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Crit Happens

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Posts posted by Crit Happens


  1. 2 hours ago, Storgar said:

    I would suggest a compromise where the bid points could be added when a ship is destroyed or 2 ships are at half points.  This stops the points fortress but retains the aspect of the points being earned by the opponent.

     

    8 minutes ago, GreenDragoon said:

    One small change could be to not give these points until a certain condition is met,  for example until some points are scored to keep the possibility of a 200-0.

    These are great ideas! Even if you have to completely destroy one ship in order to get the bid points as well. That seems reasonable to me. 


  2. 2 minutes ago, Cgriffith said:

    Here's a hard counter. Target Kylo. Chase him down trap him and remove the 82-100 point fortress off the table (same goes for “insert pilot” that your opponent plays) then you effectively no longer have to worry about your initiative bid that hand strung you at the beginning of the match.

    More like 130ish, but the specifics don't matter.

    Yes, of course there is a way to win against it. I never claimed otherwise. Kylo will die if you get multiple arcs on him a few times, but that's far easier said than done. You NEED at least one of the following to realistically pull it off:

    - 5+ships (almost no one does this)

    - a larger bid with I5 (this is probably Kylo as well, and we now have the same problem)

    - I6

    - Kylo player is bad


  3. 17 minutes ago, Cgriffith said:

    Being penalized as you suggest for not using the points is laughable. If you’re so worried that you need your opponents unused points to win a match than that says more about how you play than your opponent. 

    Let me tell you about who I am as a player. I'm the player that will use this to my advantage to win tournaments. I will bring the biggest bid, and I will run to time after killing enough.

    I did exactly this at worlds last year, with Kylo and a 9 point bid. The biggest point fortress at the time was fat Miranda. So I brought a Kylo that was worth more in the end game. All 6 of my wins went to time, and most of them involved me running for more than 30 minutes. This was my only strategy. None of my opponents had fun after they realized what was happening. I was incentivized to do this. I was incentivized to not play the game. 

    If you really think players have any counter play to Kylo running away, you're mistaken. This isn't about players being bad and needing to be given points. It's about disincentivizing a negative play experience. Just like they've done with fortressing!


  4. 9 hours ago, Quarrel said:

    So? Kylo is either going to arc-dodge or turtle up. My last game against him I "caught" him in a killbox and threw 9 dice at him for a total of 1 damage. I focused on him the entire rest of the game and never hit him again.

    What exactly do you mean by turtle up? Take a focus? That's hardly turtling up. 

    You have one example of having possibly bad dice (not sure if your shots were modded or not), and you think Kylo is unkillable? Try again, he dies when taking shots.


  5. Wow some people take this game far too seriously! I'm a competitive player, go to all the local tournaments, and have travelled to a few premier events including worlds for the last two years, and I've never seen or heard of someone trying to cheat in this manner. Has anyone actually experienced an opponent using one of these 3rd party apps or having someone feed them info during a competitive game?

    This seems like someone trying to solve problems that don't exist. 


  6. Don't engage on your opponents terms. So many people just accept that they will fly forwards and deal with whatever the opponent gives them. If you really need to kill a Sloane carrier (or whatever other priority target you're facing), feint going into their kill box, but turn out and go the long way around. You might get a good engagement on that target in a couple of turns. 


  7. 2 minutes ago, Boom Owl said:

    Thats only good up to a point though. 

    I'm interested in # of practice games against a real Tournament Cut level player. 

    Did you mean actual focused practice, or just playing a game? Because those are very different things. I'd argue that most people don't actually learn much from playing a single game.

    If we're talking about a real tournament practice game, where you and your opponent actively discuss tactics/strategy, and try to help each other: It's easily less than 1 per month (averaged out).


  8. 1 minute ago, Boom Owl said:

    Random questions...

    How many Tournament Quality practice games do you play per month? ( i.e. Against other Major Tournament Regulars ) 

    How many total games do you target with a list you plan to bring to a tournament? 

    Maybe 5 a month.

    Normal games against any opponents (even good ones) rarely does me as much good as practicing against myself at home. I can stop, restart, rewind a couple of turns. I always plan "my" maneuvers first, then let the squad I'm practicing against operate as if they predicted my maneuvers. Leads into discovering winning game states, major mistakes to avoid, etc.


  9. I think we learned that Redline and Whisper are likely early targets for point bumps. 

    Also, for those that were present, was Admiral Sloane present at all? I never saw it streamed or mentioned. I believe it's one of the strongest upgrade cards in the game, but either people didn't play it, or it didn't actually do well. I'd like to know which one of those it is. 


  10. 30 minutes ago, Parakitor said:

    Have you guys played games with Whisper, or is this theorycraft? Because she can't take a lot of abuse since she cloaks in the end phase. I'm not saying she's not good, but if I have low health/high agility ships en masse, then I want my support ship to be the opposite - bulky, but not agile. that's why I really like the Lambda and reaper.

    Edit: because that way my ships have different weaknesses.

    Edit 2: and I'm concerned that this love if Whisper may be a carry over from first edition.

    I used Whisper Sloane+4 last weekend. Won a 17 person tournament, and never lost a hull on Whisper. As @RStan mentioned earlier, the 4 ships act as a screen to prevent the opponent from getting up close and personal with Whisper. You still need to use her gun to contribute offensively, but you should only ever be in range of 1 or 2 opponent ships. (Sloanes range is 0-3 of friendly ships!) 

    The opponent looks at the board, and has to decide between taking a single shot at Whisper with focus, double evade, or focusing on one of the +4's with a single focus token. All of my opponents incorrectly decided not to bother trying to kill Whisper.

    The key is to just go kill the Sloane carrier! Whisper does indeed make that a difficult task, but many opponents incorrectly view it as impossible. This leads to easy wins ?


  11. 22 hours ago, Makaze said:

    In order to fit 4x 34 point ships (strikers or barrage bombers) and a Phantom you either have to skip Juke or sub Echo for Whisper. With initiative mattering significantly less on the new Phantoms I've had better success just not being in arc with Echo than leveraging the extra evade from Whisper and Juke is just so good that I lean towards Echo

    I used Ruthless on Whisper to fit the 4x34 ships. I went with 2 barrage bombers, and 2 strikers. The bombers provide the extra hull to use Ruthless, while the strikers provide the maneuverability and 4 dice at R1. 

    Ruthless did lots of work for me, helping to ensure killing ships. 


  12. Man, I really want to get some of these printed on decent card stock. Would there be a better option than Staples? Considering cost/quality/expedience?

    Also, they seem to be a weird size that doesn't really fit normal printing options...

    Does anyone have any suggestions?

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