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tommusco

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Posts posted by tommusco


  1. Part of the problem with that is that the Rebels SUCK on the ground.  Seriously, it's so unbalanced.  Have you ever read of a battle where they actually won?  Even Hoth was a complete rout, and just a delaying action to get the evac ships away.  Anything above skirmish level and there's really no competition.


  2. I like the idea of other factions, but I have to wonder how feasable they would be.  Black Sun or Pirates would be neat, but would there be enough interest to make people buy 100 pts worth?  The problem with a lot of the cool EU ships is that they are pretty unique, faction-wise.  You'd never see a battle group containing the Ebon Hawk, Moldy Crow and Outrider together!

     

    Prequels add another issue for me (aside from the fact that they just aren't as cool as the originals).  Trade Federation ships are tiny, if I remember correctly.  I would have a hard time paying $10 - $15 for a tiny little vulture droid.  A vulture droid is 3.6 meters long, less than a third as long as an X-Wing (at 1.4 centimeters). I think the trifighters are even smaller, but I can't find a number for them.


  3. Hellfury said:

    I am in the market for just about anything. But would love a lamda class shuttle used by either side (more expensive for the alliance of course).

    I would also love a plethora of TIE class fighters, especially a TIE Oppresor or TIE Predator.

     

     

    Why would shuttles be more expensive for the rebs?  If anything they should be cheaper as they stole everything!  Seriously though, so far the ships have all cost the same, with the difference being who piloted it.  I could see some better and worse pilots for both sides.


  4. rogue_lead said:

    The main problem with having prequel-era ships would be that their stats would be poorer than those of the OT.  Or at least that's how it would feel more correct to me and be more representative of technology having improved over time.

    Looking at the way FFG marketed and sold Wings of War, I believe they may simply reissue existing ships with different markings and give us new character cards for what are essentially the same sculpts.  Just based on the Battle of Yavin alone, there's at least a pile of Rebel Pilots that have not yet been given their own cards:

    Red Leader - Garven Dreis *done*

    Red Two - Wedge Antilles *done*

    Red Three - Biggs Darklighter *done*

    Red Four - Jon D. Branon (who replaced Cisi "Doc" Eiriss shortly before Yavin - another character option)

    Red Five - Luke Skywalker *done*

    Red Six - Jek Tono Porkins

    Red Seven - Elyhek Rue

    Red Eight - Bren Quersley

    Red Nine - Nozzo Naytaan

    Red Ten - Theron Nett

    Red Eleven - Wenton Chan

    Red Twelve - Puck Naeco

    Gold Leader - Jon "Dutch" Vander *done*

    Gold Two - Tiree

    Gold Three - Ryle Torsyn

    Gold Four - Lt Lepira

    Gold Five - Davish "Pops" Krail

    Gold Six - Hol Okand

    Gold Seven - Keyan Farlander

    Then there's the Battle of Endor, with the A-Wing and B-Wing Squadrons too.  I can see myself getting at least another 10 X-Wings to properly field Red group/Rogue Squadron and another 11 Y-Wings to complete Gold Squadron.  Thanks to Stackpole's books and the X-Wing/TIE Fighter game series, I'd say that there's still some distance left to cover before you could say they'd run out of stuff to release. gran_risa.gif

    There may be a lot of pilots left, but is there really any difference other than perhaps a special ability?  Most of these guys died REAL fast, so would probably not be any different than a red squadron pilot (or gold).  I can't see buying a repaint if there's no strategic value (especially if I already have plenty from wave 1.

    There ma


  5. bsmith13 said:

    I wonder if the maneuver templates will be updated to be specific to a type of ship.  I have always thought that a TIE could turn tighter than an X-Wing, and that an X-Wing could turn tighter than a Y-Wing…

    The Tie CAN turn tighter than an X-Wing.  If you compare the two dials, you'll see that the Tie can do a sharp "1" turn, where the X-Wing cannot.  Also, many of the tighter turns are green for the Tie, but not for the X-Wing.


  6. Let us know how the Corvette works out.  I was going to pick one up myself.  My only concern is that you should be able to hit something that big from anywhere on the table (if it's a standard 3x3).  Maybe give it LOTS of hull points and shields to compensate?


  7. herozeromes said:

    DagobahDave said:

     

    herozeromes said:

    With this, they could release a Rebel and Imperial version with different missions to carry out.

     

    I think they'd just release one version of the model and include cards that let players swap ownership. They might not release this one as a plastic model at all, and instead use a placeholder card like the senator's shuttle. But it seems to me that the Imperials really need a diplomatic vessel to protect, so I hope this one goes into production.

     

     

    I half expect them to make two versions of the shuttle: Wings Up and Wings Down. Though, a card WOULD make sense.

     

    Why would they do that?  Do you think they have plans to make an X-Wing with closed S-Foils?


  8. Why is farther better when using target lock?  If you're using your primarys, the target gets an extra evade.  If you're using torps it shouldn't make a difference (unless you're considering return fire).  What am I missing?


  9. drkjedi35 said:

    tiepilot1138 said:

     

    drkjedi35 said:

     

    Picked up a Plano 5231 at K-Mart today for $6.50.  And its is perfect!

    Roy

     

     

     

    Which one?  The one in Chantilly?

