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Rustedborg

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  1. Like
    Rustedborg got a reaction from Ccwebb in Does the Scurrg warrant rule changes?   
    Watching the last two weeks of casual and tournament X-wing games both locally and at Nationals made me start two question if the dominance of the Auzituck gunship, Scurrg bomber and bomblet generator requires FFG to change a few rules for X-wing.
    First, the whole idea that players get half points for large base ships came from the fact that these ships have a lot of hit points (hull + shields) to chew through. Now, we've got multiple small base ships with more than 8 hit points. In my humble opinion, we need a rule change that says players earn half points for any small base ship with more than 8 hits points. So, if your small base ship has 9 or 10 hit points and your opponent gets at least half damage onto your ship then your opponent gets half points on that ship.
    Second, Bombs (the ones that drop on activation) need to be subject to ion and stress control. In other words, you cannot drop a bomb on activation if your ship is stressed or if it has an ion token. I'm fine with bombs, even the bomblet generator, as long as a stressed or ioned ship cannot drop its bombs. Players need some way to "reign-in" opponents who use the bomblet generator. This also gives players another reason to bring stress control or ion control to the table.
    I'm sure many people will say I'm just a cry-baby asking for those two rule changes, but if cloaking, deadeye, Palp, and Zuckuss deserved changes/nerfs then the rule changes I suggest are pretty tame coming from my perspective.
    Do you think these rule changes would be good or bad for X-wing?
  2. Like
    Rustedborg got a reaction from Kanawolf in Does the Scurrg warrant rule changes?   
    Watching the last two weeks of casual and tournament X-wing games both locally and at Nationals made me start two question if the dominance of the Auzituck gunship, Scurrg bomber and bomblet generator requires FFG to change a few rules for X-wing.
    First, the whole idea that players get half points for large base ships came from the fact that these ships have a lot of hit points (hull + shields) to chew through. Now, we've got multiple small base ships with more than 8 hit points. In my humble opinion, we need a rule change that says players earn half points for any small base ship with more than 8 hits points. So, if your small base ship has 9 or 10 hit points and your opponent gets at least half damage onto your ship then your opponent gets half points on that ship.
    Second, Bombs (the ones that drop on activation) need to be subject to ion and stress control. In other words, you cannot drop a bomb on activation if your ship is stressed or if it has an ion token. I'm fine with bombs, even the bomblet generator, as long as a stressed or ioned ship cannot drop its bombs. Players need some way to "reign-in" opponents who use the bomblet generator. This also gives players another reason to bring stress control or ion control to the table.
    I'm sure many people will say I'm just a cry-baby asking for those two rule changes, but if cloaking, deadeye, Palp, and Zuckuss deserved changes/nerfs then the rule changes I suggest are pretty tame coming from my perspective.
    Do you think these rule changes would be good or bad for X-wing?
  3. Like
    Rustedborg got a reaction from Lobokai in Does the Scurrg warrant rule changes?   
    Watching the last two weeks of casual and tournament X-wing games both locally and at Nationals made me start two question if the dominance of the Auzituck gunship, Scurrg bomber and bomblet generator requires FFG to change a few rules for X-wing.
    First, the whole idea that players get half points for large base ships came from the fact that these ships have a lot of hit points (hull + shields) to chew through. Now, we've got multiple small base ships with more than 8 hit points. In my humble opinion, we need a rule change that says players earn half points for any small base ship with more than 8 hits points. So, if your small base ship has 9 or 10 hit points and your opponent gets at least half damage onto your ship then your opponent gets half points on that ship.
    Second, Bombs (the ones that drop on activation) need to be subject to ion and stress control. In other words, you cannot drop a bomb on activation if your ship is stressed or if it has an ion token. I'm fine with bombs, even the bomblet generator, as long as a stressed or ioned ship cannot drop its bombs. Players need some way to "reign-in" opponents who use the bomblet generator. This also gives players another reason to bring stress control or ion control to the table.
