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polyheadronman

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Everything posted by polyheadronman

  1. Hello all, Recently I was playing at a local FLGS and my CRoc manual was lost as I left for the evening. It was recovered in the parking lot the next morning, but as this is a Canadian winter, the pages were destroyed. I was hoping for some help in this regard. I love playing the missions for all of my expansions, and we were about to begin the CRoc missions in the coming weeks. I know I can't specifically ask for scans or PDFs, because FFG wouldn't like that, so I'll just drop a huge hint here instead that I could really use a replacement manual of some kind... Thanks in advance for any help you could give me in this matter.
  2. Thank you for the clarification. All I can say is that my group must have subtly house ruled the "non tapping" into our play. This is a good argument for perusing rulebooks now and again, even if you think you know the game. The important sentence is the third one, stating that a refresh action can only be exhausted as a heroes' activation, reinforcing the idea that you can't mistakenly exhaust it for other things, and leave yourself without actions until somebody aids you.
  3. Also, the "refresh" action card never physically exhausts. You never "tap" it. Now this can mean that a player with their three regular actions exhausted can be stuck not being able to use certain gear and item cards.
  4. I know this may be the wrong forum for this post, but I wanted to give feedback to those who helped. Things worked out great. "Juke and the Fat Han" Han with shield up, predator, Jan Ors and Rec Spec. Poe with Int/Astro, Juke, Comm Relay and R2-D2. 98 pts gave me initiative in all games, and there were two where I needed it. I came in second! Pros: Han used his ability and predator all the time. Being able to get another shot at a crap roll, or try and improve a mediocre one was huge. I never had to TL (what's the point?), and used foc/ev every turn to great effect. He was basically super tank. In fact, he didn't burn once. Even went up against a nameless VT with rebel captive. At first I hated attacking with Han (didn't want Poe to stress), but he is so tank, I would eat two stress and shed one. Eat another, then shed (by green moves, obviously). The dice were with me, so I didn't lose too much HP. It ended in a mod win for my opponent, but it was fun! Poe was fantastic as well, and that Juke/Comm is the poop. The T-70 breathes new life into the ship, even if it doesn't completely revitalize the old war horse, the T-65. Opponents seem unsure of who to attack first, as there is no clear target in this build. They know Han will take forever but likely give them the Mod Win, but Poe is so deadly on the outskirts of the skirmish, plus his regen makes him almost as hard to kill, unless you can get me into an odd rush of maneuvers which prevent that constant green maneuver/focus action combo. Tallon roll. Nuff said. Didn't use it much, but boy was it there when I needed it. Poe makes a great blocker if you know your opponents moves well enough. Regen Poe is not scared to get right in the thick of it. Cons: Two ships are susceptible to concentrated fire. I came up against an X mini-swarm. Wes, Wedge and Luke. With Wedge lowering agility (Han killer) and Wes stripping tokens (watch that evade, Poe!), that was the toughest match of the day. I sweat bullets for the first engagement, and lost all but four hull on Han over the course of the game, as Wedge consistently had me rolling 0 Agil. I brought it to a mod win after flying Poe into the formation to break it up. Picked off Wes and Wedge after my opponent made a bad maneuver trying to keep formation, and chased regen Luke (I think he had R5-P9) around the board until time. Poe feels naked if you aren't focusing every turn. Because Juke only works on one half of the combat round, he seems like a wasted investment on the other half if you don't have the eyeball to play with. Two ships are easy to run, but it is stressful. You know that if you lose one, you are most of the way dead. Thanks again to those who helped out with my Han question, it really helped me out. Fly Casual!
