AllWingsStandyingBy

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  1. Not really. People hated that "sideways B-Wing" Resistance transport almost just as much. Almost. Though personally I think that Resistance Transport looks like a Maserati next to the design-spasm that is the Resistance Bomber, despite that the Resistance Transport is both lazy and silly. But people don't hate everything new just because it's new. Case in point: general consensus seems to be that people are rather fond of the U-Wing, which is a new design that channels classic themes. Same with the MC-75 (the Profundity), the Quadjumper, the Gozanti, the Hammerhead corvette, and the TIE Striker / TIE Reaper (the TIE Striker looks a lot better when you realize it's a two-seat bomber, and not the superiority fighter FFG's version came out to be). The TIE/fo, TIE/sf, and Resistance A-Wing are lazy, but as passable as the first-gen versions. The T-70 is also lazy but looks really good, as it captures the "slightly sleeker X-Wing" feel. Krennic's shuttle and Ren's shuttle seems to be a hit-or-miss with folks. he moral of the story is that we don't hate everything new (see: the seven new ship designs above), we simply don't like things that are new and dumb/ugly.
  2. Who do people think will be the first Mantis Clan members to appear in the game? Yoritomo, probably, but then who would be next? Kurei? Hasagawa? Most of the early YA's people weren't Mantis clan, but other minor clans.
  3. Anyone who knows this likely will not answer. Only because it's a sketchy legal slope professionally printing IP that does not belong to you.
  4. But camo patterns on planes only exist to hide the planes while they are parked at an airfield. When you're in combat, no one is visually sighting you these days anyways, so the camo is moot from a combat perspective. That's why you don't see jungle camo planes on aircraft carriers, for instance, as there'd be no point, even if the planes were flying over jungles for combat. When you're parking on a giant floating airlfield, there's no point to have camo. And in Star Wars jungle camo is only good on some planets, but would be liabilities on Hoth or Tatooine, for instance. Star Wars planets tend to have universal habitats (all forest, all desert, all ice) and lack the various climatic zones we see on Earth. So any camo-pattern would be pretty exclusive to the world you were parking your fighter. If visual camo was useful in Star Wars combat (ie, you used your eyes and not your sensors and tracking computers), then every single star-fighter would be painted a deep matte black.
  5. The consolation is you get to play Scum, which had defined the modern meta game with their logic-defying cost-to-power ratio for the past three waves.
  6. I always have my phone out during tournament games. It helps with stalling to win on time. It also usually visibly annoys and bothers my opponents, but like most gamers they are too non-confrontational to ever say anything. This can help throw them off their mental game. Occasionally, you can also use it with an augmented reality app to estimate distances, and if you've memorized how far in inches/cm the range bands and movement tools are this can be very helpful. If you have a buddy standing behind your opponent, you can also get texts about what maneuver(s) they just selected. NOTE: Sarcasm, but these are exactly the sorts of reasons why you should not have phones out during game play.
  7. Except that, for whatever reason, Core Sets only contain like 4 upgrade cards historically and FFG is pretty consistent when it comes to amount of upgrade cards included in things.
  8. Yup, this is the optimal (read: only) Falcon build. I don't think four basic TIE Fighters will ever beat it if the Falcon player is at all competent. Engine means it should rarely get shot at by more than 1 or 2 TIEs per round, and Evade + Threepio means it's night but immune to a lone TIE in the endgame so basically wins when it's killed three of the four TIEs. There's really no way for the Empire to win against this Falcon, but I suppose that's pretty thematic. Those four TIEs had no chance in ANH either. I think you'll need a special scenario win/loss condition: "That was too easy..." Rebel Victory: If the Rebel player destroys all of the TIEs and the Falcon has 3 or fewer damage cards, the Rebel player wins. The Falcon crew suspect that their escape was orchestrated by the Empire, and instead of taking the plans directly to Yavin IV they reroute to another spaceport where they can find another way to get the plans to Rebel Command. Vader's gambit has failed, as the Death Star's flaw will be revealed yet the Empire shall be no closer to finding the Rebel stronghold. Draw: If the Rebel player destroys all the TIEs but has 4 or more damage cards on the Falcon, then the game is a draw. The Falcon crew breathe a sigh of relief in their narrow escape and unwittingly lead the Imperials right to the Yavin IV base via the hidden homing beacon. The Rebels succeed in obtaining the Death Star plans, but they have compromised their hidden base... Imperial Victory: If the Falcon is destroyed, the Imperial player wins. Lord Vader overestimated Obi-Wan's new friends and the plan to track them to the hidden Rebel base has failed, but at least the Death Star's fatal design flaw is now a well-kept secret. Krennic's ultimate weapon is now an unopposed manifestation of the Emperor's will. This gives both players a reason to play until the end, and otherwise I don't see how this isn't always a Rebel blow-out.
