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a4rino

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Posts posted by a4rino


  1. *shrug.  I was hoping they had S1 but oh well.  Rino, you coming to RIW on Thursday?

     

    That would have been awesome if they had S1 kits. I needs me some Target Lock tokens.

     

    As for RIW this Thursday, right now it's looking doubtful. I'm pretty busy in the lab this week, but I'll see what I can do.


  2. I realize this wasn't one of the choices but I would put Concussion Missiles on them. Four ships with only two attack dice each is going to have trouble putting much damage out. A nice alpha strike could put your opponent at a disadvantage for the remainder of the game.


  3. Ok.. I thought there was something about barrel rolls and boosts no longer being able to be completed when the movement template covered an obsticle, or another ship.. wasn't this also in the faq??

     

    Yes, you are right that you can't perform the action if it would cause you to overlap another ship. This is in the rule book.

     

    But there are instances where you can complete the roll without overlapping and then slide your ship back/forward along the template until your ship's base physically touches another ship's base. This is the situation I was talking about. But now we already have an answer for this situation.


  4. If you overlap you may not fire at that ship.. though touching.. really doesn't matter..

    If anyone can find fault with my logic, please feel free to correct me.

     

    Page 17 of the rule book says, "Ships whose bases are touching cannot declare each other as a target during the Combat phase while their bases remain touching."

     

    The question here is whether or not the base of a ship which performs a barrel roll is allowed to touch the base of another ship.


  5. I've been playing this game since release and I've had a situation with barrel rolls come up a couple of times that continues to confound me:

     

    When executing a barrel roll, is it possible to complete the action such that the base of the rolling ship touches another ship (so as to prevent an attack by the touching ship, for example)?

     

    The rules are clear that you cannot perform a barrel roll if it would cause you to overlap another ship, but my understanding is that touching bases is not the same thing as overlapping bases. I've not seen anything in a FAQ or rule book that clarifies this situation.


  6. I think they need to change the card text from

     

    Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1.

     

    to

     

    At the beginning of the combat phase, you may increase your primary weapon value by 1 and decrease your agility value by 1. Receive one stress token.

     

    Keep the cost at 4 points. The stress token represents you committing to the attack, which makes you less capable of making tough maneuvers next round (unless you're willing to lose your action that next round).


  7. I might try something like this.

     

    Squad 1:

    • Blue Squadron Pilot + HLC (29)
    • Dagger Squadron Pilot + HLC (31)

    Squad 2:

    • Captain Jonus (22)
    • Obsidian Squadron Pilot (13)
    • Obsidian Squadron Pilot (13)
    • Academy Pilot (12)

     

    Each squad is at 60 points. The TIE Fighters dash in to break up enemy formations. Jonus and the B-Wings hang back and deliver the pain via Jonus-buffed HLC fire.


  8. Engine Failure: This ship is not assigned a manuver and must perform a red 0 stop. Action: Roll an attack die, on either a hit or critical hit, flip this card over.

     

    This one is broken. You perform a red maneuver (and gain a stress), and it requires an action to flip over (which you can't do, because you have a stress).

     

    The only ships that could possibly break out of this loop are Tycho or a ship with Advanced Sensors, and even then the ships with Advanced Sensors would only have one shot at the dice roll before they became permanently stuck in the loop.

     

    At the very least, this would have to be changed from a red 0 stop to a white 0 stop maneuver. I would expect, though, that forward momentum would take the ship forward in a straight, white 1-speed maneuver. 


  9. Lol you are right, tbh I would have went with Assault missiles and APTs. It had got messed up in my mind with what RR said. I originally said Assault was the way to go, they either get hit by splash from Buffalo or have to separate out so you can target them.

     

    You are totally right that Assault Missiles would be great here. Jonus would improve the chances of connecting and Biggs would spread damage around to everyone he was supposedly protecting.

     

    The only wrinkle could be that because Biggs has a higher pilot skill than Gamma, it may be difficult to acquire that Target Lock for the Assault Missiles in the first volley of shots. By the second volley you would want to have closed in to Range 1 to get the APT off before the Bomber goes down, so it's pretty important to get those Assault Missiles in that first volley.


  10.  

    This is my rebuild of that list
     
    Captain Jonus + Squad Leader (24)
    Gamma Squadron Pilot + Advanced Proton Torpedoes + Homing Missiles (29)

    Krassis Trellix + Heavy Laser Cannon + Recon Specialist (46)

     

     

    The particular types of Missiles/Torps you equipped on Gamma make Jonus useless for him.

     

    Homing Missiles already get the benefit of the Target Lock for rerolls, and you cannot reroll the same die more than once, so Jonus will never even come into play. Meanwhile, Advanced Proton Torps roll 5 hits 98% of the time (assuming you have a Focus Token to spend), so you would only get to use Jonus's ability 2 times out of 100.

     

    EDIT: Please everyone refrain from making "Never tell me the odds" jokes.


