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R2D3

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Everything posted by R2D3

  1. totally awesome to see the game played. I agree that its a shame that some nuances were missed, but I'm most saddened that we didnt get to see that last lonely ship get blown out of the nothingness!
  2. R2D3

    Ion effect?

    it seems a bit ridiculous that a ship with a stunned/fried engine (or however you expain the forced 1 straight move) could perform a barrel roll, which is a rather more complex manouvre than say, listing slightly to the left… surely the barrel roll neccesitates the ability to steer left and right, which would suggest that its only the up/down which has stopped working (assuming actual space movement). If this sticks to the standard plane based movements (which the rules seem to suggest) then its impossible to be able to barrel roll if you cant turn left or right…
  3. R2D3

    Star Wars RPG beta

    Im not sure I understand what an "open beta" is? FFG want us to pay to beta test a game for them?
  4. Manchu So you agree for different reasons? You are saying that as it is simultaneous, lukes ps 9 (from wedge) cannot be tranferred to biggs, but that his ps8 can… so in answer to the op, it doesnt work as he suggested? yet you are arguing against the reasons given? Im happy with that!
  5. Manchu said: Aahzmandius_Karrde said: The only other thing I can see in the rules is on pg 16 under Initiative "If multiple abilities resolve at the same time, the player with initiative resolves his abilities first." Since Initiative is somewhat tied into Pilot skill, I could see this as being a determining factor as well, though it looks like All the Imperial Swarm Tactics would occur before the Rebel if the Imps had the initiative. Who or what "has" initiative? Is it something that a player has or is it something that pilots have regardless of the controlling player? From your quote of p. 16 and watching demos where FFG employees have said words to the effect of "the Empire has initiative by default" (IIRC), it seems that players rather than units have initiative. In effect, I agree with your conclusion that the Swarm Tactics ability would be resolved on the part of all the units on the side that has initiative before the other side BUT the question at hand is how the Swam Tactics ability is resolved as between units under the control of one player. So again, the operative question is: is there anything in the rules to suggest that "at the start of the Combat Phase" is a different "moment" for each individual unit. If so, the ability can be resolved on the part of one unit before another -- which means that you could (all other things being equal) chain the effects of Swarm Tactics as per the OP. The Player who has the lowest point cost has initiative, unless these are equal. In that case empire has initiative. I would guess that the answer to the OP is that this cant be done. I would assume that when it refers to the pilot skill, this actually means the unmodified pilot skill as shown on the pilot card, but FFG may think differently! Not sure how they would rule on this in tournaments. perhaps someone tried it at GenCon and could elaborate? I think as a house rule, I wouldnt allow it, as it doesnt make much sense logically to me. If luke enhances another ship then this ship has a modifier for this round, but not actually a higher pilot skill in and of itself. How could a pilot who is only a skill 9 (for example) due to his proximity to another pilot be able to pass on this skill (it isnt really HIS skill… its a buffer from luke)
  6. Hey guys. Was just wondering how long each game lasted roughly? Were they played to a certain turn number, or last man standing? Thanks!
  7. R2D3

    still no word?

    herozeromes said: It is listed as being on the boat. I work for a company that is often at the mercy of waiting for products this way. It can take several weeks to get here, get through customs, and then be shipped to the distributors in the US. My thought is we will see it mid-to-late September. herozeromes said: It is listed as being on the boat. I work for a company that is often at the mercy of waiting for products this way. It can take several weeks to get here, get through customs, and then be shipped to the distributors in the US. My thought is we will see it mid-to-late September. I wouldnt read too much into the FFG 'upcoming' page… it still lists the core set as a Q2 release!…and from past experience, is rarely updated with accurate information! In the past I have had to email to find out about things like this (as they also have no presence on the forums) but this time they havent replied!
  8. R2D3

    still no word?

    So is there still no word on when they will start shipping this to stores? No announcement of this at GenCon? Im stuck here in London, checking ffg every day in the vain hope that I may find out at least when they may begin to put it on planes/boats to london
  9. wait.. i just realised im getting 2 core sets anyway… not sure what im complaining about now… need coffee
  10. In fact (just watched again) you will DEFINITELY need more than 3 of each die, as an x wing using a primary weapon at range 1 needs 4 dice and any defended with agility of 3 at range 3 would need 4 defense dice… it sucks that they would sell a core set which doesnt have all of the components needed to play the actual game!
  11. Looks pretty awesome. My only thought is that you only get 3 dice of each colour with the game, but it seemed from the video (unless im remembering wrong from last night) that you will need more than this?
  12. R2D3

    GenCon Reports

    Dont suppose any of you lovely people going to GenCon could do a favour for your transatlantic friends by asking what date FFG will start shipping to distributors? I know this wont tell me when it will arrive but hopefully it will give an indication! Help me FFG forum members, you're my only hope!
  13. R2D3

    xwing in the uk

    for the second time ever, I wish I was american today…. (the first was when obama got elected)
  14. R2D3

