MajorJuggler

Members
  • Content count

    5,455
  • Joined

  • Last visited

About MajorJuggler

Profile Information

  • Location
    Massachusetts

Recent Profile Visitors

5,949 profile views
  1. poll: how long have you been playing?

    I have been playing since wave 1, competitively since wave 5. I started working out the mathematical first principles for the game sometime around wave 2. I'm done with competitive play for a while, partially due to balance (a long discussion), and partially due to the scoring mechanisms at time. 60 minute rounds at the LGS are frequently not fun games due to both of the above. I am still playing the occasional vassal game online, but mostly am working on X-wing Community Mod. I have a spreadsheet of all my X-wing ship purchases (naturally) and the MSRP is >4k. I cut my own foam and put all the ships in a few PACK 720s. Cardboard, dials, cards, bombs, all go in binders. Other stuff goes into Planos. It all takes up quite a bit of space even well organized.
  2. THE WOODCHIPPER

    TL;DR: Its OK but not S-tier. I expected to go 4-2 at Regionals (which is underperforming for me), and that's what happened. It's a fun list though.
  3. THE WOODCHIPPER

    "That guy" is none other than the Pirate Lord @Kelvan! I also flew Woodchipper (2.0?) and went #20 out of 136 with it at the Massachusetts Regionals, but the TO hasn't filled in the lists so Meta-Wing isn't fully updated. http://lists.starwarsclubhouse.com/get_tourney_details?tourney_id=4218 I talk about my results on the next Scum and Villainy episode that should be hitting any day now.
  4. Reinforce token

    This is exactly what I am doing for Community Mod, see B-wing post. Also, don't forget to let them 3K while we're at it! I added a 1 talon for flair.
  5. [Poll] Do you enjoy X-wing?

    Having more than 2 options would be good. There is a gradient on any of these answers.
  6. The Upsilon Shuttle.

    Coincidentally I just made my Upsilon Shuttle changes. I'm intentionally trying to be boring, so it's just cost changes across the board.
  7. X-wing Community Mod

    Upsilon Shuttle Overview The Upsilon Shuttle is already quite unique, so just gets some cost changes. The costs here may still be a hair conservative, but will still be much more competitive and make a good starting point for testing. All of the Upsilon's except for Kylo are tier 3, encouraging them to be loaded out with a variety of upgrades. Dormitz's pilot ability has been tweaked to explicitly prevent the interpretation that he can be placed anywhere on the game board during deployment. Kylo Ren's pilot ability has been made optional, to go along with the one-turn delay added to the "I'll Show You The Dark Side" condition card (see VT-49 post). Pilot Tiers Starkiller Base Pilot (PS2), Lieutenant Dormitz (PS3), and Major Striden (PS4) are tier 3. Kylo Ren (PS6) is tier 2. Pilot Cost and Ability Changes Starkiller Base Pilot (PS2): cost reduced from 60 to 53. Lieutenant Dormitz (PS3): cost reduced from 62 to 56, and ability changed to: "During setup, other friendly ships may be placed anywhere in the play area at Range 1-2 of you." Major Striden (PS4): cost reduced from 64 to 58. Kylo Ren (PS6): cost reduced from 68 to 63, and pilot ability changed to: "The first time you are hit by an attack each round, you may assign the "I'll Show You The Dark Side" Condition card to the attacker." Key Card Changes Kylo Ren's Shuttle Cost remains 4 / 4 / 4 Sample Loadouts Starkiller Base Pilot + Palpatine (69 points) Starkiller Base Pilot + Fire Control System (57 points) Starkiller Base Pilot + Fire Control System + Advanced Optics + Fleet Officer (66 points) Starkiller Base Pilot + General Hux + Advanced Optics + Fire Control System (70 points) Starkiller Base Pilot + Sensor Jammer + Rebel Captive + Kylo Ren's Shuttle (67 points)
  8. Happy Friday - Let’s fix the tie fighter!

