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Barty

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  1. Like
    Barty got a reaction from Red Winter in The Rebel's Future   
    Tie's only beat X-Wings in two cases, when they are the aggressor, and they have a numbers advantage. Squadrons don't get less effective as they take damage, which means you need to clear out X-Wings by whole bases, which takes multiple Tie's at least. And if you don't, well X-Wings eat ties. Especially if Tie's lose the numbers advantage. 
     
    At the current Moment, you need X-Wings to threaten the Imperial player. Even if you don't intend to get into a fire-fight with a VSD, you need a possibility to actually threaten to KO it in a game, which you can't do with 1 Corvette and 2 Nebulons. It also lets you get at the Victory points that Tie's offer - Without a need to screen your VSD from fighters, the Tie's can just bugger off to a different corner, and be fairly easy points that you can't get to. 
     
    It's a necessary mind game I've found. 
  2. Like
    Barty got a reaction from Commander Kahlain in So how are you Rebels dealing with Howlrunner?   
    Don't let her be the aggressor, and focus her wingmen first. She only works when she and her Tie's can be aggresive and get the most from her ability. So a combination of your X-Wings and the Nebulon should let you burst down her Wingmen really quickly. And as is the case in all situations where Tie's are forced to go 1 on 1 with X-Wings, you'll win even with Howlrunner backing you up. on there side. 
  3. Like
    Barty got a reaction from RedPriest in Thoughts now that it's actually here;   
    Some other thoughts; 
     
    Tarkan is probably going to be worth every last point; When you've got things as lumbering as VSD's, the ability to get free command tokens is invaluable. Especially since it actually feels really bad to use a Repair command (That's in general, not just just for the VSD, the VSD just suffers worse for it). So being able to get free tokens is wonderful. He also mediates the issue of the Star Destroyers slow response time. 
     
    Dordonna feels much less wonderful. Whilst the idea of giving more reliable offensive crit damage is nice on paper, it really needs something like an Assualt Frigate to feel worthwhile. He'll probably scale into the game, but I'd rather just have Garm Bell Illis I think. 
     
    Some part of me really feels like you want to have a pretty similar amount of fighters as your fleets actual squadron value. One or two say Tie Interceptors to act as blockers to engage enemy formations due to there high speed, but otherwise you want to have Squadron commands available to co-ordinate your assualt. (And more importantly allow Squadrons to move AND fire, not or. Which will be big for like Tie Bomber's given they are speed 4). 
     
    I don't think B-Wings will be especially good as a result of that. Since move 2 feels like it will be crippling for a dedicated bomber. But, both A and Y Wings should be amazing. A-Wings, since intercepting enemy fighters to allow your X-Wings to either mop up or go onto ships will be great, and Y-Wings since 6 hull on a squadron is reaaaaally tanky. 
     
    I can already see a few potential build styles of Imperial Fleets opening up for now, and kinda the same for Rebels (But I think Rebels will change a lot more with Wave 1 than Imperials will, since getting a manfight ship will be pretty big indeed)
  4. Like
    Barty got a reaction from Bipolar Potter in Thoughts now that it's actually here;   
    So I thought a thread to directly discuss peoples first observations and impressions now some people have gotten hold of copies, and to ask questions to those who have it ect ect. 
     
    First impressions for moi;
    Feel of the game
    I love how cinematic it feels. The ships slowing crawling to each other, with fighter screens in front. Slowly positioning takes form, and then BOOM - Surging forwards with your fighter line to throw chaos into the opponents, and your ships opening up to each other titanically. Even how ships drift apart after a few desperately exchanged volleys, which will be great with more ships to trial with. 
     
    I also like how punishing it can be if you don't plan properly. The first game I played, the VSD got a point blank volley with two arcs into a Corvette, practically obliterating it (And then it got finished off by Tie's), but spent the rest of the game being poked in the rear by the Nebulon whilst it and and X-Wings moped up the Tie's in short order, due to it mis-positioning after that. It's definately a case of easy to learn, hard to master.
     
    Gameplay itself; 
    Whilst I've not played a game with the Objectives yet (Only the L2P, and then a 180 game without objectives just to try a few things), having initiative seems Huuuuuge. It really changes how you plan your turns, at least in the core set, maybe this will lessen especially with objectives involved to balance it out. But it's really going to force different playstyles in each fleet just down to that. 
     