  11. A simple way to reduce the role of luck would be to multiply the values of every stat on the pilot card by a fixed factor. The idea here is that the more dice you roll, the more your results will be concentrated around the mean, and you will see fewer "lucky" extremes. Of course, this would be house rules only, but if the luck bothers you it could help you enjoy the game more.

     

    For example, a generic X-Wing with a Focus has approximately a 2.2% chance of one-shotting a generic TIE Fighter with a Focus at Range 2. Now let's say you double every stat on the pilot cards. With 6 dice, the X-Wing can still one-shot the TIE Fighter (which now has 6 hull), but this extreme outcome is less likely. The probability of a one-shot kill in this case is somewhere in the neighborhood of 0.05%. So in this example, increasing the values on the pilot cards by 2 times decreases the rate of the extreme outcome by ~45 times.

     

    Because everything is scaled by the same factor, in principle the games shouldn't be any longer or shorter in duration than they are right now. Basically, you'll see fewer outcomes on both extremes, so while you're less likely to one-shot a TIE, you're also less likely to miss it entirely.

     

    Personally, though, I think that the role of luck is overstated by many on these boards.


  12. Luck of the dice is important but I think people tend to overstate the luck involved.

     

    In this match I think Paul appeared to be lucky because he had Advanced Sensors and so was able to Focus almost every turn. Dallas had to pull lots of K-Turns and so he was less able to modify his dice. On the first volley of shots, Paul also forced Dallas to shoot at Biggs at Range 3 through an obstacle. I think these two factors together show that the best way to roll "lucky" dice is through good action management and good maneuvering.

     

    Meanwhile, you guys are right that Dallas had some good opportunities to try to block Paul, but I think that blocking would probably not be very effective. Because of Paul's Advanced Sensors, getting blocked by Dallas wouldn't deny Paul his action. Paul could either choose to Focus before overlapping or he could barrel roll before he performed his maneuver and avoid overlapping altogether.

     

    Dallas played well (with the sole exception of that barrel roll) but Paul's squad was tough and his action management was better. Two good players put on a great show.


  13. I've built a few squads that included a Green Squadron Pilot with Squad Leader, and these squads have collectively gone 3-1. The rest of the squad is always composed of some combination of Blue Squadron Pilots, Rookies, and/or Gold Squadron Pilots. 

     

    It works pretty well because the A-Wings are typically very low-priority targets, and so they fly around unmolested and give actions to your other ships if the opportunity presents itself (for example, to give your B-Wing a Target Lock in addition to his Focus for a Range 1 shot). If for some reason your opponent does make the A-Wing a high priority, the A can always take an evade action for himself and make your opponent waste his attacks away when he could otherwise be landing easy hits on your B- or Y-Wings.

     

    The next variation on this theme that I would want to try looks like this:

    • Green Squadron Pilot + Squad Leader
    • Blue Squadron Pilot + Sensor Jammer
    • Blue Squadron Pilot + Sensor Jammer
    • Gold Squadron Pilot + Ion Cannon Turret + R2-D2

  14. I have to question whether or not adding some new die would really add any fun, new, strategic elements to the game. It just seems like a very primitive way to alter the dice dynamic that we currently have. I would much rather FFG continues to tilt dice odds with actions (e.g., Target Lock) and upgrades (e.g., Sensor Jammer) rather than by directly altering dice.

     

    There might be some interesting things you could do with a Defender, though. Maybe it could perform 2 attacks in the Combat Phase. The first attack is a primary attack of 3 dice, and the 2nd attack is some sub-class of secondary weapons that you can equip on the Defender. For example, one secondary weapon could be a Secondary Ion Cannon which employs the same rules as the regular Ion Cannon, but with the SIC you only get 2 attack dice. There could be ways to balance this. Perhaps Defenders would be expensive in terms of squad points, or perhaps the SIC would require an action to use.

     

    This way the Defender can attack with a total of 5 dice, but it's split over two attacks, both of which have different effects (one does damage, the other ionizes). This would make the Defender stronger against ships with lower Agility (like B-Wings), while higher Agility ships (like A-Wings) would have less to fear. I think something like this could be fun and interesting.

     

    That being said, I'm not looking forward to a Defender release. The ship looks like an Interceptor with a birth defect.


  15. As long as we're all confessing how many core sets we all have, I will confess that I only have 1.

     

    So if you ever hear about any of the local Targets selling those puppies on clearance again, Khyros, please let me know!


  16. All ya'll complaining about your 3 core sets... pff... I don't have 3.  I obviously don't have a problem.  Whats that you ask?  How many do I have...  Well, not three, that's for sure.  And I never had three!  I went straight over it from 2 to 4.  Though to be fair, I bought #3 and #4 at the same Target for 12 bucks each.  I now have 9 TIEs and 5 X wings... Muwhahahaha!

     

    How in the world did you get them for $12 each?!? That's less than I paid for each expansion!

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