    Ideas for missions

    Parakitor said: A decent idea, but I think it could be simplified so players familiar with the game won't have to learn a bunch of new rules. To me, the whole point of scenarios is to provide alternate victory conditions, aside from "annihilate the opposing team." Adding a bunch of special rules like you described seems a bit tedious to me. You've added: 1) a custom map 2) home advantage, where the Imperial player gets to see the opposing team's ships (but not upgrades) 3) special rules saying the rebels must score a critical hit WITHOUT target lock to destroy the objective 4) Imperial reinforcements Granted, the official scenarios have some rule changes, but they don't seem so drastic to me. It could work, but it seems like you could do without the home advantage, and replace the special targeting requirements with more targets (eg. two shield generators, the ventral energy generator and the bridge). Or just make different components have various hitpoints. That would force the Rebels to make multiple attack runs. Also, I think you have to be very careful with the Imperial reinforcements special rule because that can unbalance the game in a hurry. The TIE fighters in Starship Battles had the Infinite capability, which basically made the Empire unstoppable. I'm not saying it can't be done, but it would require a substantial amount of play testing. A death star trench run has been discussed at length here. Honestly, my three best ideas for scenarios are included in the rule book: escorting a non-combat craft (Mission 1: Political Escort), flying in an asteroid field (Mission 2: Asteroid Run) and scanning targets for cago manifests (Mission 3: Dark Whispers). Okay, so my last idea is slightly different from in the rule book, but the official scenarios better than anything I could come up with. Probably because they've had months of play testing. I'm a scientist, not a game designer. see your points but… 1) custom map isnt a neccesity, but Im planning on making a fair few different background to play on anyway…. cloth with stars and galactic swirlsetc and a couple of pictures mounted on board for things like this. 2) realistically I dont think this is much of an imbalance at this point… as there are still very limited ship options and at least one y-wing is needed. nor do I think that this is exactly a hard rule to use, if it were desired… 3) destroying a star destroyer with some x-wings an y-wings SHOULDNT be easy! maybe im just in the kind of space hulk, unbalanced missions mindset… 4) perhaps this was badly thought out…but considering FFG are releasing a mission with exactly this rule change, id guess its been playtested and works. your points are good though and I will take them into account. I had thought about more targets but figured that 1 hard target is the same as 2 easy ones…
  15. R2D3

    Ideas for missions

    So… Ive been trying to think up some potential missions which could be fun to play. How about a bomber escort mission? The idea would be roughly; Play on custom mat depicting a section of a star destroyer (obviously not the whole 6 odd metres it would be at this scale!). Mark two key points A and B at agreed positions (towards the empire end of the board). Rebels have 1 or more Y-wings and some x wings, empire gets to see the rebel fleet choice (but not upgrades) before choosing thiers (to represent a 'home' advantage) Rebels must get a Y-wing to point A (or within range 1 and firing arc), then must use a focus and attack to bomb the sheild generator there (perhaps with play-testing this would require 2 bombings) Once this has been destroyed X-wings or Y-wings can attack point B ( again, from range 1 or closer) with proton torpedoes (after a focus) and on a critical hit only, can shoot a torpedo down the small opening there (why do the empire keep putting these **** things in!?) to destroy the Star Destroyer and WIN! players cannot use target lock on the vent opening (they have to use the force ) Empire reinforces each turn to replace any lost ships with Tie fighters. been mulling through a few other ideas in my head. tweaks and suggestions to improve this are welcome! Have any of you come up with any scenarios to play out?
  16. I think my first buy quantity has just increased somewhat… Now looking at: 2x Core Set 2 x Tie advanced 1 x X wing 2 x Y wing By my reckoning, this works out to roughly 120- 150 points per side (before any upgrades) so should allow me and friends to field roughly 200 point fleets at most. Of course this would, to some extent, leave you with fewer choices… so maybe its better to field 100-150 points and have lots of options… one of my friends is buying at least 1 core set as well, so I'm now looking forwards to epic sized battles! What playspace size do people think I would need for this to a) field the maximum number of units possible with this (around 4 Ties, 2 Advanced, 3 X-wings, 2 Y-wings) and b) a 150 point odd army each? Anyone getting much more than this at first? BoopbeepBoop
  17. awesome, thanks! beepboopbeep.
  18. R2D3

    Card Sleeves

    ironman: The rules seem to suggest that a face-down damage card is just @1 damage" wheras a face up damage card indicates a critical hit and so has special modifiers and effects printed on them…
  19. Facebook cover pages of xwing??? WHERE!?!?!?
  20. you would think that an astromech droid could serve as a gunner by utilising on board targetting systems…
  21. R2D3

    games night kit

    go to the leisure games website. they are based in london but deliver pretty quickly to the uk… definitely my gaming shop of choice! (last time I was in there with a friend he enquired about a rule book for an old game and they dug an old one out and gave it to him for free, along with any other old stock they found!)
  22. Woo hoo! Expansions now "on the boat"! Of course this gives absolutely no indication of when the game may reach the verdant shores of the UK and the shelves of my local gaming shop… but still good news i suppose! they have already altered the deal (from q2)… lets pray they do not alter it further…
  23. So after seeing all of the people on here wondering the same thing that I was, I decided to email FFG as follows: "Thank you for the information. I have now preordered through a local retailer. However, there appears to be no word on a possible release date for this game on any website, including your own. You have the release date shown as "Q2 2012". It strikes me that Q2 ends in June, yet no further update is visible and your own timescales shown make this appear impossible (by your own scale it takes around 6-8 weeks after being "at the printer") You may have seen on the forums section of your website that a large number of fans and customers have been asking this question for a number of months (but with no reply given). This has lead some customers on your forums to feel fairly ignored. As such I thought I would query this directly with yourselves. I understand that you cannot be specific with dates etc, but any update would be incredibly well recieved. Then perhaps I/ you could inform the scores of people asking the same question on your forums?" Below is their reply: "Thanks for your input and your enthusiasm for X Wing! X Wing is being moved to the third quarter and the upcoming page should be updated over the next couple of business days. The team member that normally keeps it updated has been out of the office and has not been able to keep it updated. That issue will be corrected over the next couple of business days. We are sorry over any confusion that has happened due to this. As always. If you have any more questions feel free to ask us!" So… September potentially? It would have been nice if they had updated it or kept the forum informed without my "help me ffg, you're my only hope", but at least its some news right? (even if it is now months until I have this game )
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