    There's a really handy appendix/glossary included which solves a lot of issues of clarity with rules, which is lovely as well. And the rules themselves seem pretty intuitive once you start playing with it. 
     
    Oh, and fighters really need the command to be useful as anything other than a tarpit. 
     
    How the fleets and such feel;
    The stuff in the core set does a good job at making things feel very unique. The Star Destroyer is like this big lumbering cannon that needs careful pointing to get it to do anything, and whilst it'll eat anything in front of it, it can't react worth a ****. 
     
    The Corvette A needs to be used with caution since it'll die quickly, and if you commit too early you'll general meet death by turbo-laser. It'll definately be better in pairs, where you can take advantage of it being the fastest and most maneuverable of the core set ships. 
     
    The Nebulon Escort frigate; Depending on how relevent fighters wind up being, this may become a must have ship. Two anti fighter dice is really really good. Especially since it's anti ship feels really underwhelming in comparison. 
     
    Tie Fighters - They are disruptive chaff/tarpit. Like, they are terrible in a 1v1 versus an X-Wing, but in pairs they are incredibly strong (Since, turning 6 dice to 8 dice is really good thanks to swarm). I found it effective to send one in to try and engage as many squadrons as possible, and then gang up with the others to try and get and maintain a numbers advantage. They feel pretty ineffective against ships as well, so really you'll be using them either to delay fighters, or gang up on them. 
     
    X-Wings - As of yet, I'm a little undecided of them. I feel like they are meant to be the major part of the Rebels damage in the core set, but I've never actually been able to use them to direct attack the VSD, since Tie's are a pain. They are pretty good anti fighter though. And given I can't remember the stats of the other fighters, they'll probably stay that way. 
     
    Since I don't want to make this too wordy, I'll post more stuff that I discover after I've played a couple more games. I will say that there's about half a dozen upgrades that we've not had previewed in the Core Set. One of which is a little insane in theory. But I shall save that suprise for when ya'll get your own copies  
  5. Like
    Barty got a reaction from hecabomb in Thoughts now that it's actually here;   
    Some other thoughts; 
     
    Tarkan is probably going to be worth every last point; When you've got things as lumbering as VSD's, the ability to get free command tokens is invaluable. Especially since it actually feels really bad to use a Repair command (That's in general, not just just for the VSD, the VSD just suffers worse for it). So being able to get free tokens is wonderful. He also mediates the issue of the Star Destroyers slow response time. 
     
    Dordonna feels much less wonderful. Whilst the idea of giving more reliable offensive crit damage is nice on paper, it really needs something like an Assualt Frigate to feel worthwhile. He'll probably scale into the game, but I'd rather just have Garm Bell Illis I think. 
     
    Some part of me really feels like you want to have a pretty similar amount of fighters as your fleets actual squadron value. One or two say Tie Interceptors to act as blockers to engage enemy formations due to there high speed, but otherwise you want to have Squadron commands available to co-ordinate your assualt. (And more importantly allow Squadrons to move AND fire, not or. Which will be big for like Tie Bomber's given they are speed 4). 
     
    I don't think B-Wings will be especially good as a result of that. Since move 2 feels like it will be crippling for a dedicated bomber. But, both A and Y Wings should be amazing. A-Wings, since intercepting enemy fighters to allow your X-Wings to either mop up or go onto ships will be great, and Y-Wings since 6 hull on a squadron is reaaaaally tanky. 
     
    I can already see a few potential build styles of Imperial Fleets opening up for now, and kinda the same for Rebels (But I think Rebels will change a lot more with Wave 1 than Imperials will, since getting a manfight ship will be pretty big indeed)
  6. Like
    Barty got a reaction from Zaha in Thoughts now that it's actually here;   
    So I thought a thread to directly discuss peoples first observations and impressions now some people have gotten hold of copies, and to ask questions to those who have it ect ect. 
     
