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Tawnos

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Posts posted by Tawnos


  1. I would wager that there's many more gamers capable of modifying a die rolling app than there are that can forge their own convincing weighted Star Wars dice.  Also, dice can be inspected and replaced on the spot.  I seriously doubt you could inspect the application and determine if it's been tampered with in the same amount of time.

    And besides, if someone does end up suspecting that someone's app has been tampered with, what's going to happen?  They're gonna be given physical dice to use in place of the app.  So why not just cut out the middle man and say physical dice only?


  2. haslo said:

    Interestingly, the action of Darth Vader exactly is one such action, too: It's an action that allows you to perform any two other actions.

    Actually, Darth Vader's ability is not an Action in and of itself. If it were, it would say "Action: Take two actions."


  3. drkjedi35 said:

    There is no such thing as a Barrel Roll "maneuver". Barrel Roll is only an action. Just because you use a maneuver template, does not make it a maneuver. Both Barrel Roll and Expert Handling still happen during the "Perform Action" step of the "Activation Phase". Think about it like this. Maneuvers are executed and Actions are performed. The first sentence on the Expert Handling card reads "Perform a barrel roll." So if you use Expert Handling you will have to perform a Barrel Roll. Therefore you cannot perform another Barrel Roll this round.

    Roy

    I disagree. To me, an Action is defined by either a) using a defined Action from the rule book that is allowed by your pilot, or b) activating the Action: portion of a card. The results of activating those Actions are not Actions in and of themselves. Just because Expert Handling causes you to "perform a barrel roll" doesn't mean that Expert Handling is both an "Expert Handling Action" AND a "Barrel Roll Action".

    To illustrate what I'm saying:

    • Action: Barrel Roll
    • Result: Perform a barrel roll.
    • Action: Expert Handling
    • Result: Perform a barrel roll + fluff.

    The rules state that you cannot take the same Action twice in a turn. They do not disallow taking different actions that yield the same result, or performance, or maneuver, or whatever other undefined term we choose to use.

    Again, everything said on this topic up to with point is conjecture. We won't know for sure what the intent of the rules is until someone from on high at FF let's us know. But until then, in my games, Vader can use Barrel Roll and Expert Handling in the same turn.


  4. You interpretation of the rules is correct.

    However, it should be noted that the ships moving and choosing their actions from low initiative to high is meant to represent the inexperience of lower initiative pilots.  Green pilots simply aren't as good at choosing their actions based on the state of the battlefield (hence, having to choose their actions before everyone has finished moving).  This is their built-in downside, meant to balance out their low point cost.

    When you do your simultaneous movement house rule, you're removing a good portion of that downside, not to mention removing a very important strategic element from the game (i.e. collisions).  Sure, they still fire last, but that's really only a downside on the turn they're destroyed.


  5. spacemonkeymafia said:

    The maneuver from expert handling is not called "expert handling", they're calling it out specifically as a barrel roll.

    Herein lies the distinction.  The rules forbid taking the same Action more than once in a round.  "Barrel Roll" is an Action you can take on your turn to perform a "barrel roll" maneuver.  Maneuvers are not Actions.  So, in my mind, yes, Vader can in fact take the Barrel roll action, then take (and receive the full benefits of) the Expert Handling Action.  This will cause him to perform two "barrel roll maneuvers", but only one "Barrel Roll Action."

    I likewise am eager to hear official word on this.


  6. Finished 5th at 3-1 in Swiss, 2 total victories, 1 partial.  Lost to one of the 4-0 guys, so my tiebreakers were boss.  Missed the cut to Top 4 by a measly 2 points, all because I didn't QUITE crush my first opponent hard enough.


  7. You're not wrong about there not being a ton of tuning done before the tourney at GenCon.  I actually threw my squad together 15 minutes before the tourney started!

    Since then, I've made significant changes to the pilots and upgrades, but I'm sticking with the double TIE Advanced, double TIE Fighter setup for now.


  8. There are upsides to either moving first or last, but considering the factions, I think that Rebels definitely have a larger upside to moving last, as it allows them opportunities for targeting locks and ion cannons.  Imperials can actually see a nice benefit from moving first, allowing them to utilize their greater speed and maneuverability to outrange those silly Rebels.

    I was playing a game with a friend last week who, admittedly, had never played before.  He actually did quite well through the early game, leaving me with just a Y-wing to face off against a moderately damaged Vader and shieldless Marek Steele.  I actually ended up pulling out the win thanks to the craziness that is the ion cannon, but I learned an important lesson about Imperials that game: the Empire cannot fight the Rebels toe-to-toe in close combat.  The Rebels bringing too much firepower and tech to the table.  The Empire has to rely on maneuverability and speed, making passes on the Rebel squad and out-flying them.  And in that regard, moving first can be a significant advantage for an Empire player.


  9. My experience has been that those moving later are more likely to encounter a collision.  Pilots who move first have perfect (or near perfect) knowledge of what the state of the field will be when they perform their movements.  Pilots who move later contend with a lot of unknowns, as the state of the field will have changed dramatically by the time their movement is executed.


  10. I know the guy who won was running 1 Y-wing and 3 X-wings.  I forget exactly which pilots and upgrades.

    As for myself, I actually threw my squad together 15 minutes before the tourney started.  After 4 rounds of Swiss, I finished 5th at 3-1 with 13 points.  JUST missed the cut to Top 4 due to a partial victory in Round 1 instead of a total victory, which was a bummer because my tie-breaker would have put me at the 2nd seed, as I recall.  This is what I was running:

    • Darth Vader, TIE Advanced - Determination and Concussion Missiles
    • Storm Squadron Pilot, TIE Advanced - Concussion Missiles
    • Howlrunner, TIE Fighter - Expert Handling
    • Mauler Mithel, TIE Fighter - Expert Handling

     

    I realized not long into the tourney that, despite their relatively higher initiative values, Expert Handling wasn't great on Howlrunner or Mauler Mithel, as most pilots who could Target Lock them would move after them.  I think I used Expert Handling a grand total of once.  If I'd had time to really think about it, I'd have come to the conclusion that most people wouldn't have enough minis to run Rebel swarm, so any competitive Rebel squad would have high initiative pilots like Luke and Wedge.  And I think I was the only person running more than 1 TIE Advanced, so….didn't get a lot of return against Imperial squads either.

    I can't say if Determination was a great pick or not for Vader.  No one really targeted him a lot during the tourney.  He's one tough SOB.

    I've got some co-workers interested in trying the game, so I'll be experimenting with some various squads over the next few weeks.


  11. The game rules state that when one ship would "collide" with another (i.e. end its movement overlapping the other ship's base), it moves as far as it can along its movement tile until the two bases are touching and stops.  The moving ship then gets no action for the turn, and both ships cannot attack each other that turn.

    There IS a critical hit effect that causes ship collisions to potentially do damage to the afflicted ship.

    Asteroids work a little differently.  If you move through or onto an asteroid, you roll an attack die and resolve the result as though it were an attack (ignore Focus icons).

    Regarding ship "collisions" and their effect on the game, it's best if you don't think of them as two ships actually "colliding" or "crashing."  They actually represent a ship expending extra effort to avoid a collision (hence the loss of action).  That's a pretty dogfight-y concept and adds a lot of interesting gameplay potential to the game.  There was at least one round during the tournament where I threw my TIE Fighters in front of a ship to hinder its planned movement while my TIE Advanced came at it from behind.

    By the way, this is Adam Livingston for anyone who was at the tournament.  It was a blast, and I'm looking forward to doing it again!

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