FullImpulse
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Everything posted by FullImpulse
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I'm all for it. I have a number of 'old' X-Wings and never play them. Even in casual games, they are greatly underperforming for their points compared to most everything else. Not being able to field iconic ships with at least a mild chance to do well is a low point for the game and it seems that it has been reasonably possible to fix ships with shortcomings.
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Anyone still around playing in Lansing MI?
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A Question About Moving Off the Map
FullImpulse replied to FullImpulse's topic in X-Wing Rules Questions
That covers it all right. My gaming group is a bit vindictive since I tend to be the 'rules' man. So, for us, it's tournament rules! Thanks for the comments. -
A Question About Moving Off the Map
FullImpulse replied to FullImpulse's topic in X-Wing Rules Questions
To elaborate a bit further, there is an FAQ that says you cannot barrel roll off the map and then move back on (movement questions of the latest FAQ - it says if you barrel rolled off then you are gone). The rule book says you can measure to see if you overlap a ship or obstacle (but not map edge specifically - page 8). This makes it seem somewhat that you might be able to barrel roll of the map and perhaps by accident since there seems to be no mention of measuring for that specific thing. -
A Question About Moving Off the Map
FullImpulse replied to FullImpulse's topic in X-Wing Rules Questions
Can you point me to an FAQ or a page in the rules that indicates that? Part of the reason I am asking is a difference of opinion in our gaming group and we can't seem to find a direct spot that says as much. Thanks again. -
I note that to do a barrel roll or boost, you can measure to see whether you hit something. Does this apply for moving off the map? Or can you barrel roll off the map unintentionally?
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I'll have to give the 4 ship Rebel build a shot. I have an idea as to who to field. In regards to the Wave 2 ships, I think the Imperials may get an ever bigger advantage if I've seen the Tie Interceptor accurately. 3 attack and 3 agility with an Evade action is going to be very difficult to deal with. I like the A-wing, but I'm afraid that 2 attack dice isn't going to give much when opponents generally have at least 3 evade dice. Guess we'll see what happens. In the meantime, the Rebels will try their luck with 3 X and one Y or maybe just 4 X.
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I've read through the forum and it's interesting to see the various posts. So far, a few work buddies and I have been playing X-Wing and no matter what point value or who runs what, the Imperials always win (this has been a dozen or more games). Usually, it is by using Evade actions every turn unless they don't think they'll get shot at. As an example, today we ran 100 points so it was Wedge, Garvin, and Horton (Y-wing) with proton torpedoes on everyone and a bit of other upgrades (swarm tactics on Wedge) against Darth Vader, Mauler, and a few grunt TIEs. As usually happens, we managed to destroy the good TIE in the first pass by shooting it with ALL of our ships. After that, we were lucky to get a hit, even with doubling up shots on a ship. They managed to destroy Garvin in about two - three turns by concentrating fire on him and from there it was down hill. I don't want to say the game is unbalanced without some more experimenting, but by making use of the evade action, the Imperials seem to be extraordinarily hard to hit. That guaranteed miss every turn seems to more than make up for having two shields, or even having an R2 unit, which doesn't seem to help in the larger games where 2-3 TIEs can get a shot at you every turn. If anyone has any suggestions or comments about that, I'd love to hear them. I must admit, I tend to like Rebels better, so I'd love to see a good way of giving them a fighting shot.
