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SteveSpikes

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Everything posted by SteveSpikes

  1. SteveSpikes

    Gaming mats

    Yeah. I caught that too. There is hope, people. There is hope.
  2. SteveSpikes

    SWM

    I, like so many others, played Star Wars Minis from the begining until the end. I still get the V-Sets, just to keep up with what's going on with the community. Although, I haven't played since the demise of the WotC first run of minis (I couldn't play "to buy a paper bag, to get out of" right now -- I'm that rusty). I would like to see FFG do something about this in the future , with a mechanic that keeps things balanced. (So don't rush it to the printers just appease us, the fans.)
  3. I just got another Y-Wing yesterday (bringing the total to 3). As of today, I have: 4 X-Wings 3 Y-Wings 5 TIE Fighters 2 TIE Advanced When Wave 2 drops, I probably get: 1 YT-1300 1 Firespray at least 4 A-Wings at least 4 - 5 TIE Interceptors
  4. Duraham said: 2 TIE fighters just behind an Xwing at range 1, next move Xwing did a forward 1, both TIEs did a straight 3, Xwing OHKOs a TIE at range 1 on that very turn, torpedoes the other one at range 3 on the next turn, killing both while taking only a total of 1 shield damage oh, and the front backstabber, freaking funny when you see it in action You pulled a Top Gun (a "Maverick", if you will) -- Maverick: "I'll hit the brakes, he'll fly right by." Nice! :-) Now, who would be crazy . . . err smart enough to pull off something like that in the GFFA?
  5. ShadowJak said: I wonder how Luke being a gunner is going to work. We he not be available to pilot an X-Wing at the same time? It would only make sense. Well, there could be a Luuke Skywalker card out there. . . . . On second thought, that wold be a bad idea, since it would bring the EU into the game waaaay too early. Let's leave the game the way it is . . . . for now.
  6. Magadizer, the article just gives a very brief description on the Millennium Falcon Expansion Pack and the certain upgrades, probably since it's the most iconic hunk o' junk in the galaxy.
  7. I would like to hear what your thoughts are on the "upgrades" (Nien Numb: Co-pilot and Luke Skywalker: Gunner) for the Millennium Falcon. I just read a snippet regarding the upcoming X-Wing expansions (Wave 2) in this issue of the Star Wars Insider. For those who get the Insider, you can find it on page 68. It should be fun to play the Falcon with Luke in the turret. New "house rule" -- Every time Luke take out a TIE Fighter, the opponent needs to say, "Great, Kid! Don't get cocky." Or if you want to pay homage to Family Guy "Blue Harvest", "Great kid! Don't get *****-y!"
  8. Budgernaut said: Maybe this is just a pet peeve, but I think the world -- or at least this subforum -- would be a better place if we used consistent terminology. I've been called out on being a rules lawyer for this before, but my intent was not to be a jerk. We are all on this rules subforum trying to seek clarification and greater understanding of the rules as written. To do this, we take evidence from assumed intent of the designers, in-universe continuity, grammar, terminology, and common sense. My point is this: let's not confuse the issues at hand by introducing new terminology. Let's use the terms oultined in the rulebook. Let's call them "attacks", not "shots." Attacks and Actions are "performed"; Maneuvers are "executed." The red and green numbers on ship cards are "primary weapon value" and "agility value", not attack, defense, evasion, etc. This list is not exhaustive, and I'm not attacking anybody in particular. All I'm doing is raising a call to consistency in usage of terminology on this forum for the betterment of our community and for increased understanding of the game we love. Thank you. That is all. I like it.
  9. Xploiter, if you're planning to attend the FFG Championship Weekend in November, you should present the FAQs that are currently up to "the powers that be". See what they have to say about making it "official" (no offense). Love the FAQs, btw.
  10. That's a definite possiblity. My guess is that it might be using a 1 movement template (in any direction -- probably not a "hard turn", though). Altough, certain Elite pilots could use a 2 movement (again, not a "hard turn"). We'll see.
  11. . . . As for not finding it in the "Starter Rules", you won't. It's NEW to "Wave 2".
  12. My guess it could be a "slide" (a "drift" maneuver, if you will). Don't ask how it will work, but I think it might use the "1 turn" maneuver template in lieu of the "straight 1" (used for the barrel roll) for lateral movement.
  13. No. I'm referring to the "star mat", not the Death Star scenario.
  14. The playmat (3' x 3' play area; with a white border) was made of what looked like a high-quality vinyl. The playmat was so big they need to put two regular conference tables together for room for the players, and their stuff. I wish I had taken a picture of them in use.
  15. I remember reading on the forums is that "Game Support" (Game Night Kits) for X-Wing is slated to launch in January, 2013. As for what I would really like to have as part of the kit, first and foremost, is the playmat used during the Inaugural Tournament at Gen Con this year. If you didn't make it to Gen Con, those mats were NICE. I'm sure you can grab pictures of the mats online. I would also like to get exclusive pilot cards for Wave 1 ships.
  16. . . . As for Wave 2, I plan to get (to start off with; in this order): 1 Millennium Falcon [YT-1300] 1 Slave 1 [Firespray-31 class] 2 or 3 A-Wing Fighters 2 or 3 TIE Interceptors
  17. I currently have: 4 X-Wings 2 Y-Wings 5 TIE Fighters 2 TIE Advanced I may get one more Y-Wing in the near future, though.
  18. For the central Indiana crowd, I'll be holding "introductory" demos (using the Quick-Start rules) at the Barnes & Noble in Carmel, Indiana -- 14709 US 31 North, Carmel, IN 46032 throughout the event, in the cafe. So come for the books; stay for the fun. Hope to see you there.