    First impressions for moi;
    Feel of the game
    I love how cinematic it feels. The ships slowing crawling to each other, with fighter screens in front. Slowly positioning takes form, and then BOOM - Surging forwards with your fighter line to throw chaos into the opponents, and your ships opening up to each other titanically. Even how ships drift apart after a few desperately exchanged volleys, which will be great with more ships to trial with. 
     
    I also like how punishing it can be if you don't plan properly. The first game I played, the VSD got a point blank volley with two arcs into a Corvette, practically obliterating it (And then it got finished off by Tie's), but spent the rest of the game being poked in the rear by the Nebulon whilst it and and X-Wings moped up the Tie's in short order, due to it mis-positioning after that. It's definately a case of easy to learn, hard to master.
     
    Gameplay itself; 
    Whilst I've not played a game with the Objectives yet (Only the L2P, and then a 180 game without objectives just to try a few things), having initiative seems Huuuuuge. It really changes how you plan your turns, at least in the core set, maybe this will lessen especially with objectives involved to balance it out. But it's really going to force different playstyles in each fleet just down to that. 
     
    There's a really handy appendix/glossary included which solves a lot of issues of clarity with rules, which is lovely as well. And the rules themselves seem pretty intuitive once you start playing with it. 
     
    Oh, and fighters really need the command to be useful as anything other than a tarpit. 
     
    How the fleets and such feel;
    The stuff in the core set does a good job at making things feel very unique. The Star Destroyer is like this big lumbering cannon that needs careful pointing to get it to do anything, and whilst it'll eat anything in front of it, it can't react worth a ****. 
     
    The Corvette A needs to be used with caution since it'll die quickly, and if you commit too early you'll general meet death by turbo-laser. It'll definately be better in pairs, where you can take advantage of it being the fastest and most maneuverable of the core set ships. 
     
    The Nebulon Escort frigate; Depending on how relevent fighters wind up being, this may become a must have ship. Two anti fighter dice is really really good. Especially since it's anti ship feels really underwhelming in comparison. 
     
    Tie Fighters - They are disruptive chaff/tarpit. Like, they are terrible in a 1v1 versus an X-Wing, but in pairs they are incredibly strong (Since, turning 6 dice to 8 dice is really good thanks to swarm). I found it effective to send one in to try and engage as many squadrons as possible, and then gang up with the others to try and get and maintain a numbers advantage. They feel pretty ineffective against ships as well, so really you'll be using them either to delay fighters, or gang up on them. 
     
    X-Wings - As of yet, I'm a little undecided of them. I feel like they are meant to be the major part of the Rebels damage in the core set, but I've never actually been able to use them to direct attack the VSD, since Tie's are a pain. They are pretty good anti fighter though. And given I can't remember the stats of the other fighters, they'll probably stay that way. 
     
    Since I don't want to make this too wordy, I'll post more stuff that I discover after I've played a couple more games. I will say that there's about half a dozen upgrades that we've not had previewed in the Core Set. One of which is a little insane in theory. But I shall save that suprise for when ya'll get your own copies  
  7. Like
    Barty got a reaction from ferndogg001 in Thoughts now that it's actually here;   
    So I thought a thread to directly discuss peoples first observations and impressions now some people have gotten hold of copies, and to ask questions to those who have it ect ect. 
     
    First impressions for moi;
    Feel of the game
    I love how cinematic it feels. The ships slowing crawling to each other, with fighter screens in front. Slowly positioning takes form, and then BOOM - Surging forwards with your fighter line to throw chaos into the opponents, and your ships opening up to each other titanically. Even how ships drift apart after a few desperately exchanged volleys, which will be great with more ships to trial with. 
     
    I also like how punishing it can be if you don't plan properly. The first game I played, the VSD got a point blank volley with two arcs into a Corvette, practically obliterating it (And then it got finished off by Tie's), but spent the rest of the game being poked in the rear by the Nebulon whilst it and and X-Wings moped up the Tie's in short order, due to it mis-positioning after that. It's definately a case of easy to learn, hard to master.
     
    Gameplay itself; 
    Whilst I've not played a game with the Objectives yet (Only the L2P, and then a 180 game without objectives just to try a few things), having initiative seems Huuuuuge. It really changes how you plan your turns, at least in the core set, maybe this will lessen especially with objectives involved to balance it out. But it's really going to force different playstyles in each fleet just down to that. 
     
