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seef1033

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  1. Like
    seef1033 got a reaction from angelman2 in Imperial Assault Big Trade thread   
    Same. Thanks!
  2. Like
    seef1033 got a reaction from Smashotron in R2D2's Lucky   
    I think you are right that a "blank" result is a positive result vs null result 
  3. Like
    seef1033 got a reaction from ManateeX in R2D2's Lucky   
    I see 3 different options:
    (1) According to Lucky “roll” refers only to dice results that exist at the time of applying defender modifiers (step 4) so tough luck or heightened reflexes remove the blank result making it as if it's never been rolled and Lucky is not triggered. I think this is how most people have interpreted it (doesn't make it right). 
    (2) According to Lucky “roll” refers to a result that exists only after rerolls but that remains relevant all the way to the defender stage of step 4 and Lucky is triggered.
    (3) According to Lucky “roll” refers to a result that has occurred at any point during the attack by virtue of a defense dice. In this instance if R2 rolls a blank against a figure with Raider even if R2 proceeds to roll an evade the fact that he rolled a blank "while attacking" Lucky still triggers (even if heightened reflexes or tough luck is played to remove the evade).  
    In my opinion (2) is the most convoluted of the three. It is akin to saying I rolled these dice, but they technically aren't rolled because they were rerolled... but you can't stop Lucky with heightened reflexes because I actually did roll that result.
    I think (1) is the most intuitive. People tend to understand what you "rolled" is what endures to step 7
    (3) is probably the most logically consistent based on the wording of the card. If we are going to argue that (2) is right we'd have to argue that there is something different about rerolls that make it so the prior result actually never happened and I'm not sure we can make that assumption unless there is some wording in the rules reference or prior ruling making that clear. Furthermore, in (3) if R2 rolls a blank and then rerolls into an evade that evade result is applied to defense results (unless canceled) and the player dodges as well.  
     
    All translates into I'm not attacking R2 anymore because I have no idea how it works.
  4. Like
    seef1033 got a reaction from wannabepudge in R2D2's Lucky   
    I think you are right that a "blank" result is a positive result vs null result 
  5. Like
    seef1033 got a reaction from Fightwookies in R2D2's Lucky   
    I see 3 different options:
    (1) According to Lucky “roll” refers only to dice results that exist at the time of applying defender modifiers (step 4) so tough luck or heightened reflexes remove the blank result making it as if it's never been rolled and Lucky is not triggered. I think this is how most people have interpreted it (doesn't make it right). 
    (2) According to Lucky “roll” refers to a result that exists only after rerolls but that remains relevant all the way to the defender stage of step 4 and Lucky is triggered.
    (3) According to Lucky “roll” refers to a result that has occurred at any point during the attack by virtue of a defense dice. In this instance if R2 rolls a blank against a figure with Raider even if R2 proceeds to roll an evade the fact that he rolled a blank "while attacking" Lucky still triggers (even if heightened reflexes or tough luck is played to remove the evade).  
    In my opinion (2) is the most convoluted of the three. It is akin to saying I rolled these dice, but they technically aren't rolled because they were rerolled... but you can't stop Lucky with heightened reflexes because I actually did roll that result.
    I think (1) is the most intuitive. People tend to understand what you "rolled" is what endures to step 7
    (3) is probably the most logically consistent based on the wording of the card. If we are going to argue that (2) is right we'd have to argue that there is something different about rerolls that make it so the prior result actually never happened and I'm not sure we can make that assumption unless there is some wording in the rules reference or prior ruling making that clear. Furthermore, in (3) if R2 rolls a blank and then rerolls into an evade that evade result is applied to defense results (unless canceled) and the player dodges as well.  
     
    All translates into I'm not attacking R2 anymore because I have no idea how it works.
  6. Like
    seef1033 got a reaction from Matsu Robun in R2D2's Lucky   
    I see 3 different options:
    (1) According to Lucky “roll” refers only to dice results that exist at the time of applying defender modifiers (step 4) so tough luck or heightened reflexes remove the blank result making it as if it's never been rolled and Lucky is not triggered. I think this is how most people have interpreted it (doesn't make it right). 
    (2) According to Lucky “roll” refers to a result that exists only after rerolls but that remains relevant all the way to the defender stage of step 4 and Lucky is triggered.
