R2D3
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Posts posted by R2D3
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Hardrainfalling said:
i am going to run round my wargames room making vroomm noises with it in my hand

tell the truth how many of you are going to do the same ?
my girlfriend found doing this more exciting than the actual game :/
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Crunchysam42 said:
Any ideas? Suggestions? Evil comments?

I will go for 'evil comments':
You are part of the Rebel Alliance and a traitor!
The hate is swelling in you now. Take your Jedi weapon. Use it. I am unarmed. Strike me down with it. Give in to your anger. With each passing moment you make yourself more my servant!
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Playing on friday night. Had only Wedge left against 3 very damaged ties and a half damaged Tie/Adv.
Wedge and Tie/adv facing each other just out of range to shoot. Tried to pull a koiogran turn but the Tie/adv did an unexpected 2 straight. I collided and ended up with my back to the Tie/adv and in firing sights of all 3 other ties…. and no action. Opponent killed Wedge from full strength with cluster missles… didnt even have to use the other ties..
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I would hope that they will run tournaments with higher point values. Id guess they would move to 150 at some point after wave 2.
As for the length of game; I havent noticed a missve difference between, say, 60 and 100 point games. I think the game length depends on the players more than anything. Ive had a few 60 point games which took about 30 minutes and others which took closer to an hour… The first tournament was slow because they hadnt gotten to grips with the moves, best tactics etc.
Id expect you could get a 150 point game in 90 minutes…
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Great to see someone breaking some Ties with the Y-wings!
Lots of people here seem to think that they arent all that great… maybe they just arent using them right!
Thanks for the report.

The force is strong with this one…
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although, of course (and i know real physics/ reality has no bearing on star wars) if an X-wing were to travel in a straight line through a real asteroid field, the chances of hitting an asteroid are estimated at around 1/1000000000000 (or a probability of 0.000000000001)

Also, asteroids do not travel in the same direction or at the same speed, as there are so many collisions within an asteroid belt over the aeons it exists that this creates a non uniform structure. As in all things, this chaos increases over time exponentially.
However, faster asteroids would generally be further away from the object they are orbiting (due to the nature of the mechanics of orbiting bodies).
Anyway… thats enough geeking for now!
Sounds like an ace idea… in fact im pretty sure I made a thread giving exactly this idea and method many moons ago…
wait… thats no moon!

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consider the scene… a tie is tailing an x-wing. the x-wing starts to pull up to begin the loop manouvre. The tie, being able to turn more tightly, simply aims slightly ahead of the x-wing, turning along with it (even if it took a second to realise, the Tie could catch up due to a tighter and faster turning ability) and spraying it's blasters all over the top of the ship (where the pilot is sitting) which stays exposed to the Tie at all times during the loop.
Result? Tiny pieces of X-wing spread out 1 micron thick over the entire universe… or… the X-wing gets lucky and ends up face to face with the tie at close range… alowing the tie to dash off with its increased agility and spray the X-wing…
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MilesD37 said:
So what is the significance of the x1?
i know that vader's was a TIE Advanced x1, but so were all the others, well there were x2's and x7's ut the other three pilots do not have that one their pilot card… my buddy and i thought maybe it meant only one vader allowed in play, but thats true of other named pulots… and they.dont have it… the. we thought maybe if you may vader thats the only advanced allowed…
so, is there any significance or were they just distinguishing because that was the specofoc model he flew and they were being.fancy…
I think its because the only one which appeared in the films was denoted the x1. Although the others were technically tie/advanced, I think maybe the x1 designation was only used for the original protoype that Vader flies…. Plus so far the game only features film era ships, so this should be the only one in existence at that time.. I always thought that the difference was that the x1 had a hyperdrive… but maybe im incorrect!
So in short, I think it's FFG being fancy/ appeasing the beardys who would otherwise say "why isnt Vaders ship designated the x1?"
I actually think this was a missed opportunity for FFG to give Vaders ship slightly improved stats (as they have already designated it as unique and seperate from the other Tie/advanced ships). Like maybe it could do a different turn or have more green manouvres or something…
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fiddybucks said:
Commonly used outside the US where proper English DOES exist. It should be added to an English dictionary, if it has not been already.
Hahahaha! Im from London, where we tend to use 'proper English' and there is no such word!
Love that you accept that it isnt in the dictionary, but still say its a word!
I'll keep using turret, thanks. schtilk that in your pijpe and smonke it!

