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About stuuk

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  1. I liked firefly for a bit, but it does feel very luck driven, almost to the exclusion of anything else. Which is a big put off, especially for a game which is generally quite long. Looks like someone over at FFG had a sniff of https://boardgamegeek.com/boardgame/8411/star-wars-corellian-smuggler Done properly, this could be really good.
  2. stuuk


    WOW! That HOTAC is some really, really great work. I'd have much rather had FFG invest their time and design skills into that kind of thing than endlessly lobbing out ships (all of which I personally lost interest in after the stuff from I-III). Now I see what somebody did seems a terrible waste of the star wars license. Thinking back to days of playing X-wing, and the mission was never 'go and kill stuff'
  3. stuuk


    OK, thanks for the opinions gents. I may very well end up just flogging the lot and moving on. I don't play competitively and 100 quid to upgrade is money i'd rather not spend on a 'beer and pretzels' game. We've a game tomorrow, of v1.0 and I'm really not looking forward to it.. I think at this point I'd rather be playing with our fighter jets rules.. or maybe, just about anything else instead.
  4. stuuk


    Yeah I saw the contents but it was disappointing to see my relatively small collection isn't accommodated by one kit, though useful to know that 200 = 100 in old money, so thanks.
  5. stuuk


    Oh and while I'm asking - is there any new concept of missions like in Armada? X-wing really needed a more core idea of a reason for the fighting to happen IMHO, but I don't know if it got delevoped buch beyond the one pager you got in packs which were optional missions and not always very well done. Is there a more core concept of missions at all?
  6. stuuk


    Hi all, so I looked into this this afternoon. I have 6 x-wings, which is more than the quite expensive upgrade pack supports. Same for Y-wings, Tie fighters etc. I'm waaaay on the fence about spending so much upgrading the game anyway. It's a decent game, but for me that's as far as I'll go. It's okay. So what are my options with getting to 2.0? Thanks
  7. Feel free to move it, or suggest such action if an admin can get to it.. thanks.
  8. Thanks Drasnighta for a useful post!
  9. So there is.. shall i cross port it there and anywhere else that looks vaguely relevant?.. and admin could move it, should they be concerned.
  10. Does the FAQ change mean they cannot attack? "For each squadron you would activate with this command, you may place 1 of your set-aside squadrons within distance 1. It cannot move this activation.” The first part implies the squadron is not active at all. the latter implies it is. I believe they mean place it, don't move it and then attack, but it could be clearer
  11. I'm a new TI player and I have to say that TI4 is fantastic. I wouldn't be keen on a distant suns type mechanic - the game is long enough and complex enough already, and RNG is evil in a player vs game sense. What I would like to see is minor races - but deployed at game start like the rest of the map. They'd be on a single planet and you could conquer them or otherwise diplomacy them. It'd need to be dirt simple though, like a token with some requirements on it. I really liked this from star trek ascendancy, even if that was the only thing I liked..
  12. Ah but there were two generators.. My opponent had determined that the rebels can win by digging in under the new combat system and then proved it.
  13. It's turn 6 and I know where the rebel is. He knows it too and has made no real attempt to hide for the last turn at least.There are now many rebel units at the base and by the time I get there this is the lineup:2 x shield generator1 x ion cannon3 x speeder1 x turret7 x troopers2 x anti-tank troopers3 x AT-ST2 x AT-AT6 x storm troopers1 x tankImps are 5R, 5B, 1G.rebels are 3R, 5B, 3G.in the non-cinematic combat system, the rebels would have a +2 hand size advantage in cards but the Imperial would have the benefit of rolling first, potentially allowing card collection and spending with sabers.I think this is a relatively even fight.in the cinematic combat system, the rebels put down tow-cable.The imperials put down armoured patrol - prevent 2R & 2B.The imperials roll a few sabers they cannot use.Immediately thereafter, the rebels use their shield generator to play tow-cable again. thats 8 red hits in two rounds just from cards. The imperials are absolutely destroyed.I don't know if the intent of the cinematic combat system was do favout the rebels but I think it does to a pretty huge extent.I'm actually wondering at this point whether it is possible to beat a turtled rebel who intends to fight and win, or die in one big fight.Todays experience has really turned me off the new combat system.
  14. I disagree that the alterations are minor, i think the new combat system provides quite a large defender bias which is entirely the opposite from the old system. it means there's an extra 16% on each die of that die being useless. While I agree that combat is not the main focus of the game for the most part is IS how the game is won or lost. The new combat system favours the defender, typically the rebels, by about 16% which, at least to me, is not minor.
  15. Yeah the manual in the expansion is poor. I say manual. Large sheet of paper. Really, an extra two sheets before would have saved so much agro later. Even the setup is cumbersome as you now have to reference both pages at the same time, figure out which no longer applies, etc.
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