corvettes with no squadrons is my favourite at the moment
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Yes but this time the dice do not have to be in the attack pool already but all the dice have a 'range' shown on the marker - so they could add black dice but they will not be in range etc. Or so it seems to us.
headache62 reacted to this -
X-wing is more personal - I see the difference between the two as the difference between playing a squad level skirmish and a company based game - you feel more affiliation to the pilots in X-wing. However it is completely and utterly reliant on dice rolls and while they should in theory even out the fact you can modify so many of them means that it doesn't at all - that and the 360 fire arcs which take any manoeuvre skill out the game really means that I will be playing more and more armada and less and less X-wing.
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Almost as important as squad building. Which objectives do you pick for your faction of choice - which ones do you avoid.
Apart from the obvious Intel Sweep for rebs I am undecided.
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We, the Norf London boys, are there !
Despite my better judgement I am going to take the Rebels and hope to get the missions !
Suspect there will be a lot of Imp on Imp action...
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Cover in IA would not work as we don't have obstacles as such, if there was a cover mechanic there are very few places on the maps/boards that you couldn't in effect claim cover for a table/chair/bush/box/rock/steps etc. I like to view it that the defence die/dice already presume that the character is doing its best to stay in 'cover' at all times, kneeling, crouching, bobbing up and down etc. Cards like the 'take cover' card are for times the character is actively doing more than the norm to stay in cover, expose weakness etc for the times when they don't manage it.
Coming from a predominately skirmish wargame background (where cover rules abound in most) I find this approach works well especially for the feel of the game.
Rich J

Answered Questions - Email Compilation
in Rules
Posted
I did last week, heard nothing as of yet, probably cos of the above.