  5. Thanks very much to all who replied. This has really helped. Playing a tourney this weekend and running Han with Hull Up, title, Jan, Rec Spec, and Predator. Poe with Juke/Comm, R2D2 and Int Astro for 100pts. Jan feeds Poe the evade and Han gets foc/ev for the rest of the game, with Pred for offence. Poe gets regen from R2 and Int Astro is the late game crit insurance policy. Big tank. I was playing with the Gunner idea, but I found in a couple of practice games w/ my son it didn't get used that much (had good rolls, though). With foc/ev from Jan/Rec Spec, I think that will help a little w/survivability/offence. I wanted a list that shored up my weaknesses as a player. I just don't fly enough right now to be well practiced at moving a bunch of ships around the mat. I need something tanky, and doesn't rely on dice as much. Any more thoughts would certainly be appreciated, but not necessary. Thx again.
  6. I've never played Han a lot, so excuse what is probably an OLD question/issue. Han's ability says that he must re-roll all dice possible. I know that dice can only be re-rolled once, so a die or two re-rolled by Predator would be immune to Han's ability, allowing you to re-roll the remaining unaltered results. Therefore a spent target lock would null his ability if all dice were re-rolled. That covers physically re rolled dice. My question is twofold: a) What about cards that read "change x result to y," (ie. is that technically a modified die and does that make it immune to Han's "all dice possible?") b) When may Han use his ability? Must it come before all other result manipulation, or can I wait until after I have influenced the dice pool as much as I can? Thank you very much for your input in advance.
  7. One last thing to add: I know almost nothing about the WH universe, having never spent much time playing/reading/experiencing anything to do with it. One thing FFG seems to have done very well is create a game that has an IP, yet players don't have to know a darn thing about it to experience the game and enjoy it. I love this game and still have no knowledge about the IP. As long as players can understand the common archetypes and adversaries present in just about any fantasy themed world, they can get into the game. Hope that helps in getting your fiance to play.
  8. Unfortunately due to time and outside factors (read jobs, families, scheduling, blargh), we will be doing it in one day, though I do appreciate the toll it may take on some. Perhaps a forced lunch break away from the tourney location would be nice, just to break it up.
  9. Things are progressing on our quest for a tourney. Right now, we are proposing round robin Swiss for 6 players. Really, at that number, we all end up playing each other anyways. Either way, based on points, we'll have a final between the top two scores and they will get a prize. Since this isn't "official," we are just doing a small base ship. My new question is whether to use the FFG point system or not. My co-organizer is proposing just allocating 3-2-1-0 for match points, and I was wondering why FFG uses 5-3-1-0 instead? Thank you for your continued input.
  10. That's fantastic! It also means that in all likelihood sales for this little gem have been better than expected, making the likelihood of planned expansions all the more real!
  11. Thanks very much for your help! I don't have an iOS device. Only Android/Win10, but Cryodex should work. The round robin is long, but half of us have never played together, having only just met via webz. We thought it would give everyone a chance to meet and play each other at least once. As you say though, the RR format would be time consuming for sure... I will give the official tourney rules a look and see how it maths out. I didn't realize their format accounted for small groups! (clearly I'm not a competitive player)
  12. Looking for advice on how to set up a small tournament. The tourney will only be for around six players. That is roughly the number of active and interested players in my area of Muskoka, Ontario, Canada. It has been posited that I should run it as a round robin, but I'm not sure how to score it from there, or really anything after that. All I have so far, is that really. I've never run anything like this before, so I'm just not familiar. Last thing, this would be a one day tournament for sure. Thanks in advance for any advice, links or guides on how to do this kind of thing!
  13. I'm not sure if this has been asked, but is there a more ink-friendly version of these? I just love them, but I don't really need as much of the awesome as you have designed them for. I'm more of a nuts and bolts print guy. Thanks in advance for any help...
  14. Big challenge, big fun. A deceptively strategic co op game, indeed. The escalation of monsters in the shadow zone adds a very imminent peril to the game, AND don't forget that even if a monster can't get into your engagement zone, that doesn't make you safe...
  15. I got the game just before xmas and went out of my way to find the devs and thank them. Too many people use the internet to complain, not nearly enough use it to praise. Looking forward to the next Adventure!