    I'm sure many people will say I'm just a cry-baby asking for those two rule changes, but if cloaking, deadeye, Palp, and Zuckuss deserved changes/nerfs then the rule changes I suggest are pretty tame coming from my perspective.
    Do you think these rule changes would be good or bad for X-wing?
  4. Like
    Rustedborg got a reaction from eagletsi111 in Does the Scurrg warrant rule changes?   
    Watching the last two weeks of casual and tournament X-wing games both locally and at Nationals made me start two question if the dominance of the Auzituck gunship, Scurrg bomber and bomblet generator requires FFG to change a few rules for X-wing.
    First, the whole idea that players get half points for large base ships came from the fact that these ships have a lot of hit points (hull + shields) to chew through. Now, we've got multiple small base ships with more than 8 hit points. In my humble opinion, we need a rule change that says players earn half points for any small base ship with more than 8 hits points. So, if your small base ship has 9 or 10 hit points and your opponent gets at least half damage onto your ship then your opponent gets half points on that ship.
    Second, Bombs (the ones that drop on activation) need to be subject to ion and stress control. In other words, you cannot drop a bomb on activation if your ship is stressed or if it has an ion token. I'm fine with bombs, even the bomblet generator, as long as a stressed or ioned ship cannot drop its bombs. Players need some way to "reign-in" opponents who use the bomblet generator. This also gives players another reason to bring stress control or ion control to the table.
    I'm sure many people will say I'm just a cry-baby asking for those two rule changes, but if cloaking, deadeye, Palp, and Zuckuss deserved changes/nerfs then the rule changes I suggest are pretty tame coming from my perspective.
    Do you think these rule changes would be good or bad for X-wing?
  5. Like
    Rustedborg got a reaction from defkhan1 in Does the Scurrg warrant rule changes?   
    Watching the last two weeks of casual and tournament X-wing games both locally and at Nationals made me start two question if the dominance of the Auzituck gunship, Scurrg bomber and bomblet generator requires FFG to change a few rules for X-wing.
    First, the whole idea that players get half points for large base ships came from the fact that these ships have a lot of hit points (hull + shields) to chew through. Now, we've got multiple small base ships with more than 8 hit points. In my humble opinion, we need a rule change that says players earn half points for any small base ship with more than 8 hits points. So, if your small base ship has 9 or 10 hit points and your opponent gets at least half damage onto your ship then your opponent gets half points on that ship.
    Second, Bombs (the ones that drop on activation) need to be subject to ion and stress control. In other words, you cannot drop a bomb on activation if your ship is stressed or if it has an ion token. I'm fine with bombs, even the bomblet generator, as long as a stressed or ioned ship cannot drop its bombs. Players need some way to "reign-in" opponents who use the bomblet generator. This also gives players another reason to bring stress control or ion control to the table.
    I'm sure many people will say I'm just a cry-baby asking for those two rule changes, but if cloaking, deadeye, Palp, and Zuckuss deserved changes/nerfs then the rule changes I suggest are pretty tame coming from my perspective.
    Do you think these rule changes would be good or bad for X-wing?
  6. Like
    Rustedborg got a reaction from Vontoothskie in Does the Scurrg warrant rule changes?   
    Watching the last two weeks of casual and tournament X-wing games both locally and at Nationals made me start two question if the dominance of the Auzituck gunship, Scurrg bomber and bomblet generator requires FFG to change a few rules for X-wing.
    First, the whole idea that players get half points for large base ships came from the fact that these ships have a lot of hit points (hull + shields) to chew through. Now, we've got multiple small base ships with more than 8 hit points. In my humble opinion, we need a rule change that says players earn half points for any small base ship with more than 8 hits points. So, if your small base ship has 9 or 10 hit points and your opponent gets at least half damage onto your ship then your opponent gets half points on that ship.
