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Mnemonaut got a reaction from Antipodean Ork in MathWing: Comprehensive ship jousting values and more
Not that easy as a Scum player.
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Mnemonaut got a reaction from Crazy Aido in First character
Hi there,
having played the first two incarnations of WFRP a while ago I'm now getting into the 3rd Edition of the game. I plan to play a Reiklander Hunter as my first career. Now I'm looking for some good Ranged Action Cards for that character. Accurate Shot and ***** in the Armour seem pretty decent. Or Sniper Shot (assuming critical damage is worth it). Later maybe Close-Quarters Shot and/or Rapid Fire?
Any help would be greatly appreciated.
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Mnemonaut reacted to R2-EQ in X-Wing Co-Op Campaign is Here!
Here in Toronto, we've had a group for 8 months or so working on an amazing Campaign for X-Wing spearheaded by Armorgear7.
Now that it's ready for release you can grab it here:
http://dockingbay416.com/campaign/
You should give it a try as a ton of effort went into it's creation!
For those interested, below is a link about the genesis for the campaign.
http://dockingbay416.com/new-co-op-x-wing-campaign/
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Mnemonaut reacted to Tipperary in Wave VII: No Hope for the Lambda Shuttle?
Call me when you can fly the YV-666 in Imperial lists.
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Mnemonaut reacted to Ghostofman in Fighter combat is so confusing! Questions!
Just a few off the top of my head (and ripped from another post):
Plan carefully, vehicle combat is quick and deadly, like the movies, not the video games. Build vehicle encounters to the vehicles first, and the characters as modifiers. Just cause you 've got a high piloting skill doesn't mean you should take that Z-95 against a dozen TIEs. You don't need to roll piloting every turn to "not crash" it's assumed the pilot isn't a moron and can change the radio station without careening off the road. Being a good combat pilot is as much about knowing what maneuvers and actions to take as it is skill ranks. Multi-crewed craft are usually better then single pilot. Astromechs are the poop. Never forget to use them... A vehicle who's pilot doesn't "Fly/Drive" in a round isn't staying still. TIE fighters are Japanese Zeros, not flying garbage. They make a lot of sense within the system and can kick your butt if the GM runs them correctly. Angle your deflectors Keep your feet off the seats. Combat usually happens SOMEWHERE. Think movies. Only one single space fight (the falcon vs. 4 ties escaping the Dstar) happens in open space, everything else happens in an asteroid field, or epic space battle, or something. Apply setbacks to everyone often. This can be for conventional terrain like asteroids, or more unconventional effects like the chaos of a major battle. Once you start stacking three or four setback dice on those to-hit rolls the NPCs have a lot of trouble landing hits, and executing maneuvers. The PCs on the other hand will have talents like Skilled Jockey and maneuvers like copilot that negate those setbacks. Encourage destiny point usage. Remember it should be a back and forth. Those little bonuses add up. Watch the enemies, don't throw huge numbers of opponents at the players, allow a leadership or piloting or warfare check to cut enemies off from the larger group so fights are more manageable and you can narrative end the larger battle once the players score some kills, but before they get splashed themselves. Teach the players how to leverage the mechanics and maneuvers. They need to know when to gain the advantage and when to accept the disadvantage. They need to know how to cheat the movement and range system to isolate enemy fighters. And so on. Use your blasted sensors Use your blasted missiles Keep your blasted feet off the seats Use the blasted table on pg 248. USE IIITTTT...... A-wings are NOT for beginners unless the gm is going to stack the odds heavily in the players favor or the player is otherwise specced for it. Angle your blasted deflectors. Check out the GM screen, waaaaay in the back of the accompanying booklet is instructions on how to merge your Player fighter with a larger group of minions. Don't knock it, Why do you think Luke was able to survive Yavin? It wasn't cause he was a super awesome pilot... Minion Biggs, Minion Porkins, and Minion Wedge will back me up. -
Mnemonaut reacted to voidstate in Voidstate's Squadron Builder: Stats Fixed
Thought you guys might like to know that I finally fixed the stats pane on my squadron builder.
Unfortunately, I had to remove the ranking stats that compared your wins/losses to everyone else's. I use a shared server and now there are 200,000 squadrons it was taking too long to compile the rankings. The shared server doesn't allow me to run the script in the background so it was locking up the server and preventing access to the site when I ran it. It also only allows one database connection, so I can't run it remotely. Sorry.
In it's place, I've expanded the list of top pilots and added a list of top ships, so you can see what's performed best for you.
Also, I know it doesn't show up properly on Chrome. I'll look at that when I get a moment. In the meantime, it looks great on Firefox.
