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Bikeanimal

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Everything posted by Bikeanimal

  1. welcome matey:-) damage decks are (probably) going to be irrelevant to you for now tbh. i am assuming you will start by playing casually with friends/family instead of diving straight into tournaments...? both sets are brilliant so neither will be the "wrong" choice. if i was you i would go for the set with the ships you prefer the look of most, me? old school. in everything. always:-) you/the kids? that could just as easily be the new set and fair play... aside from which set has the ships/pilots you prefer the most they both have something going for them; the old core set has got a slightly simpler initial play experience (both the old x-wing and the old tie/ln fighter have fewer action options available to them) the new core set has the updated rules booklet in it (however this is still available as a free PDF from FFG so you can get it for the old core set no problems)
  2. i must admit i wasn't super-happy about having to buy a whole new core set to keep playing tourney's purely for a damage deck and i was an advocate of FFG offering the new damage deck separately. which was (mistakenly imo) never offered. so people, including myself, bought the new core set primarily for said deck... having said that i am sold on the idea that a damage deck should affect you every time a crit is inflicted and believe FFG made a perfectly cogent argument for developing the new one. so; there i was, having been made to feel a little disappointed a few weeks ago having to fork out for a new core in order to comply with the new damage deck regulation. ok at least it addressed a known issue and helped the game stay balanced (game balance is VERY important to me - i don't want to feel i can't play certain ships because they're uncompetitive) and now here i am, a little disappointed (again!) that FFG have done a u-turn, invalidating my recent forced purchase AND leaving my with the feeling the game is that bit less balanced because the balance tweak is optional (which means it'll be applied to maximising people's particular situations maximising any imbalance there). i hope FFG does enforce one or other damage deck, and if the new one is the most balanced-we'll have that one please. i also hope FFG see's sense and sell's the deck separately...
  3. All the best man and good luck with your future endeavours. hopefully we'll get to welcome you back someday:-)
  4. agreed. if you want to share spoilers (and i'm fine with those that want to do this) please don't force spoiler info on those that don't want it (like putting the info in the title). It's like the bl00dy news channels giving out football, F1 (or even worse motoGP) results with no warning, spoiling some/all of the enjoyment of watching the games/races themselves...
  5. Bikeanimal

    Happy Friday

    Yo yo happy Friday Cuban The dials do look sweet-more shiney things-yey!
  6. Bikeanimal

