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Everything posted by Dronevil

  1. I exclusively collect and play Rebels and Imperials. I pre-ordered the conversion kits and 2.0 base game. Then I waited. And waited. I pre-ordered the three card packs when they were announced. Finally some new pilots! I've now had to wait until the TIE Heavy to get anything new. Of course I've pre-ordered two. I have money in my pocket that FFG are not getting. I'll buy new ships, alt art ships (if they come with something I don't have card-wise. I'm looking at you Rebel A-Wing), card packs etc. There just aren't any for me to buy. Flappy wings aren't enough to make me buy ships I already have more than enough of, if all I'm getting is the ship and no new pilots.
  2. I either decline, or take it and just give it to my next opponent. I have no interest at all in fan-made alt arts or tokens.
  3. I'll be there. First big tournament
  4. I've always wanted to see the T-Wing in the game, plus the R-41 Starchaser although that's not a TIE or a -Wing. For TIE's, the only one I'd be interested in is the TIE Avenger.
  5. Wave 4, definitely. Lots of EU favourites.
  6. The K-Wing is definitely too powerful, for all the reasons listed above by other posters. I think the ARC-170 is the only new ship that is appropriate for inclusion in HotAC. Regarding how to make the K-Wing/E-Wing fit... artificially boosting PS for calculating Imperial ships doesn't work for me as if the Rebels are already maxed PS then there is no detriment. Artificially boosting number of Rebel ships for calculating Imperial ships doesn't work either as if there are already 6 Rebel players then there is no detriment. Removing a Modification slot and Elite slot is the better idea I think. The lost Mod is effectively -1 Hull/Shield so helps to compensate for them being naturally stronger ships. The lost Elite slot is a real killer as it reduces the super combos and utility you get by having 4 Elite skills. I'd be interested to hear from anyone who has playtested the ships at -1 Mod and -1 Elite.
  7. Not many Belgians made it into the top spots? A shame considering it was the Belgian championship!
  8. I like this idea. Makes the players stronger against TIE Fighters as they have all their EPTs + free Predator, but weaker against other ship types as they're unlikely to get 5 kills on them to earn the free Predator. Gives the kill boxes on the pilot sheets actual meaning as well. Edit: You should suggest this to the HotAC author!
  9. With pooling XP though, couldn't you just pool it out as normal but then halve what the shot down player receives? The other half of that XP is lost. Same amount of book-keeping as -5XP. That might also work alongside pooling XP in terms of making players want to work together to save their comrades as otherwise XP gets lost?
  10. I have no issue with the TIE Striker existing as an atmospheric fighter. That does make sense. I'd want it to seriously out-class TIE Fighters though in terms of what we've seen TIE Fighters do in atmosphere. I would also not want to see it in space, because if it can go into space and fly around in space just like all the other TIEs then it's just like all the other TIEs and becomes just another slightly-differently-shaped TIE. We're seeing it in X-Wing, which suggests it will be able to fly in space, which leads to my disappointment.
  11. FTFY. Seriously though, I really don't want to just see black and white versions of all the old ships being sold to us as "new" ships. But similarly I also don't want to see things like the TIE Striker being added in for absolutely no reason other than "because we want to see toys". Sigh.
  12. If you're doing this, I think it should be a harsher penalty. That's basically making the shot down penalty be the lowest possible that it could be out of the current options. I'd be keener to say "Earn 0 XP for any game you are shot down in". -5XP means you essentially don't really care about dying.
  13. I saw this on reddit the other day. I didn't find it funny.
  14. I don't like them, sorry. Extra Munitions has already been significantly altered for the campaign so that all ships can benefit from it. You're effectively adding an additional mod slot to every ship, which I think would push the balance too far in the Rebels' favour. The missile one... let the A-Wing be unique! It doesn't have much else going for it (as you correctly pointed out). To make A-Wings more playable, I'd allow Z-95 Headhunters to be a starting ship with initial 14 points (so total value 26 points like the X-Wing and Y-Wing). That will give natural progression to anyone wanting to play an A-wing since they can take missile upgrades with them when they upgrade. It'll also give them a head-start on upgrades, e.g. PS 3 + Predator + Vectored Thrusters all before you've even played your first game and all are useful to carry forward for the A-Wing.
  15. No. I want to play a game, not sit on my own with a tiny paintbrush getting frustrated over the number of unpainted models I still haven't finished. The fact that they're painted is one of the main reasons I play X-Wing over 40k.