    (3) According to Lucky “roll” refers to a result that has occurred at any point during the attack by virtue of a defense dice. In this instance if R2 rolls a blank against a figure with Raider even if R2 proceeds to roll an evade the fact that he rolled a blank "while attacking" Lucky still triggers (even if heightened reflexes or tough luck is played to remove the evade).  
    In my opinion (2) is the most convoluted of the three. It is akin to saying I rolled these dice, but they technically aren't rolled because they were rerolled... but you can't stop Lucky with heightened reflexes because I actually did roll that result.
    I think (1) is the most intuitive. People tend to understand what you "rolled" is what endures to step 7
    (3) is probably the most logically consistent based on the wording of the card. If we are going to argue that (2) is right we'd have to argue that there is something different about rerolls that make it so the prior result actually never happened and I'm not sure we can make that assumption unless there is some wording in the rules reference or prior ruling making that clear. Furthermore, in (3) if R2 rolls a blank and then rerolls into an evade that evade result is applied to defense results (unless canceled) and the player dodges as well.  
     
    All translates into I'm not attacking R2 anymore because I have no idea how it works.
  7. Like
    seef1033 reacted to Matsu Robun in R2D2's Lucky   
    R2's ability doesn't say "rolled" it says "if you roll".  This is present tense and not past tense.  So it sounds like it would trigger immediately after dice are locked in after rerolls.  Except it is an ability that adds a modifier so I would assume it actually happens during the defenders turn of the add modifiers step.  The game doesn't have a memory to keep track of past states like that for example with 4 player free for all and a self destructing probe droid or wookies that have more damage than their default health when adrenaline wears off in a 4 player game as well.  So I argue that lucky can only look at the current game state.
    I also argue that blank is a result and not a null set of results.  Therefore tough luck and heightened reflexes both remove the blank from the results because R2's card refers to a blank as a result and not a lack of symbols as a trigger to lucky.
    So to me this is important to clarify because we should know the difference between a null/empty set of results and a blank result.  And we need to know how abilities like lucky look at the game state.
  8. Like
    seef1033 got a reaction from macmastermind in Pace of Play...   
    When I started playing the game it wasn’t crazy to cut it close when it came to getting to round 3. I can’t say I really know at worlds last year, for example, how many of my games went 4 rounds... usually by that time in the game I’ve stopped paying attention. One solid year into competitive skirmish and I can kinda “feel” when an activation is taking too long and I don’t have too much anxiety about a friendly nudge to my opponent (I have rarely felt like it was needed). I would also expect and appreciate a friendly comment from an opponent who feels I am taking too long (which hasn’t often occurred in a competitive game). In general, I expect the vast majority of games to be finished or a foregone conclusion by round 3. I think you are in for some frustration if you are counting for 4 rounds out of every game. Like I said though my focus is more on an appropriate feel to the situations at hand and less on the number of rounds played. We can all tell if someone is just a slow player by nature and hopefully adjust strategy accordingly. 
    With the diversity of the meta right now there may be more of an issue coming up with this though. The stout empire trooper lists seem to really benefit from more rounds being played. Tension also exists when you know your list really well but you need some time to try and predict your opponents’ movements especially if you haven’t seen their list before. Should we expect that everyone is competent with the strategy of every list immediately upon viewing it? Keep in mind that players who spend more time studying the game and practicing can have the tendency to expect their opponent to play faster than they are comfortable with. Without a chess clock it gets complicated.
  9. Like
    seef1033 reacted to GottaBadFeelingAboutThis in Pace of Play...   
    tl;dr?
    My thoughts sum up to:
    There are lots of reasons for someone to take time in a competitive IA match. "Stalling" is hard to prove, even in clear cases. So don't beat 'em; join 'em. Make a list of things you want to use your time for, so you're consistently bringing your best game. Half that time is yours, after all, so use it.
    Edit: One final "trick" from chess is to use your opponent's "thinking time" for your own as well. Pay attention to your own mental exertion: do you need to let your mind drift for a minute so you can come back focused, or do you play better when you stay hunkered down, and while they're holding still, you're thinking ahead to your next two or three moves?
     
    The other obvious "ask" is to call a TO and say, "I can't prove slow play, but my opponent is taking time and we're clearly at a point where continuing to a 4th round will matter: can we assume that so that neither of us rushes nor stalls these last few activations of round 3?"