    Second, Bombs (the ones that drop on activation) need to be subject to ion and stress control. In other words, you cannot drop a bomb on activation if your ship is stressed or if it has an ion token. I'm fine with bombs, even the bomblet generator, as long as a stressed or ioned ship cannot drop its bombs. Players need some way to "reign-in" opponents who use the bomblet generator. This also gives players another reason to bring stress control or ion control to the table.
    I'm sure many people will say I'm just a cry-baby asking for those two rule changes, but if cloaking, deadeye, Palp, and Zuckuss deserved changes/nerfs then the rule changes I suggest are pretty tame coming from my perspective.
    Do you think these rule changes would be good or bad for X-wing?
  7. Like
    Rustedborg reacted to Kaptin Krunch in Does the Scurrg warrant rule changes?   
    Me and MajorJuggler reached the same conclusion on half-points fixes-
    It doesn't matter how much health a ship has, or how large it is when it gives up points- the half points rule was instituted to prevent the 63 point point-fortress that was Fat Han. It matters how many points the ship is worth.
    Half points on any ship that costs 26 or more, as running away with more than a quarter of your list shouldn't be a thing.
  8. Like
    Rustedborg reacted to FTS Gecko in Does the Scurrg warrant rule changes?   
    Maybe not the Scurrg, but Genius could do with a bit of a clarification - it shouldn't be possible to drop a bomb with Genius if ioned or if you've bumped.
  9. Like
    Rustedborg reacted to Zucch10 in Does the Scurrg warrant rule changes?   
    @Herowannabe 
    that would be true, if not for genius.  Genius let's nym drop the bomb after performing a maneuver.  Even though you don't reveal it, you still perform a 1 straight.
  10. Like
    Rustedborg reacted to gamblertuba in Does the Scurrg warrant rule changes?   
    There are way too frickin many bump-immune abilities.  Blocking used to be an effective strategy for low PS generics.  That's no longer accurate.
  11. Like
    Rustedborg reacted to wurms in Does the Scurrg warrant rule changes?   
    They just need to change all "After executing a maneuver" to be worded like TFA Falcon title or new x7 title, so you cannot do an "after execute maneuver" ability if you overlap an obstacle or ship. Crappy flying should never be a strategy.
  12. Like
    Rustedborg got a reaction from Giledhil in Does the Scurrg warrant rule changes?   
    Watching the last two weeks of casual and tournament X-wing games both locally and at Nationals made me start two question if the dominance of the Auzituck gunship, Scurrg bomber and bomblet generator requires FFG to change a few rules for X-wing.
    First, the whole idea that players get half points for large base ships came from the fact that these ships have a lot of hit points (hull + shields) to chew through. Now, we've got multiple small base ships with more than 8 hit points. In my humble opinion, we need a rule change that says players earn half points for any small base ship with more than 8 hits points. So, if your small base ship has 9 or 10 hit points and your opponent gets at least half damage onto your ship then your opponent gets half points on that ship.
    Second, Bombs (the ones that drop on activation) need to be subject to ion and stress control. In other words, you cannot drop a bomb on activation if your ship is stressed or if it has an ion token. I'm fine with bombs, even the bomblet generator, as long as a stressed or ioned ship cannot drop its bombs. Players need some way to "reign-in" opponents who use the bomblet generator. This also gives players another reason to bring stress control or ion control to the table.
    I'm sure many people will say I'm just a cry-baby asking for those two rule changes, but if cloaking, deadeye, Palp, and Zuckuss deserved changes/nerfs then the rule changes I suggest are pretty tame coming from my perspective.
    Do you think these rule changes would be good or bad for X-wing?
  13. Like
    Rustedborg got a reaction from SlaveofChrist in Dear FFG: More Zero-Cost Upgrades, Please!   
    I just realized that over the last month I've been building lists that take advantage of zero-cost upgrades ... and I think this is an idea that FFG needs to embrace to deliver even more variety and "unpredictability" to X-wing.
     
