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Hdnggrnchrg

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  1. Messenger said: Saturnine said: Messenger said: Not explicitly. Rather, I think we just didn't consider it working on itself at the time. You misunderstand. I believe I always assumed it would trigger off of itself. Maybe that's why I saw more potential for the card than you did. Ah. I see. I'm afraid we would have still disagreed. I still see it as doing what most icebreakers do anyway: break for 1 credit. The difference is the use up of card slots to do it. Given bioroid ICE and the addition of Peacock, it has a place in Crim decks unwilling to use other factions' breakers. And a very good place indeed, my current Crim deck has room for all the Anarch money-cards in it. If only I had room for Vamp…
  2. Stormtrooper721 said: When they do open "Print on Demand" for this game I know what I'm going to order: lots of Push the Limit and lots of Stealth cards! What's on your wish list for "Print on Demand"? Origami Falcon.
  3. Messenger said: Keggy said: Toqtamish said: [angry angry angry] go post somewhere else more appropriate like BGG. This is getting out of hand. Sending him to BGG? That's just mean. To signoftheserpent or to the people at BGG? Send him there, maybe he'll go the way of Michael
  4. signoftheserpent said: Saturnine said: Kaic said: I'm fairly certain the 3X of the Identities is a printing cost issue, it was cheaper to have 3 copies of it than to have only one, and definitely cheaper than 3 different identities. I'm not part of FFG so I can't say for ceratin, but it does line up with everything I've heard about printing cards. As much as I hate to put more fuel into the fire of serpent's tiresome tirades, that is actually not the case. All the cards for one pack are printed onto a single sheet, so it makes no difference to the printer what those cards actually are. However, the 3x for identities makes everything so much simpler for FFG because they have an odd number of factions, so if they included only one copy of each identity, they would end up with either one or two empty slots for some of their 60 card packs. Having 3 of each keeps it simple and fair, everyone gets their 20 new cards at 3 copies each. I'm tired of this constant ad hom abuse. [Edited for expletives] signoftheserpent said: Saturnine said: Kaic said: I'm fairly certain the 3X of the Identities is a printing cost issue, it was cheaper to have 3 copies of it than to have only one, and definitely cheaper than 3 different identities. I'm not part of FFG so I can't say for ceratin, but it does line up with everything I've heard about printing cards. As much as I hate to put more fuel into the fire of serpent's tiresome tirades, that is actually not the case. All the cards for one pack are printed onto a single sheet, so it makes no difference to the printer what those cards actually are. However, the 3x for identities makes everything so much simpler for FFG because they have an odd number of factions, so if they included only one copy of each identity, they would end up with either one or two empty slots for some of their 60 card packs. Having 3 of each keeps it simple and fair, everyone gets their 20 new cards at 3 copies each. I'm tired of this constant ad hom abuse. [Edited for expletives] You call my sarcasm "seen far too often" on these forums, yet when someone posts an idea that doesn't coincide with your views exactly, you lash out with obscenities. His "ad hom" is felt by everybody else in the community, after your "Distribution" thread showed how utterly ignorant you are the mindset that is FFG's unofficial business motto. But I digress. However, I dare you Serpent to go to FFG'S worlds next year and look at the top 4 decklists. Want to wager on how many of those are going to be dependent on using cards that are 1x and 2x in the core ste, even if they 'Fell for FFG's evil scheme: making money" and bought 3 core sets? 1, maybe. That means that there's a 75% chance that the amount of core sets that you buy is not related to how well you do in the biggest competition in the world. Making money is done by them in a lot of ways, and if printing 3x of cards that are only needed 1x is easier for them then why not take the extra cards and make an origami bird or something? I for one with they included double sided identities in the core set, because I shuffle mine into may deck so much. 3x gives me the ability to do such a thing and give the identities to a friend not well-financed enough to keep up-to-date. Let me be the only one here that likes the 3x identities, and give FFG'S some praise for that idea. (even if it wasn't about that in the first place :/ ) Game, set, and match serpent. QED. In other words, the Jinteki identity is defiantly going to be my style of play. I love having a war of attrition and making the runner feel like he always needs to do more.