    There's a really handy appendix/glossary included which solves a lot of issues of clarity with rules, which is lovely as well. And the rules themselves seem pretty intuitive once you start playing with it. 
     
    Oh, and fighters really need the command to be useful as anything other than a tarpit. 
     
    How the fleets and such feel;
    The stuff in the core set does a good job at making things feel very unique. The Star Destroyer is like this big lumbering cannon that needs careful pointing to get it to do anything, and whilst it'll eat anything in front of it, it can't react worth a ****. 
     
    The Corvette A needs to be used with caution since it'll die quickly, and if you commit too early you'll general meet death by turbo-laser. It'll definately be better in pairs, where you can take advantage of it being the fastest and most maneuverable of the core set ships. 
     
    The Nebulon Escort frigate; Depending on how relevent fighters wind up being, this may become a must have ship. Two anti fighter dice is really really good. Especially since it's anti ship feels really underwhelming in comparison. 
     
    Tie Fighters - They are disruptive chaff/tarpit. Like, they are terrible in a 1v1 versus an X-Wing, but in pairs they are incredibly strong (Since, turning 6 dice to 8 dice is really good thanks to swarm). I found it effective to send one in to try and engage as many squadrons as possible, and then gang up with the others to try and get and maintain a numbers advantage. They feel pretty ineffective against ships as well, so really you'll be using them either to delay fighters, or gang up on them. 
     
    X-Wings - As of yet, I'm a little undecided of them. I feel like they are meant to be the major part of the Rebels damage in the core set, but I've never actually been able to use them to direct attack the VSD, since Tie's are a pain. They are pretty good anti fighter though. And given I can't remember the stats of the other fighters, they'll probably stay that way. 
     
    Since I don't want to make this too wordy, I'll post more stuff that I discover after I've played a couple more games. I will say that there's about half a dozen upgrades that we've not had previewed in the Core Set. One of which is a little insane in theory. But I shall save that suprise for when ya'll get your own copies  
  8. Like
    Barty got a reaction from Trevor Goodchild in Thoughts now that it's actually here;   
    So I thought a thread to directly discuss peoples first observations and impressions now some people have gotten hold of copies, and to ask questions to those who have it ect ect. 
     
    First impressions for moi;
    Feel of the game
    I love how cinematic it feels. The ships slowing crawling to each other, with fighter screens in front. Slowly positioning takes form, and then BOOM - Surging forwards with your fighter line to throw chaos into the opponents, and your ships opening up to each other titanically. Even how ships drift apart after a few desperately exchanged volleys, which will be great with more ships to trial with. 
     
    I also like how punishing it can be if you don't plan properly. The first game I played, the VSD got a point blank volley with two arcs into a Corvette, practically obliterating it (And then it got finished off by Tie's), but spent the rest of the game being poked in the rear by the Nebulon whilst it and and X-Wings moped up the Tie's in short order, due to it mis-positioning after that. It's definately a case of easy to learn, hard to master.
     
    Gameplay itself; 
    Whilst I've not played a game with the Objectives yet (Only the L2P, and then a 180 game without objectives just to try a few things), having initiative seems Huuuuuge. It really changes how you plan your turns, at least in the core set, maybe this will lessen especially with objectives involved to balance it out. But it's really going to force different playstyles in each fleet just down to that. 
     
    There's a really handy appendix/glossary included which solves a lot of issues of clarity with rules, which is lovely as well. And the rules themselves seem pretty intuitive once you start playing with it. 
     
    Oh, and fighters really need the command to be useful as anything other than a tarpit. 
     
    How the fleets and such feel;
    The stuff in the core set does a good job at making things feel very unique. The Star Destroyer is like this big lumbering cannon that needs careful pointing to get it to do anything, and whilst it'll eat anything in front of it, it can't react worth a ****. 
     
    The Corvette A needs to be used with caution since it'll die quickly, and if you commit too early you'll general meet death by turbo-laser. It'll definately be better in pairs, where you can take advantage of it being the fastest and most maneuverable of the core set ships. 
     
