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Everything posted by colki

  1. Oops! My bad! Reading fail on my part. Sorry man, I seem to have read a bunch of attitude into your post that isn't there at all. Please accept my apologies.
  2. Edit: I'm leaving my ill-considered words below, but was wrong. They were based on a mis-read of the OP. ----------------------------------------------------- I have actually never seen anyone call the Fleet Troopers inefficient before - who are you reacting to? They are tough to use though. You flippantly say the range difference "is not worth mentioning" but it is in fact why they are hard to use, despite being one of the most efficient units in the game. I love fleet troopers too, but let's steer away from hyperbole. It's unreasonable to suggest that everyone who disagrees with you just hasn't thought about it hard enough. Leave that kind of nonsense in the trashcan where it belongs, unless you can back it up on the table. We already have one Derrault, and he is much better at that game anyway.
  3. Hey Cap, I could, of course, be wrong - but it's with an experiment. I'm going to propose here what I *think* your idea is, mechanically, then why don't we both give it a try? Have a supply of tokens that are "pass" (in my case, I use cheap coin holders on my cardboard tokens, so easy enough to slip in a scrap of paper without them being "marked" for randomisation purposes). At the start of each turn, give enough "pass" tokens to whichever player is lower on activations to equal the number. We should try an setup test games against high activation lists (like Boba/Veers/DLTs/snipers) using elite lists (like double tank, or quad Death Troopers). My suspicion is that ability to both wipe enemy units with early activations *and* stall out till last activation with passes will seem unfair quite fast. Since a "pass" cannot be killed before it's turn you are almost guaranteed last activation as the smaller army. Another alternative is what Battletech does. You track remaining activations and if you have double the number remaining you activate twice in a row (triple -> 3 times, etc). Sorry, long post of boring details but actually I think your idea has merit, but want to be mindful of unintended side effects - a significant risk when you start making house rules. As I'm sure Taun-Taun Scout will attest, this isn't an issue in a tightly knit group of friends obeying a social contract to keep the game "realistic" or "cinematic" - but then you wouldn't need to change the rule anyway.
  4. The problem is that, as I explained above, the meta shifts to few high-powered activations with corps taken as a "tax", because now that double AT-ST army is actually *better* at stalling than the other guys fluffy 501st list, as well as more killy. If you've never seen the "corps spam" moans then good for you!
  5. This is a nice idea, but if you carry it through it can lead to an unpleasant outcome. Effectively you are now giving a "deathball" player 0 cost activation padding units that cannot be killed! I'd argue that a meta filled with iconic corps troops bulking up most armies is far preferable to one where every army is expensive commanders + big tough vehicles with 12 stormtroopers cowering at the back hoping not to get noticed while they fulfill the "minimum corps" role. It always amuses me when I see people complaining that most armies have *too many stormtroopers* in a Star Wars game.
  6. The weakness of MSU armies *should* be that those low-quality units can get wiped off the board early by the higher quality units of a low-activation army. The rule that stops minis dying when out of LOS (while also giving their mates out in the open heavy cover) stops that being the reality. That isn't the only factor at play here, obviously, but I do think it's a significant one.
  7. I *may* have put my name down for two more core sets...
  8. I know you meant this sarcastically, but yes that is *exactly* my attitude. Sharing and a generous spirit are important, so I just get enough dice/tokens that I'm happy to share and I try and avoid knowing just how many I have so the loss of of a few bucks of dice never upsets me. Some people are superstitious about their dice (or touchy about other people handling their minis, etc) and sure, I'll respect that, but it's not who I want to be.
  9. My idea for the exhaust weapons is that when suppressed, units don't drop to only one action, instead they MUST use their first action to recover. And swap the points costs on the weapons so the exhaust ones are cheaper, not more expensive :)
  10. My point was this seems like the obvious answer, flowing from both a "simulationist" view and the fact that, rules wise, the position of non-leader models in a melee is not very important. Of course, I also thought allowing the Sabine/Bossk melee in the Invader league final was the obviously correct choice, though it seemed to break a few hearts.
  11. Just put the rest of the minis in base contact with the AT-RTs or Taun-Tauns as close as possible to the unit leader. Easy.