  5. Hdnggrnchrg

    Squad markings

    Alamoth said: Has anyone considered just going completely nuts with the TIE Fighters and changing the paint scheme entirely? I'm talking giving them a dark green wash with some green and blue highlights or something similar. If you don't mind deviating from the "canon" then why not come up with a remote squadron of TIEs which have a unique color scheme. The idea of dark blue washes is really nice for sure, but why not some really interesting TIE Fighter squads? The same could be done for all the ships really. If you're making them up to be the standard core units from the films, then that's fine too, but if you want to feel like you're piloting a distinct squad of ships, go nuts. My gaming buddy is going to spray-paint Howlrunner's TIE gold. He was going to put miniature chains and bling on it too, but then realized that it wouldn't be legal in a tournament.
  6. Well, you can't use it's abilities otherwise, so after their scored would be the only other time possible?
  7. Palpster said: I loved Jinteki in Core mostly for the flavor and the chance of flatlining the Runner (without even resorting to Scorched Earth) , but hard to play succesfully. These new cards make Jinteki that much more awesome. Love the new identity although not sure how well it works combined with ambushes like Junebug since you're actually reducing the odds of the Runner going for a remote server. Over on BGG, people were arguing the opposite. If the runner has to lose a click and X resources before even getting a chance to run, maybe they won't draw that extra card. Maybe they won't use that sure gamble. Maybe they won't put in that sentry breaker. Maybe they won't make sure with infiltration before they run. This is the return of fun being competitive in Netrunner, IMHO.
  8. signoftheserpent said: This is from the January pack, yes? Why do Jinteki get no love? Not sure if trolling or just dim-witted…
  9. The_Brown_Bomber said: for rebels id recommend 4x rookie pilots. u have enough flexibility to add some r2 astromechs and or torpedos. i find that a rookie x-wing pilot is equivalent to two emperial academy pilots. at my local kessel run event i ran wedge + red sqdron pilot + 2 rookies and was competitive vs all imperial builds i played (most were 6 ship builds, two rand vader). i also had more firepower than the 3 ship rebel teams that use a single Y-Wing i ran wedge, Biggs-r2F2, and 2x rookies and got third out of 10. Have to agree that's the most fun rebel build to play, as every ship has decent firepower.
  10. red_2 said: A couple of these comments gave me an interesting thought. Would it be possible to use a moderately expensive Falcon build as a distraction for other parts of your fleet. Specifically, I'm thinking about the function that Biggs plays in certian Rebel lists--drawing fire away from Wedge. I wonder if it would be possible to make the Falcon just dangerous enough so that if the opponent leaves it till last it will have time to shred him/her to pieces, but if they go for it first then Wedge will shred them to pieces instead. This list wouldn't need to spend as many points on making Wedge tougher (R2-D2, R2-F2, Shield Upgrade, Stealth Device, etc.) because those points would be going towards making the Falcon so great a threat that it (and not Wedge) should be your opponent's first target. How about a list like the following? Wedge w/Swarm Tactics - 31 points Chewbacca w/Gunner and Falcon title card - 48 points Rookie X-Wing Pilot - 21 points Total - 100 points Chewbacca gets 3 attack dice from mid to long range (and 4 up close). On turns when he can't get a hit, the Gunner lets him make a second attack (again at 3 or 4 attack dice). Plus, Chewie has a 360 degree firing arc, so no amount of fancy maneuvering is going to get an opponent out of his sights. But the real trap is if you opponent decides to focus his fire on Chewie. Chewie's passive ability won't let him take a critical hit. So your opponent is going to have to wear down all 13 hit point one at a time, and the Falcon title card should help Chewie to evade quite a few prospective hits. How many turns would it take a TIE swarm to get through those 13 hit points? And, more importantly, how much damage could Wedge and a Rookie Pilot do in that many turns? I give Chewie 2, maybe 3 turns against a tie swarm. That may be enough to take out a few ties, but that's still 5-2 odds and that's not good news for Wedge and his protogee
  11. Played a 100-pt game with Lando and 2 X-Wing vs an interceptor, advanced, and 4 ties. The falcon took a beating first round, but the 2nd round just totally was connected with the force as it destroyed the tie about to attack it. The imperial player really should have broken off, because the 360 firing arc is brutal. It just took out each and every ship as soon as they came up to attack. Tips: 1: Keep the YT-1300 as the Falcon. The evade action is the equivalent of R2-D2 every time, because you will inevitably get hit. 2: The middle of the field is death. Too many firing arcs, not enough shots back. 3: Dont think about not including an escort of at least 2 ships. The A-Wing is going to be perfect, but for now I've found rookies to be the best investment. 4: Chewbacca and Luke/Gunner as crew. Chewie for the extra help, Luke/Gunner to make every shot count.
