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Daht

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Posts posted by Daht


  1. Something I learned in life that sounds harsh but I think may help in this case:

     

     

    Nobody really cares why you did the bad thing (or failied, or didn't do the thing)...     the people that really know you and love you (family/close friends) will understand if there is a circumstance that contributes to it, but casual acquaintences really won't.

     

     

    This applies here in that you need to stop projecting that you have the problem.   I've watched 2 vassal games you played, and honestly.. you weren't that bad in either of them..  I wouldn't say bad at all ....  

     

    BUT  because we have these threads going on and on about your problems and how you do the jerk thing and want to try and stop the jerk thing and don't really understand social norms making you continue to drift into doing jerk things,  what happens is people that play you will automatically, naturally go into  "brace for *******"  mode, and react strongly and have less patience with you when you do minor faux paus that other players will "get away" with, or be able to catch and do a quick apology for.   

     

    That won't *solve* the problem, but you are putting a giant neon billboard over your head that folks that only interact with you casually will react to.   Then you spotlight the reaction, and it becomes bigger..  it's a snowball effect. 

     

    I understand you don't want to, but locally you need to take a break.  Skip a tourney or two, then start poking in for some casual play, before thinking of pushing yourself back into tournaments.  

     

    This all sounds kind of negative, but really you can't give a detailed blueprint on the positive.   Saying "don't do the thing"  isn't going to help you not do the thing.  You need to put a bit of distance and ease back in on your end,  and if you stop projecting your problem before and after the fact you will get to work with the same leeway the rest of us have with making the occasional comment or reaction that can be taken negatively.


  2.  

    The real action will be down ticket, where everyone with 16 points or higher will be looking for that big win to put them into the playoffs outright.

    Here is a Biggs Pre-Match Bracket. Based on "I am tired and sould be asleep already."

    Pt106

    Gowtah

    WhatsArmada

    Ginkapo

    Mattshadowlord

    Carribbean Ninja

    Skycake

    CaptainICT - 10 pt win but not enough to sneak in at 25 gets the wild card

    Right game, wrong person.

     

    506 is the number to beat by Daht. I could roll nothing but accuracy and blanks. He could roll timely accuracies. Plus an MC80 is the same, as an MC80 right? (I screwed up which one I wanted where.) I'll let him report in more detail.

     

     

    My target scrambler blocked multiple crit effects and at least 8 damage that game also, beastly.    Tabled on turn 3.   Advanced Gunnery is a ******.     Capt ended up having to run liberty thru some rocks to get in the fight, and an advanced gunnery ISD1 at short range can drop an MC80 in one round, we found out.   G8 and target scrambler is a thing.  

     

    so yeah..   506-0  is the score to beat to get in to elimination round


  3.  

     

    OK, so I cooked together something VERY SIMPLE,

     

     

     

    The Declaration of Independence: 1,458 words, including the signatures,

    Green Knight's Very Simple Post: 1,727 words (admittedly only one signature)

     

     

    :D

     

     

    Here is my take on simple campaign system:

     

    START: 

     

    400pts each side, or 200 per player if multiple players per side (both sides even total)

     

    A fleet can be 180-400 points, with no more than 1/3 squadrons.   

    Fleets with too many fighter squadrons cannot use more than 1/3 total points of squadrons in battles (the rest are docked). 

    Fleets can move together to battle together for over 400 point battles, but must move with separate activations to the battle.  

    Max 6 fleets. 

    Fleets do not need an admiral, you can have multiple admirals in a fleet, but only the top admiral (by cost) on the table can use his ability, one admiral max per ship.  Multiple fleet forces can use each fleet's admiral(s) for the appropriate fleet

     

    A fleet that falls under 180 points due to battle is inactive.  Inactive fleets may only move 1 space max from activations, cannot repair,  and cannot be reinforced by production. It cannot take control of a system except by winning a battle.  It may have more than 1/3 squadrons.  If defeated in battle, an inactive fleet has to move to an adjacent system. 

