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gadwag

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  1. Like
    gadwag got a reaction from Arttemis in Should i come back?   
    It's the same game, with a bunch of small changes. While there are a few more rules than x-wing 1.0 (such as the system phase), the changes have generally streamlined the game, making it much easier to play. The changes in 2.0 have also focused the game more on maneuvering than on bringing the right upgrades. Almost all players agree that x-wing 2.0 is significantly better than 1.0. The game feels very alive and active, and people are enjoying it a lot more than in the tail end of 1.0 with ghost fenn and jamming reapers and whatnot.
    If you were playing 1.0 a fair bit, you will not find the learning curve very steep. Imperials are very strong right now, particularly aces like vader, soontir, duchess, and the inquisitors.
    I'll do a quick rundown of the main changes:
     
    ^ This increases variance somewhat, but it also means that out-flying your opponent is the best way to gain an advantage (rather than building a list with more broken upgrades and abilities than your opponent).
    ^ Many ships have "linked actions" which allow them to perform a second action at the cost of a stress. What these actions are depends on the ship.
    - Evade tokens no longer "add" a result, they can only change a result. Reinforce tokens can add an evade, but have to let at least one damage through when used. THe damage deck is more consistent, and double damage from crits is common. This means ships die more easily in 2nd edition.
    - If you cannot perform an action (eg. a boost you declare is blocked) that action fails and you don't get a redo. Also, barrel rolls are much less flexible than they were. This speeds up gameplay immensely.
    - Round tokens (focus, evade, reinforce, jam, disarm, tractor) leave the table at the end of the round.
    - Abilities that have limited use are tracked using tokens (called charge tokens) to make it easier to manage game state.
    - Force users have force tokens (mini-focuses that can only change one dice result) which regenerate when spent (1/round).
     
    If you like what you find in the core set, then a single imperial conversion kit will give you all you need to field competitive imperial lists with your ships from 1.0. A conversion kit doesn't contain enough to convert vast numbers of ships, but it is enough for almost all the competitive lists.
  2. Like
    gadwag got a reaction from CoffeeMinion in Should i come back?   
    It's the same game, with a bunch of small changes. While there are a few more rules than x-wing 1.0 (such as the system phase), the changes have generally streamlined the game, making it much easier to play. The changes in 2.0 have also focused the game more on maneuvering than on bringing the right upgrades. Almost all players agree that x-wing 2.0 is significantly better than 1.0. The game feels very alive and active, and people are enjoying it a lot more than in the tail end of 1.0 with ghost fenn and jamming reapers and whatnot.
    If you were playing 1.0 a fair bit, you will not find the learning curve very steep. Imperials are very strong right now, particularly aces like vader, soontir, duchess, and the inquisitors.
    I'll do a quick rundown of the main changes:
     
    ^ This increases variance somewhat, but it also means that out-flying your opponent is the best way to gain an advantage (rather than building a list with more broken upgrades and abilities than your opponent).
    ^ Many ships have "linked actions" which allow them to perform a second action at the cost of a stress. What these actions are depends on the ship.
    - Evade tokens no longer "add" a result, they can only change a result. Reinforce tokens can add an evade, but have to let at least one damage through when used. THe damage deck is more consistent, and double damage from crits is common. This means ships die more easily in 2nd edition.
    - If you cannot perform an action (eg. a boost you declare is blocked) that action fails and you don't get a redo. Also, barrel rolls are much less flexible than they were. This speeds up gameplay immensely.
    - Round tokens (focus, evade, reinforce, jam, disarm, tractor) leave the table at the end of the round.
    - Abilities that have limited use are tracked using tokens (called charge tokens) to make it easier to manage game state.
    - Force users have force tokens (mini-focuses that can only change one dice result) which regenerate when spent (1/round).
     