    @ficklegreendice If multiple ships have arc on the target then the "check and see if another friendly ship with attack formation has arc" step takes about 0 seconds. It does introduce some player choice during the TIE Fighter's attack dice modification step, but if you only got 0 or 1 results then it's auto-use. The outmaneuver mechanic has 2 issues: TIE Fighters are straight up jousters, they're not going to trigger Outmaneuver very often. This is by far the biggest problem, it won't actually help them for the initial pass which is the one that matters the most. I'm trying to increase TIEs accuracy without just globally increasing their expected damage output. TIEs already do plenty of damage to AGI0 and AGI1. But vs AGI3+, TIEs' ATT2 might as well be worthless. I looked into giving TIE Fighters an extra hull, so tried that version of Evasive Thrusters. Games went too long. It's still on the table to remove the second half of the card. If they start auto-losing to bombs, well that would stink. Sounds like a good poll topic.
  9. Happy Friday - Let’s fix the tie fighter!

    Of the two cards, what's the worst wordiness offender and got any suggestions on how to improve it? Attack Formation 0 / 0 / 0 TIE Fighter, Z-95, or M3-A Interceptor only. Title. When attacking with a primary weapon, if the defender is in arc of another friendly ship with "Attack Formation" equipped, you may add one <hit> result. If you do and this attack hits, the defender suffers one damage, and then cancel all dice results. Evasive Thrusters 0 / 0 / 0 Modification. TIE Fighter only. Your agility value must be "3" to equip this card. When defending, you may discard this card to reroll any number of defense dice. When you are dealt a damage card that is not due to being the target of an attack, you may discard this card to discard that damage card. My thoughts below:
  10. Happy Friday - Let’s fix the tie fighter!

    Academy Ties can't take elites!
  11. Happy Friday - Let’s fix the tie fighter!

    Don't forget the defensive buff too! Evasive Thrusters 0 / 0 / 0 Modification. TIE Fighter only. Your agility value must be "3" to equip this card. When defending, you may discard this card to reroll any number of defense dice. When you are dealt a damage card that is not due to being the target of an attack, you may discard this card to discard that damage card.
  12. X-Wing a Dead Game?

    I would very much like for Community Mod to take off as a true community effort, but right now I'm the only one boostrapping it, so yes at present a more accurate name would be "JugglerWing". Right now it doesn't really exist as "a thing" because it doesn't have a squad builder yet, so the issue is moot anyway. But I choose "Community Mod" branding because it more closely aligns with where I would like it to go long-term. I'm all very up-front about this in the first post of the thread. I don't know what an "X-wing arbiter" would be, but I did essentially write the book on unit cost efficiencies. That's an old thread and I have (non publicly) updated some of the underpinnings to 1) implement a full action economy on a per-ship basis; 2) some mathematical tweaks to more correctly model the effectiveness:cost general power curve 3) update the reference power level for the current meta. But the basic premise is still very applicable, and is considerably more well-equipped to predict game balance than the developers are, unless they are intentionally creating consistent power creep. See below in response to disliking Xwing. Thank you for the kind words. Indeed it is not that I "dislike" X-wing as a whole. The fundamentals are really solid, and the analog movement mechanics is really what makes the game "interesting" to me (that and being Star Wars obviously). What I dislike is the game imbalances that have resulted in a meta with a very narrow list of competitive squads. To be fair it has been this way for X-wing's entire existence, but recent waves have pushed the game more towards card interactions that reduce the impact of meaningful positional choices. Of course, a majority of players don't chase the meta squads, but a majority of players also aren't consistently playing at the X-0 and X-1 tables at Regionals. At the last Regionals I went to a few weeks ago, I intentionally took a sub-meta list because I didn't feel like I would have fun flying Ghost / Fenn for 9 hours, and I didn't actually care about winning the tournament. Top 4 templates would have been nice, but I already have 2 sets. I figured going in that I would go 4-2 and miss the cut. As expected, I went 4-2 and missed the 16 person cut at #20 out of 136. At this point I'm going to take a break from competitive X-wing for a while, including local game store league night. We have a few players that still take Ghost / Fenn which is very unpleasant to play against with any sub meta list, let alone in a 60 minute format.
  13. Re-design any 1 ship of your choosing

    Why redesign just one? I'm doing all of them, and they'll all get balanced! https://community.fantasyflightgames.com/topic/264083-x-wing-community-mod/
  14. X-wing Community Mod