  10. Like
    seef1033 reacted to GottaBadFeelingAboutThis in Pace of Play...   
    Chess Timing Comparison
    So, as a thought for comparison, I have played (literally) tens of thousands of games of timed chess (the overwhelming majority online blitz games, but several hundred tournament games with 30, 60, or 120 minutes to a side).
    The majority of chess games are decisively settled within 30 moves, meaning that in a usual 60/each tournament, you should expect that many moves could take roughly two minutes. Openings can often be played a bit more quickly ... but even there, a good player takes some time to actively call the nuances to mind as they emerge, and to avoid getting pushed into a rhythm of fast-play and making mistakes.
    So, sure, you're probably going to use an early activation to focus someone with 3P0 and move to a hidden advanced point to set up distracting later. But that spot might be different if you're staring at ERangers on Nal Hutta or ERiots on Jabba's Palace. Or, for that matter, ERiots on Nal Hutta. Even if you've faced the same list on the same map before, you'll want a moment to say, "Okay, this game the ERiots went for the maze: where do I want Han taking his EoR shot from, and who else will be moving on the other side first?"
    To continue the comparison, if IA were only a chess-board game with Star Wars figures who each have slightly different moves, two squads of 6 activations and, say, 8 figures each, could take 16 minutes per player per round, if it were only a positional game like chess, where each unit has set movement and attack.
    The Two Clocks
    In chess, of course, you use a "chess clock." It splits the allotted game time in half, giving each player half of it. When you play, your clock runs down: when you move, you tap a button and your time pauses while your opponent's ticks down. (I suppose one interesting thought would be to bring a chess clock to an IA tournament and ask the TO if they mind you using it to track who's thinking longer. It's not a formal device, but it *would* be pretty good evidence that your opponent is the one holding things up, if they allow it)
    In IA, on the other hand, there's a common clock. You have two incentives to move: actually gaining VP's with your capacity, and getting called out for stalling. Much has been made (and will continue to be, I'm sure), about how to identify and report stallers ... but I'd offer the other side of the coin: half of that time is yours: use it!
    Non-Chess Layers in IA
    Competitive play in IA is more than Star Wars guys on a grid board. High level play needs time for at least two other things:
    The command hand. Not only do you need to stay aware of how your command cards change your capacities, but your time also includes reflecting on, anticipating, and preparing for the possible surprises your opponent's hand has. Whether you're a hunter running Clawdites and Intelligence Leak, or an Imperial whose ERiots are watching to see when an opponent takes strain as damage vs discard, or simply a list-building titan who can count to 15/15 in your head 12 ways in the time it takes Gideon to push Jedi Luke up two: winning games means time spent thinking.
    The Attack Sequence. You know how many steps it takes to take a queen in chess? One. You push your piece into her square using its movement.
    You know how many steps it takes to shoot Darth Vader with Han Solo? There are seven formal ones. Throw in some command card decisions, re-roll counting, Zillo Technique and Hera/Onar, and this attack might reasonably take two minutes on its own, and that's without factoring in any time spent thinking over whether to make the attack, and then if so, where to make it from so that Han has an End of Round opportunity or an On the Lam path home.
    Sure, @brettpkelly can do the surge math in his head for a Fly-By EJet shooting an EQuay on Vassal. But I assume that in a formal tournament, even he is taking his time to make sure he counted right, and those are relatively easy figures.
     
    Real Tournaments
    Most of my games nonetheless go 3 rounds. I've played 12 formal competition games, and a handful of practices on Vassal and in person with a timer on. I think 2 games went to a fourth round, 2 were two rounds, and the remaining 8 were all 3 round games. I expect that's a reasonable distribution.
  11. Like
    seef1033 reacted to GottaBadFeelingAboutThis in Pace of Play...   
    Ah, the "Trust your feelings" method of clock awareness.
    You've taken your first step towards a larger playstyle.
  12. Like
    seef1033 got a reaction from Masterchiefspiff in Pace of Play...   
