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pheaver

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  1. pheaver

    Faction identities

    I've actually spent a decent amount of time thinking about this kind of thing. Here's my thoughts. Rebels: The formation faction. In movies, rebel ships all fly in formation, have formation-based call signs, and sacrifice themselves so the one guy in the formation can shoot his torpedo into the Death Star. In the game, Rebels tend to get rewarded for keeping in formation. A lot of their abilities trigger in the engagement phase. Resistance: Every time you see these guys fly in formation in the movies, they start blowing up and fail. This faction doesn't have abilities that reward them for formation flight, and they seem to prefer flying on their own and having enemies in various arcs (bullseye, turret, front, etc). Their abilities also lean towards movement, and are usually more "active" in the activation phase than the engagement phase. Republic: The clones of the faction tend to be rewarded for staying in formation, but the Jedi don't particularly care. They seem to be a mix of the Rebels and Resistance to me. A bit of self-sacrifice (Dedicated vs Selfless), a bit of flying on their own to get people in bullseye arcs. Imperial: The faction that punishes their opponent for taking damage. Maarik, Zertik, Del Meeko, Gideon. They also get a lot of extra movement options to move quickly (Gunboat, Reaper, Striker, Interceptor linked actions) which they use to get shots off from unexpected directions. First Order: The faction that punishes their opponent for dealing damage. Fanatical, Quickdraw, Tavson. They get a decent amount of "attacking from unexpected directions" as well, with Silencer movement, FO's super blue dial, and SF's alternate arc missiles. You can see how they evolved from Imperials. Separatists: A bunch of drones protecting a queen. The separatist lists that I see being popular are going to be a Solitary Droid carrier with a flock of easy-to-kill pawns. Do you go after the queen piece buffing all the pawns, or just clear out pawns ASAP? Scum: The range 1 faction: Boba Fett, quadjumpers, Fang fighters, 4-LOM, Guri, Fearless. This faction likes having enemies close up. Also, they have a lot of control token access: tractor, jam, ion as a minor theme. Finally, asteroids are another minor theme: Tobias, Qi'ra, Mining Guild.
  2. pheaver

    Carolina Krayts is the best X-Wing podcast

    Lulo is basically in the same position pre-nerf Attack Shuttle Sabine was. Super cheap, so that it fits into many list styles, and super efficient. I suspect they'll bump him up at next opportunity. I think you see so many Resistance players because the Resistance ships (especially A-Wings) are just plain fun. Every time I play as or against Resistance, there's usually some cool thing that you talk about after the game, whether it's when Lulo rolled 5 dice with Trick Shot and got to pretend to be Fenn Rau, or some cool Black One thing, or whatever. If people have fun playing it, they'll keep playing it.
  3. pheaver

    Carolina Krayts is the best X-Wing podcast

    I'm pretty sure if you are running First Order and not using Scorch, you are doing it wrong. Unless it's a combo list like 3up, Scorch fits in pretty easily. 35 points (or 41 with Fanatic Optics) for a 4/3/3/3/1 statline? Sign me up! Backdraft, Quickdraw, and Midnight are all effective ships that aren't too pricey. I haven't tried Silencers since the points change, myself.
  4. pheaver

    Do we really want a 2.0?

    I don't think Armada needs a 2.0. That being said, I wouldn't mind seeing some of the problematic upgrades wiped out via errata or a restricted list. Also, burn down all the objectives and make new ones. Currently, only 10 or so of the 24 objectives are regularly used, and they are getting pretty boring.
  5. I think you'd have to completely revamp the tokens & commands if you went with Runewars' system for Armada. I've thought about it a bit. I think it's probably a bridge too far for Armada 2.0, but it's an interesting thought exercise. In Runewars, you choose two dials for each unit: one is the action, and the other is the modifier. The action options tend to be: attack, move varying speeds and directions, or perform some buff or debuff. The modifiers tend to be: add traits to your attack, change directions for your move, do an attack after a move, gain a buff / defense bonus, or activate an upgrade card. There's typically 8 options on both dials, but you can't pair everything together: they need to match in a color system. The 8 options are each at a certain initiative: slower moves and weaker attacks happen first. I think, if we wanted to go with the dial system, we'd remove all the command/squad/eng traits from the cards, and incorporate that into the dials. High command means that it takes a while for larger ships to perform their actions, right? So I'd get rid of the "setting turns in advance" and just have bigger ships have all their actions at slower initiatives. For Squadron and Engineering, I'd build that into the dials. A ship with a good Squadron ability would have "Squad 1" at a very fast init, "Squad 2" at a slower init, and "Squad 4" at a really slow init. The problem is that Armada expects you to attack every turn (and it'd be a pretty boring game if you didn't), so we'd have to figure out a way to not make it optimal to just spam the fastest action on your dial to attack ASAP regardless of what the action was, but we'd also want it not to optimal to just spam the attack move on your dial and ignore all the others. Maybe ships have a default attack initiative, and options on your dial can change it? For example, the ISD has a default initiative of 8. It's large and slow. Barring something in your dial changing initiative (I'd represent that with an asterisk in the example to follow), you get your normal attack and move at init 8. The dial has a red Concentrate Fire at 9*, a red Quick Shot at 5 (single arc at half dice), a blue Navigate at 7*, a blue Boost (move speed 1) at 6, a green Squadron 2 at 4, a green Squadron 4 at 10, a yellow Engineering 2 at 5, and a yellow Engineering 4 at 9. So, your firing options would be to quickly get a shot off at 5 if you need to finish something off (then you'd activate at 8 and be able to use a different arc at full, then move), or make a bonus speed 1 move at 6 to change your location for your activation at 8, or change your whole activation to 7, or do a bigger shot at an activation at 9. Or you choose the various Squad or Eng options and activate at your normal 8. As I said, it's pretty complex to write about. This doesn't even touch upon modifiers (you could have modifiers to add rerolls, accuracy, etc; squads move further or reroll dice; engineering costs for repairing crits are lower this activation; bonus yaw, etc). You'd be able to have each different ship chassis have different initiatives and different modifiers to really tailor the ship for what it does. I think it'd be too much of a change for Armada 2.0, but, like I said, it's a fun thought exercise.
  6. pheaver