     

    Imps start on Corusant,  Rebels in any other system.

     

    Play until one side concedes, has less than 2 active fleets at the end of a turn, or maintains a full 2400 points of fleets for 3 consecutive turns.

     

    3 stages to a turn:

     

     

    1)ACTIVATIONS:

     

    Each side gets a number of activations per turn:

         1 for every 2 active fleets (round up)

         1 for every system controlled  

         1 for every victory in the last turn

     

    Activations are:

        Move 1 fleet 1 space

        Split or combine a fleet

        Repair 1 facedown damage card on a ship

        Rescue 1 Admiral, unique officer, or squadron (may assign them to any uncontested fleet, including an inactive fleet)

     

     

    Whichever side has the least total points in their forces activates first, alternating 2 activations at a time.  Fleets may move into systems with opposing fleets, but cannot move out.  Forces sharing a system with an opposing fleet cannot repair, add rescues, or split/combine forces. 

     

    When finished activations, use a faction token to mark any system with an uncontested fleet as controlled by that faction, and resolve battles in any contested system.

     

     

    2)BATTLES:

     

    Battles in uncontrolled systems:  Lower point force chooses first or second, then scenarios are drawn randomly,  one of each type for second player to choose.  If lower player has an initiative bid over 30, he may redraw one scenario.. over 60 he may redraw two scenarios (different colors).

     

    Battles in controlled systems:  Controlling faction chooses first or second.  If first, scenarios are drawn randomly.  If second, controlling player chooses the scenarios.  If lower player has an intiative bid over 50, he may redraw 1 scenario    

     

    Standard rules apply for battles.  At the end of 6 rounds decide winner and loser.  Record objective specific VP.   The losing force must retreat to the nearest friendly controlled system (may choose if multiple have same distance).  Winner controls the contested system.

     

    Ships that end a battle or flee the field with faceup damage cards will carry over the damage as facedown cards next turn.

     

    Ships that are destroyed roll 1 blue die:

             Acc: 1 facedown card

             Hit:  1/2 hull value (rd down) facedown cards

             Crit:  Destroyed.  Unique officers/admirals can be rescued in the next activation phase or are lost for the campaign. 

                       unique titles can be re-bought in production.

     

    Squadrons that are destroyed or flee the field roll 1 blue die (squads that fled may reroll)

           Acc: no effect

           Hit: -1 hull next round

           Crit:  Destroyed.  Unique squadrons can be rescued in the next activation phase or are lost for the campaign.

     

     

     

    3)PRODUCTION

     

    After all battles are resolved, each side earns points to add to their fleets.  Sides with more than 1 player split points for controlled systems as they see fit, but earn points from battles individually.

     

    Each side earns 15 points per system controlled

    +25 per battle victory

    + 1/2 vp scored via objectives 

     

    These points can be used to buy new ships, upgrades, and squadrons, including uniques not yet purchased.  Purchasing any ship title requires buying the base ship + title.

     

    New upgrades, ships and squadrons may be added to any fleet of 180 or higher.  Sub 180 fleets can only be reinforced by combining or reinforcing with another fleet.   Unspent points roll over to the next round.

     

    Once purchases are finished, the turn ends.


  4.  

     

    I am going to make a Sato the Suppressor list now....

    That was my next list but Sato is EXPENSIVE! The cost to activate and such is just so high. . . it will depend on what those Headhunters cost.

     

     

    There's both the cost of Sato, and then there's the Sato tax to keep his ability up, so it will probably change Ly's list quite considerably.

     

    Ideally, YT-2400s can be taken because of their Rogue, good speed and 6 hull, but they're 16 points a pop.  I feel that when we looked at Sato, we all got super excited to welcome another damage-dealer to the Rebel ranks, but the more I look at him the more I think he will be one of the more list-challenging commanders to get right.  He likes Han, wants Tycho, but I'm not sure how much you can cater to his needs before you say F it, just taking Madine (or someone else).