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Wait. Im an idiot.
Forget my question.
I somehow neglected to note that if the Ion cannon is being fired, all ships have alreayd moved!
Something is clouding my judgement… a presence I havent felt in a long time…
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ArcticSnake said:
You don't get to remove an already assigned movement dial because you are currently in the Combat phase.
You only get to assign a maneuver dial during the Planning phase, which the owner of the ship with the ion token does not get to do.
Check the Ion token card again to see the special rules it follows during which phases.
So you are saying that even though this is not a simultaneous move, in which everyitng is taken to resolve simultaneously, a pilot skill 1 ship which has just been blasted with an Ion cannon by a pilot skill 8 (for example) ship still gets to move as it was designated?
surely this makes no sense, as the ship has not moved yet?
For example, my Y wing moves in and attacks a tie which hasnt moved yet.
That Tie's movement dial would take it way out of range for my Ion cannon.
So you are saying that (to visualise) my Ion cannon is actually shooting at something which is out of its range? If it's not doing this, then surely it implies that the ion cannon has a delayed effect? Im not sure this makes much logical sense.
The way I see it; Y wing shoots Tie. Tie's engines fry (or whatever). Tie cannot excuste manouvre it was assigned, because its engines were fried before it got the chance to move!
If this were a 'same pilot skill' issue, I would agree totally (as the Tie has already begun to manouvre as it gets hit) but as it's not… I dont see how it makes sense…
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Stupid question here (because I am going to be playing against a couple of rules lawyers next weekend!):
Say I have a Y-wing with pilot skill of 6 9for sake of argument) and I Ion cannon a Tie with Pilot skill 2, that tie immediately gets rid of the assigned movement dial right? It doesnt have to wait until the next turn for the effect to happen?
I ask because the card for Ion effect starts wih saying that you dont assign a movement dial, howeve rin my example this has already been done!
Im pretty sure that the effect is immediate, but wanted to check if this is the generally accepted view before I insist on it…
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Big Al said:
There are two problems with this rule. The rule states that when two pilots are of equal grade, their attacks become simultaneous. However, the pilot who works out his attacks first is the one with Initiative. This is always the Imperial player, which is no big deal until you read the rest of the Simultaneous attack rule. Because the attacks are simultaneous, any damage that is caused by the player with initiative will still affect the weapons or weapon effects of the other pilot. This means that if his guns are put out of action in any way, then he won't be able to fire or his shots may not have any effect. This, then, is not Simultaneous. I think that should be changed to say that the damage should be applied after both ships have resolved their fire.
Cheers
Al
Firstly, this should probably be in the rules questions subforum…
Its not the case that the imperial player ALWAYS has initiative. This is only true if using basic rules or if squad points are equal. Otherwise the player with the least squad points has initiative.
I agree though that the weapon effects probably shouldnt be added until the end phase of that round…
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Ive actually found a decent way out of this situation now for both parties.
I played around with the models a bit last night, attempting to put myself in both player's position and choose what (were I unaware of the other player's move) would be the most logical options.
The trick to getting a tie out of this situation on top seems to be using the soft banking turn. A soft 3 instead of a hard 3 puts you at more of an elipse shape, which then allows the tie to do a 4 speed k turn (whilst always staying just outside of the x-wings firing arc) push back toward the x-wing on the next turn (with a soft 3 again or a straight on) and either (I tried almost every combination i could think of) end up behind the x-wing in the circle again, at a decent diagonal outside of the x-wings arc or even side on.
From all my testing I actually couldnt find a way which the X-wing could counter this once you begin. Every possible move from the X-wing worked out with the tie in a more favourable position and able to whip round and start gunning within a turn or two!
For the X-wing it was considerably harder, but I was able to generally force it into a head on position. This relies more heavily on the Tie trying to stay out of the x-wings arc, but seemed to be at most times the more logical choice.
I therefore rescind my complaint! I think I will put it down to a combination of first game mistakes and my girlfriend pretty much doing the obvious moves repeatedly.
In short, it seems that (if played right) the first player to break the circle in the right way comes out on top. I suppose the fact that this seemed far easier for the Tie does, in fact, show their increased manouvreability. In the future I will gametest myself before complaining!
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Xnath said:
I went to a local craft store and bought a 3x3 black felt mat and some white fabric paint.
just have to figure out how to get some stars on the mat without making a mess.

