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About Thenightgaunt

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    Dallas, TX
  1. Yeah, that's exactly what I see on mine. They quality of their washes and the cleanup afterwards has dropped hard on the Gladiator and the Frigate, compared to how it looks in the Core Set. Hopefully pointing this out will improve that stage in the process a bit for future releases.
  2. Now I've got no complaint about the models themselves. It's just not the greatest paint job. Part of what it looks like is a lack of fine detail on those ships. I took a good long look at my new Assault Frigate and Gladiator and compared them to the Star Destroyer that came with the core set. The 2 new ships lack the level of detail that the Star Destroyer has. The Star Destroyer has a lot more small areas and ornamental lines so it comes off looking very complicated and detailed. The Gladiator has far more "flat" surface area visually, and the Assault Frigate has a ton of flat surface area. Combine that with a somewhat "meh" job at cleaning the ships after they got dipped in that ink wash they're using and you get ships that look much duller than the ones that came in the core set. Kinda unfortunate. The Assault Frigate is a bit of a disappointment there. It's obvious on mine that they gave parts of the ship an ink wash before construction. I've got one fin with a perfect wash that brings out all the detail, but the rest of the ship is dull with the wash staining most of the big flat areas and turning them dull. While the Gladiator maybe just needs a little highlight work, all that flat space on the Assault Frigate needs a little something. It could use some more work with a good wash to bring out the lines and then some simple highlighting to bring out the flat areas. I played around with
  3. Gotcha, so you really should protect any "heavy" squads by either bringing in a squad with "escort" or keeping them away from enemy squads.
  4. Ok so according to the description in the Reference book the Heavy ability does the following "You do not prevent engaged squadrons from attacking ships or moving" So is this a boon or a hindrance? Does this mean that a "heavy" ship cannot be engaged and can keep moving and attacking other targets even if an enemy squadron is close enough to be engaged. Or does it mean that the "heavy" ship is so slow that if it gets engaged by say a TIE fighter, the TIE can just fly off whenever it wants? I read it to mean that the "heavy" status is a hindrance and if engaged with another squadron, the "heavy" ship is stuck following the rules of being engaged while it's opponent can basically ignore a good chunk of those same rules.
  5. I know that I've failed to really use them properly in the few games I've run, but the squadrons are an interesting and useful part of the game. The TIEs are mostly there as an anti-squadron wall to stop X-Wings in the base set. Though if you don't block them a big TIE swarm can mess up a Rebel ship. Meanwhile the X-Wings can deal crits and Luke can deal both crits and ignores shields. So while not a real damage dealer, they can be one part of a very nasty strategy. The expansions look cool too. The B-Wings and Y-Wings look like nasty bombers and Dutch can shut down enemy ships with his "ion turret". And the A-Wings look like pure TIE killers. The Imperial expansion looks nasty as well. The TIE bomber Rhymer lets any other Bombers attack ship at medium range.
  6. That is awesome! And I love the concept, thumbing your nose at the rebels. Just don't let Vader see it.
  7. I agree with this 100% I opened my core set and say the 2 guides/books. My eye went to the Reference and as soon as I saw that "STOP!" I did. But in truth you shouldn't the reference is the core rules. The Learn to play is simple this is how to get started. I know first hand now reading the Learn to play has my basics all kinds of messed up right now. I don't know. I actually liked the Learn to Play guide. It let me and my friends start with a simplified version of the rules to start with and get playing within a short time of opening the box. It's the tutorial. Then having a reference book separate and laid out cleanly and clearly lets you have something that you can check for rules clarifications really fast. No skimming through flavor text and pictures trying to extract the important sentence from an entire page. It's all just there.
