Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by direweasel

  1. They must have changed that link - now it just goes to the damage decks becoming available. (which is also great, don't misunderstand...)
  2. Thanks for all the help, folks. Super useful!
  3. I've played in the Death Star trench run scenario a few times as game conventions and had a blast. I was considering running it from home. Does anybody know a place that has/sells the files needed to 3d Print the turrets and power nodes and such? Thanks!
  4. direweasel

    N-1 Exclusive

    I just got an email. I got one! Thanks for all the help gents. That was weird!
  5. direweasel

    N-1 Exclusive

    I just checked again. I searched for "webstore", "naboo", and "fantasy flight" in all my email boxes. In each case I got 2 hits - the Google Docs webform confirming my entry, and the email saying that they're extending the ordering time by 1 week to the 28th. (That was in addition to just visually scanning my inbox, spam box, and trash box, in case I accidentally deleted it).
  6. direweasel

    N-1 Exclusive

    I came on here to ask something, and based on the content above me, I think I have the answer, but I'm going to ask anyway. I take it these have all been spoken for? The reason I ask is, I signed up, and put in my code, as did a few of my other X-Wing friends. One of my friends got lucky and got a code, which he put in to get a ship. Another of my friends got an email, politely telling him he wasn't selected, and thanks for signing up. I got... nothing at all. I did get the initial confirmation email saying I had signed up, which I looked at to verify I didn't typo my name or email address or something. But since I friend got a rejection email, I had been conditioned to expect some kind of reply. When I got nothing, I kept checking for a day or two, hoping maybe they were doing the selection in phases...like maybe they pulled 200 names one day, and another 200 the next, and so on. So, is it safe to say I just didn't win? Because I'm stuck in this weird state of confusion. Thanks!
  7. This post is more of an overall vibe of the meta right now, as opposed to maybe specifics. And I agree with what others have said, that it's probably a bit premature to make too many specific points adjustments, especially in Extended, which hasn't gotten much of a chance to be used to the extent necessary to know what's what. I love what FFG did with the last points update. I think it opened up the game a lot, so that the same few dozen pilots weren't showing up all the time. By making the generics a bit cheaper, they've opened up lots of neat concepts that just didn't exist before. And I really do like and appreciate it. HOWEVER, I do think maybe they've created an unintentional side effect, in that in general now, it's usually better to add another cheap little ship to a squad instead of upgrading the ones already there when you're squad building. And that's OK to a point, but I think it might mean that perhaps some of the upgrades are now, by comparison, over-costed. Maybe you (and FFG) are OK with that, and maybe it WAS intentional, but to me, that seems like a waste. Why print all these neat upgrades and abilities only to fill huge binders that almost never get used? I mean, everybody knows the exceptions - Vader "needs" Afterburners in Extended, the standard Boba Fett build with all his upgrades, the Vultures with Struts and Discord Missiles, and so on, right? But outside of those staples, it feels like a lot of the upgrades just aren't getting used much any more. I think I'd like to see many of those come down just a little...nothing crazy, just a little. Again, I'm really talking more about tweaks than anything. I think the game is in a pretty good place right now balance-wise, but if I could change something, that would be it. I don't want to go back to the era of 1st Ed, where it sometimes felt like you were wasting a slot if you didn't put something in every possible upgrade slot, but I think building those interesting combinations is part of what expands the game's options and keeps things fresh. I would like to see a LITTLE more of that come back. Thoughts?
  8. I definitely think shuttle builds are still effective. I'm not certain THIS shuttle build will be...but I'm not certain it won't either. I think it would be worth throwing on the table to find out. I would caution that having all 4 of your TIE fighters being acey can help them some, but they're still very fragile ships with no margin for error. If you fly them into a bad spot, one bad round and your whole squadron will fall apart. I don't know your skill level with the game, of course, but I don't think this is a good list for beginners. Again, there's not a lot of margin for error that I can see. All of the TIE pilot abilities you are using are helpful on attack, but you've got nothing to help you with defense except 3 AG, and a little variance can really burn you at the wrong time. And yes, Howlrunner's ability definitely stacks with focus. Just make sure you spend the focus token AFTER you spend the reroll. So for instance, let's say your starting 2 die attack was Blank/Focus. You can reroll the Blank, and if you get a focus result, spend the token and change BOTH results to hits. Also, I know it's not super important, but in canon, Howlrunner is female.
  9. The list is probably fine, but you need a different name. The whole point of FOcho is that "ocho" is the Spanish word for eight. This is seven ships, and "FOSiete" doesn't exactly roll off the tongue.
  10. Be the catalyst for change that you want to see. Host demo nights. Give away extra promo cards you have. Go to small local gaming conventions and set up a table. The fans of the game can be its biggest promoters. I have done all of these things and have seen dividends from it. I will continue to do so. We lost a few people during the 1st Ed/2nd Ed conversion too, but we have since replaced those numbers, and then some, with new blood. But it doesn't always just happen spontaneously. Sometimes you have to MAKE it happen.
  11. I believe he is pointing out the typo in the title.
  12. I am glad I did a search. I was getting on here to say the same thing. At it's current state of total unreliability, it's completely useless. Which is a total shame because it used to be a fantastic resource. I'm betting your support staff would benefit from having this fixed as well, so as not to have to repeatedly answer the same questions. Please update this page!
  13. Well at least in his case, we all know he takes two crew slots! 😃
  14. But don't you have to have the turret pointing in the right direction to tractor them at all?