    The Nebulon Escort frigate; Depending on how relevent fighters wind up being, this may become a must have ship. Two anti fighter dice is really really good. Especially since it's anti ship feels really underwhelming in comparison. 
     
    Tie Fighters - They are disruptive chaff/tarpit. Like, they are terrible in a 1v1 versus an X-Wing, but in pairs they are incredibly strong (Since, turning 6 dice to 8 dice is really good thanks to swarm). I found it effective to send one in to try and engage as many squadrons as possible, and then gang up with the others to try and get and maintain a numbers advantage. They feel pretty ineffective against ships as well, so really you'll be using them either to delay fighters, or gang up on them. 
     
    X-Wings - As of yet, I'm a little undecided of them. I feel like they are meant to be the major part of the Rebels damage in the core set, but I've never actually been able to use them to direct attack the VSD, since Tie's are a pain. They are pretty good anti fighter though. And given I can't remember the stats of the other fighters, they'll probably stay that way. 
     
    Since I don't want to make this too wordy, I'll post more stuff that I discover after I've played a couple more games. I will say that there's about half a dozen upgrades that we've not had previewed in the Core Set. One of which is a little insane in theory. But I shall save that suprise for when ya'll get your own copies  
  9. Like
    Barty got a reaction from Jut in Thoughts now that it's actually here;   
    So I thought a thread to directly discuss peoples first observations and impressions now some people have gotten hold of copies, and to ask questions to those who have it ect ect. 
     
    First impressions for moi;
    Feel of the game
    I love how cinematic it feels. The ships slowing crawling to each other, with fighter screens in front. Slowly positioning takes form, and then BOOM - Surging forwards with your fighter line to throw chaos into the opponents, and your ships opening up to each other titanically. Even how ships drift apart after a few desperately exchanged volleys, which will be great with more ships to trial with. 
     
    I also like how punishing it can be if you don't plan properly. The first game I played, the VSD got a point blank volley with two arcs into a Corvette, practically obliterating it (And then it got finished off by Tie's), but spent the rest of the game being poked in the rear by the Nebulon whilst it and and X-Wings moped up the Tie's in short order, due to it mis-positioning after that. It's definately a case of easy to learn, hard to master.
     
    Gameplay itself; 
    Whilst I've not played a game with the Objectives yet (Only the L2P, and then a 180 game without objectives just to try a few things), having initiative seems Huuuuuge. It really changes how you plan your turns, at least in the core set, maybe this will lessen especially with objectives involved to balance it out. But it's really going to force different playstyles in each fleet just down to that. 
     
    There's a really handy appendix/glossary included which solves a lot of issues of clarity with rules, which is lovely as well. And the rules themselves seem pretty intuitive once you start playing with it. 
     
    Oh, and fighters really need the command to be useful as anything other than a tarpit. 
     
    How the fleets and such feel;
    The stuff in the core set does a good job at making things feel very unique. The Star Destroyer is like this big lumbering cannon that needs careful pointing to get it to do anything, and whilst it'll eat anything in front of it, it can't react worth a ****. 
     
    The Corvette A needs to be used with caution since it'll die quickly, and if you commit too early you'll general meet death by turbo-laser. It'll definately be better in pairs, where you can take advantage of it being the fastest and most maneuverable of the core set ships. 
     
    The Nebulon Escort frigate; Depending on how relevent fighters wind up being, this may become a must have ship. Two anti fighter dice is really really good. Especially since it's anti ship feels really underwhelming in comparison. 
     
    Tie Fighters - They are disruptive chaff/tarpit. Like, they are terrible in a 1v1 versus an X-Wing, but in pairs they are incredibly strong (Since, turning 6 dice to 8 dice is really good thanks to swarm). I found it effective to send one in to try and engage as many squadrons as possible, and then gang up with the others to try and get and maintain a numbers advantage. They feel pretty ineffective against ships as well, so really you'll be using them either to delay fighters, or gang up on them. 
     
    X-Wings - As of yet, I'm a little undecided of them. I feel like they are meant to be the major part of the Rebels damage in the core set, but I've never actually been able to use them to direct attack the VSD, since Tie's are a pain. They are pretty good anti fighter though. And given I can't remember the stats of the other fighters, they'll probably stay that way. 
     