  8. I like modifying my minis and after seeing some of the lighting mods for the YT-1300 I knew I just had to give it a shot. However I hate just cutting blindly into something as pretty as the YT-1300 so I spent some time slowly taking her apart and I documented the process for the community here. Hopefully this will give some of you a bit more confidence to do your own mods. I'm linking to the images rather then just importing them as there are 16 of the dang things. Be warned, even if you go slow and steady, you might break something and ruin your ship. So proceed at your own risk! My tools in this process were a clay sculpting knife (think an exacto knife with a wood handle and a slightly thicker blade), a small metal stick (a hex wrench actually), time and patience. This took me the better part of 2 hours. (EDIT: I tried to add 2 of the picks directly but that's about it. The 500kb limit's stopping me from just attaching them) To start, the cockpit was the easiest part to remove. It's set into the bottom half of the ship with 2 small pins. A blade can be slipped between the canopy and the bottom half and with a little pressure it should pop off. Now behind the cockpit you'll see a large thick plastic pin holding the top and bottom halves together. I'd recommend cutting this one somehow as my many attempts to force it were the ONLY time I damaged the falcon during the whole process. It's a big pin, and a weak section of the ship. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/2.jpg With a little prying the bits in the front just fell apart. I don't think they were well glued on my ship. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/4.jpg Once gone though you can see the main seam running along the ship. From here I just made my way around the ship, gently prying and applying a little pressure. If you're pushing hard enough to mar the plastic visibly, you're prying too hard. Nothing popped here though and I was worried about breaking the front section so I moved on. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/5.jpg Above the engine here was the biggest,easiest seam to pry at and you can see here that it lifted easily. You can also see a small scratch I made to the paint. Good thing I'm cutting that out to light up the engines! http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/3.jpg As I worked my way around I stuck a bit of metal into the seam to hold it open slightly and with my knife I could apply enough pressure to pop one of the 3 big pins behind the engine. Here you can see the seam popping up. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/6.jpg As I slowly made my way around the seam, more pins popped and bits of the decorative edging (the detailed thin bits that make up the sides of the ship between the top and bottom halves) fell out. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/8.jpg Though not all of the edging fell out. Almost all of the edging on the front (from the round side bits on) was glued in really well, This is because the front flat section of the ship (were it spits into the classic fork shape) was practically filled with glue. I was constantly worried I was going to break the top half. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/9.jpg Here I tried to gently pry that pin free in the cockpit. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/7.jpg And here's the damaged I caused failing to work it free. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/10.jpg The front took a bit more time but eventually it gave. And as you can see there are 5 dang pins holding the front of the YT-1300 together! http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/17.jpg http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/12.jpg Surprisingly, the round parts on the side of the ship aren't really glued in. They're held in place by a pair of hooked tabs that slot into holes on the bottom half of the ship. So don't try to pry them out until you've separated the 2 halves! http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/16.jpg Another place I caused some damage was in removing the engine. The part you can see is just a long thin piece of painted plastic that will pop free with some pressure. But it's held in place by some glue and 3 tiny nubs. Which as you can see here, I broke off accidentally. It was worth it though as once this piece was free I could pry at the back and get the first big pins popped loose. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/15.jpg Here's the top half of the falcon. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/13.jpg And the bottom half. Note the very broken pin there in the cockpit. http://i735.photobucket.com/albums/ww357/thenightgaunt/Falcon/14.jpg So I hope this helps some people with their desire to mod their YT-1300. And keep on the lookout for my follow-up threads "rebuilding your YT-1300" and "The cheapest places online where you can buy a new YT-1300".
  9. ...Well yeah. but I haven't been able to get a good Tuna Melt since I moved back to Texas!
  10. Oooh. I was about to ask the same question. The idea that a ship could open fire on every squadron in it's firing arc for one of it's attacks felt way to overpowered as I was reading it and I wasn't sure. On the other hand, that suddenly makes the squadron game a lot more dangerous. The squad to squad combat seems to be aimed at killing a squad every attack or every 2 attacks. So they burn up really fast. But this means that you have to really worry about the capital ships as well. Interesting.
  11. Yeah, that's the way I read it. I think the idea is essentially "all power to forward shields". You're redirecting power from an adjacent area of the ship to the shields getting hit. So it's draining power from a shielded section in order to absorb the damage coming in from another. But it's not an all or nothing scenario. The line "may suffer any amount of damage on the chosen zone's shields" seems to reinforce this idea.