total cost of materials was $5.
I used a toothbrush to flick tiny star effects. just make sure you let the drips come off first, or you will get big ugly drips occasionaly.
see above for photos of the effect i achieved with it (complete with the big accidental drops!)
above all, test your method on something else first. I went through 3 test boards to ensure I had the correct technique, and some of them turned out ugly!
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Id love to see diagrams or pictures of how this works! or a step by step instruction. I will have to try it at home tonight!
thanks! though. the force truly is strong with you!
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I dont like the last one, but apart from that they are all good ideas.
I dont like the last one because: i think darth vader and another tie advanced which can steal is upgrades sounds too overpowered… I may be wrong about this thoughm as I havent really used my tie/advs yet…
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dbmeboy said:
What happens if you reverse your circle direction? After the first move, you'd be parallel with the X-Wing instead of anti-parallel, but with barrel rolls before and/or after the move might still be out of the firing arc. Then, if the X-Wing didn't change its movement you'd be behind it in 2 more moves. I'd have to go get my templates out to test that one…
You mean turn the opposite direction? so it becomes a 2 circle fight?
from the tiny diagram I just drew on a scrap of paper at work, That would put me and her staggered but parallel on the next turn, then if she does the same again, and so do i (ie turn the opposite direction) we are back in the circle, its just moved over. if she goes straight or something, then we end up with either her with a shot at my side, or vice versa (depending on her speed). I suppose this is a way out, but its a big risk. Safer to keep circling!
i would expect that your answer is the most logical way out of this though.
I think ultimately its less of an issue when theres more ships, but if there was a mission which involved surviving a certain amount of time, this is an almost foolproof way of doing so once youre down to 1 on 1.
its more the implication that ties are more manouvrable because they can go slower which annoys me. Ties should be able to do more than a 90 degree turn, even if its only a tiny bit. I hope interceptors can.
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p.s what use is the 1 speed hard turn really if not for exactly this situation?
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dbmeboy said:
cleardave said:
The barrel roll should absolutely make the difference, especially when you can do 90 degree turns at speed 1. Your TIE can make a revolution of a much small circle, and should end up behind the X-Wing.
Also, consider that if you break off from the circle, your TIE could take an Evade action and, with Agility 3, have a decent chance of not taking damage.
Can you give us more detail on what pilots/upgrades you were using in that game? Dark Curse, for instance, would have some pretty good odds of not getting ripped up by the X-Wing if he is using Evade, or Focus if you think you might get a shot off.
Barrel roll doesn't help at all actually. Yes, the TIE can make a smaller circle, but it can't make a faster circle, meaning the ships will always be facing opposite directions across the circle from each other. Think about it: it will take the TIE 4 turns to make a circle, the same number of turns it takes the X-wing. The TIE will never "catch up" and end up behind the x-wing. Barrel roll doesn't help because it can't change the direction the TIE is facing at all.
dbmeboy: exactly! I tried this in the game!
Cleardave: It was the quickstart rules (trying to give my girlfriend an easy time as she doesnt like this kind of game and only offered to play because i was so excited about finally getting the pieces…shes the best!)
breaking off was a bad tactical choice, because she had plenty of time to target lock me during the circling, and then could focus to attack… that still puts me at a severe disadvantage…
It shouldnt be that breaking away is the worst tactical choice, because that only encourages the players to do the same moves…. like I said, I did eventually break away and only 2 successive incredibly lucky (from my point of view) rolls stopped me being easily dispatched…
It just doesnt seem right that a tie doing a smaller circle isnt going as fast as an x-wing doing a wider circle. surely the ties great use is that it can manouvre better whilst maintaining the same speed? otherwise the difference appears to be that ties can go slower than x-wings, which doesnt seem to fit with the general SW canon.
Oh and, before anyone gets annoyed about me mentioning canon. I am not a slave to canon and generally actively argue with those who are, but general mechanics of the ships is a bit different, and broad technical canon defines the uses and weaknesses of the ships in this game..
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your suggestions arent quite right…
Picture this: draw a circle on a piece of paper. At 90 degrees (3 o clock) draw an x-wing facing up. At 270 degrees (9 o clock) draw a tie fighter facing down.
If the tie tries to outturn the x-wing, it doesnt work (as both move 90 degrees, whatever size the circle is/speed the manouvre is)
If I koiogran turn, I end up either out of range to attack or in the x wings firing arc at longer range (bad for a tie fighter)
if i turn the other way, I end up with my back to an x-wing and in range.
I just think it makes more sense if a tighter turning ship could do a tighter turn and end up cutting the x wing off.
The problem is that the tie can do tight turns but only at lower speeds. really it should be able to do high speed tight turns, but retain the smaller turning circle (thereby doing more than 90 degrees). otherwise a tie can never get to behind an x wing from parallel and facing opposite directions, without a fair amount of luck, no?
I dont think this would break the game, it would enable ties to get x wings in thier sights better at close range, which is kind of what ties are good at, isnt it?
p.s barrel rolling makes no difference, the size of the circle you do is irrelevant if you always do 90 degrees at any speed.
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So i played my first game last night (quick start rules) against my girlfriend.
I played empire and she played rebels.
Found ourselves in a position when it got to 1 on 1, where we were parallel to each other and facing opposite directions and it became a circle fight.
The thing is, I assumed that a tie (having a tighter turning circle and being quicker) would win a single flow circle fight.
BUT, I kept picking hard left turns (1 and 2) to try and outturn her, whilst she kept picking hard left 3 turns. As a result, we both moved 90 degrees every turn and stayed in the same relative positions. In the end I had to break the circle or it would have gone on like this forever.
It seems an odd mechanic which allows a faster, more agile ship to be stalemated like this in a circle fight.
Have others encountered this endless circle problem and how did they solve it?
p.s I won in the end, but only due to a few lucky shots at range 3 which took down her shields, then a turn where we were both facing at range 1 and I won purely because i got a lucky roll and got to attack before her…
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AlKusanagi said:
The ratio of cards in the deck remains the same, but it doubles the chance of getting each card.
Not sure i understand your point here…
if the ratio stays the same, then you dont have double the chance of getting each card..
or rather, you do have double the chance, but also have double the chance of not getting the card!
Say there were 10 critical cards out of 30 damage card in total (per deck)
10/30 is the same chance as 20/60 ….
have i misunderstood?
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Furthermore (and I hate to break this to you but…) those WERE the droids you were looking for!
seriously though, this game is an abstraction. it doesnt matter who was where when and who wasnt. consider it an alternate reality if it makes you feel better!

2 YT-1300 lists
in X-Wing
Posted
thats not two millenium falcons…. one is simply a YT-1300….