  19. I plan to attend the Star Wars Reads Day event at the Carmel, IN Barnes & Noble -- 14709 US 31 North, Carmel, IN 46032. For any central Indiana players, I plan to run X-Wing demos in the cafe during the event. It's going to be using the quick-start rules. Hope to see you there.
  20. Looks like fun. You could also add a twist by dropping in Vader in a later round.
  21. Harleequin said: I know this is probably to early for this post… however I will post it anyway. With all games that can be tournament run, is there any news on FFG making an X-Wing Judge program? Rulings with things to do with initiative, line of fire, etc. may get very confusing at tournaments without an X-Wing judge there to confirm them, hopefully (if they don't have one already) they create some sort of judge test, or judge qualifier exam you can take to get certified. Anyone who has any information as to where I can go / what I can subscribe to, to be updated on this, gets reps for life. Harleequin said: I know this is probably to early for this post… however I will post it anyway. With all games that can be tournament run, is there any news on FFG making an X-Wing Judge program? Rulings with things to do with initiative, line of fire, etc. may get very confusing at tournaments without an X-Wing judge there to confirm them, hopefully (if they don't have one already) they create some sort of judge test, or judge qualifier exam you can take to get certified. Anyone who has any information as to where I can go / what I can subscribe to, to be updated on this, gets reps for life. You can find the info here: http://www.fantasyflightgames.com/edge_npm.asp?eidm=130. Good luck. However, I read here, on the forums, that support for X-Wing won't launch until January, 2013. I hope this is what you're lookin' for.
  22. No matter when it is released, I'll be getting it.
  23. Tawnos said: SteveSpikes said: I would also include a bonus in squad building in the form of pilots costing -x (I'll leave it to you to plug in the revised cost) to your squad. Do you mean to say that specific pilots would get a small point reduction if put in an appropriate squad? Such as having Wedge in Rogue Squadron? That's an interesting concept. May be a bit difficult to implement, because you could (in theory) generate a situation where using the Squadron card becomes a net gain in squad points instead of an expenditure. @Justin: Yeah, there's all kinds of neat stuff you can do with them. In fact, the Squadron cards themselves don't necessarily have to represent a specific Squadron; they could instead reference a squadron strategy or tactic, like this: Bomber Escort (3 points) Protect the Huttball Squad Requirements: 1 Y-wing, 2 X-wings If 2 allied X-wings are within Range 1-2 of an allied Y-wing, increase the Y-wing's Agility by 1. This way, you can have mixed-ship Squadron cards. Take Red Squadron (Garven Dreis [Red Leader], Wedge Antilles [Red 2], Biggs Darklighter [Red 3], and Luke Skywalker [Red 5]), for instance. If you have Garven in your squad, you may field any other "known" Red squadron pilot at a discount. As for the Imps, Vader needs something that grants a bonus to a pilot(s) within a range of, for the sake of argument, 1 - 2 for attacking enemy pilots of the same skill rank (Vader -- "I'll take them myself." Wingman [Mauler Mithel] -- "Yes, sir.").
  24. Tawnos said: Did anyone here used to play Overpower waaaaay back in the day? I was thinking about the game the other day, and an idea hit me. Do you remember the Teamwork cards that allowed several of your heroes to work together to perform an attack, provided they met the requirements of the Teamwork card? This got me thinking about X-wing squadrons and how their training together is not really reflected in the game. Thus, I came up with the idea of Squadron cards. They basically represent tactics and abilities that result from a squadron having trained and worked together. You can have 1 Squadron card for your squad in a game, and your squad must match the requirements of the Squadron card, though it may have more ships than the card's requirement. Here's a few examples of what I have in mind (I have not even considered power balance for these; they've just mechanical examples): Rogue Squadron (4 points) Trust Your Wingman Squad Requirement: 3 X-wings One per round, a X-wing pilot may spend the Focus token of an allied X-wing pilot at Range 1-2 as though it were his own. Red Squadron (3 points) Run Interference Squad Requirement: 4 X-wings If an attacking ship's firing arc to any part of the defending X-wing's base passes through an allied X-wing, you may assign (at most) 1 point of damage done to the allied X-wing. Gold Squadron (3 points) Share Targeting Data Squad Requirement: 2 Y-wings Once per round, when a Y-wing fires a Proton Torpedo, if an allied Y-wing has already fired a Proton Torpedo at the same target this round, you may (once) reroll any number of dice on the attack. Black Squadron (3 points) Suppression Fire Squad Requirement: 3 TIE Fighters Once per round, a TIE Fighter pilot may forego their attack to give an allied TIE Fighter at Range 1-2 one additional attack die for the round. Academy Elite (2 points) Sensor Data Assist Squad Requirement: 4 TIE Fighters If a TIE Fighter would pass through an obstacle, if there is an allied TIE Fighter within Range 1 at the beginning of movement, the TIE Fighter may pass through the obstacle at no penalty. Obsidian Squadron (4 points) Advanced Training Squad Requirement: 2 TIE Advanced A TIE Advanced pilot may use the Action of an Upgrade card of any allied TIE Advanced pilot within Range 1-2. Thoughts? Interesting. I would also include a bonus in squad building in the form of pilots costing -x (I'll leave it to you to plug in the revised cost) to your squad.
  25. I also picked up the Plano 5231. I'm also looking to get the double-sided Plano close to the launch of "Wave 2" -- mainly for general storage now, and using the 5231 as a "squad transport".
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