  12. I'd say yes. A big part of determining any price for a product is not only what the "price of goods sold" will be but the level of profit you want to make back and what you think you can charge your consumers. For example, lets say someone a company owned a very successful wargamming IP and had been producing metal figurines for it for years. Then they change over to much more inexpensive plastic minis loosing a significant level of quality as a result. Now the plastic minis are a new product. It doesn't matter that they're identical in almost every other way to the old product, its a vastly different material and so a very different product. So they need to determine the price. If they price the new plastic minis the same as the older, higher quality metal minis, the customers may react negatively. The fans see it as though they're being cheated. A much lower quality product for too high of a price. So the customers leave, the company looses money, and they have to close stores and fire employees until they only have 1 person on staff per store. A purely hypothetical example of course. No company would be that silly and short sighted. Oh absolutely. The only way that FFG would probably start lower prices would be if the new line didn't sell well enough AND their margin's had been designed with a good level of profit. They can't cut their own costs without lowering quality (if even an option) so the only way to lower price is to take it out of their share. Companies will do that, but only if it looks like doing so will boost sales enough. Like agreeing to a smaller slice of cake in exchange for enlarging the cake enough that the new slice is bigger in comparison. A really good point there. These are fairly detailed and well painted minis. And we have no idea what FFG's costs on this product line are. Or to what extent they've spread their operational costs across their other product lines. I think you've actually touched on one of the real strengths of FFG's Star Wars games. They are all very user friendly. Especially in comparison to similar games by other companies. The rules are simple, well written, and included with the core game (and free to download online). Combined with rather competitive pricing, and a classic IP, they've made X-Wing a game that is attractive to new, casual and competitive players. I worry that the initial gateway cost on Armada is high enough to limit growth though.
  13. That was my thought. People don't often make good or accurate financial comparisons on short term vs long term costs. When I look at Armada, I'm comparing it in my head to what I've spent on other wargames (X-Wing especially). From the comments on here it sounds like alot of experienced wargamers have that same mindset when looking at it. But when someone with little to no wargamming experience looks at the product they probably won't think of it that way. They may just see that $100 price tag and be put off by it. The latter case bothers me a little because games thrive on new players entering the community. Though one thing to think about is how Armada's success or failure will be impacted by X-Wing's success as well as the inevitable resurgence in Star Wars popularity when the next movie comes out. Will those 2 factors be enough to counter the influence of that starting price point?
  14. This one has gone in some interesting directions. There seems to be a theme running through here of value vs entry level. On the one hand, the quality of the ships is really fantastic and that's something we got with X-Wing as well. I bought the CR-90 mostly as a decoration piece as it looked fantastic. And that's actually what kept me from picking up Star Trek Attack Wing. The Star Trek ships just look cheaper than the Star Wars ones. Then include the general costs involved in miniature wargamming. Compared to say Warhammer 40k, Armada doesn't come close in terms of cost. On the other side, it seems like the pricing, and the nature of the X-Wing game both made it a very attractive and easily accessible miniature game. The box looks pretty, the 3 ships looked great, and at $40 it cost less than a video game. So more people play it and I can pretty easily find a game of X-Wing going on during the week in my town. But part of me is worried that with the higher initial cost, I may not be able to find many Armada games as easily. While I've spent a ton on X-Wing, it was over time so the cost didn't really register. But with Armada that may be a bit trickier a proposition. Now I liked Armada and really want to get more ships as they come out. But I'm not getting a second box and I don't think I can talk my friends into investing in it on a whim either (so we'll be using my set when we play). So I suppose my follow-up question for the thread would be: do you think the price point will be a formidable barrier to entry for average/new players? Now I'm not talking about old wargammers. If you were putting together Ork armies back before 3rd ed. D&D was a thing, then I'm not talking about you. You'd probably not mind the costs in comparison. I'm talking about fresh blood;.a gamer who's never played a wargame before. Someone who's walking around the gaming store between magic/pokemon games and sees the Armada box on the shelf.
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