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Xeletor

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  1. Xeletor

    Help: Bomb Rules sodding impossible to find.

    So that's why the german rules leaflet says 2 dice damage and the rules reference says 1+2 dice? The english does so too then? That restores my faith in the translators
  2. Xeletor

    Chaff/Flare Device Speculation

    A chaff device could allow ships in 0-2 to shed a lock onto it as an action or when deployed. Would disturb ordnance but not too bad. I would like to see a jamming relay. Extends jam and maybe coordinate actions.
  3. Xeletor

    Electronic Baffle + Deadman's Switch = ?

    Are the red crit tokens considered baffle-able red tokens ? Edit: Ah it is not diamond shaped so not a red token as per rules reference.
  4. Xeletor

    Scoundrels and Bounty Hunters

    Give us alt art Han gunner card with han in carbonite!
  5. Xeletor

    I don't like the new X-Wings

    The movable wings tipped me over the edge to buy this game. Hoping for movable bwings or I will build it myself.
  6. Xeletor

    What is “Dark Side”

    I'm curious what other force powers will come. The fast reflexes and precognition are covered. Lightning seems unlikely. Repair skill for anakin and rey? Some mary-sue power for rey? More reflexes and precognition to bend other rules. A "this is not the target lock you're looking for"?
  7. Xeletor

    Getting started with 2.0

    Ties are a cockpit with flimsy solar panels. To which you can attach afterburners it seems.
  8. Xeletor

    Upcoming Rules Reference

    To summarize for others, "attack range" on page 15 rules reference refers to "range" regarding how to do it but adds "measure in arc". "Range" then states that touching ships are range zero. How do I apply "in arc" to that is the question in the end, and that needs an faq. I would go with attack range 0. Also this is in the rules subforum already, just trying to summarize
  9. Xeletor

    Upcoming Rules Reference

    But range is measured in arc no? So you can be touching with side arc, but from the front arc still have range 1 and thus can fire. That would be something to fix
  10. Xeletor

    Upcoming Rules Reference

    But range is measured in arc no? So you can be touching with side arc, but from the front arc still have range 1 and thus can fire. That would be something to fix
  11. If I have 1 stress start of turn, then do a blue maneuver, the stress is gone and I can do an action, correct? Similarly if I have no stress, do a red maneuver, I get a stress and no action. Not sure if I understood the timing right on those!
  12. Xeletor

    Is it only my Core Set, or...

    There seems to be as solution: https://reddit.app.link/jC138GEteQ It's not a bug, it's a feature
  13. Xeletor

    Is it only my Core Set, or...

    Use an id number that is not in play for the second lock? Add the second id token to the ship card. 2 sets of locks would be nice though.
  14. Xeletor

    Tactical Depth vs. Competitive Play

    True that now it seems possible to stomp squadrons with just big ships. And they tried to give big ships antisquadron tech from early on, but failed (cluster bombs etc). Armada is not a good example for rock paper scissor. But I hear the term in many games and I find it a bad idea to use it as a design principle. Maybe it is just the easiest way to create a balanced game, or it is no design principle and just faulty perception plus our habit to put everything in few categories.
  15. Xeletor

    Tactical Depth vs. Competitive Play

    Since somebody mentioned rock paper scissor fleets: that is exactly what OP addresses I think, per definition the game is uphill for one side. It might be interesting for tournament metas but ruins the experience for people that play once a month casually. It caters to tournament players and I wished to see a different design approach. Why do squadrons have to beat no squad big ship lists easily? A different design would be possible.
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