    Sure, none of the zero-point upgrades that we have are "amazing" (and they shouldn't be overly powerful if they don't cost anything) but I've built plenty of lists where ships have upgrade slots that go unused.
     
    Heck, most casual and competitive players end up flying lists with empty upgrade slots ... and that's a wasted opportunity for both players and the developers.
     
    I'd like to suggest to FFG that every "non-weapon" upgrade type should have "at least" two zero-cost upgrades available to every faction.
     
    Sure, some zero-cost upgrades can be unique (like the Rebel-only Chopper crew card or the Scum-only "Genius" salvaged astromech), but each faction should have access to "at least" two zero-cost upgrades for every upgrade type.
     
    That way every player can do "something" with the otherwise empty upgrade slots ... even if that zero-cost upgrade doesn't provide much of a tactical advantage during each match.
     
    Again, I'm excluding weapons (cannons, torps, missiles, turrets, etc.) from this list because you should have to pay points for weapons ... but I think it's fair to let players have free non-weapon upgrades as long as those upgrades aren't overpowered.
     
    I like how Collision Detector allows you to avoid damage from debris and adds some variety to the game by letting you boost, barrel roll, or decloak onto obstacles. I like how Chopper lets me perform an action if I'm stressed and absolutely "need" to take an action even if it causes me damage. Similarly, we've already seen several zero-cost EPTs that aren't "amazing" but can be "useful."
     
    Free upgrades also make small-ship swarm lists that much more viable and give players the freedom to risk adding higher pilot skill ships to our lists and add a unique pilot ability to a list without burning too many points on upgrades for that pilot.
     
    So, bring on the zero-cost tech upgrades, the zero-cost illicit upgrades, more zero-cost modifications ... bring on the variety.
     
    To spark some ideas, here's my first suggestion:
     
    Target Scrambler (modification) - 0 points:
    "When defending, if you have a target lock on your attacker you may spend your target lock to re-roll any number of green dice."
     
    This would allow target locks to be used defensively and I think it's fair to make this ability a free upgrade because it only works if you have a target lock on the ship that's attacking you ... and if you spend your target lock you obviously can't use it for a future attack. Also, you're just re-rolling your defense dice so there's no guarantee you'll get an evade result. 
  14. Like
    Rustedborg got a reaction from gryffindorhouse in Dear FFG: More Zero-Cost Upgrades, Please!   
    I just realized that over the last month I've been building lists that take advantage of zero-cost upgrades ... and I think this is an idea that FFG needs to embrace to deliver even more variety and "unpredictability" to X-wing.
     
    Sure, none of the zero-point upgrades that we have are "amazing" (and they shouldn't be overly powerful if they don't cost anything) but I've built plenty of lists where ships have upgrade slots that go unused.
     
    Heck, most casual and competitive players end up flying lists with empty upgrade slots ... and that's a wasted opportunity for both players and the developers.
     
    I'd like to suggest to FFG that every "non-weapon" upgrade type should have "at least" two zero-cost upgrades available to every faction.
     
    Sure, some zero-cost upgrades can be unique (like the Rebel-only Chopper crew card or the Scum-only "Genius" salvaged astromech), but each faction should have access to "at least" two zero-cost upgrades for every upgrade type.
     
    That way every player can do "something" with the otherwise empty upgrade slots ... even if that zero-cost upgrade doesn't provide much of a tactical advantage during each match.
     
    Again, I'm excluding weapons (cannons, torps, missiles, turrets, etc.) from this list because you should have to pay points for weapons ... but I think it's fair to let players have free non-weapon upgrades as long as those upgrades aren't overpowered.
     
    I like how Collision Detector allows you to avoid damage from debris and adds some variety to the game by letting you boost, barrel roll, or decloak onto obstacles. I like how Chopper lets me perform an action if I'm stressed and absolutely "need" to take an action even if it causes me damage. Similarly, we've already seen several zero-cost EPTs that aren't "amazing" but can be "useful."
     
    Free upgrades also make small-ship swarm lists that much more viable and give players the freedom to risk adding higher pilot skill ships to our lists and add a unique pilot ability to a list without burning too many points on upgrades for that pilot.
     
    So, bring on the zero-cost tech upgrades, the zero-cost illicit upgrades, more zero-cost modifications ... bring on the variety.
     
    To spark some ideas, here's my first suggestion:
     
    Target Scrambler (modification) - 0 points:
    "When defending, if you have a target lock on your attacker you may spend your target lock to re-roll any number of green dice."
     
    This would allow target locks to be used defensively and I think it's fair to make this ability a free upgrade because it only works if you have a target lock on the ship that's attacking you ... and if you spend your target lock you obviously can't use it for a future attack. Also, you're just re-rolling your defense dice so there's no guarantee you'll get an evade result. 
  15. Like
    Rustedborg got a reaction from Helias de Nappo in What is your Anti-Dengaroo build?   
    Every year people think that the list that won Worlds is amazing or almost unbeatable, but winning worlds has more to do with the winning player and the opponents than the list itself.
     
    Sure, you want a good list, but you can't say that "Dengaroo won Worlds" unless you also want to say "Dengaroo lost Worlds."
     
    There were multiple players running a Dengaroo list at Worlds ... and all but one of them got knocked out by other players with other lists before the championship match.
     
    Dengaroo is a strong list, but so were the lists that previously won Worlds.
     
