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Turcopolier

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  1. Turcopolier

    Ideas for reining in the bid war

    Hello there! (Let's start with an Obi-wan reference) Long-time player(wave 4 I think?), long-time reader of the forums, third-time poster. This is my first attempt to join the everlasting discussion on how to improve/change the game, and I'm fully aware that this is a subjective opinion. For me, xwing has always been a game that at its core is, or at least should be, about reading and outwitting your opponent. "What is the person across the table going to do?" is the most important thing. The other important thing is that of balance, in my opinion best achieved through what we can call "trade-off" or "alternative cost". I was a person who actually appreciated VI and adaptability, in the sense that it forced you to trade. "Do I want to move last or do I want to have the option of double repositioning?". A bid was/is in itself not necessarily bad; you trade possible points for an advantage. Herein however lies the biggest problem according to me: the do-or-die of getting to move last, a clear advantage when referring to repositioning and target-locks. There isn't a major* trade-off in the order of movement since it gives you such an advantage that spending almost the full price of a tie-fighter justify it. *Blocking is the natural trade-off here, however the existence of upgrades that allow you to reposition before your manoeuvre severely hampers this. The feeling of having"lost or won" due to initiative before the game starts is not something I appreciated. Since you're not supposed to just criticize without being constructive, here's my two cents: 1. Naturally split the advantage of last movement and the high mobility that double repositioning offers. -------------------------------- Cost-----------------------------------> Init6 (single repos.) Init1 -> Init2 -> Init3 -> Init4 ->{ Init5 (double repos.) This would according to me decrease the bid wars, since the effect of a successful bid isn't as big (which leads us to the main advantage of this change: the negative effect of a failed bid is equally reduced). Perfect board knowledge and the tools to exploit that knowledge wouldn't be linked in the same way, forcing you to become better at reading your opponent. 2. My second cent regards target locks, also heavily dependent on initiative. The suggested change here would be to move the measuring and acquisition of the lock itself to the beginning of the combat phase. You would still take the action as normal, allowing an opponent to get within range. The effects of this would narrow the advantage gap that exists in alpha strike lists. Taking the target lock action would signal your intention, allowing the opponent to avoid you arc if he or she has that option and leaving you without any other mods. It can as such also be used as a bit of area denial. All of this might need some point changes, but I think that the current pricing system doesn't correctly represent the advantage that player order gives. Well, that's all I had. Hopefully these changes hasn't been suggested somewhere already (and properly bashed and dissected, hehe). Thoughts?
  2. Turcopolier

    XG-1 "Star Wing" Assault Gunboat Thread

    You were right about the protons, both the rockets and the torpedoes ? I tend to avoid harpoons due too my anti-meta hipster mentality, but they are way more efficient compared to protons. And 4 GUNBOATS were a bit sluggish if you're not used to it,which I discovered the hard way ?
  3. Turcopolier

    XG-1 "Star Wing" Assault Gunboat Thread

    First post in these forums and first tournament with GUNBOATS. I have no idea how this will go ? GUNBOAT diplomacy: Nu Squadron Pilot (25) Alpha-class Star Wing (18), Proton Torpedoes (4), Proton Rockets (3), Long Range Scanners (0) Nu Squadron Pilot (25) Alpha-class Star Wing (18), Proton Torpedoes (4), Proton Rockets (3), Long Range Scanners (0) Nu Squadron Pilot (25) Alpha-class Star Wing (18), XG-1 Assault Configuration (1), Long Range Scanners (0), Linked Battery (2), “Mangler” Cannon (4) Nu Squadron Pilot (25) Alpha-class Star Wing (18), XG-1 Assault Configuration (1), Long Range Scanners (0), Linked Battery (2), “Mangler” Cannon (4)
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