  12. Being ridden by Luke, Leia and Wicket, of course!
  13. Hey Rocket, sorry, this comment was for Caimhuel, not your chart. The very small difference I mention wouldn't really be visible on your (excellent) image.
  14. Spot on. You *are* commiting to activating that unit, but that's it. The chart above is great (thank you CaptainRocket!), but still not equivalent to placing the movement tool unless you have a straight line to your destination. That's why it works really well for units like Boba and Luke with Jump
  15. Did you confirm these with actual pieces? A 27mm base making a speed two move actually travels just under 6" in reality (try it and see). I think you haven't accounted for the curved "cut-outs" in the movement tools.
  16. I replaced a bit over half of the heads of my guys with gadzooks ones. I recommend using flush-cut hobby cutters instead of a knife - I find that much easier to control. Always cut off less rather than more at a time, especially if the heads are brittle (mine were resin) and test fit a zillion times before you put glue on anything. I actually pinned a bunch of mine, but I don't think that was actually necessary, as long as you take your time and have a well fitted head/body interface. I hope that helps!
  17. It's really interesting to read the replies here. There seems to be a subset of people who believe that strike teams = "competitive" and implicitly that "competitive" = jerk. Personally I hate the idea of passing judgement on someone just because they include snipers or the Airspeeder or whatever. Just play the game and have fun, and judge people based on their actions, not some pre-concieved idea of what units are "allowed" or what is "netlisting". I just don't get all the perjoratives that get thrown around. I think Ork summed up my thoughts very well. I think the idea that being in a tournament gives you a licence to be a **** is wrong. That's not being "competitive", it's just being a ****, and that happens with T-47s, Exhaust weapons and no time-limit too ;).
  18. This was prompted by the recent poll, and it struck me that I don't see a lot of difference between playing at home, on a games night, or in a tournament. In all cases, I'm going to play a fun game, roll some dice and try my best to fulfill the objectives. I guess the only difference is at home it's OK if we take 5 hours to play :D. A learning game for a new or less experienced player is, of course, a very different thing. Do you think it's a false dichotomy? Or do you play differently against experienced opponents depending on the context?
  19. Sorry, I chose a few too. I don't see much difference between "competitive" and "casual" play, so chose both, and painting is always fun
  20. Hey JC, That's a good idea, but the "fixed forward" guns make it hard. The landspeeder (using the crew weapons) is very good at the "shoot and scoot", especially as it can more easily hide behind buildings. It's interesting that you say Long March makes it viable - I find that Long March actually makes is harder because the battlefield is narrower. I've had more fun with my Airspeeder on Disarray and Battlelines - more juicy flanks to pick on from the edge of range. I actually find the best way to limit return fire is to only commit the T-47 as part of a "big push" (so it spends the first turn or two doing not much so it doesn't get shot by the opponent's whole army) so they have too many threats to worry about to pick on the T-47.
  21. Hey Andy, I couldn't help but enjoy watching your transition - you started off engaging with D in a positive and genuine way, lamenting the hostile attitude he is copping. Then you actually tried to communicate with him and slowly degraded more and more and realisation crept in that you are not talking to rational scientific thinker you thought you were. It's kind of beautiful to see you come to understand the nature of the beast, though at the cost of your own frustration. I'm sorry for you and greatly amused at the same time.
  22. I meant that, were it otherwise, you would be a significantly worse person.
  23. I hope for your sake this is just hyperbolic humour and not how you think people actually discuss things.
  24. Cycling back to the OP, what works in my marriage is that we each go on a few "adventures" every year (weekends away without the family doing hobby stuff, be it photography, gaming, SCA, papercraft, whatever) while the other stays home with the kids. Similarly each get time during the week after the kids are in bed to take off or hole up in a craft room working on stuff.
  25. Hi Fear, Yes, I found it fairly easy and the mod itself is exceptional - a lot of things are automated for you. The best way is to get a learning game - there are friendly people on the Discord happy to help (use the #gamefinder channel) I'll paste some links you might find useful below: Tabletop simulator: http://store.steampowered.com/app/286160/Tabletop_Simulator/ TTSMod Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1159576143&searchtext=legion The discord: https://discord.gg/nPbhMj
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