Cheers
voidstate
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Mnemonaut reacted to voidstate in Wave Seven Pilots Added to X-Wing Builder
Hello
Just a quick heads-up to let you know that I have added the 4 spoiled pilots to my builder.
http://xwing-builder.co.uk/build
Enjoy!
Ferg
PS "Talonbane Cobra"? I guess his parents wanted him to grow up to a be a GI Joe.
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Mnemonaut got a reaction from admat in Introducing the BIG Reference card
I can't figure out how to send you a PM, Parravon, but I'd really like to get one of those high resolution reference cards.
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Mnemonaut reacted to Osoroshii in Earning Your Wings! A Guide For Understanding Movment.
Part 1: Small Ship Movement
Hitting an astroid can be one of the most frustrating things in X-Wing, especially if you could have just gone a little faster and missed it. Understanding where your ships will land befor you place the template down will vastly improve your game.
All the pieces in X-Wing have a relative relation to each other. Understanding this relation will help you in picking the best Movment for your ship. The small ship base and templates are closely link to each other. By now you may have figured out a 1 forward is the distance of one small ship base. The same goes for all the forward movements.
You can practice these forward by placing one ship down and then a second to where the ship should end up. After both are on the table, try placing the template between them and see how close you come. This will give you a good eye towards seeing the distance of a ship base. Once you can accurately predict with in a half inch or so 90% of the time your ready for the hard turns.
The hard turns have a built in sight line to indicate where the ship is going. Whether turning left or right, look down the firing arc of the ship template and there is where your ship is heading.
Now that we know ruffly the direction it will end up, we need to know how far for each speed. In order to best see the distance we need to learn a half ship base. The width of a ships base is 1 forward and that is the same as the width of two templates. So a half ship base is one movement template
So how far does a turn go along that sight line. For a 1 turn, the front corner will end up .5 of a ships base or one template width from the rear corner. Here are all three turns and the distance they travel:
1 turn = .5 ship bases
2 turn = 1.5 ship bases
3 turn = 2.5 ship bases
Once again you want to practice this by placing a ship down and the second one where you think the turn will take you. You will start build a good understanding of the distance by this point. You are now ready to tackle the banks.
Even the banks have a sight line to help us see the direction a ship will end up. If you are banking to the right, imagine a line going from the front right nub on the ship base to the opposite nub on the rear of the ship base. This line will fall right where the banks will move you.
The distance is a little tricky as we now have to use a quarter of a ships base to determine the distance. Sometimes it can be hard to see a quarter of something. It is easier to see a half template width. So here is the distance for each of the 3 speeds of the banks.
1 bank = 1.25 ship bases
2 bank = 2.25 ship bases
3 bank = 3.25 ship bases
It's time to practice these once again. Use then same method to practice as before. Now when your sitting around wishing you could find someone to play, pull out your movment templates and ship bases and practice. You'll soon find you can quickly and accurately predict where your ships will go before it's to late and your sitting on top of an astroid.
Part 2: Large Ship Movement - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
Follow the links at the end of each part of the guide to continue to the next section.
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Mnemonaut got a reaction from heychadwick in M3A Awesomesauce
Got my three Scyks today. I really like them... but they're so darn tiny.
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Mnemonaut reacted to MajorJuggler in MathWing: Comprehensive ship jousting values and more
-------------------------------------- SCUM SHIPS ------------------------------------
----------------------------------------- wave 6 ---------------------------------------
------------------------------------------- Z-95s --------------------------------------
Commentary
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS1 Z-95 12 | 11.9 | 12 | 12 | 100% | 99.3% - 100.4% | 100%
PS3 Z-95 13 | 12.9 | 12 | 12 | 100% | 99.3% - 100.4% | 115.8%
Kaa’to Leeachos0.5 15 | 14.9 | 12 | 12 | 100% | 99.3% - 100.4% | 150.3%
N’dru Suhlak2 17 | 17.4 | 11.6 | 12 | 103.3%| 102.6% - 103.8% | 188.5%
Suhlak w/ ability* 17 | 20.6 | 13.2 | 16.1 | 122.3%| 119.4% - 124.6% | 110.6%
Suhlak + Lone Wolf** 19 | 26 | 15.2 | 21 | 138.1%| 134.5% - 141.4% | 83.6%
* Assuming Suhlak's ability always trigger
** Assuming Suhlak's ability and Lone Wolf both always trigger
------------------------------------------ Y-wing --------------------------------------
Commentary
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS2 Y-wing 18 | 15 | 17.3 | 14.4 | 83.5% | 82.3% - 84.2% | 149.7%
PS4 Y-wing 20 | 16.2 | 17.8 | 14.4 | 81.1% | 80% - 81.9% | 181.1%
Drea Renthal1 22 | 17.8 | 18 | 14.4 | 80.1% | 79% - 80.9% | 215.3%
Kavil0 24 | 18.6 | 18.6 | 14.4 | 77.6% | 76.5% - 78.3% | 252.2%
Kavil* + Blaster + R4 30 | 34.4 | 23.2 | 23.4 | 100.6% | 96.6% - 103.9% | 156.9%
PS2 BTL-A4 + Ion3 23 | 22.9 | 19.2 | 20.2 | 105% | 102.3% - 107% | 127%
PS2 BTL-A4 + Ion3(no R3) 23 | 21.6 | 19.2 | 18.9 | 98.2% | 95.9% - 100% | 143.4%
* Ion Cannon Turret considered as additional 3 point value, which increases jousting efficiency.
