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MacchuWA

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About MacchuWA

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  • Birthday 11/26/1985

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    Perth, Western Australia

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  1. MacchuWA

    Figuring out Ric

    It is. I've found it very useful - you dial in that three speed manoeuvre which may or may not fit, wait for the lower initiative pilots to move, then decide: if you fit, great. If not, you can choose whether the extra dice are more useful than getting your action/evade (assuming your opponent moved slowly). Cost is the only major issue I have: my list is bang on 200 points, but that's largely because I insist on flying 4 N1s. 🙂
  2. I'm quite disappointed with the First Order designs that actually look to be making it into the movies vs the concept art. It feels like everything that they have actually put on screen has either been ugly (Dagger, Xi, Echelon) or incredibly derivative (TIE f/o, s/f, both those interceptor designs etc.). The only really interesting, unique design they can claim is the Upsilon, and maybe the Silencer. Resistance is hardly any better, with only the bombers being anything close to unique. Just generally feels like a massive missed opportunity.
  3. As a resident of neither of those countries, I'm happy enough having them manufactured wherever the price/quality equation is optimised. If that's China, so be it.
  4. Thanks everyone, sounds like there's nothing super dominant or cancerous to watch out for, oruch of anything to completely avoid (bar rebel A Wings). Looking forward to some pew pew again in the near future. 😀
  5. So, just before 2nd edition launched, me and my wife had our first kid, which meant I went from being a fairly active player and consumer of X Wing content (videos, podcasts etc.) to essentially zero time to play, and a corresponding decrease in other X Wing content. I'm planning on buying into 2.0 this week, and was hoping for a bit of a primer On what's been going on. What's good, what should I be looking out for, what's changed the most and, maybe critically, what should I buy? I have a decent but not exhaustive list of 1.0 ships, and tended to play mainly rebels in 1.0. my favourite 1.0 ships were X Wings (T-65 and T-70), Y wings, Z-95 Headhunters and K Wings. My current shopping list is a core set, resistance and rebel conversions - will probably pick up scum and imp later. Any cards I need from other packs? And is the Resistance A Wing worth getting?
  6. Not a TV series, but the Freespace series of games. It nearly happened via Kickstarter, but they didn't have the money in the end, which suggest a it probably wouldn't be popular enough to be viable as an actual game. But it'd be great - three species, plenty of fighters for each one, different missiles and primary weapons for upgrade cards, plenty of ways to differentiate ships (stats and dials like X Wing, but also weapons compatibility, arc width and secondary capacity). I'd do it on a sliding scale, so you could put fighters on small bases, bombers on a medium bases, cruisers and corvettes on large bases and bigger capships on epic bases. Add in mechanisms for ETS, countermeasures, afterburners, better secondary integration, and capships with a full weapons suite, and you'd have a potentially complicated, but awesome, game. One downside would be a lack of characters for put cards, but if it were built with that in mind, it would be fine. You could use squadrons instead - on the right kind of ship, you assign a squadron card that gives it special abilities. So, you could have your first ship, and as long as it's a Hercules, Hercules Mk 2 or Ares class, you could assign it the 107th Ravens squadron. And the more Ravens you have in your squad, the better their abilities. One thing that would be better even than Star Wars would be the potential for time (and tech) to meaningfully move forward, rather than be essentially stagnant as it is in the SW universe. Power creep would happen, but that would be thematic as tech got better, and if it was designed properly from day 1, you could release ships in order and make the creep systematic. Maybe this was a bad idea. I'm finding myself pining for a game that'll never get made.
  7. I mean, not to drag this thread too deep into the political mud, but the droid was played by a very white, very British woman. I think you might have been seeing things that weren't neccesarily there from the creators' side.
  8. No idea about smoking before or after. If you mean runtime, we were in the cinema until about 2:40 AM, but that included ads and trailers for about 20 minutes. Much less jokey than TLJ, they don't do the thing where they undercut dramatic moments with a joke. Phoebe Waller Bridge's L3 gets a few comedic lines, but they kind of work in context. Han and Chewie have a couple of funny moments too. Never over the top though.
  9. It's 3:30 AM, so this will be quick. But: It doesn't suck! As someone who truly disliked TLJ and really liked Rogue One, Solo is solid. 7/10 for me. Good Star Wars feel, bit of a weak first act, Donald Glover is great, Alden Erenreich grows on you. Chewie is cool. There are some very nice nods to the old movies, the old EU (though one of these in particular felt a little shoehorned in) and the Filoni TV series' (first one it's a little bit of fun, and I'll say nothing beyond that). If you're on the fence, go see it. It's un, and you'll leave happy. For X Wing though, there's basically nothing more than what we see in the trailers. The AT Hauler can deifnitely go into space. Neither the Falcon's pod nor the new TIE plays a substantial role, and if there were any other new ships they weren't prominent. Now, bedtime.
