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Everything posted by Otacon

  1. Otacon

    Clone Wars!

    Welp, I guess I'm saving a bunch of money this wave.
  2. This is a really difficult question to answer without observing your play. Yeah, games are going to take longer while you're learning with needing to reference the rules, but 4 hours seems excessive to me. Since we can't watch you and your friend play and see if you're actually doing something wrong, if you haven't already I'd suggest looking up some learn to play or demo videos. Those should make it obvious if you've been playing things incorrectly in a way that it's stretching your play time. Team Covenant has some pretty good ones I think, you can find them on youtube, but there's tons of them out there. Just make sure you're watching 2nd edition and not 1st edition videos.
  3. Time machine you guys have must be nice, it's not on the main page, or linked on their twitter yet...
  4. To that point, Luke is already 10 points more than Wedge, a higher I pilot in the same ship with a great ability, and 14 points more than the X-wing's other I5 pilot, Thane, who also has a pretty solid ability. Maybe they'll decide he's not paying enough of a premium at some point but he's already definitely paying for what he gets.
  5. Discovered this Saturday. I haven't been testing or theory crafting 2.0 stuff for the last few months like some people, but went into my first games of 2.0, and of X-wing period in over a year, this last weekend with the idea that anything providing action economy in this new environment is probably pretty good. List was Wedge with Swarm Tactics(to bump up Garvin's initiative) and torpedos, Supernatural Luke, and Garvin. I think Garvin's ability triggered all of twice, and only once when it was relevant, across 3 games. Pretty lackluster, not being able to spend for 0 changes is a lot more limiting than you might imagine at first. Ten Numb, with Farlander's old ability, is likely going to have the same problem. Servomotors are definitely neat, and have a bigger impact than I'd expected them to at first. It's extra fun how they combo with Supernatural Reflexes on Luke, letting him pre-maneuver boost > open s-foils > move > BR or whatever else into 3 dice attacks, and close s-foils > pre-maneuver boost/BR > move > whichever boost/BR you didn't already do, to run away. Does anyone know if, with S-foils closed, you can do the linked red Focus off of a Supernatural Reflexes Boost? I could probably figure it out for myself with a more thorough read of the new rules reference, but being able to, starting from Closed S-foils, do: SR Boost > linked red focus > Open S-foils > execute blue manuever to clear stress > BR or target lock, for a stress free triple action turn, seems too good to be true. Anyway, as to the question at hand, Wedge and Luke are definitely up there, Thane probably is too, thinking about his ability some more. The X-wing is pretty solid, and has a lot of really good pilot abilities, you just have to put some thought into flying them and use everything they have available.
  6. How long it's taking me to pack away my 1.0 stuff, assemble all of the dials, get all the new cards into my binders, and reorganize my factions in my carry cases. I only got through my rebels last night, my finger tips are still sore from all the dial assembly.
  7. Ended up with a core, Rebel and Imperial Conversions, and a single X and Y wing expansion each. I'm probably leaving my scum in the dust, unsure about sequel factions. I'd planned on at least one X-wing expansion, as the generic red squadron paintjob will be a good base to add detail for Wedge's X-wing. I hadn't been planning on a new Y-wing, but after seeing the new model in person I had to get one. It's crazy how much better it is than the original.
  8. I'd rather not have X-wing cards turn into the typical space instructions for a Euro worker placement game, where I have to reference the manual to have any hope of a clue what a given thing actually does.
  9. Otacon


    Well, at least with the new release model I won't have to buy them just for upgrades, if they stick with it.
  10. I don't remember what enough of the upgrades do off the top of my head to really dive in, but my base of: Lando + Nien Nunb Wedge + Proton torps for my Battle of Endor list coming in at 158, with 42 points left to play with upgrades and other additions, seems pretty solid. Wedge getting relatively cheaper, while his ability gets relatively better* has got me excited; I can finally play him and not feel like I'm wearing an anchor around my neck. *given how evade tokens work, within range 2 just about everything is capped to at best dodge 2 damage from him now. And, more of an edge case, but even if it's just at range 3 he at least does something against 0 Agility ships now.
  11. The $80 price tag seemed a bit out there, but reading the description it includes a Core Set and a fighter expansion, so that seems more reasonable. Not surprising they have events going for it given it's early launching there.
  12. There was no E-wing in Rogue Squadron. You got to fly the V-wing air speeder in the mission against the World Devastators on Mon Calamari, and could unlock the Falcon, TIE Interceptor, T-16, and a 1969 Buick, but you never got E-wings. Unless they showed up in Rogue Squadron 3, which I never played, they don't turn up anywhere else in the series either. Rogue Squadron only flew E-wings in one of the comics.
  13. Otacon