    When I started playing the game it wasn’t crazy to cut it close when it came to getting to round 3. I can’t say I really know at worlds last year, for example, how many of my games went 4 rounds... usually by that time in the game I’ve stopped paying attention. One solid year into competitive skirmish and I can kinda “feel” when an activation is taking too long and I don’t have too much anxiety about a friendly nudge to my opponent (I have rarely felt like it was needed). I would also expect and appreciate a friendly comment from an opponent who feels I am taking too long (which hasn’t often occurred in a competitive game). In general, I expect the vast majority of games to be finished or a foregone conclusion by round 3. I think you are in for some frustration if you are counting for 4 rounds out of every game. Like I said though my focus is more on an appropriate feel to the situations at hand and less on the number of rounds played. We can all tell if someone is just a slow player by nature and hopefully adjust strategy accordingly. 
    With the diversity of the meta right now there may be more of an issue coming up with this though. The stout empire trooper lists seem to really benefit from more rounds being played. Tension also exists when you know your list really well but you need some time to try and predict your opponents’ movements especially if you haven’t seen their list before. Should we expect that everyone is competent with the strategy of every list immediately upon viewing it? Keep in mind that players who spend more time studying the game and practicing can have the tendency to expect their opponent to play faster than they are comfortable with. Without a chess clock it gets complicated.
  13. Like
    seef1033 got a reaction from GottaBadFeelingAboutThis in Pace of Play...   
    When I started playing the game it wasn’t crazy to cut it close when it came to getting to round 3. I can’t say I really know at worlds last year, for example, how many of my games went 4 rounds... usually by that time in the game I’ve stopped paying attention. One solid year into competitive skirmish and I can kinda “feel” when an activation is taking too long and I don’t have too much anxiety about a friendly nudge to my opponent (I have rarely felt like it was needed). I would also expect and appreciate a friendly comment from an opponent who feels I am taking too long (which hasn’t often occurred in a competitive game). In general, I expect the vast majority of games to be finished or a foregone conclusion by round 3. I think you are in for some frustration if you are counting for 4 rounds out of every game. Like I said though my focus is more on an appropriate feel to the situations at hand and less on the number of rounds played. We can all tell if someone is just a slow player by nature and hopefully adjust strategy accordingly. 
    With the diversity of the meta right now there may be more of an issue coming up with this though. The stout empire trooper lists seem to really benefit from more rounds being played. Tension also exists when you know your list really well but you need some time to try and predict your opponents’ movements especially if you haven’t seen their list before. Should we expect that everyone is competent with the strategy of every list immediately upon viewing it? Keep in mind that players who spend more time studying the game and practicing can have the tendency to expect their opponent to play faster than they are comfortable with. Without a chess clock it gets complicated.
  14. Like
    seef1033 got a reaction from ThatJakeGuy in Pace of Play...   
    When I started playing the game it wasn’t crazy to cut it close when it came to getting to round 3. I can’t say I really know at worlds last year, for example, how many of my games went 4 rounds... usually by that time in the game I’ve stopped paying attention. One solid year into competitive skirmish and I can kinda “feel” when an activation is taking too long and I don’t have too much anxiety about a friendly nudge to my opponent (I have rarely felt like it was needed). I would also expect and appreciate a friendly comment from an opponent who feels I am taking too long (which hasn’t often occurred in a competitive game). In general, I expect the vast majority of games to be finished or a foregone conclusion by round 3. I think you are in for some frustration if you are counting for 4 rounds out of every game. Like I said though my focus is more on an appropriate feel to the situations at hand and less on the number of rounds played. We can all tell if someone is just a slow player by nature and hopefully adjust strategy accordingly. 
    With the diversity of the meta right now there may be more of an issue coming up with this though. The stout empire trooper lists seem to really benefit from more rounds being played. Tension also exists when you know your list really well but you need some time to try and predict your opponents’ movements especially if you haven’t seen their list before. Should we expect that everyone is competent with the strategy of every list immediately upon viewing it? Keep in mind that players who spend more time studying the game and practicing can have the tendency to expect their opponent to play faster than they are comfortable with. Without a chess clock it gets complicated.
  15. Haha
    seef1033 reacted to Fightwookies in New FAQ v3.0 posted!   
    That's the one i was looking for. No collateral damage after on the lam. #sadwookie
  16. Like
    seef1033 got a reaction from wannabepudge in Zion's Finest - Episode 020 - Waiting For Meta-Modernity ... IN ARKANSAS!   
    Conventional wisdom seems to be that Drokatta is a female and I would like to reopen that for discussion.