    Alpha-class star Wing (Assault Gunboat) Overview Assault Gunboats already have unique capabilities and just get some cost tweaks across the board. In the stock game, missile versions (i.e. Harpoons) are more competitive than the cannon versions. This is fixed in part by adjusting the missiles directly (i.e. nerfing harpoons, see Missiles post), and also by reducing the net cost of the cannons by making all the pilots "tier 3" for upgrade cost purposes. Some upgrades that are particularly useful for missiles and torpedoes have had their cost tweaked, see Missiles, Torpedoes, and related upgrades post. Pilot Tiers All Alpha-class Star Wing pilots are tier 3. Pilot Cost and Ability Changes Nu Squadron Pilot (PS2): cost decreased from 36 to 35. Rho Squadron Veteran (PS4): cost decreased from 42 to 40. Lieutenant Karsabi (PS5): cost decreased from 48 to 47. Major Vynder (PS7): cost decreased from 52 to 50. Key Card Changes XG-1 Assault Configuration cost reduced from 4 to 0 / 0 / 0 Linked Battery cost increased from 4 to to 6 / 7 / 8 Sample Loadouts PS2 + XG-1 + HLC (46 points) PS2 + XG-1 + HLC + Linked Battery (52 points) PS2 + XG-1 + HLC + Linked Battery + Long Range Scanners (53 points) PS4 + Adaptability + XG-1 + HLC (50 points) PS4 + Adaptability + XG-1 + HLC + Linked Battery (56 points) PS4 + Adaptability + XG-1 + HLC + Linked Battery + Long Range Scanners (57 points) PS2 + Harpoon Missiles + Long Range Scanners (46 points) PS4 + Deadeye + Harpoon Missiles + Guidance Chips (54 points)
  15. X-wing Community Mod

    TIE Silencer Overview TIE Silencers just get cost tweaks across the board. The base costs are lower on all ships, but some key upgrades (Advanced Optics, Autothrusters, Fire Control System) are all individually slightly more expensive (especially on Kylo), but the net effect is still for all loadouts to be less expensive, especially for the PS4, PS6, and Blackout. The "I'll Show You the Dark Side" condition card has been changed so it takes effect the round after it is applied; see the VT-49 post for the exact condition card text. Kylo Ren's pilot ability text has been made optional to fit with this change. Pilot Tiers Kylo Ren is tier 1. All other TIE Silencers are tier 2. Pilot Cost and Ability Changes Sienar-Jaemus Analyst (PS4): cost decreased from 52 to 47. First Order Test Pilot (PS6): cost decreased from 58 to 52. Test Pilot "Blackout": cost decreased from 62 to 55. Kylo Ren: cost decreased from 70 to 58, and card text changed to: "The first time you are hit by an attack each round, you may assign the "I'll Show You The Dark Side" Condition card to the attacker." Key Card Changes Advanced Optics cost changed from 4 to 4 / 5 / 6 Autothrusters cost changed from 4 to 4 / 5 / 6 First Order Vanguard cost changed from 4 to 5 / 5 / 6 Fire Control System cost changed from 4 to 4 / 6 / 8 Advanced Sensors cost changed from 6 to 4 / 5 / 6 Sample Loadouts PS4 + Autothrusters + Advanced Optics (57 points) PS4 + Autothrusters + Advanced Optics + FCS (63 points) PS6 + Autothrusters + Advanced Optics + Adaptability (62 points) PS6 + Autothrusters + Advanced Optics + Adaptability + FCS (68 points) PS6 + Autothrusters + PtL (63 points) PS6 + Autothrusters + PtL + Advanced Optics (68 points) PS6 + Autothrusters + PtL + Advanced Optics + FCS (74 points) Blackout + Autothrusters + PtL (66 points) Blackout + Autothrusters + PtL + Advanced Optics (71 points) Blackout + Autothrusters + PtL + Advanced Optics + FCS (77 points) Kylo + Autothrusters + PtL (71 points) Kylo + Autothrusters + PtL + Advanced Optics (77 points) Kylo + Autothrusters + PtL + Advanced Optics + Advanced Sensors (83 points) Kylo + Autothrusters + PtL + Advanced Optics + Advanced Sensors + First Order Vanguard (89 points)