    Cp-3O

    The original? Lots. Who'd pay through the nose for it if you don't need to. Don't get me wrong-I like to have a COMPLETE set of x-wing stuff so I already have the tantive 3PO but I bought it for the ship not the card. (Never actually used the card-I don't like following the crowd with "meta-lists"...)
  7. the relevant info is on page 4 of the x-wing tournament rules pdf on this page: https://www.fantasyflightgames.com/en/products/x-wing/
  8. Awesome ideas-bet the end result would look amazing. You could potentially make it as near to "legal" as possible if you ensured the footprint/cross section of each "tower" equated to a standard asteroid size/shape. You could do this by altering the size/shape of the towers and, say, have spires/masts for the smaller ones, tips of domes for approximately circular ones and things like buttressing/walkways/balconies/landing platforms for the more irregularly shaped ones. Keeping the "place asteroids anywhere in the play area" deployment style equitable without having random "floating" towers not obviously contiguous with the lower cityscape would be more problematic but you could minimise this discontinuity with the design of the base layer buildings (most of a similar height perhaps?) I suppose you could even use skyhooks or bespin-style tabana gas storage platforms or even thunder clouds to represent the asteroid tokens if continuity with the base city-scape was an issue using the building shaped ones. the buildings would look mint though if you could pull it off...
  9. last epic GNK i played in someone took 10x blue squadron B-Wings with HLC's... that's A LOT of dice (and shields)... i didn't play against it (luckily) but i think it won the tourney... Me? I agree with stone37 - i like to have an overall plan for my list as a whole (and therefore an idea of how i want to try to accomplish it), I'm a fan of synergy and theme running through a list no matter what format i play...
  10. The core set doesn't come with either Howlrunner or VI. The point was to ape the new core set's "1 higher and 1 lower" (PS Imp vs Reb) not an insistence on a particular pilot. Howlrunner was simply the first pilot that came to mind that, with vi, would allow Luke to be the middle ps ship. Mauler would work just as well (with vi of course) and I'm sure card proxy-ing with the wife if required isn't a capital offense...
  11. You could always just ape the new core set intro game and ensure the rebel ship has a PS level between the two tie fighter PS's... If you insist on running luke as the rebel pilot give howlrunner VI to ensure luke's pilot skill still sits between the tie PS's.. If you are after defeating the luke/R2 combo with the parameters you are currently running i think the piloting/tactical advice above is all good... (as you improve as a pilot you'll find you will become able to bridge many of the shortcomings you are currently suffering...) p.s. note that x-wing as a game is really aimed at being a well balanced game at the 100pt squad level and deviances away from this will introduce a certain amount of imbalance so your continual loses may also be being affected by this...
  12. Dude that is awesome! you should totally get a vid visualising the lasers firing (like using a can of aerosol...)
  13. I think playing with the strengths/weaknesses of your pilots in mind is important (joust with an arc dodger or pwt? No! Split up your low PS ships to chase multiple individual arc dodgers? No! Plus all of the initial post fundamentals like avoiding asteroids, maximising actions etc etc etc....
  14. i totally understand the need for "bang for bucks" when you're starting out i notice you said "grab another original core set", i'm assuming you therefore have one already? if so i wouldn't suggest getting another one at this stage. I think you'd be better off getting some expansion packs for variety (you should be able to get 3 basic expansion packs for the same price of a starter set). This will let you get the same physical number of ships but instead of doubling up on pilots you already have you will gain access to the different ones found in the expansion packs (not to mention the upgrade cards). As far as expansion packs go, for imps i agree with spike (tie fighter/tie interceptor/imp aces/tie advanced) however if you like the look/feel of a particular ship go for it! there is no ship that is to be avoided. For rebels an X-wing/B-wing would be my first choice newbie expansions although again go with personal preference over anything else... If you are wanting to get 100pts asap it might well be worth considering a decimator for the imps as you can easily make it 50-60pts on it's own. if you prefer the slave 1 you can upgrade that enough to swallow a fair few points as well... Alternatively if you want the added value of additional dice/templates/tokens of a core set i'd get a copy of the new one over a second original one as, again, this will give you access to more variety of ships than doubling up on the old one... In all honesty i wouldn't overly worry what you get at this stage as you will, i promise you, end up with everything in the end unless you have a particular dislike for a certain ship... (ps i haven't mentioned scum at this point as i'm assuming you're initial goal is to get some playable lists from what you already have...)
  15. Welcome welcome I'm jealous already! (i'd love to get my other half involved, alas she doesn't seem keen to 3-0 me... ) As stoneface says the useful links pinned thread is great for getting some of the fundamentals cemented for you (the "earning your wings" movement guide thread in particular is excellent). Hope you enjoy the game even half as much as me...
  16. There are some very valid points made above with; good piloting, asteroids, range 1 doughnut holes, variation in dice rolls etc (not to mention action loss by deliberate bumping) all potentially playing their part, however there is another way... For this hypothetical scenario i will assume the 2 players are both of equal skill and both have equal luck (i.e. both get to focus all their shots onto one enemy ship each round and, against agility 1 Y-wings, will therefore always hit): Player A opts for 4x PS2 TLT Y-Wings while player B take 2x PS4 TLT Y-Wings and 2x PS2 TLT Y-Wings. Not that it matters with simultaneous fire but lets assume player A has initiative and shoots first. For the sake of simplicity all hits are standard hits not critical hits (as i'm too lazy to figure out the potential outcomes from them). Here's what would happen; combat round 1 player B shoots first with his 2x PS4 Y's (for 4x hits) onto one of player A's Y's. player A shoots all of his PS2 Y's onto one of player B's PS4 Y's (for 8 hits) and kills it player B's remaining 2x PS2 Y's shoot into player A's damaged Y (for another 4 hits, totalling 8 hits) and kills it combat round 2 player B shoots his remaining PS4 Y into a remaining player A Y (for 2 hits) player A shoots all 3 of his remaining PS2 Y's into player B's remaining PS4 Y (for 6 hits) player