* BTL-A4: calculated 2 ways. 1st: assuming Ion always gets a shot
2nd: no Ion shot 25% of the time
* Approximating Kavil's ability plus R4 plus Blaster Turret as simply having 4 attack per turn. In reality, if Kavil loses his action he cannot fire the Blaster Turret. The combat coefficient also assumes the standard coefficient for a 360 degree arc, but he cannot use his ability in his front arc.
------------------------------------------ HWK-290 -------------------------------------
commentary
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS1 HWK-290 + Ion3 21 | 17.5 | 18 | 12.6 | 69.9% | 67.3% - 72% | 253.9%
Torkil Mux3 + Ion3 24 | 21.7 | 16.6 | 12.6 | 75.7% | 72.9% - 78% | 323.1%
Palob2 + Blaster Turret 24 | 25.6 | 18.2 | 17 | 93.1% | 91.4% - 94.5% | 187.8%
Palob2 + Bla + Opp. 28 | 30.6 | 22.3 | 21.3 | 95.5% | 92.3% - 98.1% | 164.2% Palob2 + Bla + Opp. + K4 31 | 36.4 | 24.9 | 26.7 | 107.2%| 102.5% - 111.3% | 131.3%
Dace Bonearm + Ion3 28 | 30.4 | 19.4 | 18.4 | 95.1% | 91.6% - 98% | 213.4%
Ion Cannon Turret considered as additional 3 point value, which increases jousting efficiency.
Palob: Assuming he always steals a focus token, and spent on activating blaster turret. His ability is then valued at +2 for removing an enemy focus token.
---------------------------------------- Firesprays ------------------------------------
Commentary
Cost | | PS1 Jousting Efficiency | req
Ship name actual|predict| PS1 | JV | std | range | eff PS5 Firespray 35 | 34.6 | 29 | 25.2 | 86.9% | 85.1% - 88.4% | 181% Emon Azzameen1 36 | 35.6 | 29 | 25.2 | 86.9% | 85.1% - 88.4% | 190.2% Scum Kath Scarlet* 38 | 41.6 | 29.4 | 28.3 | 96.1% | 93.4% - 98.3% | 169.9% Scum Boba Fett* 39 | 50.2 | 29.3 | 33 | 112.9% | 109.8% - 115.9% | 134.6%
Scum Kath: assuming rear arc shot 50% of the time
Scum Boba: assuming 1 reroll on offense and defense
----------------------------------------- StarViper ------------------------------------
commentary
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS1 StarViper 25 | 22.7 | 25 | 20.7 | 82.6% | 81.1% - 84% | 141.2%
PS3 StarViper 27 | 24.8 | 24.9 | 20.7 | 82.9% | 81.3% - 84.3% | 162.3%
Guri2 30 | 30 | 23.2 | 20.7 | 89.1% | 87.5% - 90.7% | 196.2%
Prince Xizor1 31 | 31.1 | 23.2 | 20.7 | 88.9% | 87.3% - 90.5% | 207.9%
------------------------------------- M3-A Interceptor ---------------------------------
Commentary
Cost | | PS1 Jousting Efficiency | req Ship name actual|predict| PS1 | JV | std | range | eff PS2 M3-A 14 | ???? | 13.4 | 12.2 | 90.8% | 90.7% - 90.9% | 128.6% Ashera1 18 | ???? | 14.1 | 12.2 | 86.7% | 86.6% - 86.8% | 203% Serissu3 20 | ???? | 12.8 | 12.2 | 95.7% | 95.6% - 95.8% | 245.7% PS2 + Ion3 19 | ???? | 15.4 | 11.7 | 76.1% | 73.7% - 78.1% | 242.1% PS2 + Ion3+ Hull 22 | ???? | 18.2 | 13.3 | 72.9% | 70.6% - 74.9% | 249.7% PS2 + Mangler 20 | ???? | 19.2 | 15.8 | 82% | 81% - 83% | 154.4% PS2 + Mangler + Hull 23 | ???? | 22.1 | 17.9 | 81.2% | 80.1% - 82.2% | 157.2% PS2 + HLC 23 | ???? | 22.1 | 19.6 | 88.9% | 86.5% - 91% | 133.3% PS2 + HLC + Hull 26 | ???? | 25 | 22.4 | 89.6% | 87.1% - 91.8% | 131.4% PS2 + HLC + Serissu 23 | ???? | 22.1 | 22.8 | 103.4% | 100% - 106.8% | 101.5% PS2 + HLC + Serissu + Hull 26 | ???? | 25 | 26 | 104.3% | 100.8% - 107.8% | 99.8% Ion effect: valued at additional 3 points Mangler: not considering the effect of a free hit to crit. HLC: assumes always has an HLC shot PS2 + HLC + Serissu: assumes always gets 1 defensive reroll ------------------------------------------ IG-2000 ------------------------------------- commentary
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
IG-881 36 | ???? | 28 | 26.6 | 94.9% | 93% - 96.9% | 172.3%
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Mnemonaut reacted to BobbyM in Decimator and Shuttles vs B-Wings (pics)
...