    Since I don't want to make this too wordy, I'll post more stuff that I discover after I've played a couple more games. I will say that there's about half a dozen upgrades that we've not had previewed in the Core Set. One of which is a little insane in theory. But I shall save that suprise for when ya'll get your own copies  
  10. Like
    Barty got a reaction from RedPriest in Thoughts now that it's actually here;   
    So I thought a thread to directly discuss peoples first observations and impressions now some people have gotten hold of copies, and to ask questions to those who have it ect ect. 
     
    First impressions for moi;
    Feel of the game
    I love how cinematic it feels. The ships slowing crawling to each other, with fighter screens in front. Slowly positioning takes form, and then BOOM - Surging forwards with your fighter line to throw chaos into the opponents, and your ships opening up to each other titanically. Even how ships drift apart after a few desperately exchanged volleys, which will be great with more ships to trial with. 
     
    I also like how punishing it can be if you don't plan properly. The first game I played, the VSD got a point blank volley with two arcs into a Corvette, practically obliterating it (And then it got finished off by Tie's), but spent the rest of the game being poked in the rear by the Nebulon whilst it and and X-Wings moped up the Tie's in short order, due to it mis-positioning after that. It's definately a case of easy to learn, hard to master.
     
    Gameplay itself; 
    Whilst I've not played a game with the Objectives yet (Only the L2P, and then a 180 game without objectives just to try a few things), having initiative seems Huuuuuge. It really changes how you plan your turns, at least in the core set, maybe this will lessen especially with objectives involved to balance it out. But it's really going to force different playstyles in each fleet just down to that. 
     
    There's a really handy appendix/glossary included which solves a lot of issues of clarity with rules, which is lovely as well. And the rules themselves seem pretty intuitive once you start playing with it. 
     
    Oh, and fighters really need the command to be useful as anything other than a tarpit. 
     
    How the fleets and such feel;
    The stuff in the core set does a good job at making things feel very unique. The Star Destroyer is like this big lumbering cannon that needs careful pointing to get it to do anything, and whilst it'll eat anything in front of it, it can't react worth a ****. 
     
    The Corvette A needs to be used with caution since it'll die quickly, and if you commit too early you'll general meet death by turbo-laser. It'll definately be better in pairs, where you can take advantage of it being the fastest and most maneuverable of the core set ships. 
     
    The Nebulon Escort frigate; Depending on how relevent fighters wind up being, this may become a must have ship. Two anti fighter dice is really really good. Especially since it's anti ship feels really underwhelming in comparison. 
     
    Tie Fighters - They are disruptive chaff/tarpit. Like, they are terrible in a 1v1 versus an X-Wing, but in pairs they are incredibly strong (Since, turning 6 dice to 8 dice is really good thanks to swarm). I found it effective to send one in to try and engage as many squadrons as possible, and then gang up with the others to try and get and maintain a numbers advantage. They feel pretty ineffective against ships as well, so really you'll be using them either to delay fighters, or gang up on them. 
     
    X-Wings - As of yet, I'm a little undecided of them. I feel like they are meant to be the major part of the Rebels damage in the core set, but I've never actually been able to use them to direct attack the VSD, since Tie's are a pain. They are pretty good anti fighter though. And given I can't remember the stats of the other fighters, they'll probably stay that way. 
     
    Since I don't want to make this too wordy, I'll post more stuff that I discover after I've played a couple more games. I will say that there's about half a dozen upgrades that we've not had previewed in the Core Set. One of which is a little insane in theory. But I shall save that suprise for when ya'll get your own copies  
  11. Like
    Barty got a reaction from Ghost Dancer in Only FFG's playmats are legal for tournament use!   
    I'm personally fine with some sense of standard accross the competitive scene, in fact I'd almost encourage it, I just wish it wasn't so constricting on what said standard is. Or expensive. 
     
    Like, if FFG said all mats must be made of x material, and if not one of ours must be verified by judges at the event before it's used to make sure it's not like readily usable to give information advantages, that would be fine in my books. But it's the specific detail of it being one of there mats that makes this a little hard to stomach. 
     
    But then again, I'm an old 40k player, I should be used to companies making slightly poor choices to sell more product  
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