B shoots his remaining 2 PS2 Y's into the damaged Y of player A (for 4 more hits totalling 6 hits) combat round 3 player B shoots his PS4 Y into the damaged Y of player A (for 2 more hits totalling 8 hits) and kills it player A shoots one of his 2 remaining Y's into player B's PS4 Y (for 2 more hits totalling 8 hits) and kills it player A's remaining Y shoots into one of player B's remaining (PS2) Y's (for 2 hits) player B shoots both his remaining (PS2) Y's into one of player A's Y's (for 4 hits) combat round 4 player A shoots both his remaining Y's into one of player B's remaining (PS2) Y's (for 4 hits totalling 6 hits) player B shoots both his remaining Y's into player A's damaged Y (for 4 more hits totalling 8 hits) and kills it combat round 5 player A shoots his remaining Y into player B's damaged Y (for 2 more hits totalling 8 hits) and kills it player B shoots his remaining Y into player A's remaining Y (for 2 hits) player B shoots his dying Y into player A's remaining Y (simultaneous fire rule) (for 2 more hits totalling 4 hits) combat round 6 player A shoots player B's remaining Y (for 2 hits) player B shoots player A's remaining Y (for 2 more hits totalling 6 hits) combat round 7 player A shoots player B's remaining Y (for 2 more hits totalling 4 hits) player B shoots player B's remaining Y (for 2 more hits totalling 8 hits) killing it. player B wins....
  17. I used to use a plastic multi-compartment plastic storage box (like the plano boxes you get in the US) however i soon outgrew them as my collection went bat-crap-crazy so i switched to storing the dials (and ship base cards) in with each ship in my KR multicase. This also stops me needing to root through multiple boxes to get a complete game-ready ship. The specific dial/base card slots available from KR (and i'm assuming Battlefoam too) don't appeal to me as they take away from the total number of ships i can store in each box. (keeping the dial/base cards in with each ship has the bonus of saving space as well)
  18. Dude! don't hang your head! When i first started, getting an action was a bonus-i collided with ships/asteroids that often Practice obviously really helps but two things in particular really made a difference for me; 1) the movement guide in the "earning your wings" thread (can be found in the "index of useful links" thread pinned to page 1 of the forum page) 2) we ran a league using only base level generic pilots (with no upgrades allowed) where we learnt to put more emphasis on ship piloting rather than using/beating amazing pilot/upgrade combo's I've never used vassel so i can't help on that platform unfortunately however, if you live/play anyway near me/my local gaming group (NW England) you'd always be welcome to come play, learn (and teach us - we're always happy to learn from people ourselves). Failing this, as mentioned above, there are loads of informative vids out there too... Don't give up mate, if you're anything like me my learning was in fits and spurts rather than linear as particular aspects of the game suddenly clicked into place for me...
  19. you, have NO interest? in owning multiple shuttles...?!!!!!! SACRILEGE!!!!!!!!!!!! HOW DARE YOU SIR!!!!!!!!!! I once walked in to a 120pt casual tourney at my FLGS and saw someone flying 5! YES 5!! shuttles... It was beautiful and i was instantly jealous.... my 2 just isn't enough....
  20. I'm torn on this. You see x-wings kindda barrel rolling in the films and i'm a firm believer in the x-wing in particular needing a defensive boost (like a re-positional barrel roll would do) however, i have had it pointed out by friends that one of the main differences between the slower/tankier rebel ships and the faster/nimbler imperial ships is the barrel roll, and giving wholesale access to a barrel roll to the rebels will nullify this design difference-i think they have a point... There's always going to be manoeuvres that you wish you ships had and which would be greatly beneficial, however, i believe one of the challenges of the game is to compensate for the limitations of your ships by piloting skills rather than have access to an upgrade that could ignore any such shortcomings. tbh i don't like seeing large base ships barrel rolling either - if a small ship can't barrel roll in the game natively (let's assume it's thematically because it would complete the manoeuvre too slowly, like an x-wing, vs one that can, such as a tie fighter) then a larger and therefore presumably less nimble ship barrel rolling just doesn't feel right to me, but i digress... In short, whilst i wish a lot of ships that don't have it could have it while i'm flying them i think on balance it would not be a good thing. If such an upgrade did come out i wouldn't use it in casual/GNK play however i would in premier events where the self imposed limitation would be far too high a cost. On points i'd cost it more like the engine upgrade (4pts) as it is a potentially more powerful upgrade than shield/hull and (unless paired with a handful of astro's/EPT'S) a re-usable enhancement unlike shield/hull...
  21. well from watching the review vid it definitely looks worth a go:-) think it'll go on my christmas wish list (unless FFG swamp us with wave 8 & armada wave 2 at the same time...)
  22. Just tried this app. Bit clunky compared to online builders I've used but it works so a great tool if internet access is restricted (or data too I suppose). Well done that man
  23. Dunno about outright squad builder apps from App Store (there is an x-wing news app called "x-winger" that I believe has future thoughts for a squad builder but as is, it's only a news app). I do however use online list builders. Here's the two I have used; http://xwing-builder.co.uk/ https://geordanr.github.io/xwing/ And an android one (never used it myself as have wife's old iPhone...): https://play.google.com/store/apps/details?id=es.eko.squadronbuilder&hl=en_GB I've used the top iPhone one the most but whilst it works great on laptop/iPad it can have navigational issues on the (my) iPhone, not scrolling correctly, not selecting upgrade choices correctly, which can be right annoying...) Well done on your pied piper work btw
  24. Absolutely get over to your FLGS! The ability to play against a range of players (and their associated range of lists) really opens up the game... For me, i played a lot of GW stuff back in the day from school-college ages (Rouge Trader 40k the main one (old? yep!) but many others too). Stopped playing after uni as my group of mates went their own ways... Fast forward some (ok many) years and after un-boxing some of my old GW stuff (anyone remember squats? ) i started hankering after playing tabletop games again. A workmate took me to a FLGS and introduced me to x-wing. LOVE IT!!!!! I bought a core set and one of every expansion they had in stock there and then (limit to one faction? NO!!) I now have a frankly unnecessarily large collection, play in casual games and premier tournaments and have no plan on stopping.....
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