-
Content Count
452 -
Joined
-
Last visited
Posts posted by Destraa
-
-
3 minutes ago, RobertK said:Actually, you can't build at border locations OR in the sub-areas (Mandalorian Sector or Hutt Space). This also limits access to the Allies strategic effect since the only two planets with "Allies" are Mandalore and Nal Hutta. I'm interested in seeing what people value as their strategic effects. I think I really want Allies tokens! An extra ship or 3 extra squadrons are a big deal with 200 point fleets. What do others think?
I think Destiny and Diplomats will be the kingpins. The former being useful in guaranteeing a kill-shot, and Diplomats assigning the “Low Morale” condition.
-
2 minutes ago, Triangular said:That's a very good rule!
It is, otherwise the campaign could unbalance as soon as the first round of declared assaults.
-
26 minutes ago, LordCola said:I like it and I don't like it. Yes there are many cards that never see play. But then again I am always positively surprised how FFG manages to make cards relevant without touching them. Just look back a few months and nobody ever played Point-Defense Reroute or Quad Laser Turrets. Now you see them quite frequently on SSDs. So I don't think every rarely used card needs an update, some cards might have uses outside of the standard because they either scale better with large fleets or because they are more valuable in small fleets, an example (Also disclaimer this is apparently a very unpopular opinion):
Reserve Hangar Deck is in my opinion a bad card in a normal 400 point competitive setting. Mostly because I can't remember when the last time was somebody brought a generic Swarm squad. Everybody just plays aces and I do not think that this one card is going to change anything about that. So I can totally see this card becoming one of those rarely ever played cards in the 400 point format. But I do think this is an amazing card if you play the RitR campaign. Being limited in the amount of ace squads you can bring means you are forced to bring generic squads and since you play on just half the points a squad saved by this card makes up a much higher percentage of you total fleet than if you played a 400 point game. So in this setting Reserve Hangar Deck is just much more valuable than in a 400 point game.
Though I do agree that there are some cards that can only be helped through an update. Cards like Dominator for example.
So what I am trying to say is that I would welcome this with some very few cards but we all know that this is never going to happen.
There is potential for it to see play in sector fleet battles as well. Have a couple of forward flotillas with this card, and maybe even your primary carrier. That’s two to three generic swarm fighters back on the field to reinforce the endangered squadrons, and having those fighters jump into the fray where you want them can make a difference.
-
12 minutes ago, Triangular said:In CC all teams tried to get the repair yards, that were most important and then went for resource points. I hope I'm wrong, but it seems like in RitR their is a similiar logic that forces teams to go for the border locations. You need a base in an area to avoid "low fuel" condition. Border locations count as being in 2 areas. And you can force a "low supplies" condition to your enemy if you control the two border locations of an area.
I would think imperial team should build their first base at Lothal (Areas II&III) because you'll get resources (which you need to build more bases).
If it's a 6-player campaign, the imperials will take control of 3 border locations (what means to get 1 more area control than rebels).
The problem is that the rules state you cannot build in border locations at campaign start. But those will be crucial locations to contest early.
-
Y'all do bring up a valid point, scarring hasn't scaled well. Tbh, instead of discarding defense tokens, have a reverse Motti effect. Small ships start with one face down damage card, mediums two, and large three. Makes keeping them scarred significantly more detrimental.
You then have to devote engineering commands to discard those, and an ISD starting at 8 hull instead of 11 hurts. Just a thought.
zingerwhip reacted to this -
5 hours ago, Gilarius said:As the esteemed Imperial Advisor says, but include a pic of the pack contents to show the lost bits.
Now I have to figure out where I’ve put everything. 😂As some stuff’s been painted up.
-
6 hours ago, Gilarius said:Fill in the missing/damaged components form and explain you've lost them and see if FFG send you new ones.
I just got a response, they need photos of what I do have, when I literally mentioned I needed the Squadron tokens. 🙄
-
-
16 hours ago, Forresto said:I would buy every single themed damage deck if they sold them.
