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Vor Trex

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  1. I wasn't sold on Rebels. Saw a couple of Clone Wars episodes and megaloathed them. Bad graphics. Bad script. Just not worth any time. But I did see the first episode of Rebels, on YouTube, and was more 50/50 between watchable and irritating. Certainly better than the Clone Wars episodes I saw.
  2. After a stressful day, what could be better than going onto Amazon and finding a Force Awakens Starter Set for £3 less and estimated to arrive between Friday and Monday. Hope it comes tomorrow or Saturday. I've time for a game Monday.
  3. Yey! Found out it was private and I've made it public
  4. .....and it stinks! No really, my phone shuffled all the photographs making it difficult to know the order. Then, the video creator kept going slow or going off. I then downloaded Imperial March, only for it to be a 30 second rip off that I couldn't even add. Five hours, and a lot of anger and frustration, later I somehow managed this: https://youtu.be/dB3Jzm1XBX8 Please try to enjoy. I know it's a terrible first video.
  5. Going to use Legends material to help with background. The early days of my character are set on Tatooine. Tatooine Legends: http://starwars.wikia.com/wiki/Tatooine
  6. Couple of months ago I bought the Star Wars X-Wing Miniatures Game. Got in three games with just the Core set before finding out that a new, Force Awakens, Starter Set was being released. Though cautious at first, once a few previews were posted in the news I knew I wanted to get it. Having just read the latest two, I've no regrets. This is my plan for combining old and new. I'd be interested in reading yours. TIES Today I ordered what will now be my sixth Tie Fighter. Though I'm among those whose set his sights on twelve New Order Ties, the older models will still find a use. Gaming: the old Ties will perform one of two purposes. Cheap distraction is one idea, using Academy Pilots to be a first wave to keep the enemy busy while the new Ties move in for the kill. The other idea, and I already have 120 points list, is the named pilots. Looking through my cards today, I saw six and shortly afterwards ordered a sixth Tie. Narrative: when playing out a narrative based game/campaign, the old Ties will be used for patrol craft, planetary/station defense or the ships given to new recruits. No point wasting credits right. X-WING OK, this one might retire to the shelf. I'll get in a couple of games with it, as I have a couple of weeks wait for the FA Starter, but after that it'll be resigned from service. OTHERS Currently I own the Millennium Falcon and Outrider. On it's way, alongside the sixth Tie, is a HWK-290. Next on my radar are the Empire Firespray and Ghost & Phantom, before Force Awakens expansions. They will see a lot of use. I'd like to get the two Epics, the Transport and Corvette, but these are likely to finish the "Original Trilogy" collection. DAMAGE DECK I'm going to combine them. I know the new deck is an improvement, but I'd like to shuffle both decks together and see what happens. RULES I'm learning to play with the old rules, but I'm going to play using the new rules as they do appear to be a good improvement. THE REST Spare counters, markers, templates and tokens are never a bad thing. Wish I didn't buy extra dice, but at least I'll have spares. CONCLUSION I'm pleased FFG gives previews in advance of releases. It allows players the choice to plan ahead. Or at least I find that to be the case. From today's previews, it seems that the Force Awakens Starter is a separate game that can be combined with older models. Not sure you can use new ships in the old game. Might have to reread or wait for clarification. But those who don't want the new starter, but enjoy tournaments, can download the new rules for free. Personally, I'll be playing new with some old ships. I'd be interested to read your plans for the future.
  7. This will be a solo campaign, with me being both Player and Games Master. If it accomplishes nothing else, it'll teach me the rules through practice and give me "boots on the ground" knowledge of different strengths and weaknesses of skills, talents, Force powers and adversaries. KNIGHT I'm going to start as a Knight-Level Force Sensitive. In his background, he is the apprentice of a former Jedi Knight so his skills would be better than most. Also, I want him to be a knight in the sense of a warrior swordsman who has a code of honour. DARK Forgetting my previous topic here, now that I'm free of the GM, this is more about how he starts. I'm weighing the options here: 1. He has his fall into darkness written as part of his background. Doing this will start him at 29 morality. 2. The opening adventure in my solo campaign will be "Fall from Grace". Starting at 50 morality, I'd play a three part adventure in which he does "whatever it takes", within reason and not going to far. ROAD TO REDEMPTION This is NOT a Dark Side campaign. My character has gone off the rails, but not so far that he's crashed and burned beyond hope. I've checked the rulebook and found no motivation for it, so I've made up my own: Motivation: Cause: Redemption But, and it is a dangerous but, he also has the Ambition: Revenge. With Anger and Recklessness as his weaknesses, it could be that the sight of his target will send him spiraling back into the dark. My next few posts will give his BACKGROUND, CREATION and an OVERVIEW of his first adventure. Probably add other details as I think of them.
  8. Crabbok has summed up in one post every review I've read.
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