    If you like what you find in the core set, then a single imperial conversion kit will give you all you need to field competitive imperial lists with your ships from 1.0. A conversion kit doesn't contain enough to convert vast numbers of ships, but it is enough for almost all the competitive lists.
  3. Like
    gadwag got a reaction from RoockieBoy in Jedi Aces: C1-10P or Regen?   
    I've run chopper on mace twice (with foresight and CLT) as an experiment to see how it worked out. My thoughts are:
    Low initiative makes it easy to trigger chopper (because you can fly to an ace and jam them before they move) Mace has a hard time shooting the ship he just jammed (because he often ends up facing the wrong way after flying at them). CLT never triggered in either game I got foresight to trigger once each game, but chopper made me fly in a way that didn't work well for foresight. To trigger chopper, I was diving towards the enemy, rather than sitting back and laying a trap with my bullseye arc covering the spots they might want to fly to Mace's 3 force were very handy for keeping him alive, as my opponents really wanted to kill chopper. He was a great distraction. In conclusion, chopper was decent on Mace, but for a 60pt ship I kinda wanted him to pull a bit more weight, especially when you consider that he's essentially doing the same job as captain seevor. Sure, he's sturdier than seevor, but he's not doing that much more.
    I'll be trying chopper next on 7B obi with sense. The rough idea is that obi will move last, end at r1 of an opponent, jam them and blast them to bits. Next turn, sense will trigger for free if I got the chopper trigger to work. I'm not 100% sold on sense, because if obi isn't moving last he might have a harder time getting free sense triggers (you want to be r1 of your opponent's starting position for chopper, but r1 of their ending position for sense...), but the benefits probably outweigh the cost, especially if other ships in the squad can make use of it.
    I'm also considering putting chopper on anakin for the ultimate jammy ace. I'd probably put spare parts on him too so that he has a defensive option for that turn when he has to flee or can't close to range 1. Ideally, you want to stick in close, but if you have to break off then the spare parts helps protect you from attacks. Plus, it would be nice to actually use spare parts like in the movie.
  4. Like
    gadwag got a reaction from admat in Should i come back?   
    It's the same game, with a bunch of small changes. While there are a few more rules than x-wing 1.0 (such as the system phase), the changes have generally streamlined the game, making it much easier to play. The changes in 2.0 have also focused the game more on maneuvering than on bringing the right upgrades. Almost all players agree that x-wing 2.0 is significantly better than 1.0. The game feels very alive and active, and people are enjoying it a lot more than in the tail end of 1.0 with ghost fenn and jamming reapers and whatnot.
    If you were playing 1.0 a fair bit, you will not find the learning curve very steep. Imperials are very strong right now, particularly aces like vader, soontir, duchess, and the inquisitors.
    I'll do a quick rundown of the main changes:
     
    ^ This increases variance somewhat, but it also means that out-flying your opponent is the best way to gain an advantage (rather than building a list with more broken upgrades and abilities than your opponent).
    ^ Many ships have "linked actions" which allow them to perform a second action at the cost of a stress. What these actions are depends on the ship.
    - Evade tokens no longer "add" a result, they can only change a result. Reinforce tokens can add an evade, but have to let at least one damage through when used. THe damage deck is more consistent, and double damage from crits is common. This means ships die more easily in 2nd edition.
    - If you cannot perform an action (eg. a boost you declare is blocked) that action fails and you don't get a redo. Also, barrel rolls are much less flexible than they were. This speeds up gameplay immensely.
    - Round tokens (focus, evade, reinforce, jam, disarm, tractor) leave the table at the end of the round.
    - Abilities that have limited use are tracked using tokens (called charge tokens) to make it easier to manage game state.
    - Force users have force tokens (mini-focuses that can only change one dice result) which regenerate when spent (1/round).
     