  10. It's Samuel L Jackson, surely? How is this even a discussion?
  11. It's a semantic point. People can, and frequently do, feel upset on the basis of incorrect understanding or unreasonable expectations; I'm sure we can all point to examples from the political discourses of our various countries. In this case, the people complaining about the cost of the upgrade are labouring under false assumptions or misguided comparisons. X Wing had reached a point competitively where it needed major surgery, which required the devs to build and test a whole new game system, as well as the upgrades and pilots for dozens of existing ships. That time and effort cost money which has to be recouped. The only other options were do nothing (i.e. incur no new costs, requiring no new revenue), and watch the game spiral further and further out of control, or keep releasing new fix packs, which players would have bought at an eventually comparable cost to the conversion kits. You can be upset. But that doesnt mean you're not demonstrably wrong.
  12. But what if they actually are stupid and/or wrong?
  13. E wing has a handful of fundamental problems: It's way too expensive for what it offers. 2 hull is super vulnerable to abilities that drop damage under shields, particularly crits. It was designed before fancy dial tricks (Sloops/Trolls were in the game). So, I would like to see it have a pair of upgrades. First, a title that deals with the fundamental problems. Let's say the E Wing had some kind of advanced chassis design that let it handle crits and some crazy handling Advanced Chassis Title, 0 points. E Wing only. When dealt a face up damage card, you may immediately flip it face down without resolving the effect. After performing a 3 bank, you may rotate your ship 90 degrees. That covers the manoeuvrability and goes some way to helping the tiny hull value. The lack of a stress limitation effectively gives the E Wing a manoeuvre with some of the effectiveness of the Defender's K turn and part of the justification for it being as expensive as it is. It's also a reason to take an E Wing over a T-70. Second, let's use that Astromech slot. The E Wing has native reposition which it can afford to use if it's also got FCS for dice mods, so FAA is slightly less attractive (though still a good choice), and it's really R2D2 that makes Corran so good, so a mech won't benefit him too much (he's already gaining from the title after all). Advanced R7 Astromech Astromech, 1pt At the end of the combat phase, you may place one evade token from your ship on this card. At the beginning of the combat phase, you may assign one of those tokens to your ship. So basically a Rey crew for evade tokens. It really only buffs E wings since evades are hard to get for any other mech carrier, it puts a fraction of Corran's regen ability onto other E Wings, and it gives E Wings with an EPT (basically Etahn at this point, since Corran is likely still taking R2D2) the chance to use Juke much more reliably. Best of all, not being E Wing specific, it could be packaged with a different rebel ship as a backdoor fix, potentially.
  14. I think that a well flown TIE Swarm is still within cooee of competitiveness, with a few notable exceptions (I'm looking at Ghost/Fenn, but probably also triple Wookiee). If you assume FFG maybe eventually does something with those two, you're left with one super hard counter - AoE bombs and harpoons. In all honesty, I'm okay with hard counters in the game - every now and then, you are going to lose at the match up stage. But the counter should be firm, rather than cast-iron hard. Hence my suggestion: Commandant Goran PS8, TIE Fighter, 18 points, EPT. At the end of the setup phase, assign the "Imperial Training" condition to each friendly Galactic Empire TIE Fighter at Range 1-3. Imperial Training When defending, you may cancel up to 1 critical result before hit results. After rolling dice, you may discard this card to reroll any number of those dice. This condition serves two purposes. First, letting you cancel up to one crit first substantially improves your odds of preventing Harpoons from triggering. Second, because of the way the second part is worded, you can use it to reroll anything that goes badly for you. So if you get caught by an errant bomblet and roll two hits with Sabine waiting in the wings? Reroll those. Forced over a debris and rolled a crit? That die's getting rerolled. Rolled four blanks at range three and you're about to pop to three hits? Reroll those bad boys. Need one hit on a VCX to kill it before it gets its end of round TLT off,but rolled double eyeballs? Reroll time, baby! It's like a shittier single use Palp. Won't make the TIEs unkillable, but it will smooth out bad luck and give them options vs bombs (while being far from useless vs non bombing lists). He's PS8 to fly with Howlrunner, and to have value other than purely for his setup ability. The only things I'm uncertain about are point cost, and the exact wording of the restrictions. I limited it to Galactic Empire only so that neither Quickdraw nor Omega Leader could benefit, but that means none of the low PS TIE/fo's can benefit either. I'm okay with that thematically, but I feel like it restricts things a bit from a list building perspective. I considered a PS based restriction, but there's no way to do it where you can keep both QD and OL out without also excluding Howlrunner. So there's definitely room to tweak there.
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