    Are you an X-Wing cheater?

    I disagree with you on the jam specifics, and so do most judges I know. To try to drag this back on topic, ask the judge for their rulings on anything ambiguous you plan to use BEFORE the event starts. That way, you aren't cheating by mistake!
  7. pheaver

    Are you an X-Wing cheater?

    As an aside, this is a common rules interpretation, but not one that is supported by most judges I know (or me). The jammer chooses the token or the lock if I'm your judge. On topic, I've made tons of unintentional errors, some on stream! There's a lot of moving parts to X-Wing, and triggers can be forgotten, rules can be misunderstood, etc.
  8. pheaver

    What I would like to see in 2019

    I would love to see a whole set of new objectives come out for Armada. Basically, just toss the current ones out and replace them. If they made some objectives use a 3x3 mat instead of 3x6, that'd be super interesting to me. Most Armada games I play tend to just be on a 3x3 section of the board anyway. I also would love squadrons to not be so fiddly. Looking at the regional results, max squadrons tends to get great results, but if I wanted to play with squadrons, I'd be playing X-Wing. If I could dream, I'd want to see if I could steal the Runewars dial system for Armada. I think that'd work great, but it'd be too big a change IMO for too little gain. Oh, I'm also a little worried when I look at the Regional results, and see that the Rebel/Imp split is almost even in total lists, but then skews pretty far in favor of Imps as you go up in results. And Imperials are the only faction getting an announced release this year...
  9. pheaver

    Carolina Krayts is the best X-Wing podcast

    I call the sides of the board outside of where rocks can be placed "the gutters". The best battle reports I can imagine would be logs or videos sped up through the boring stuff, and you stop at 3-4 key points in the game to say "here was a big decision round" or "here's where a big mistake was made."
  10. pheaver

    Heroic and my change of heart

    This is where gateofstorms really shines. Go to the ship durability, and you'll see the strengths of Heroic. It's a cheap insurance policy to crazy variance. For a 7 health, 2 agi unmodded ship, against 3 die focused attacks, you die in 3 shots about 8.5% of the time with heroic, or 12.5% of the time without. 4 shots: 34% with heroic, 42.5% without 5 shots: 62% with heroic, 70.5% without 6 shots: 82% with heroic, 87.5% without So, heroic doesn't help a ton, but it pushes down the 3-4 shot variance enough that it'll be noticeable. For 1 point, it's great.
  11. pheaver

    Carolina Krayts is the best X-Wing podcast

    I just ran Lulo with Poe and Nien for league. Firing with the rear arc on the A-wings is definitely a skill that will take some getting used to.
  12. pheaver

    Carolina Krayts is the best X-Wing podcast

    With your 102 Kylo and 18 point bid, you can fit 2 Conc S/Fs. They pack a decent enough punch that you can't ignore them, and require a bit of focus fire to take down.
  13. pheaver

    Carolina Krayts is the best X-Wing podcast

    Judging by the Scum column, Hyperspace is just 2nd edition for them and the full F/O and Resistance faction.
  14. pheaver

    Carolina Krayts is the best X-Wing podcast

    If y'all don't read the Keyforge articles, they are getting a new app on Thursday with the release of the game. The stuff they posted would be amazing for X-Wing, if they could get that into the app, too. "Then, once the first competitive season for KeyForge begins, stats like power, chains, wins, and losses will all be tracked and recorded at various Organized Play events, allowing you to search by these stats and view them on decks." "track your individual performance based on aggregated tournament results and, separately, the performance of individual Archon Decks"
  15. pheaver

    Carolina Krayts is the best X-Wing podcast

    As long as I can point to a turn and say, "When I did X move instead of Y, that's when I won/lost the game," I'll be happy regardless of what format I'm playing. So far, 2.0 has given me that in almost all my games. I'm really eager to see how they curate Hyperspace. I like more Limited formats: draft's my favorite CCG format, even though I tend to suck at reading signals. If there was an official draft format, I'd be in.
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