    Happy FRI-Day

    Ouch. I have friends in the 501st, from them you really don't want to fall in one of those costumes, though for what it's worth I get the impression from the look of it that that was purpose made for being able to do that, rather than a straight up stormtrooper outfit.
  14. Otacon

    Happy FRI-Day

    Also I apologize for the attempted thread hijack, today is just lame, I'm venting everywhere I can find that's even tangentially related.
  15. Otacon

    Happy FRI-Day

    It's technically not as extensive as a full on second edition. None of the mechanics changed, the existing card pool remained. They just updated the core set contents. Netrunner was originally designed several years before FFG announced their rotation policy, so the base game and the first few cycles weren't designed with eventual rotation in mind. On top of that, the core set originally wasn't going to rotate, despite the core set being the source of a lot of the 'problem' cards still in the game. So instead of a full reboot of the game, when Netrunner was going to become the first LCG to hit the planned cardpool size for rotation, they revamped the core set as well, dropping a lot of the problem cards, both over and underpowered, and bringing in cards from the first two cycles that were considered key to the card pool. Then on top of that, they moved away from the Most Wanted List influence taxing system of handling overpowered cards(where influence is the resource you spend during deck building to import from other factions) to a more straightforward Banned and Restricted list. All of that stuff came together late last year, under the direction of a new lead designer, to breath a lot of new life into a game that was getting really stale. But yeah, every indication was Netrunner was going to keep thriving for years, and if you go look at the breakdown of factions and ids from the European Championships things were looking pretty solid. Now less than a year after announcing the changing of hands and all of that stuff happening its on its way out. It is true that Games Workshop may have considered FFG direct competitors, though at the time they decided to not renew that particular license, Runewars hadn't been announced yet and I'm not sure Legion was even in active development, though X-wing and Armada were out there. I'm not sure how much unannounced miniatures games would have played into that particular decision... But I'm not sure if WotC would consider Netrunner legitimate competition in the same way. Even the biggest Netrunner events at ~300+ players are dwarfed by the typical MtG pro tour event. Other speculation I've seen is that Wizards of the Coast may have wanted to get control of Netrunner back given an expected resurgence in popularity for the IP the original 90's Netrunner CCG was themed around; Cyberpunk 2020. Specifically, The Witcher developers CDProjekt Red's next game, Cyberpunk 2077, is likely coming sooner than later, and the Cyberpunk pen and paper RPG is getting a new edition as well. They may feel that they can get more out of Netrunner if they bring it back in house in light of that, given how successful The Witcher 3 was. The other difference here from losing the 40k license, it seemed apparent that something was going on there for quite a while ahead of the actual announcement. There was rumbling from Conquest playtesters that they hadn't received new content for months in advance, and there was no public news regarding any of the GW IPs for a similar time frame. Compare that with Netrunner where we had a new deluxe expansion announced back in March. ****, we had an article about its contents within the last week. There was no overt indication anything was wrong. Obviously FFG would have known the date the license was set to expire but unlike in the GW case where it seems clear GW let them know in advance they had no plans to extend it, you get the impression they expected to get a renewal with Wizards no problem, and that they were just as blindsided about this cancellation as we are. tl;dr this is similar to the GW situation, but feels like it was much more sudden and unexpected, even for FFG.
  16. FFG owns the Android IP. They licensed the original Netrunner game system from Wizards, who originally released the game in the mid 90s as a CCG, originally themed around the Cyberpunk 2020 pen and paper RPG. At best, we're going to get a new Netrunner from them, with the old theme, and likely the CCG format ?Which... I mean, as much as I like Netrunner, no thanks. Part of the appeal of Android: Netrunner is the LCG format. In a way it's not surprising they'd want it back under their roof, given CDProjekt Red should be releasing their video game adaptation of Cyberpunk fairly soon as a follow up to The Witcher 3, so the Cyberpunk IP is probably about to get a lot more valuable. That probably factored into them not wanting to continue the deal.
  17. Otacon