    If you like what you find in the core set, then a single imperial conversion kit will give you all you need to field competitive imperial lists with your ships from 1.0. A conversion kit doesn't contain enough to convert vast numbers of ships, but it is enough for almost all the competitive lists.
  5. Like
    gadwag got a reaction from Dreadai in Jedi Aces: C1-10P or Regen?   
    I've run chopper on mace twice (with foresight and CLT) as an experiment to see how it worked out. My thoughts are:
    Low initiative makes it easy to trigger chopper (because you can fly to an ace and jam them before they move) Mace has a hard time shooting the ship he just jammed (because he often ends up facing the wrong way after flying at them). CLT never triggered in either game I got foresight to trigger once each game, but chopper made me fly in a way that didn't work well for foresight. To trigger chopper, I was diving towards the enemy, rather than sitting back and laying a trap with my bullseye arc covering the spots they might want to fly to Mace's 3 force were very handy for keeping him alive, as my opponents really wanted to kill chopper. He was a great distraction. In conclusion, chopper was decent on Mace, but for a 60pt ship I kinda wanted him to pull a bit more weight, especially when you consider that he's essentially doing the same job as captain seevor. Sure, he's sturdier than seevor, but he's not doing that much more.
    I'll be trying chopper next on 7B obi with sense. The rough idea is that obi will move last, end at r1 of an opponent, jam them and blast them to bits. Next turn, sense will trigger for free if I got the chopper trigger to work. I'm not 100% sold on sense, because if obi isn't moving last he might have a harder time getting free sense triggers (you want to be r1 of your opponent's starting position for chopper, but r1 of their ending position for sense...), but the benefits probably outweigh the cost, especially if other ships in the squad can make use of it.
    I'm also considering putting chopper on anakin for the ultimate jammy ace. I'd probably put spare parts on him too so that he has a defensive option for that turn when he has to flee or can't close to range 1. Ideally, you want to stick in close, but if you have to break off then the spare parts helps protect you from attacks. Plus, it would be nice to actually use spare parts like in the movie.
  6. Like
    gadwag got a reaction from FriendofYoda in Jedi Aces: C1-10P or Regen?   
    I've run chopper on mace twice (with foresight and CLT) as an experiment to see how it worked out. My thoughts are:
    Low initiative makes it easy to trigger chopper (because you can fly to an ace and jam them before they move) Mace has a hard time shooting the ship he just jammed (because he often ends up facing the wrong way after flying at them). CLT never triggered in either game I got foresight to trigger once each game, but chopper made me fly in a way that didn't work well for foresight. To trigger chopper, I was diving towards the enemy, rather than sitting back and laying a trap with my bullseye arc covering the spots they might want to fly to Mace's 3 force were very handy for keeping him alive, as my opponents really wanted to kill chopper. He was a great distraction. In conclusion, chopper was decent on Mace, but for a 60pt ship I kinda wanted him to pull a bit more weight, especially when you consider that he's essentially doing the same job as captain seevor. Sure, he's sturdier than seevor, but he's not doing that much more.
    I'll be trying chopper next on 7B obi with sense. The rough idea is that obi will move last, end at r1 of an opponent, jam them and blast them to bits. Next turn, sense will trigger for free if I got the chopper trigger to work. I'm not 100% sold on sense, because if obi isn't moving last he might have a harder time getting free sense triggers (you want to be r1 of your opponent's starting position for chopper, but r1 of their ending position for sense...), but the benefits probably outweigh the cost, especially if other ships in the squad can make use of it.
    I'm also considering putting chopper on anakin for the ultimate jammy ace. I'd probably put spare parts on him too so that he has a defensive option for that turn when he has to flee or can't close to range 1. Ideally, you want to stick in close, but if you have to break off then the spare parts helps protect you from attacks. Plus, it would be nice to actually use spare parts like in the movie.
  7. Like
    gadwag reacted to AceDogbert in Should i come back?   
    Turrets no longer have 360 degree firing arcs. A ship has to decide where their turret is pointing, and it costs an action to move it.
    Dice modification is much more constrained, which makes dice rolls matter more. Gone are the days of rolling the dice and simply declaring that, due to upgrade shenanigans, that you've got all hits/all evades.
    Push the Limit and Autothrusters are no more. Ships taking multiple actions in a round only really occurs when they've got a ship ability which allows certain actions to be taken (for example, TIE Interceptors can perform a stressful barrel roll or boost after performing another action).
    EDIT: More things!
    Charge Tokens: some upgrades and pilots use charge tokens to track things, rather than discarding cards. This looks much nicer on the board, and has opened the door for new and interesting abilities. Most ordnance now has multiple shots built in, making investing in torpedoes/missiles viable without multiple upgrades.
    Things which require a target lock to fire no longer have to spend that lock to fire. This means you can reroll that inevitable blanking out on your Proton Torpedo shot.
    The Force is a Thing. Force Users have Force Charges, which can be spent to convert eyeball results (one charge = one eyeball converted) or to power other abilities. They even have their own special class of upgrades (Force Powers) but don't have access to 'normal' talents.
  8. Haha
    gadwag reacted to prauxim in Snap Shot & Foresight Questions & Strategies Thread   
    I think Foresight is DoA
    opportunity cost potentially comparable to or greater than benefit requires ||, is ordinance best benefit is R3, where || is least likely no range bonus at R1, where || is much more likely, and you are also more likely to need double tokens for regular attack/defense little/no ability to choose target One too many value throttles for a 4pt investment, drop price to 2pts and I think we'd have a decent upgrade
  9. Like
    gadwag reacted to Boreas Mun in Snap Shot & Foresight Questions & Strategies Thread   
    I think it is better on Inquisitor for 3 points less and you can fit 5 of them.
  10. Like
    gadwag reacted to Imperial Advisor Arem Heshvaun in LEGO Force Friday with Falcon, Y-Wing, A-Wing, and Upsilon   
    I’m happy he’s on our side. 
     
