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Transmogrifier

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  1. Transmogrifier

    Bullseye Talents

    I'd rather have Ruthless on TIE Bombers if we're talking 1 point Talents that work with ordnance.
  2. Transmogrifier

    Terrifying Technology: Vulture preview

    I'm an idiot - I was thinking Vultures were 3 AGI / 2 Hull - ignore my math
  3. Transmogrifier

    Terrifying Technology: Vulture preview

    I assumed you were talking about the shot on the Vulture that just burned its calculate to launch the Buzz Droid. If a Buzz Droid eats a 3 dice+focus attack that seems like a good use of the points for the CIS player considering how fragile Vulture Droids are.
  4. Transmogrifier

    Terrifying Technology: Vulture preview

    It gets slightly better if you assume you still have defensive calculate via Networked Calculations - only a 15.6% chance to take 2 damage, or 17.4% chance to eat a single crit (about 25% of which either instantly kill you or neuter your attack so much that they may as well have killed you). So something like a 20% chance for a single 3 die focus attack to initiative kill a Vulture at range 2.
  5. Transmogrifier

    Carolina Krayts is the best X-Wing podcast

    still working my way to it
  6. Transmogrifier

    Carolina Krayts is the best X-Wing podcast

    I've been watching the Top 50 matches as Gold Squadron uploads them and I have to say it's some of the best gameplay + commentary I've seen in a while. Nice work Jeremy and Nam-my.
  7. Transmogrifier

    Carolina Krayts is the best X-Wing podcast

    Yeah, I'm glad they are throwing the ideas out there and giving alternate formats an official stamp of encouragement. The exact formats don't super matter, but the fact that FFG is saying "you can play the game in weird ways and that's OK, here's some prizes, and a (clunky) tool set to support it, do what you want man" is fantastic. We have done some weird variants locally in the past and often they are the ones that bring out the larger crowds simply because the more casual players find them less intimidating.
  8. Transmogrifier

    Carolina Krayts is the best X-Wing podcast

    This is their write-up of the intent of how it's supposed to work: https://www.fantasyflightgames.com/en/news/2018/12/19/advanced-targeting/ it looks like the "Challenge variant" they are talking about is "Season of Giving" Variant in the FFG app, which seems to be all ships, generic pilots only plus all pilots for ships with Coordinate, all ships gain red coordinate (?) but really, just do whatever you want
  9. Transmogrifier

    Carolina Krayts is the best X-Wing podcast

    The "advanced maneuvers" part of the Bearing section tells you that advanced maneuvers don't follow the same rules: "Advanced Maneuvers The following bearings are for ADVANCED MANEUVERS. These have exceptions to the standard rules for executing a maneuver." Notably it doesn't say "these follow all the same rules unless stated otherwise" or anything in that vein. So to make the "Toronto Ruling" you have to *really* want it.
  10. Transmogrifier

    Carolina Krayts is the best X-Wing podcast

    The rules are spread out across several sections, but the relevant items I found are: (Rules Reference page 6): Bearing [...] Advanced Maneuvers The following bearings are for ADVANCED MANEUVERS. These have exceptions to the standard rules for executing a maneuver. [...} Tallon Roll The ⁢ (left Tallon Roll) and ⁦ (right Tallon Roll) bearings advance a ship at a tight curve to one side, sharply changing its facing by 180º. This uses the same template as the [left hard turn] and [right hard turn] ⁠maneuvers. ◊ If the ship fully executes the maneuver, before the player places the ship at the opposite end of the template, the ship is rotated 90º to the left for a [left tallon roll]⁢, or 90º to the right for a ⁦[right tallon roll]. Then the player places the ship with the hashmark on the side of the base aligned to the left, middle, or right of the end of the template, (similar to a barrel roll). (italics mine) (Rules Reference page 14) Overlap While a ship executes a maneuver or otherwise moves, it OVERLAPS an object if the ship's final position would physically be on top of that object. A ship FULLY executes a maneuver if it does not overlap a ship. If a ship executes a maneuver and overlaps a ship, it must PARTIALLY execute that maneuver by performing the following steps. [...] The rules as written for the Tallon Roll are inherently impossible to follow (you don't know if the ship fully executes the maneuver until you actually have verified that it fits in its final position, which for the Tallon Roll means checking all 3 of the possible final positions). However, there is also no step for placing the ship at the end of the maneuver template in the nubs prior to the "rotate 90 degrees ..." instructions. The ruling argued at Toronto would require that step in order to make any sense.
  11. Transmogrifier

    Mario Kart Ship creation!

    T-70s seem well suited to Mario Kart with their native boost, decent health and access to action economy and special astromechs. I'm assuming Black One would need to be banned, not sure if you'd want to ban tractor beam too? Either way, here are some ideas: Temmin Wexley (54) S-Foils (0) R5-X3 (5) Heroic (1) - Snap will be getting a free boost most of the time and R5-X3 lets you drive through obstacles as needed. Kare Kun (53) S-Foils (0) BB-8 (6) Heroic (1) - Kare's hard 1 boost before or after her maneuver really gives her maneuvering options so she can keep her speed up while navigating through tricky areas If you are allowing Black One and Tractor beam, I'd go for something like: Temmin Wexley (54) S-Foils (0) Black One (2) Tractor Beam (2) R4 Astromech (2)
  12. Transmogrifier

    Carolina Krayts is the best X-Wing podcast

    let's be real, the venn diagram is pretty much a circle
  13. Transmogrifier

    Republic Upgrades Article

    Because other factions have Medium and Large-based ships that become potentially problematic if they can reduce difficulty of basic maneuvers (Kimogila and JumpMaster 5000 in particular would love to reduce difficulty of their turns). Having the Republic restriction allows them to keep R4-P priced reasonably.
  14. Transmogrifier

    Carolina Krayts is the best X-Wing podcast

    exactly, people are judging purple evade in the context of the base stats and not considering the configuration that changes the statline into 3 attack / 2 agility / 6 health
  15. Transmogrifier

    Old Deadeye would make missiles playable in 2.0

    I disagree with the premise that points can solve the fundamental issue here: missiles aren’t very useful because locks are hard to acquire below I5 and the opportunity cost of spending an action to take a lock often means taking more damage (before getting a chance to shoot), offsetting the usefulness of the missile’s effect (which are fairly weak as far as ordnance goes). Basically, the core functionality is the issue, so making it cheaper still doesnt make it a good option for most platforms - it would just make missiles better on the few platforms that can mitigate the functionality issues.
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