    Nice showing, and agreed on vinto. I think he is difficult to fit into lists right now. He is a great finesse figure. Im usually choosing between him and Greedo + devious or black market. And as you famously failed to say in this interview, GIA.
  17. Like
    seef1033 got a reaction from brettpkelly in what happened.....   
    I’m betting you’re going to see a big swing in the merc direction. It shouldn’t be such a big deal to see so many Han players—people were excited to use something fun and competitive with HotE fixes. Rebels provide the opportunity for a lot of thematic unique figures and strategy with (in my opinion) a wider range of inconsistency. In short, rebels are what the majority of people like to play, but once it hits the fan we will all come crawling back to the dark side. Your loyalty to a life of shadiness seems, however, unquestionable.
  18. Like
    seef1033 got a reaction from ManateeX in what happened.....   
    I’m betting you’re going to see a big swing in the merc direction. It shouldn’t be such a big deal to see so many Han players—people were excited to use something fun and competitive with HotE fixes. Rebels provide the opportunity for a lot of thematic unique figures and strategy with (in my opinion) a wider range of inconsistency. In short, rebels are what the majority of people like to play, but once it hits the fan we will all come crawling back to the dark side. Your loyalty to a life of shadiness seems, however, unquestionable.
  19. Like
    seef1033 got a reaction from ManateeX in Zion's Finest - Episode 020 - Waiting For Meta-Modernity ... IN ARKANSAS!   
    Conventional wisdom seems to be that Drokatta is a female and I would like to reopen that for discussion.
    Nice showing, and agreed on vinto. I think he is difficult to fit into lists right now. He is a great finesse figure. Im usually choosing between him and Greedo + devious or black market. And as you famously failed to say in this interview, GIA.
  20. Like
    seef1033 got a reaction from Fightwookies in what happened.....   
    I’m betting you’re going to see a big swing in the merc direction. It shouldn’t be such a big deal to see so many Han players—people were excited to use something fun and competitive with HotE fixes. Rebels provide the opportunity for a lot of thematic unique figures and strategy with (in my opinion) a wider range of inconsistency. In short, rebels are what the majority of people like to play, but once it hits the fan we will all come crawling back to the dark side. Your loyalty to a life of shadiness seems, however, unquestionable.
  21. Thanks
  22. Like
    seef1033 got a reaction from ryanjamal in Zion's Finest - Episode 020 - Waiting For Meta-Modernity ... IN ARKANSAS!   
    I find your font size frightening so I will be brief.
    “Why not both?”: it’s not for lack of trying. I am looking at a list with both but it may lack a thing or two. Vinto, Greedo, IG, eQuay, eJawa, Temp Alliance, Gideon, 3PO, Devious, Black Market (1 pt left).
  23. Like
    seef1033 got a reaction from ryanjamal in Zion's Finest - Episode 020 - Waiting For Meta-Modernity ... IN ARKANSAS!   
    Conventional wisdom seems to be that Drokatta is a female and I would like to reopen that for discussion.
    Nice showing, and agreed on vinto. I think he is difficult to fit into lists right now. He is a great finesse figure. Im usually choosing between him and Greedo + devious or black market. And as you famously failed to say in this interview, GIA.
  24. Like
    seef1033 got a reaction from ThatJakeGuy in what happened.....   
    I’m betting you’re going to see a big swing in the merc direction. It shouldn’t be such a big deal to see so many Han players—people were excited to use something fun and competitive with HotE fixes. Rebels provide the opportunity for a lot of thematic unique figures and strategy with (in my opinion) a wider range of inconsistency. In short, rebels are what the majority of people like to play, but once it hits the fan we will all come crawling back to the dark side. Your loyalty to a life of shadiness seems, however, unquestionable.
  25. Like
    seef1033 got a reaction from ryanjamal in what happened.....   
    I’m betting you’re going to see a big swing in the merc direction. It shouldn’t be such a big deal to see so many Han players—people were excited to use something fun and competitive with HotE fixes. Rebels provide the opportunity for a lot of thematic unique figures and strategy with (in my opinion) a wider range of inconsistency. In short, rebels are what the majority of people like to play, but once it hits the fan we will all come crawling back to the dark side. Your loyalty to a life of shadiness seems, however, unquestionable.
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