The core set should be meant as an easy way to start collecting the game in an all inclusive package, not as the only method to get a damage deck.
FFG let us give you more of our money, do alt art themed decks that you SELL, not hoard away as tournament prizes.
Acrylic defense tokens, acrylic rulers, so many currently cardboard accessories I would gladly upgrade if given the chance.
I think it may come to Armada sooner rather than later. They just announced theme damage decks for X-Wing, all five factions. 🤷🏻♂️
-
-
On 11/11/2017 at 3:01 AM, Kieransi said:That’s literally what I just said.
I just said if you want a good deck, not a deck using the single most expensive card in the game...
This game is not an LCG, and I personally don’t think it would be as fun as one. It’s a trading card game, and a huge part of that is that you’ll have to trade away cards you actually need to get cards you need even more, or spend a whole ton of money. I know a number of casual players who play this game rather than X-Wing because it’s cheaper for them to get a deck and play with it.
And if your playerbase is like mine, those of us that have been playing from the beginning and have mostly complete/complete sets often freely give away everything other than Legendaries to budding new players to help out their fledgling collections and to make them feel welcome in the Destiny community. Whereas is the X-Wing community it’s usually just extra promotional items (AA cards, extra tokens from OP kits) that might or might not ever see use, or that third copy of the salvaged astromech Genius because you bought three Punishing One expansion packs.
-
The CCG newbies are back at arms again! Magic has done this for twenty years successfully, and if you’re worried about things like electroshock never seeing light of day again, I’ve got news for you. Goodies from Awakenings that were good, but not too good, will see reprints in later cycles. They may be tweaked a bit from their predecessor (Slave I/Millenium Falcon for example, or the 2P starter characters) but they’ll be back. Just means those original prints will become more valuable in the collectors and eternity markets, much like older MtG cards do. This is healthy for a CCG to move forward and continue to thrive, whereas using the formats they do for X-Wing, Armada, and Imperial Assault will just choke the game off as newer product won’t be bought for Destiny. Also, as stated, until the next set of starters for the third cycle is released (the one AFTER Legacies), the Awakenings cycle will remain legal for standard (aka competitive) play. So don’t expect Awakenings/SoR/EAW to phase out until late 2018/early 2019.
-
6 hours ago, Vineheart01 said:The values went up for indirect because indirect is designed that way but the rest of it doesnt seem to be crept up.
All the nonindirect damage faces so far seem spot on. With the possible exception of the new lightsaber, having 1-2-3 damage sides and none of which are resource blocked or modifiers (compared to the regular Lightsaber, which costs the same, its superior in almost every way..exception being conditional redeploy)
Closest to a direct power creep is the L1RK with its 6 side, albeit hefty cost, and the T-7 with its 5.
-
18 hours ago, Abyss said:Personally, I don't think Boba is going to be quite as good as people think. Ignoring his special for a second, his damage is fine but it's split damage and in line with his points - he doesn't have a pay side with is good, but most 16 point characters with pay sides are a little underpowered anyway. His special is somewhat similar to Chewie's, in that it looks amazing but I don't think it'll work out quite as well in practice. Control decks will be able to remove it, action cheating will try to have their dice out of the pool before you can use it etc. You can copy your own dice, but this won't always be that great (e.g. play a big upgrade on him, now you've got to roll both a big value and his special, and not have either of them controlled). It's still likely to at least do *something*, but I think people will find it's doing 1-2 damage more often than they'd like.
Not that I don't think he'll be very playable; but like Phasma he's basically just a ball of damage stats and unlike 13 point Phasma I don't think he's particularly overpowered for his cost.
I don’t think he’ll be overpowered either, but I think he’s definitely meta defining, especially with Captain Phasma. I see that duo being a wrecking ball with or without action cheating.