  16. I view this as a good sign. FFG tends to produce content based on estimated sales/interest, then adjust accordingly as each production run recommences. What this tells me is that the game is popular, and sold above their initial expectations. That should mean that expansions, etc. will be on their way in the future as well. Patience is key...
  17. Just got the game and love it! (I have no XP with OG version OR Pathfinder:ACG so I really have no reference. I just think this is another gem for FFG). Thanks to everyone who worked so hard on it. Now: When travelling from one room to the next, do the enemies that each hero is engaged with travel with you? The only reference in the...reference, points to enemies in the shadows being discarded. It never mentions engaged foes. I have been playing it as the engaged enemies travel with their respective heroes. I love this because it presents the conundrum of how far you go to either side of the exploration vs. combat scale. Just want to make sure I'm doing it right. Next question: when performing an AID action, can the hero I am aiding allocate the success tokens to an action that is already exhausted? The rules are not specific either way. It seems inconsistent to try and give six+ successes to a hero who can only allocate said tokens to one readied action (limit of 2 tokens). Thanks for any help you can offer. Oh, and check out the MAS website for all of your gaming goodness. www.madadventurers.com I write Gaming in the Wild, published every Tuesday!
  18. Just got the game and love it! (I have no XP with OG version OR Pathfinder:ACG so I really have no reference. I just think this is another gem for FFG). Thanks to everyone who worked so hard on it. Now: When travelling from one room to the next, do the enemies that each hero is engaged with travel with you? The only reference in the...reference, points to enemies in the shadows being discarded. It never mentions engaged foes. I have been playing it as the engaged enemies travel with their respective heroes. I love this because it presents the conundrum of how far you go to either side of the exploration vs. combat scale. Just want to make sure I'm doing it right. Next question: when performing an AID action, can the hero I am aiding allocate the success tokens to an action that is already exhausted? The rules are not specific either way. It seems inconsistent to try and give six+ successes to a hero who can only allocate said tokens to one readied action (limit of 2 tokens).
  19. Can't wait to listen to the new episode! Also, don't forget to support the Mad Adventurers through Patreon.
  20. Nobody has touched on the big ******-y gun problem. You don't have to destroy the PCs gun. I have a big game hunter with a +5 slugthrower of everything killing, and a BH/Assassin with a jetpack and a flame projector in the party. When they start to do too much crazy, I have a few things I use to limit that. I like to put them very close and/or far away from the action when I can. He invested in a long-range capable PC, so I shorten the distance. It makes him duck for cover and squirm like a fish. That way, I can put enemies within engaged, making his gun risky to use. For the flame projector, keep the enemies far away. That way, she has to risk getting close. I use dynamic battlefield elements to limit the swath of terror. PCs are not the only ones who use cover, so I create terrain features and visual obstacles to cut off line of site. That way, they can only take out one or two enemies before having to re-position. Again, creating challenge and risk. This also gives the rest of the group a chance to have an equal impact. Put them in situations where they are not allowed to carry their fave weapons. A spaceport that enforces a hand gun only rule of law, or a settlement that abhors violence of any kind. My PCs love their "signature" weapons like blank-ies. Take their woobies away and watch how nervous they get. That gives you opportunities as a GM to create encounters that force the group outside their comfort zones and thinking creatively. It also has the effect of causing the players to diversify XP spending, so that they are better prepared to deal with adverse conditions next time. Use adversary talents! Use lots of setback dice! Give him great armour, superior weapons and Adversary 3! Go overboard on Brawn and Agility and make him the impossible killing machine. Create an encounter that HAS to be solved by other means, making the BFG 9000 a sideshow novelty at best. Last but not least, use the despair to disable the weapon. It runs out of ammo. It gets jammed. etc. Disable it for one, two or even three rounds. Give the adversary a chance to do some real damage or make an epic escape. That way you are not being called out as a ****, because you have not taken away the weapon. What you have done is make the challenge an ACTUAL CHALLENGE. However, one PCs weapon should not be the centerpiece and focus of each combat. It just makes it boring for everyone else. If nothing else, be a **** and take away the shiny. If it is seriously derailing fun and challenge, it is no longer fun and challenging. Even the player will get bored with the kill everything stick after a while, so just speed up the process. If breaking the gun is breaking the game for the little whiner, then perhaps that person needs to find a different group to play with. Tell them that. Your weapon is so awesome. So great, that you are sucking the fun out. Don't break the weapon, but outfit an adversary with the SAME weapon. Then kill the PC instead. You're not a **** because you did not destroy the weapon. Turn about is fair play.