  11. Like
    gadwag got a reaction from BojambaMcMamba in I tested my dice...   
    If into the comments section you go, only salt you shall find.
    Hackaday comments are at least as bad as FFG forum complaint threads. Any time someone uses an arduino, grumpy commenters complain that it's "not a hack" and that they should have used a 555 timer instead. It's a good site but it has never needed a comments section
  12. Like
    gadwag got a reaction from PanchoX1 in Reminder: use spoiler tags for episode 9 content   
    Friendly reminder that some members of the community (not myself, at least not today) are trying to avoid spoilers for the upcoming film (and TV shows). Please use spoiler tags and flag your topic titles appropriately.
  13. Like
    gadwag reacted to Vespid1311 in [Blog] System Open Sydney with Sinker   
    4 Vipers is good, maybe even Good, but I don't think it is Great.

    Crack Shot, all day erry day. Predator is not as reliable and, in my opinion, should be costed the same as Crack Shot (what ever that happens to be costed at the time). They fulfill similar-but-different roles. Crack Shot if you don't expect to Bullseye much, Predator if you think you can do it repeatedly with the same ship.
    Those extra points are solely because there is nothing else to spend it on.... and the bid is Super Useful against many lists with I3. I had only one game against an I3 that had an actual bid (3x Supernatural Fire Control Inquisitors and Soontir Fel... As difficult to fly against as it sounds), and the rest were cases were Sinker archetypes, so I passed off the bid to make sure Sinker didn't get any crazy ideas like taking Locks. 
    It's the Odd Barrel Roll that truly makes them shine. At I3, you can create all sorts of unusual blocks or positional difficulties for your opponent if you move first, and if you have the space to reposition can dance around some arcs easily whilst still pointing at you. One situation had a nearly-blocked Viper with 3 sets of arcs pointing at me barrel roll around an ARC and just beside an Asteroid in such a way that I could Hard 1 out next turn and dodge all ARCs pointing in different directions. Soontir wishes he could reposition like that. I had several games that had some literally circling the opponent for a few turns because of how obstacles were set and how the opponent had to move for whatever reason (be it Rocks or Stress). The roll also allows you to set up some very interesting nets.
    They can fold fairly easily if concentrated and/or blocked. A little negative dice variance goes a long way.... but, similarly, a little positive dice variance (as with all 3 Agility/3 Attack ships) means that they also can laugh off small numbers of small shots. The fact that they only reposition after they move should give you a reasonable idea of how to fly them and against them. Stress does limit them a little bit too, but not as much as most other ships.
    Anything with multiple I4+ with ordnance/strong attacks causes nightmares and/or straight up deletion.
     
