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About LordFajubi

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  • Birthday 03/17/1976

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  1. This would be a cool idea, non forced movement. Either you dial in a maneuver OR you rotate your whole ship like a turret. Makes sense thematically just not sure how well game pieces can reflect that. Maybe that’s why it’s a casual format option, it’s going to be impossible to be 100% accurate in ship rotation and tournie kids would just fight over it.
  2. I would really like to know how they plan to handle turning and bumping on the 3x3 field option. Unless they are resistant to board edge in some way and don’t bulldoze small bases I’m not seeing this idea as being a good one. Don’t get me wrong I am thrilled they are giving some love to huge ships but a swarm of any kind takes up a fair amount of real-estate and big boys need room.
  3. Most likely the 6 base hp’s for Luke then 3 regen from R2-D2 6+3=9.
  4. Seeing the future would not boost your reflexes, or are jedi super computers that can plan 50 moves ahead and execute all actions in a specific order? They would have to have instinctual awareness to a point of precognition but seeing the future wouldn’t make you any faster. I picture them like spider-man. His spider sense gives him a heads up but he still has to be fast enough to do anything about it.
  5. To those wanting super action efficient jedi, that’s the quick road to turning this into 1.0 all over again which no one should want. Also remember jedi are much less effective in a ship than in person. It boosts their reflexes sure but even Anakin, the most powerful jedi in existence, used pilot skill not magic tricks to be a badass pilot. Obiwan was just ******** his pants alot and flying with adrenaline most of the time. The other few jedi we actually see flying aren’t terribly good at it. Jedi will not and should not be OP pilots. Now OP support, there is some likelihood there.
  6. Feel you on many counts bomber. I too rarely if ever play but through 1.0, even when disgusted by some of the rules, I wanted to play. In 2.0, after converting 1 kit for each faction I still don’t play but the biggest thing is I don’t really want to. I find myself spending money on other games and not looking forward to or planning to buy anything else. Not selling my stuff or rage quitting but I don’t even have the sense I should use what I have. Maybe my mind will change but I definately lost that lovin feeling for x wing. Still makes a nice glass case filler in the man cave.
  7. The Arc I believe was said in the spread to not come with an evade token. My guess is that it is a passed force action but requires the passer to have the action passed, ie if a jedi wanted to give another pilot an evade they could do so by sacrificing their evade.
  8. What they could have done is make jam tokens 1 at a time per ship max, they never go away until removed and to remove one the carrying ship must execute 1 action that is then cancelled. Multi-action ships are slowed but not neutered and jam tokens are not as situational.
  9. The problem with making secondary weapons better is every other faction can use them too. So if you bump them for rebels other factions might get a monster out of it. I hate to say it but I think to save rebels they need some better defence somehow, they have decent attacking ships but the problem is the ones that hit hard die too easy or are so points inefficient that you can’t support them. Lower costs will help and then maybe get some regen buffs for rebels only. Not sure really but the rebels are true underdogs in 2.0.
  10. I think they could have merit on zertik strom as well but rexler period makes these extremely useful for their points. Avoid group think and the need for ocd bids as they won’t always benefit you.
  11. Absolutely no lightside force ability should cause damage. I know the whole gameplay>fluff garbage but come on. Now what I could get behind is spend a force and remove a stress or ion token, use a force and lower the difficulty of any maneuver 1 step, spend a force and look at one non darkside dial and you may change the bearing but not speed of your move after reveal. Also with darkside, damage is ok but boring. Why not use a force add an attack range to a secondary (up or down 1), use a force per die on opponent (before rolling with an all or nothing clause) the dice cannot be modified, use a force to increase the difficulty of any manuever 1 step and execute it twice ignoring stress restrictions for the second but gaining 2 stress off a double red move. Just some ideas before bed.
  12. Just what we need Canadian superheroes in space!
  13. I would much rather see A-wings be defensively strong not offensively. In any video game I have played with them in it they are stupid hard to hit but in return hit back like wet noodles. Maybe something like a title along the lines of if you end your move in an enemy arc you can get a free evade action. Still vulnerable to focus fire and bumping but opens up all your actions for repositioning. A wings are daggers not broad swords. Fast and hard to disarm but it takes a lot of cuts to bring an enemy down with them.
  14. I did miss the Destiny disclaimer on your mill scenario so apologies on that. I do not nor will I have any interest in Destiny. Do they have cards now that straight mill or is it still dependent on dice rolls? The counterspell point stands though, many if not all the colors have counters now they are just not usually as powerful or cheap as counterspell, ergo the Ratatouille principle of anyone can do it with varying difficulty is still valid. @Darth Meanie made a good point too about counters. Part of the strategy in a counter deck is bluffing. Do I have a counter, I left the right mana open. You can bluff plenty in a concealed card game. Thane gives you an option to not really bluff but he does have the ability of control or damage not many ships can do both. He can be extremely flexible and unpredictable in the right hands. Thane on the table also can do one thing that no other Xwing really can. He can leave his foils closed 100% of the time and remain a threat. If you use him as a straight control piece and have other heavy hitters he can simply run around flipping crits and still be a valuable member of your team. I just personally don’t like a weighted ability like his. Is it broken? No. Is it stronger than it should be? Possibly. It does depend greatly on your opponents ships. It’s much better against certain things than others. I do find it interesting that several people have found it difficult to use. It’s a single result shot, at range 3 arc possibilities, obstacles be damned, it just seems more a victim of rebel weakness or low hull meta than all that hard to land. All rebels need is a good damage dealer and anything with 3 hull or more can be at the mercy of dealt cards. All this talk has me determined to make a good squad with him now, just wish the rebels weren’t circling the bowl. A good fast bomb layer could be fun with a Thane sniper.
  15. You can always counterspell the counterspell and mill has weaknesses too like cards you can play from your graveyard or effects that hurt your opponent when forced to discard. Not seeing the problem there as some of you don’t with Thane. ? Granted Thane is no counter spell but there is counters to anything in games if you look and should there not be one the offending effect should be banned. Also to continue the analogy RDW is one the mightiest archtypes in magic and it is based on kill your opponent first as I have seen several suggest for Thane. Point being you see things as npe that I don’t and vice versa so viva la diversity.
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