    Happy FRI-Day

    Not a particularly happy Friday for me, given they just announced Netrunner is dead. Makes one a bit worried for the future of other licensed hobby games... ordinarily I wouldn't be worried given FFG just committed to a 2nd edition of X-wing, Legion, Destiny is still going strong, etc. ...but Netrunner hired a new lead designer less than a year ago, and completely revamped it's core set, and was their first LCG to enter rotation, and still had new product getting announced as recently as 2-3 months ago. It's a bit scary. I'm going to need to pick a new avatar...
  18. Warhammer 40k Conquest playtesters reported not receiving a new cycle to test for months ahead of the announcement that FFG's licensing agreement with GW was ending. I haven't heard similar rumbling for Netrunner, and even FFG's newspost gives the impression they weren't expecting this in the same way. Obviously these kind of agreements have set end dates, but given everything they've done over the last year to overhaul things(bring in a new lead designer, follow through with Netrunner being the first LCG to hit rotation, revising the core set with a ton of new art and new card pool, and working on a new cycle and a new deluxe box), I can't imagine they would have done all of that if they were seriously expecting to have to end the game less than a year after all of those plans came to fruition. They likely expected extension negotiations to go smoothly(who knows, maybe they have happened that way previously, we don't know how long the license was for), and were somewhat blindsided when they didn't.
  19. Yes, there's a safety valve. They should still be trying to avoid needing to use it, especially in the first wave of the redesign. People make mistakes, that's why they have these systems in place for 2nd edition, but given the way in which this card breaks the rules it seem like a pretty clear miss. But hey, best case we'll end up being the ones that were wrong about Luke. I'd be pleasantly surprised, but still surprised.
  20. If people are going to say "Look, the devs said it's for casual play, we were right" as though that somehow settles it, then yeah I'm still going to respond. It's a discussion forum, there's a new piece of information for the discussion. The developers claim it's meant for more casual play; I counter argue that the things that they say make it good for newer players are the same things that make it so potentially strong for competitive.
  21. This is exactly the aspect that makes it so strong for competitive. Unless he's truly overcosted, and I'm not convinced yet even 30 is enough, easy + strong = tournament-no-brainer. It's always been this way, in X-wing and every other game out there. Am I already outflying you? Great, I get action free dice mods every shot that don't care about stress or blocking. Do I need to do some arc dodging to keep you from shooting me? Great, I still get to take shots while I boost or just reposition and mod my shot. Han is limited to needing to be near obstacles to get his rerolls now. But if I don't need to care about where my arc is facing, it's way easier to focus on hugging the rocks and still get shots with his, again, action free mods. Or Lando. As long as I pull a Blue I can boost and Focus/TL, with near perfect information, and still be guaranteed a shot with those mods, or just a better modded shot if I kept you in arc. In a world without Autothrusters, without Evade tokens adding extra results, without crazy action economy, and with generally lower Pilot Skill/Initiative, an upgrade that basically gives you both mods and action economy with perfect information is incredibly valuable. Even if the worst case doesn't pan out in Wave 1, Luke is out there, all it potentially takes is one bad upgrade somewhere to break things. And yes, they have the means to much more easily fix issues if they come up, but the fact something so glaring is already coming in Wave 1 is troubling. Just because they gave their reasoning doesn't mean we have to agree they're right.
  22. We don't need 2nd edition to be out already to be worried. We already know firing outside of arc abilities are overpowered in the current game, 2nd edition isn't so different from 1st in the basics that such an ability still being around isn't a potential problem. Yeah, you can't quite put together the full Fat Turret package due to other changes in 2.0, but you can get scarily close. Even if Engine Upgrade is also ridiculously expensive there are going to be Han and Lando (new Rebel Lando is I 5 if I recall correctly?) builds that aren't that far off, especially in a world where dice mods and action economies are a lot lower across the board and Auto Thrusters doesn't exist anymore. It's not even so much that you'd necessarily need to use his ability every turn; if you need to get out of arcs, you can still get a shot, but if you're outflying your opponent you get the action free Force token dice mod instead, sometimes both. Yes, they have a means to fix things now if/when he does become a problem, but the fact there's something that already looks like it's going to require them to go to those measures before 2nd edition even releases is worrying.
  23. Unless I missed it, I don't think they say anything about it in the article, the escape pod is a separate ship, you can see L3-37 as a pilot for it in the card spread, has "when docked" in its Ship/pilot ability text. Edit: Nevermind, I did miss it, it's in the paragraph with the rigged cargo chute. It sound like the actual miniature docks to the Falcon?
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