  16. Interesting. I'm checking it out now. Edit: It seems to work ok. Should definitely save time when playing. It also has movements for ships that aren't in the campaign, such as the TIE Punisher and Rebel/Scum ships.
  17. I'm glad Finn crew is expensive. What would've been worse is if he was cheap and every ship with a crew slot basically just got +1 attack.
  18. We often have ships down to one or two HP at the end of our games. We don't tend to hyperspace out though as it really adds to the atmosphere when we're desperately trying to protect our fellow pilots through any means necessary.
  19. If you're allowed unique upgrades then what about this slight change to the Bomber: Gamma Squadron Veteran TIe Shuttle Lone Wolf Rebel Captive Agent Kallus Hull Upgrade (or Stealth Device might work with Kallus/Lone Wolf to back it up, your choice)
  20. Competitive XP grabbing just doesn't happen in my group. We discuss and play cooperatively, rather than treat the cooperative campaign as pseudo-competitive.
  21. I really like xcomIt's a 2-4 player coop that relies on an app that makes you do quick decisions. Basically two phases, timed phase and resolve phase. During the time phase the app will throw things at you like aliens attacking your base, UFO spawning over continents and you have a few seconds to decide where to put your resources, all while keeping budget in mind. Each player had a role such as science officer, commander et . The resolve phase is when you will roll dice and see if what Yas done manages to hold off the invasion. It's a really fun game, and easy to play, and the app I think is great XCOM is a great game, but I feel that Pandemic is the better coop game.
  22. Ticket To Ride - Great gateway game into board gaming. You can't go wrong with Ticket To Ride. If you get this, go for Ticket To Ride Europe rather than USA or Nordic. It has 5 player (Nordic is up to 3 player only) and the Europe 1912 expansion is far superior to the USA 1910 expansion. Europe also comes with Stations and Tunnels, which USA doesn't. Settlers of Catan - Get the normal version and Seafarers. Then the 5-6 player expansions for each if your gaming group is big enough. Star Trek Catan, Egypt Catan etc. are just the same game but with less opportunity for purchasing more expansions in the future. Ghostbusters - This is an ok game, but it's easy to max out your characters on the first or second scenario. I'm not sure how much replayability it would have unless you had different groups to play with. Carcassonne - Good game but I don't see the super attraction that some people have for it. It's just not as exciting for me as a game with a few more rules and the zillion expansions don't add enough for me. Risk - Any risk game is... risk. If you want something more in-depth then try Game of Thrones: The Board Game. Attack Wing - Poor man's X-Wing. Don't bother if you have X-Wing already. On to some personal recommendations, of which I'll stick to 3 + 1 coop as I imagine the number of recommendations already in this thread is probably already overwhelming. 1) 7 Wonders - A card drafting game for up to 7 players. Simple to learn but highly replayable. Large player count means it's good for some groups where otherwise there aren't really any options. You can even up the player count to 8 if you get the Cities expansion. The Babel expansion is "meh" but Cities, Leaders and the Wonders expansion are all good. 28th on BGG. 2) Terra Mystica - Very replayable. You colonise a board with Catan-style wooden buildings by first terraforming the ground into your race's terrain type. Building buildings unlocks more income but upgrading them then covers back up that income so you have to balance the low level dwellings with the higher level buildings. 14 races in the base game + 6 in the expansion. It's my gf's favourite board game and I can recommend it very highly. Ranked 4th on BGG. 3) Scythe - One of my latest purchases. A really fun mix of expansion, combat, resource gathering, building, territory control. Fantastic artwork. Single player "Automa" rules are included. If you like Risk then you should like the territory control and combat aspects. Ranked 19th on BGG. 4) Pandemic - Coop game. Save the world by curing infections. Very well made game. Forbidden Island, Forbidden Desert and Thunderbirds all use the same rules concepts but Pandemic does it best in my opinion. Plenty of expansions if you decide you really love the game. Easy to pick up and teach to new players. As do all coop games, this runs the risk of an "alpha" player taking over, so won't suit all gaming groups. Happy to chat about board games if the OP or anyone else wants to. Just drop me a PM. Edit: You can pretty much pick anything from the Top 30 on BGG and know that it will be a great game. The danger is that it might be a great game in its genre but you personally might not enjoy that genre of board game.
  23. Flechette Torps aren't brilliant due to the way the AI deals with stress. Proton Torps + Guidance Chips works really well once you have Predator. If you want Boost and Target Lock, have you considered R7-T1 as your Astromech?
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