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Forensicus

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Posts posted by Forensicus


  1. if you send me the CT data, I can render a 3D model with it and print out exact copies of your dice on a 3D printer, including the exact location and configuration of the air pocket(s).

     

    Thx, but that might be pushing it a bit too far. Besides we do have a 3D printer at work too, but I do not feel the need to go in to counterfeiting just yet ;-)


  2. I had the very good fortune to win a set of the elusive dice last Sunday. As you will most likely have learned bu now the 2015 Regionals edition have a more marbled look and I actually really like the look. I also love my translucent dice from last yeah despite the visible bubbles.

     

    Since I have access to a CT-scanner I immediately felt the urge to scan and compare the 2 dice editions. And the results can be seen below:

     

    The new 2015 edition dice are the 3 leftmost dice both pictures
     
    2015_05_05_13_41_10.jpg
     
    The setup of dice before scanning. Everything is supervised by R2-D2 who insisted on being there.
     
     
    2015_05_05_15_07_06.jpg
     
    3D-MIP reconstruction af the CT scan (picture of the screen). The blue volumes (ROI's) are colored Region Of Interest) where I used the software to color the air bubbles inside each dice. The viewing angle is "opposite" compared to the photo above.
     
     
    I might scan the original dice later this week, so stay tuned

  3. If you can't destroy a figure or group then ensure that you deal or spread out as much Damage as possible if/when you can see the game coming down to wire. 

    Having not played any Skirmish tourney yet myself I can't speak much about how this really will work, but one thing I do like about the tiebreaker here is that it favors the person doing the most "actual skirmish" ie destroys most figures.

     

    Except in the case in question it doesn't. One player could pile up 10 damage on Vader, the other player could kill 1 elite royal guard and 3 pairs of common storm troopers (leaving one alive from each group). The teams would have even 0 scores and then be compared. The team that put 12 damage on vader would win even though the other team dealt almost double the damage and destroyed 7 figures (but scored no points).

     

     

    Please edit/review your post since it makes almost no sense.

     

    Also please check what I actually wrote:

     

    IF you can't kill/destroy an deployment card (which means the entire group OR a figure (like Vader or an Imperial Officer)) then make sure that you injure as many figures as possible (a bit tricky?) while avoiding as much damage as possible yourself (even more tricky?)

     

     

    Don't get your panties in a bunch I read your post your last sentence says the opposite of the beginning. You say "it favors the person doing the most "actual skirmish" ie destroys most figures" but this is only true with the first tie breaker. Victory points from units destroyed. When you get to the second tie-breaker,  fewest damage left on remaining figures, it can be the opposite. That's all I'm pointing out. I quoted what you actually wrote I didn't doctor it. Don't get angry because I'm confused by your statement.

     

    The example I gave exemplifies this.

     

    Two squads face off and score no points, terrible offensive rolls apparently.

     

    Player A ends up focusing all in on Vader and deals 10 damage.

     

    Player B uses his Vader squad to kill of 6 troopers (but 2 from each of three different groups). He also kills off one elite royal guard dealing over 20 points of damage but has no damage left on the remaining units.

     

    By the tie breaker rules they would still be at a tie after the first condition, and go to the second. At this point Player B would be declared the loser, and Player A would be the winner even though Player A clearly did more damage and "skirmishing".

     

    It seems like the damage done to these eliminated figures should factor in but doesn't via the rules.

    When I wrote "Figure" it was (at least to me" implied that I only meant actual "figure Victory Points" which again/still means that every figure in a deployment card have been destroyed.

    And yes, you can argue that the tie-breaker is unfair and set up any myriad of good/poor examples to illustrate or exemplify this. But IMO it all comes down to the fact that it is a tiebreaker, it's the tiebreaker that they (for now) have decided to go for and so we can rely on it and act accordingly.

    And I'm not bulk or bunch buying my underwear (yes yes, I do know the actual meaning of the phrase but I prefer to ignore it)


  4.  

    If you can't destroy a figure or group then ensure that you deal or spread out as much Damage as possible if/when you can see the game coming down to wire.

