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BojambaMcMamba

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About BojambaMcMamba

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  • Birthday 09/28/1979

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    Cuyahoga Falls, OH

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  1. For those who are interested, it seems almost all of their 1.0 models are at 50% off original MSRP.
  2. I was going to recommend that you play Star Wars music while you play as well, but @heychadwick beat me to it. Great suggestions up here ^^^
  3. I have 8 epic ships (1ea large, 2ea small). I debated between one or two conversion kits, and settled on 2. Part of it was the "just in case" factor, and part of it was wanting a second damage deck. I'm pleased with the way the kits are packaged, and excited to use them. If I want more bits, I'll probably look to 3rd party sellers, or keep an eye out for a killer deal on a third conversion kit. Great job, FFG! Keep up the quality work. I think the improvement to the Epic rules and components is definitely worth the cost of the conversion kit(s).
  4. This is great idea. I was really hoping for some good way to get more damage decks. With 7 factions, I've split all of my factions into their own gaming bags with their own bases, and the damage deck was the one thing I had to keep moving back and forth. Sign me up for one of each of these.
  5. At about 1hr 20min in, if memory serves. I also skipped though the furball to get to the new stuff.
  6. I agree with this idea, right up until the word "fortunately". Being able to take a mix of ships that you enjoy, practicing with them, and being able to do well with them is the ideal state of X-wing, at least in my opinion. I think the game is best when the player's ability to choose good maneuvers is a more important factor than the player's ability to identify combos (or, heaven forbid, copy them from other people). By that metric, the game is as healthy and fun as it has ever been. Also, and I might be in the minority here, reducing dice variance by adding easy, reliable dice mods would make the game less fun. I want to always feel like I have a chance, even if I get off to a bad start. I never want the end of a game to feel like the second half of a game of Monopoly, a slow, inevitable defeat without hope.
  7. On my dining room table, I like this a lot. I tend to list build this way anyway, as I'm not super competitive and it feels more "Star Wars". It doesn't make any business sense for FFG to implement this, though. Why push rules that limit the number of ships that people will buy? It would be a cool tournament variant, though. Weren't you supposed to be able to use the official app to make up your own list building rules for your own tournament variations, or an I making that up?
  8. They seem kind of boring. I prefer the large ion clouds from HotAC. I wish they had made something big enough that you are encouraged to interact with it, not just simply barrel roll around it.
  9. I put a large washer in the base for weight (I believe a 1/2 fender washer was perfect for a small base), then I poured in a 2-part urethane we use at work (but silicone out of a caulk gun would probably work as well). I used a belt sander to flatten out the bottom when I was done. I love the final result. I'll never go back to stock bases.
  10. I'll be driving right through Hamilton past Black Knight. Might have to stop by and see if I can sneak in a game or two. Guelph Wednesday night at the Round Table seems like a good idea, schedule permitting.
  11. I'll also be traveling for work to the area. I'll be in Burlington, but I'd happily make the drive to Guelph Wednesday night to get in some X-wing.
  12. I get what you are saying, but I'm not sure I agree. Maybe it feels better to think of a focused ship as the baseline for normal operation. Get outflown and have to barrel roll to get a shot in someone? Your penalty is no focus token. Get targeted by many enemies and spend your focus token on defense? Now you're at a disadvantage for your attack. Is it worth a red maneuver to throw someone off your tail? You can do it, but there's a real cost. You don't get back to your baseline expected efficiency that turn. I get that it's powerful, but I don't think the game would be better if most people had a 50% chance to roll a hit instead of a 75% chance per die. Think of focus as normal, and I think the rest of the game works pretty well. The one exception here is evade. Since they nerfed it from 1.0, it very rarely feels worth taking (unless you have juke or already have a focus as well). I think there was opportunity to make the focus/evade decision more interesting. I'm not sure what would accomplish that well, though. Having them stick around like target locks is to strong (it's basically a shield token then). Maybe if there was only 1 focus result on a green die instead of two, but that would have changed the whole balance of ships that rely on green dice. Maybe if you got a free evade with a barrel roll? It's fun and thematic on low init TIE/LNs, but probably OP on high init action stacking arc dodgers. Don't know, but I don't feel it's quite perfect yet.
  13. Jess has nothing on the Derp Rendar alt art.
  14. Pretty sure FFG forum etiquette dictates we do the exact opposite of ignoring this and also post X-wing questions on all of the other forums.
  15. So, seems most people agree that going second is a pretty large advantage. Also, playing reactively to your opponent's position is definitely easier than predicting it in the first place. What then, do people think would happen if FFG eliminated the simultaneous fire rule? If you want to move second, you'd risk your ships being removed before they got to fire. Would that make a more even, or less even choice between being first player or second player? Would this increased the bids people took, or decrease them? Would people take more high init pilots, or fewer?
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