Turn 5, Movement:
Captain Oicunn manages to make a full rotation with the help of boost to face the b-wings (not sure why as it is a turreted shp). Farlander uses advanced sensors and does a hard 1 right to get a stress token to use against the decimator.
Turn 5, Shooting:
Farlander and Blue take out all of the decimator's shields and put 1 hull damage on it. Yorr looses his remaining shield and 2 hull. In return, two of the B-Wings loose 2 shields each.
Turn 6, Movement:
One of the B-Wings turns to shoot at Vader's shuttle but as luck would have it rather than stopping it moved forward and out of the B-Wings arc. The decimator bumps Farlander doing 1 damage and uses Dauntless + Yorr to get a target lock. In a brilliant manoeuvre, Farlander rolls to the left and backward to purposely cancel its 2-K turn so it can instead fire on Yorr! Farlander is just such a beast!
Turn 6, Bloodbath ... errr shooting:
Farlander goes down. but not before he takes down Yorr! The decimator picks up another 3 hull damage but has 8 health left. The Empire has this in the bag!
Turn 7:
In a moment of profound stupidity, I decide to hard 3 the decimator to the left, clipping an asteroid with the back edge of the ship and earning myself damaged sensor array, no boosting until it is fixed! In addition to the asteroid the left B-Wing puts 2 more damage into the ship. The right B-Wing lands on a rock but Vader's ship fails to capitalize on the mistake.
Turn 8:
The decimator makes a run for it and is just barely outside of range of the B-Wings. Unfortunately I couldn't fix the sensor damage, so boosting is till out of the question. Vader's shuttle makes a wrong turn and is out of the fight. What a disaster for the Imperial force!
Turn 9:
The decimator does a hard 3 left in the hope that the B-Wings will have started turning or banking to the right but alas that was not the case. The calmly forward moving B-Wings finish off the decimator. Vader decides that he has better things than getting shot to pieces and punches the hyperdrive out of there.
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Mnemonaut got a reaction from Deputy in Award for most confusing rules game
That would be nice indeed.
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Mnemonaut reacted to jasonconlon in Do cards give bonuses to themselves?
Yep, they sure do.
Just a note about Arctic Ethnologist, whose bonus is only active "While you control only [Miskatonic University] cards" - even if you are running a deck of all Miskatonic characters, if any of your characters go insane then they are no longer considered to have a faction and Arctic Enthologist's effect is cancelled.
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Mnemonaut reacted to jasonconlon in Yithian Scout Question
I should add that those two Yog-Sothoth faction resources don't need to be available (i.e. undrained) for steadfast - they just need to be there. But as per usual, you do need an undrained and suitably resourced domain to pay the '1' cost.
For example, it wouldn't matter if Domain B was already drained - it's 1x Yog-Sothoth resource still counts, along with Domain A's undrained 1x Yog-Sothoth resource, to total two for steadfast - and then you could still drain Domain A to pay the 1 Yog-Sothoth cost.
The purpose of steadfast is to ensure that these (predominantly low cost) cards are only used 'in faction', with a deck that has a sufficient representation of cards from that faction.
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Mnemonaut reacted to Lomiat in An Introduction to Call of Cthulhu
Interested in Call of Cthulhu: The Card Game? Learn more about what makes the game unique from our overview article, Peer Beyond the Bounds of Infinity.
You can also find a full video tutorial available on the game's support page, as well as a card search engine, full card spoilers, and a deck-builder at CardGameDB.com.
Then, if you're looking to delve deeper into Call of Cthulhu: The Card Game but don't know where to start, follow the dreamers who have come before you… The article, Deeper into the Dreamlands, compiles much of the advice commonly offered to new players. Use it as your roadmap into the strange worlds of Call of Cthulhu.
Happy gaming, and don't let the Old Ones devour you!