     

     

    Yes, right after we left you, we drove over to K-mart and found two.  Sadly, we bought the only two they had.  Hopefully they will get some more.  I can see wanting to have another at some point.  If you want me to, I'll check the K-mart near my house and pick one up for you if they have it.

    Roy

     

    There's one near my office in Chantilly I'll check tomorrow.  If they don't have it I may have you check.  Thanks for offering!


  10. While I agree that FFG communication has been lackluster, I don't think we need to go crying to LFL just yet.  They do have what seems to be a spectacular thing going here, and it would be a terrible shame to jeopardize that because we're impatient about getting it (me just as much as any of us).


  11. I can't say how other games have been launched, as this is the first one I've followed as well (since GenCon of last year!).  Interestingly, there was an article in the the Game Informer magazine I got yesterday (video game mag from gamestop, in case you don't know it) about how FFG is leading the rise of the board game genre in this era of video games and internet.

     

    As a Heroclix player I'm used to release dates sliding (sometimes by months), but at least there is a publicly announced date, and it's in stores on time when that date is finalized.


  12. JasonMFlow said:

     

     My MM order just shipped as well, and I only placed the order on September 7th. 

     

     

     

     

    Apparently they aren't going in order then…  maybe later today mine will ship.  I can be patient… I can be patient… I can be patient…


  13. SteveSpikes said:

    tiepilot1138 said:

     

    I played my first game today, and we had a situation that I haven't seen occur yet.  I had two ties that were pretty close formation.  The first one moved into clear space.  The second one moved in close and collided with a nearby x-wing.  At the point the tie stopped, it was less than a base away from the first tie (very close).  So basically we have a line of ships, tie #1 -> tie #2 -> x-wing, with the x-wing and tie #2 in contact.  Of course, tie #2 gets no action.  The x-wing then activates, and his move is a straight move that will go through tie #2 and collide with tie #1.  The problem is that there is no space along the template between the two ties to place the x-wing.  We assumed the x-wing collides, but with who?  Our final uneducated ruling was that the x-wing couldn't move at all, since there was no space for it anywhere along it's move template.  Did we do this right?

     

     

    Any fighter may pass through any other fighter without penalty.  Remember: the game is supposed to represent 3D space.

    True.  It looks like the X-Wing did not move (on paper, anyway), but it did.  It moved through TIE #2, and collided with TIE #1.  The X-Wing would lose the action, true.  But it would still be able to attack TIE #1; since it's not based up on that fighter -- as long as any part of the base of TIE #1 is in the firing arch of the X-Wing, of course.

    Without a visual representation, I cannot be totally certain of the chain of events.  I hope that clears that up. preocupado.gif

     

    That's how we played it.  He took a shot at tie #1 after movement was resolved.


  14. vadersson said:

     From my reading of the rules, you move back along the template to the first open spot.  In this case, that spot is where he started.  So they X-wing would not move, get no action, and can not attack TIE #2 (who can not attack him either.)

    Thanks,

    Duncan

     

     

    Cool.  That's pretty much how we played it.


  15. I played my first game today, and we had a situation that I haven't seen occur yet.  I had two ties that were pretty close formation.  The first one moved into clear space.  The second one moved in close and collided with a nearby x-wing.  At the point the tie stopped, it was less than a base away from the first tie (very close).  So basically we have a line of ships, tie #1 -> tie #2 -> x-wing, with the x-wing and tie #2 in contact.  Of course, tie #2 gets no action.  The x-wing then activates, and his move is a straight move that will go through tie #2 and collide with tie #1.  The problem is that there is no space along the template between the two ties to place the x-wing.  We assumed the x-wing collides, but with who?  Our final uneducated ruling was that the x-wing couldn't move at all, since there was no space for it anywhere along it's move template.  Did we do this right?


  16. DavicusPrime said:

    Nalydd said:

     

     

    I am the complete opposite.  I am the guy that will need to get 3 on 2D6 to win the game and roll snake eyes.  Every.  Single.  Time.

     

     

    Ah, so I'm not alone.  My dice hate me.  When they roll well, it's just to get my hopes up before they yank the rug out from beneath me again. preocupado.gif

    -DavicusPrime

     

    hmm… anyone up for sabacc?  ;)


  17. AncientAngel said:

    Parakitor said:

     

     You see, it's this kind of complexity that drew me into the game when it was first announced. It's not complex in the "hard to understand" sense of the word. Rather, there are several options presented, and you need to decide what's best. I can't wait to play!

     

     

    Plus you might be one of those players that gets some crazy rolls the bulk of the time. You all know those players, even if you tell them the odds of pulling it off they some how manage to do the impossible. It is like they them self have some connection to the force it self and just know.

     

    "Never tell me the odds!"

     

    Any Correllian worth his spice doesn't care about odds…


  18. haslo said:

    Here's that behind-the-scenes model shot from their news post on scale:

    models2.png

    …and a quote:

    "During the production process, we were surprised to discover that the official dimensions for some of the ships did not match our pre-existing expectations of their relative sizes."

    So I guess the entire world has been wrong, and LucasArts hasn't done anything about it? gran_risa.gif In this picture, the TIE definitely looks larger than I expected it, too, and the scale of the two in this game seems to match the picture and thus not my expectations.

     

    Doh!  I forgot about that picture.  They do look close to that picture.  Odd how everything in the Lucasverse is wrong though (I mean, they're all HIS sources!)

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