     

     

    Yep, he looks like a Tarkin, where you build your good list and are ready to rock but then realize it's over 500pts


  5.  

     

     

     

    And Lyr's list is a fun one to play against.  Did so in round 3 of the tournament. I'd love a rematch ... hint hint Lyr :-)

    You can have one ^_^

     

    I love this list but it makes me a raging Ahole late at night when I start making stupid avoidable mistakes. Well. . .I guess it does whenever I make stupid mistakes :P

    <rant> I don't care if you make stupid mistakes. I think we all do. One thing I can't stand is when a player says that his/her mistakes were the reason the opponent won. People win and lose because of EVERYTHING that happened in the game. When you say that they only won because you made mistakes, or this game "was mine to lose", you disrespect your opponent and the game. </rant>

     

    Personally I'm glad you guys are finally getting it on. I was at the point of "just shut up and do it" a few hundred posts back. You both sound like an old married couple. And I will be glad to see DtO in action again. It's always been a personal favorite of mine.

     

    But I won't even field a guess on this one. I think both fleets have the potential to slay.   Please post the date and time. This may be a full gallery....

     

    You can rant about it all you want. Have you ever had a game that was your game to lose? Where you had the game, knew you had the game but just did something that made it go down hill?

     

    If not then I am not sure you can understand how it eats are you, how it can just rip you apart because in the end, it was your fault.

     

    I ALWAYS assume that a player I don't know will play the game the right way, they wont make mistakes, and they will make all the right moves. This way I can plan for that and if they do mess up I can pounce on that. If they don't they played as anticipated and did a good job. To me a good job is a high compliment. 

     

    I have had people play unexpectedly and dominate the game. ArmadaJim has done that, and that was AMAZING! That game had me making mistakes as well but I was in the unknown and that was fun! A frustratingly fun game where I learned new things. 

     

    It is condescending, I know it is but that is how I think. I am not trying to demean my opponents or anything, that is just my mindset on it. 

     

    Oh yeah, I've had plenty of those games. CNinja can attest to the fact that I have beaten myself plenty...

     

    IN GAMES, YOU SICK ANIMALS!

     

    I'm just saying that there is always at least two ways to look at something. Yes, you may have made the error that cost you the game, but brow-beating your opponent instead of talking about the game constructively does nothing but show poor sportsmanship. I believe this for any competitive game or sport.  

     

     

    No mistake apart from blindly flying your ships off the table can cost you a game if your opponent doesn't take advantage of it.   I do get that initial reaction Lyr is talking about, but I always keep in mind to append any post match analysis of my errors to include my opponent capitalizing on it.   I have won a number of games making mistakes that were missed by my opponent.


  6. I think Demo is very strong, but not broken, partly due to Imp limitations that are fading with more waves, but also the gladiator without Demo (or at least insidious)  is a pretty horrible ship.. average def tokens, speed, and maneuverability with piss poor range.   Other black dice ships have other options.. trc's on mc30, with 2x red dice,  vic 1's have red all around.. gladiators without some kind of range modifier do almost nothing if not player 1. 

     

    A "demolisher" title on most any other ship would be much worse than it is on a gladiator. 


  7.  

    Neb will double check the math, but if my math is right  Neb beats Daht 342-222  playing most wanted for a 7-3.

    Math is correct, thx Daht for reporting! Was a pleasure playing you, and thx for showing up after so many hours of sleep deprivation caused by IA ;)

     

    I had initiative and took first player. Of the 8 ships on the board, 6 didnt survive. There are things that are not meant to be parked right in front of an ISD.

     

     

    I felt a bit bad at the end, I know I was getting cranky but it was all I could do to stay awake at all :)    Good game.   I gambled you wouldn't take the ISD down (usually put obj on demolisher), and deployed center instead of side, but good flying.   Funny we had the exact same kill score it was the 120 bonus that was the entire diference in the score.

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