     

    Having not played any Skirmish tourney yet myself I can't speak much about how this really will work, but one thing I do like about the tiebreaker here is that it favors the person doing the most "actual skirmish" ie destroys most figures.

     

    Except in the case in question it doesn't. One player could pile up 10 damage on Vader, the other player could kill 1 elite royal guard and 3 pairs of common storm troopers (leaving one alive from each group). The teams would have even 0 scores and then be compared. The team that put 12 damage on vader would win even though the other team dealt almost double the damage and destroyed 7 figures (but scored no points).

     

     

     

    Please edit/review your post since it makes almost no sense.

     

    Also please check what I actually wrote:

     

    IF you can't kill/destroy an deployment card (which means the entire group OR a figure (like Vader or an Imperial Officer)) then make sure that you injure as many figures as possible (a bit tricky?) while avoiding as much damage as possible yourself (even more tricky?)


  5. Hi there, i was running the tutorial mission in the learn to play rulebook and the rebel player came up with this idea, and i couldn't find anything that denied it. Abilities like Diala Passil's can be triggered more than once, until endurance cap is reached? Like, i can get 1 strain to reroll 1 dice. Can i do that again and again until i get the result i want/get to endurance cap? Same question for Fenn's +1 damage on strain...

     

     

    Pg 2 RRG

     

    If an ability is “used,” it can be triggered multiple times each round, but it can only be triggered once per timing instance.

    So no, Diala or Fenn cannot stack strain to repeat their effects. Only once per timing instance.

     

    Also check step 3 in "Attack" (RRG page 5):

     3. Rerolls:  If players have any effects that reroll dice, they are

    resolved now.

    -- Each die may be rerolled only once per attack  regardless of

    who is rerolling the die.


  6. Forensicus, I agree and understand that a tiebreaker is always a little unfair.  What I thought was odd was how the tie breaker points can be the same despite one person clearly doing more damage.  For example: A set of storm troopers with 1 figure alive undamaged on the board with 2 on the deployment card is the same as all three being undamaged on the board for the sake of this level of tie breaker.

     

    In the case of this tournament, even the last tie breaker was pretty close and only came down to a couple of hits.

     

    There seems to be a word or something missing in your post.

     

    Anyways, I was in no way doubting that you didn't understand the slight unfairness of any given tiebreaker.

     

    In this game it can be boiled down to this:

    If you can't destroy a figure or group then ensure that you deal or spread out as much Damage as possible if/when you can see the game coming down to wire.

     

    Having not played any Skirmish tourney yet myself I can't speak much about how this really will work, but one thing I do like about the tiebreaker here is that it favors the person doing the most "actual skirmish" ie destroys most figures.


  7. The first 5 steps in verbatim quote:

    ATTACK RESOLUTION

    To perform an attack with a squadron or ship, proceed through the following steps:

    1. Declare Target: Declare a target that is inside the firing arc and at attack range of the attacking squadron or hull zone. Declare the attacking and/or defending hull zone, if any.

    2. Roll Attack Dice: Gather and roll the attack dice appropriate for the attack’s range and the armament being used.

    3. Resolve Attack Effects: Spend [Accuracy] icons and resolve effects that modify dice.

    4. Spend Defense Tokens: The defender can spend one or more of its defense tokens.

    5. Resolve Damage: The attacker can resolve one critical effect. Then the defender suffers damage equal to

    the number of F icons. If the both the attacker and defender are ships, the number of E icons is added to the damage total.


  8. I was also at this tournament, and we did go to the second tie breaker.  The Skirmish rulebook says, "If the result is still a tie,the player with the fewest damage tokens on his or her remaining figures wins."

     

    In this instance it was interpreted as Figures on the board, not counting the ones that had been removed back to their deployment cards.  It seems a little odd that those figures removed don't count, because in this case it would have been better to wound multiple units rather than remove them from play.

     

     

    Edit: small wording mistake.

    There will never be a tie-breaker rule that won't be "unfair" to someone in certain situations/circumstances. It simply will never happen. Tie breakers are in their very nature "breaking ties" and the player who loses will (to some extent) feel a bit annoyed by the rule.

    Now of course we may all have more or less well founded or personal views/objections to tie breakers, SoS etc

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