    Long story short, asking for "anti-Dengaroo" lists will result in 100+ different lists ... any one of which might defeat an opponent running Dengaroo.
     
    The trick to defeating any list is to understand the weaknesses of the ships, abilities, and tactics ... then use whatever list you want to exploit those weaknesses.
     
  16. Like
    Rustedborg got a reaction from iamfanboy in What is your Anti-Dengaroo build?   
    Every year people think that the list that won Worlds is amazing or almost unbeatable, but winning worlds has more to do with the winning player and the opponents than the list itself.
     
    Sure, you want a good list, but you can't say that "Dengaroo won Worlds" unless you also want to say "Dengaroo lost Worlds."
     
    There were multiple players running a Dengaroo list at Worlds ... and all but one of them got knocked out by other players with other lists before the championship match.
     
    Dengaroo is a strong list, but so were the lists that previously won Worlds.
     
    Long story short, asking for "anti-Dengaroo" lists will result in 100+ different lists ... any one of which might defeat an opponent running Dengaroo.
     
    The trick to defeating any list is to understand the weaknesses of the ships, abilities, and tactics ... then use whatever list you want to exploit those weaknesses.
     
  17. Like
    Rustedborg got a reaction from banjobenito in What is your Anti-Dengaroo build?   
    Every year people think that the list that won Worlds is amazing or almost unbeatable, but winning worlds has more to do with the winning player and the opponents than the list itself.
     
    Sure, you want a good list, but you can't say that "Dengaroo won Worlds" unless you also want to say "Dengaroo lost Worlds."
     
    There were multiple players running a Dengaroo list at Worlds ... and all but one of them got knocked out by other players with other lists before the championship match.
     
    Dengaroo is a strong list, but so were the lists that previously won Worlds.
     
    Long story short, asking for "anti-Dengaroo" lists will result in 100+ different lists ... any one of which might defeat an opponent running Dengaroo.
     
    The trick to defeating any list is to understand the weaknesses of the ships, abilities, and tactics ... then use whatever list you want to exploit those weaknesses.
     
  18. Like
    Rustedborg got a reaction from darthlurker in What is your Anti-Dengaroo build?   
    Every year people think that the list that won Worlds is amazing or almost unbeatable, but winning worlds has more to do with the winning player and the opponents than the list itself.
     
    Sure, you want a good list, but you can't say that "Dengaroo won Worlds" unless you also want to say "Dengaroo lost Worlds."
     
    There were multiple players running a Dengaroo list at Worlds ... and all but one of them got knocked out by other players with other lists before the championship match.
     
    Dengaroo is a strong list, but so were the lists that previously won Worlds.
     
    Long story short, asking for "anti-Dengaroo" lists will result in 100+ different lists ... any one of which might defeat an opponent running Dengaroo.
     
    The trick to defeating any list is to understand the weaknesses of the ships, abilities, and tactics ... then use whatever list you want to exploit those weaknesses.
     
  19. Like
    Rustedborg got a reaction from player44455 in What is your Anti-Dengaroo build?   
    Every year people think that the list that won Worlds is amazing or almost unbeatable, but winning worlds has more to do with the winning player and the opponents than the list itself.
     
    Sure, you want a good list, but you can't say that "Dengaroo won Worlds" unless you also want to say "Dengaroo lost Worlds."
     
    There were multiple players running a Dengaroo list at Worlds ... and all but one of them got knocked out by other players with other lists before the championship match.
     
    Dengaroo is a strong list, but so were the lists that previously won Worlds.
     
    Long story short, asking for "anti-Dengaroo" lists will result in 100+ different lists ... any one of which might defeat an opponent running Dengaroo.
     
    The trick to defeating any list is to understand the weaknesses of the ships, abilities, and tactics ... then use whatever list you want to exploit those weaknesses.
     
  20. Like
    Rustedborg got a reaction from nigeltastic in What is your Anti-Dengaroo build?   
    Every year people think that the list that won Worlds is amazing or almost unbeatable, but winning worlds has more to do with the winning player and the opponents than the list itself.
     
    Sure, you want a good list, but you can't say that "Dengaroo won Worlds" unless you also want to say "Dengaroo lost Worlds."
     
    There were multiple players running a Dengaroo list at Worlds ... and all but one of them got knocked out by other players with other lists before the championship match.
     