  21. Sounds like you are too focused on one thing: combat. Make sure you have an encounter that works for the scholar, one for the pilot, etc. A non-combat group should have non-combat encounters. in the meantime: Use minion groups liberally. Either bunch them up into one skilled roll (say, against the Marauder), or break up the rolls into the lesser skilled base rolls. Make sure the adversaries are doing things other than just shooting so that the group has a chance to turn the tide of battle without risking life and limb. Dynamic battlefields that supply obvious tactical advantage to the group like terrain features, higher ground, gunnery emplacements make it fun, interesting and creative. Suggest ways to use the party's non-combat skills to effect. Use Leadership to demoralize, knowledge to gain insight, piloting or computers to send machinery plowing into the enemy. Encourage your players to work within their limitations and think creatively. That's when the fun begins...
  22. As a Canadian living in Ontario, I have had my copy (from the FLGS) since the official release date. Not sure Canadian distribution is to blame...
  23. If you look on pg:409 of the EotE Core book, you will find a grey sidebar giving info on purchasing droids. You could also create a fun mini-encounter based around the idea of hiring a droid to make astrogation calculations for the party WITHOUT letting it know that you are plotting a course to find a legendary lost treasure ship. So there's that. As far as hiring an explorer, I think that's a great idea. Stat it out for any other assets your group is lacking, and then you have all your bases covered. Then you can either run the PC or give it to the players to run/take turns running. Depending on how your adventure goes, you can even make use of the explorer as a plot device. Is he an ISB agent? Sent by Reom to keep an eye on the group? Working for the Yiyar clan? Perhaps just another treasure hunter looking to screw the party over once he gets his booty? These can all be fun plot devices to use when needed. Just remember not to let the new droid/hired PC overshadow the groups' roles as the heroes of the tale. That will defeat the purpose of playing... As far as fees and rates go, make it an up front fee of a new PCs starting money (around +/-500CR) and then have them demand a percentage of the profits. This makes sense to me, and I have used it in a couple of plots before, and my group seems to accept it. I am currently running the last Act of BtR for my group and they like it, and having a well-balanced party really helps! Good Luck!
  24. Side bar for those who don't know: Jay Little (whom as I understand it, designed WFRP3rd) is the the lead designer on the new SW line from FFG. As near as I can tell, it is an evolution of the WH3 system, and requires NO components beyond the custom dice. Thus, my main motivation for coming here. So, bottom line is I will like this IP, because it is super cool and in line with my current love for narrative dice and abstract mechanics. That's great, I was always about the story, and rarely a simulationist number cruncher. Bad news is, FFG seems to have ended their current cycle for this IP. Lots of books out there, but no more new stuff. That's OK, I don't have much dosh, anyway. Also on the down side, it would seem that to really get the full experience, it has been recommended that I get the 4 "ruinous boxes" at the least, I would also assume the big box set. Am I on the right track here? Again, many thanks for your time.
  25. Thank you all very much for your opinions. I really do appreciate it. I didn't realize that the line had ended. That does change things, as I am not a big POD guy, anyway, but it would be nice to see some new stuff come down the tubes. However, my collection of past D&D stuff is a library of resources, so if I can figure out a way to convert, then... Anyways, you have all given me a lot to ponder, so I will do that. Anyone else who has a viewpoint, please chime in. I will continue to follow... PS. If you haven't yet, try the Star Wars RPG. Same designer, evolution of the system, etc...
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