  15. Well, apparently that last part takes better predictive powers than I have. I always end up to where I can't maneuver to get anything but the current arc. And how am I ever supposed to get anybody in bullseye to use the more powerful weapon, if I'm also doing that, all the time still not exposing myself to enemy fire that I can't handle?
  16. I of course don't have an issue with people who choose to use them, but to me they seem to slow the game down. People who use dice cups seem to take 5 seconds longer shaking them than most people when they just roll, and the towers are often out of easy reach, and then take a few seconds to shake their way down. I lack patience for that. Just a personality thing. I'm also the guy who can't stand to be stuck behind people who walk more slowly than I do (which is almost everyone), people who drive more slowly than I do (which is almost everyone), or generally just anything else that takes any longer than absolutely necessary. So I get that it's a personality quirk, but it's just how it is.
  17. Maybe I just need a demo on how to make the guy work. I've bought 2 Nantex, but haven't had the guts to put them on the table yet. I have tried them in Fly Casual, against all kinds of basic lists, and can't make them work. I either always have my turret pointed in the wrong direction because I HAVE to move it from where it WAS in the right direction, or I can only dodge one of the 3-4 arcs I'm dealing with and get obliterated, losing my 80point ship without doing much damage. I don't consider myself a master player by any means, but I don't consider myself a total slouch either. Won a few local events, been playing for 5-sih years. It's not like I'm a noob. Can somebody please tell me what I'm missing? To me it looks like one of those things that looks super nasty on paper, but then when you try to actually drop it on the mat and roll with it, the flaws become blatantly obvious. Maybe I should look up some YouTube vids on it, to see what it's truly capable of. Anybody got a link to a good one?
  18. That was not my intent. I was trying to make the OP think about why you prioritize reducing variance so much, and what the logical conclusion of that might be. There's a reason variance exists in games, and it's to keep the game from being utterly predictable. Chess is a great game (it would have to be, to still be here after this long), and I do enjoy it, but at a certain point, it's just not fun anymore. I know the grandmasters would disagree with me, but to me, it lacks replayability because after I've played the same person a given number of times, I lose interest in playing them further because I know their tendencies and how things are likely to go. There is also definitely such thing as too much variance. Otherwise, "coin-flip" would be a wonderful and interesting game played and enjoyed by billions. The "sweet spot" is somewhere in the middle. You want a game that has a compelling theme, and is based on some level of skill and familiarity with the rules and components, but that still has some way of showing the randomness that exists in nature, especially in competitive battle type games. It doesn't have to be dice, it could be a card draw or some other way of introducing unpredictability. But there needs to be something. People can reasonably disagree on where that "sweet spot" lies, but most would accept the fact that it exists. That's what I was really trying to go for.
  19. Add in Biggs and make a fun and thematic "Trench Run Trio". Biggs isn't what he was in 1st Ed, but he doesn't suck, either. This list doesn't have Plasma Torps on Wedge, but you could easily put them there without changing the dynamic much. Biggs Darklighter (48) R2 Astromech (4) Servomotor S-Foils (0) Wedge Antilles (55) Predator (2) R2 Astromech (4) Servomotor S-Foils (0) Luke Skywalker (62) Instinctive Aim (1) Proton Torpedoes (13) R2-D2 (5) Shield Upgrade (6) Servomotor S-Foils (0) Total: 200 View in Yet Another Squad Builder 2.0
  20. Nah, it HAS to be about X-Wing, or the OP would have judiciously placed it in the "off-topic" section, where it would then belong. Since it's not there, it MUST be about X-Wing, and any evidence you might have to the contrary is clearly erroneous.
  21. You might look into chess. Zero variance. Zero luck factor. Perfectly balanced.
  22. I highly doubt you'd find many players who agree with that. Increased variance is a wonderful and glorious thing! It's what makes the game interesting and variable. You can set up the same squadrons 10 times, and get 10 different results.
  23. My advice to that person would be "Be the change you want to see." By that I mean take some leadership and set stuff up. I was in a similar environment, but was able to sell a few people on a "Last Man Standing" rules set. I presented it at first as a good way to introduce new people to the game, since you only have to keep track of one ship, but it's since spread so that we play that fairly frequently, even when there are no new people around at all. For those who aren't familiar, it's very simple. You get one small or medium ship, 80 points or less, and put up to 8 people on a single 3x3 map. No shooting first round, 2 points for each ship you destroy, -1 for dying. Most points wins, IE you get a bonus for being the "Last Man Standing", but just flying around avoiding combat is discouraged too. Only other restriction is no Lone Wolf, since it would always apply. I always have a few pre-made for new players so they don't have to dig into list building, with iconic ships and pilots that anybody even moderately familiar with SW would know. It would also be really easy to use the quickbuild cards to do the same thing. Once I convinced them of how fun that was, they were a bit more flexible when I debuted other alternate play styles. Now we throw down Mario Kart and Hunger Games sometimes, and once I get all the Trench Run bits, (which I'm close!) we'll do that too.
  24. OP seems to miss finding those hidden "broken" combo cards so he can make a superior list. The thing is a balanced game is, by necessity, not going to have much of that. Pretty much by definition. To use an NFL analogy, it's like complaining that you miss all the dynasty teams of the old days now that the salary cap and free agency rules have introduced league parity. That's kind of the whole point of those rules. Correct me if I am misunderstanding you. But if I'm not, parity and balance is what this game needs. It's no fun when there are whole swathes of "unplayable" stuff because it's not competitive, and the only way to have the sorts of lists you're talking about, means that by necessity some will be weaker and not competitive. Maybe you are just burned out and need a break? Maybe you should try playing other games, or still play X-Wing, but in non-standard formats? Try some X-Wing Mario Kart, or set up a Trench Run scenario or some such? I would suggest that might help.
  • Create New...