  9. A shoddy craftsman blames his tools. Though I guess you don't get to almost 18,000 posts by taking your time.
  10. I can literally, off-hand, think of three other players I've met in the (relatively) local scene that either have a PhD in Probability & Statistics or else are finishing up their doctorate at the moment. I myself have a doctorate in the bio-sciences, so I had to take three grad-level statistics courses. What MJ's done is established a modeling parameter for generating a single value within the context of several (big) assumptions. Those assumptions are what I disagree with, as I do not think a single simplified quantification is of much use in analyzing the value of a ship in real-table dynamics. Also, as arrogant as MJ is, it's not that FFG cannot afford him because he's too credentialed, it's that they can't afford him because the boardgaming industry doesn't tend to pay starting salaries that can compete with most post-collegiate starting salaries. People who go into the boardgaming industry do not do it for the money, but rather for the passion. My guess is that the vast majority of us on these boards with careers (whatever the field) would be taking a huge pay decrease if we took a job at FFG. And that has nothing to do with our credentials, but just that the average starting salary for most college degrees tends to be around $40-60k, which as I understand it is pretty far above the starting salaries in the boardgaming industry, which is just the nature of the market. Some folks are more than happy to take a lower starting salary to work a job that they are passionate about and love, though it's not for everyone. To say he is "too credentialed" is pretty damned arrogant, as he's implying that he's superior to those who do choose to pursue a career in their passion of boardgaming even if it means making less than they might in other industries (which they may be quite competent and well-suited for). Heaver, for instance, runs simulations when contemplating his squad choices, such as "how much averaged TLT fire can this ship survive," which while also a simplification is far more valuable and useful in considering a squad than relying on brute abstract "jousting values" in a game where brute jousting hasn't really played much of a role since the TIE Phantom came out (but even Double Falcons were defying jousting values before then). But, as I said, this is like, just my opinion, man.
  11. Well, they're not jumping off entirely. I mean, Destiny is brand new and selling quite well (too well for them to keep it well-stocked, anyways). But X-Wing doesn't have any particularly big Star Wars bandwagon right now... I mean, Rebels is almost over (final season), and The Force Awakens is nearly two years old. I don't think Episode 8 and "Unnamed Han Solo movie that's already gone through three directors and got snuffed at D23" being on the Horizon are creating more of a Star Wars general buzz than two years ago, on the even of TFA with the Rebels and Freemaker cartoons hitting up the kids at the sametime, plus things like Battlefront on the PC front. The general public's buzz for Star Wars is certainly much less now than it was a year ago, I suspect, as people start to burn out on the hype and the over saturation. But the X-Wing player base has dwindled drastically. Competitively, lots of the biggest fanatics and names playing in the first three years of the game have long since moved on, and casually lots of folks who were dabbling in X-Wing have moved to Imperial Assault and Destiny and other new non-Star Wars games. Ship releases are less iconic and flaws in the game's basic mechanics and designs are more hyper-analyzed than ever by the community, killing the buzz and excitement for new releases. Stores used to have a really hard time keeping anything in stock during Waves 1-4, because new players were coming in and buying up all the available ships. Now, with three factions and sixty products, stores have to keep a huge amount of bloated inventory on the shelves whereas the much rarer new player is only going to come in and buy a few of the expansions (assuming they buy Brick-n-Mortar at all). Whether the game is growing or shrinking depends on: (1) The rate of players leaving compared to the rate of new players joining (2) How much of each new wave players buy now compared to an earlier wave I don't have any numbers, but my anecdotal sense is that both (1) and (2) are decreasing. Whether or not that means X-Wing is at risk of not being as financially viable for FFG is of course an entirely separate question, but it's one that is more concerning than if (1) and (2) were increasing.
  12. How the hell does that math work out, because the Scurrg is the same price as a B-Wing, has the same actions, the same stats except for +2 Health, and has a better upgrade bar and a better dial. So you're telling me that +2 Health and better dials and upgrade slots don't increase it's mathwing value? This is exactly why Major Juggler's Mathwing has always been nonsense. And the "jousting value" of a ship is a pretty dumb thing to calculate when stat-line jousters and jousting haven't been a part of the meta since Wave 3. I admittedly biased, but I reject Mathwing and do not agree that Juggler has the "credentials" or expertise to declare what is or is not appropriately costed.
  13. Probably Rune Wars and Destiny and L5R taking a big chunk of their productive capabilities. X-Wing is a on a decline anyways, so it makes sense to focus productive efforts on newer games with more buzz. Or maybe Asmodee slashed their production budget or resources or contracts. Who knows? At this point, though, I'd say FFG letting X-Wing run out is more likely than something big and new. I mean, there aren't that many ships left, and what comes out now doesn't sell like Y-Wings and TIE fighters. Plus, for the better part of four waves, it's pretty clear from these forums and tournaments that most players are unhappy with the game and the direction it's gone down.
  14. Good, FFG can have a fourth opportunity to release a T-70 without including a proper X-Wing fix!
  15. Wow, you're predicting that a Post Wave 6 Scum ship will be broken? You're a regular Nostradamus... Of course it's broken, it's got a pile of stats and a zillion upgrade slots--including the PS3 EPT--all for an absurdly cheap price. The fact that so many folks are pointing out that it's ever so slightly more expensive than the Jumpmaster for its cost/stats is telling, seeing as the Jumpmaster is objectively the most catastrophically under-costed ship that's ever graced this game in its 11 Waves. The Scurrg is cheaper than a B-Wing with the E/2 mod (crew slot), yet it gets +2 Hull, a better dial, and better upgrade slots while having the same action bar. It's also capable of being a bomber, deadeye missile-boat, or TLT platform in an era when all of those things are commonly seen as breakable for their cost.