  12. deviant-dj said: As someone who plays against a friend who uses 2 ywings regularly they really dont need the extra agility. The amount of shooting i have to put into one to take it down is ridiculous. The amount of damage ywings with upgrades can dish out is equally ridiculous. They aren't meant to be maneuverable. Look at them. Its a box with engines. I think 2 agility would make them very unbalanced, they are almost a no brainer selection for a rebel fleet as it is (i have yet to play a rebel fleet without at least 1) I ran a 4-ship x-wing build at my Kessel run, and got 3rd out of 10. I was the highest placed rebel squad, and could have gotten 2nd if I hadn't been so bad at crashing into asteroids. Y-wings just don't have the bite you need against a swarm.
  13. 7 Ties 1 Tie Advanced 1 Tie Interceptor 4 X-Wings 2 Y-Wings 1 Falcon Ordered: 1 Falcon 1 Slave 1 2 A-Wings
  14. Highball said: Hdnggrnchrg said: i was the only rebel squad to get a ship, and ended up in 3rd place. My training buddy was first place, which surprised both of us because he actually likes rebels more. Played you in the second round, and Wedge had R2 instead of Determination. My main mistake was making Biggs split up into asteroids, and all the ties followed him. Especially without R2-F2 up, that hurt. The only reason I even tried fighting at the end was because I knew that you'd be facing Matt (1st place) and assumed you would have beat him. Third round was me learning from your match and concentrating all the x-wings on Vader and 2 academy pilots, and they went down pretty quick. He had his forces split up, so his named ties weren't even in the picture until Vader had no shields and no escorts. Glad we all wanted different ships, and didn't have to get home any later than we already did (11:30 on a weekday, getting up at 5 next morning!). I took an interceptor because they wernt in preorder, so it'll be interesting with that against the falcon that Matt won. It was great to meet you at the event. I was very impressed by the way you played and you as a gamer. Of all the teams there I was most worried about your as it was the rock to my scissors. I got very lucky in pulling it out on points. Also, let your friend that didn't play that I wasn't that upset with him. I know that as an observer it is hard not to comment on games, but when I saw him talking to you during our game then pointing out the best strategy to attack me to your other friend I thought he crossed a line. When I find myself in his spot I too have a hard time not doing exactly what he did, so I understand. You want to see friends do well. No worries. Too bad there wasn't more time left. If we played the final I had already told Eric that I would have stepped aside and let the 3rd place player play in my stead as long as I could get the Slave 1. I already had the experience of playing in the final at my Saturday event when I won a Falcon and I figured it was better to get more people the experience with the new ships. I'm surprised more people didn't run a 4-ship build myself. More dice is more dice, and it worked out well in practice. me and Matt are going to recreate the final ourselves this weekend, and hopefully get to go back to Fair Game and pick up some foam and the 2 cards they forgot to put in the interceptor pack. No bigge, since it was late and I didn't even see it until I got home :/
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