GamerGuy1984 reacted to this -
22 hours ago, DJRAZZ said:Remind me again can we use Aurra's ability to increase damage by more than one?
If you could (which you can’t, by the way), Count Dooku could pitch a full hand to block five damage in a single instance. You still can, but it’s for each unmodified die resolved so damage bleeds through instead of dumping mass numbers of cards like a built-in Force Illusion.
-
Boba Fett is going to be the threat Cad Bane promised to be, but failed to deliver due to those aggravating 3/$ sides we all often hit after using his ability. I see him and Captain Phasma - Ruthless Tactician totally being a thing with Legacies. He and Phasma can theoretically drop everyone but Darth Vader - Sith Lord and Palpatine in a single round. Specials across the board and 3 values showing across the table. If 4s are present, only Palpatine can survive the onslaught. Definitely will be a meta defining team, likely combined with Emperor’s Throne Room battlefield.
GamerGuy1984 and Piscettios reacted to this -
2 hours ago, Palpster said:The only thing I hate about the new RRG is that it goes into effect November 6th......and our National Championship is the day before:(
(Also, I think It’s a Trap was nerfed too much, but oh well)
Other than that, great, great stuff for the game!
The Marshall can declare usage of the new RRG in advance of the event, as it’s their discretion.
-
2 hours ago, Joelist said:Naw, it would be a card like:
Jawa-zeds
Support
cost 0
Cannot be removed from play or discarded by an opponent’s card effect.
Before your last Jawa is defeated remove this Support from play to return all Jawa characters to play undamaged.
Hehehehe.......
Only Imperial Stormtroopers Are So Precise.
3 Cost
Event.
Defeat all Jawas currently in play.
-
55 minutes ago, Darth Lupine said:Thanks for the link to the full definition, very useful and informative. I was referring expressly to losing your cool during a game, any game. This I never do, even when losing badly. I consider it immensely bad form, and doesn't achieve any useful gain. On the other hand, my usually fast and aggressive play style combined with cold demeanor has tilted more than one opponent.....hmm, perhaps I should be more friendly. @Destraa, what do you think?
Until the day I see you act like Smith, I doubt that will be a phrase I say to you.
Stasy and Darth Lupine reacted to this -
1 minute ago, Vineheart01 said:i believe its the "best" as in highest damaging Ambush gun and its reliable.
I could be forgetting about something though.Ambush. Can alter its die for a resource. Good damage. Neutral
-
Honestly? Cad is the one I switched out and I was an avid Cad/Phasma player. I switched one action cheater for the OG, Jango. Sure, less health, but no pay side and an extra resource side making salvage stand a viable support for the deck.
Plymouthdean86 and blackholexan reacted to this -
7 hours ago, Mep said:@Ajones47 Destiny wasn't designed by FFG, they bought it. Can you name the game it actually came from? Neither can anyone else. Without the IP it is just another game like Ashes or L5R. To be honest, with the SW IP I am shocked it isn't bigger than it is. When the X-wing changes came today the thread about it was over a 12 pages in just a few hours. The thread about the Destiny changes will probably never it a dozen pages.
X-Wing players are also some of FFG’s saltiest.
-
LCGs are nice because it’s an informed buy, yes, but have slews of their own problems. If you honestly want Destiny LCG, FFG already has one, ironically called Star Wars Living Card Game.
-
1 hour ago, The Laughing Monk said:I'm okay with the errata, but I'm finally done spending money on a game that can't print it right the first time! This is not a complaint because I think the changes make sense, but I'm out. Enjoy it everyone! It's simply not worth my time anymore.
No, it’s a whiny cry for attention from someone who really mustn’t have much exposure to CCGs and the fact that things like this are commonplace. Bye!

RitR: Add or Remove Forces
in Star Wars: Armada Rules Questions
Posted
Big debate on this in the Discord right now. Can you or can’t you “batch” removals to subtract fighters and a non-existent weapon’s team to add a weapons team? Or any relevant upgrade.