    Dengaroo is a strong list, but so were the lists that previously won Worlds.
     
    Long story short, asking for "anti-Dengaroo" lists will result in 100+ different lists ... any one of which might defeat an opponent running Dengaroo.
     
    The trick to defeating any list is to understand the weaknesses of the ships, abilities, and tactics ... then use whatever list you want to exploit those weaknesses.
     
  21. Like
    Rustedborg got a reaction from thespaceinvader in What is your Anti-Dengaroo build?   
    Every year people think that the list that won Worlds is amazing or almost unbeatable, but winning worlds has more to do with the winning player and the opponents than the list itself.
     
    Sure, you want a good list, but you can't say that "Dengaroo won Worlds" unless you also want to say "Dengaroo lost Worlds."
     
    There were multiple players running a Dengaroo list at Worlds ... and all but one of them got knocked out by other players with other lists before the championship match.
     
    Dengaroo is a strong list, but so were the lists that previously won Worlds.
     
    Long story short, asking for "anti-Dengaroo" lists will result in 100+ different lists ... any one of which might defeat an opponent running Dengaroo.
     
    The trick to defeating any list is to understand the weaknesses of the ships, abilities, and tactics ... then use whatever list you want to exploit those weaknesses.
     
  22. Like
    Rustedborg got a reaction from Budgernaut in Scum Z-95s with Feedback Arrays = Fun and Annoying   
    I played my first store tournament in ages last weekend and decided to bring a 6-ship swarm of Scum Z-95 Headhunters all equipped with Feedback Array. I only had 6 feedback array cards and since I only have 4 Black Sun and 4 Binayre Pirate cards I decided to run four Black Suns each with FA and Hull upgrade and two Binayre Pirates with FA.
     
    The thing I hate about swarms with low pilot skill is that it's hard to get enough damage in before higher pilot skill ships (and TLTs) rip the swarm apart. I decided that the unavoidable damage from multiple FAs (particularly since FA is a reusable upgrade) would allow me to keep some ships away from repeated range 1 attacks (denying my opponent extra attack dice) and let me force through damage on tougher ships.
     
    I did okay considering my opponents were tournament regulars: I lost my first match when I foolishly tried to joust a pair of B-wings along with a HWK and a Y-wing both equipped with TLTs. I won my next two matches with relative ease and I "barely" lost my last two matches due to points when the clock ran out.
     
    My favorite part of the day was seeing how opponents with fragile aces would fly crazy maneuvers (sometimes preventing them from being able to attack for multiple rounds) just to stay clear of the unavoidable damage at range 1 from my FAs. In fact, after I stripped the shields from one guy's Whisper he kept barrel rolling and making wide turns until he ultimately did a K-turn right off the board!
     
    Granted, some of the fundamental problems with Z-95 swarms remain: I didn't have enough attack dice to do heavy damage in a single round of concentrated fire unless I got into range 1, and Z-95s aren't the most maneuverable ships. Additionally, the limited hit points on each Z-95 become an even bigger liability when I'm damaging (and ionizing) myself with FA to cause unavoidable damage to enemies.
     
    I was surprised to see that, unlike my old TIE swarms, formation flying usually worked against me. I did better when I divided my Z-95s ... making it hard for multiple enemies to focus on more than one ship at a time and allowing me to "herd" enemies who tried to stay out of my range 1 FA.
     
    Still, it was fun to watch enemy aces like Vader, Juno Eclipse, and Soontir Fel with 3 evade dice and evade tokens get taken off the board after 2 or 3 of my Z-95s popped FA and 1 or 2 other Z-95s landed hits with normal attacks.
  23. Like
    Rustedborg got a reaction from heychadwick in VCX and your favourite turret   
    This. Although Chopper with ion turret is a very impressive second place for maintaining control over enemies ... if you have one or more other ships in your list dealing plenty of damage.
  24. Like
    Rustedborg reacted to Karhedron in VCX and your favourite turret   
    Ion cannon works particularly nicely with Choppa as a stressed/ioned ship is about to become metal confetti.
  25. Like
    Rustedborg reacted to atr127 in VCX and your favourite turret   
    clearly, Autoblaster Turret + Accuracy Corrector is the best.  its an automatic 4 points of damage to anything at range 1. 
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