    It's a list that wins or loses on its first main engagement. Get it right, and you should be in good stead for the rest of the game. Get it wrong, and you are unlikely to claw the game back (barring variance). It rewards a lot of practice, particularly for considering the barrel roll.
  14. Like
    gadwag reacted to theBitterFig in Anyone wanna do some math for me?   
    Really strange ability, IMHO.  Incredibly complicated, with spending shields, rerolling attack dice (always complicated as an ability, since it stops an opponent from using their locks effectively), gaining back shields.  Does it reroll up to 2 dice, or reroll exactly two dice?  There's a huge difference.  Dice-****-ing is also a really annoying mechanic to play against.  Dice can be so fickle in this game, having your good results removed is always a FeelsBadMan moment, even if it isn't mathematically much stronger than something else, and I think it's best to avoid it.
    It's also kind of thematically a mess.  Spending shields to reroll dice also means that you'll take crits on the chin, which doesn't seem fitting with a ship design that's supposed to represent "stronger deflector shields."  Also, is the ship flapping open and closed like a bird when it faces some attacks, but not other attacks?  Spending shields somewhat gives the ship a switching feeling that doesn't feel right in this sense.  I just don't like it.  If you want to thematically capture flapping, do a configuration like an X-Wing.  Maybe make "Stealth Mode" essentially a closed S-Foils like a T-70--extra movement actions, but reduced attack dice outside of Bullseye.  
    However the combat mode works (whether the ship is on a flip configuration like an X-Wing, or just always in combat mode), I'd have it be a permanent rather than triggered ability.  The theme of larger target profile, but stronger shields seems like it'd be worth exploring lower agility but consistent defenses.  If it's a flip-config, be sure to reduce the agility in Combat Mode, otherwise just start with a low agility for a ship like this.  There's a lot of ways to go.  Reroll your own defense dice, add a result, turn a die, whatever.
    If it's an Always-Combat-Mode ship, maybe do something wild like give it Reinforce tokens really easily.  After executing a maneuver, like Full Throttle, or linked white Reinforce actions after everything like how the TIE/sf can link to a rotate after any normal action, but give it an absolutely trash defensive statline.  1-agility and 4 -health with a reinforce is about as tough as a 2-agility, 5-health ship.  1-agility and 5-health would be roughly comparable in toughness to an X-Wing or a TIE/x1 in durability, which would be kinda reasonable.  There's no real potential to high-roll, and you'll be extra-vulnerable from the flank (which makes sense: that's when the fan is biggest), but it'd have a really different feel to any other ship like it.
    //
    I know you came here for math stuff for your own ship concept, but it got me thinking about my own.
    Statline: 3 red dice (standard V arc... or a full 180 degree arc? that'd also be spicy), 1 agility, 2 hull, 3 shields.
    Actions: Focus > White Reinforce, Evade > White Reinforce, Lock > White Reinforce, Boost > White Reinforce (this thing seems more like a booster than a roller).
    Upgrades: Maybe just Talent when applicable.  Mods seem inappropriate, due to low agility leading to radically under-priced Hull and Shield Upgrades for the toughness they'd provide.  Lore-wise it doesn't really seem to have secondary weapons or crew/gunners.  Maybe a System slot, so they don't get too boring, but maybe not.
    Dial: Something kinda like an X-Wing or TIE Bomber, with no hard 1 (this thing doesn't look hard-1, and CIS already have the Belbullab which does it) but hard 2 and 3, all the banks, straights from 1 to 4, with nothing exceptional in the blues.
    Configuration/Ship Ability: A config doesn't make sense in this version of a Ginivex Concept, and I don't think it needs a ship ability. 
  15. Like
    gadwag reacted to It’s One Of Ours in Resistance B-Wings / Y-Wings   
    You’d probably REALLY hate Discworld, then.
  16. Confused
    gadwag reacted to RunnerAZ in Snap Shot & Foresight Questions & Strategies Thread   
    A lot of these abilities ADD a die/dice.  This is a modification, and should not be allowed per the Snapshot card.

  17. Like
    gadwag reacted to thespaceinvader in Lead the Attack - Republic Y-Wing preview   
    P17's probably better for that purpose.
  18. Like
    gadwag reacted to Hiemfire in Lead the Attack - Republic Y-Wing preview   
    Need to make sure to use it to top up the first charge spent, there is no going back once he flips.
  19. Like
    gadwag reacted to millertime059 in Lead the Attack - Republic Y-Wing preview   
    I, uh, I knew that and definitely hadn’t forgotten since I haven’t played in two months due to moving. And because my acrylic tokens are 1st ed for jam. Yup. Totally didn’t forget that.
  20. Like
    gadwag reacted to Neos472 in Lead the Attack - Republic Y-Wing preview   
    gonna say this now: Matchstick + Friendly Target Locks = run away from Matchstick cause consistent hits are coming your way
  21. Thanks
    gadwag got a reaction from FlyingToaster in Reminder: use spoiler tags for episode 9 content   
    Friendly reminder that some members of the community (not myself, at least not today) are trying to avoid spoilers for the upcoming film (and TV shows). Please use spoiler tags and flag your topic titles appropriately.
  22. Thanks
    gadwag got a reaction from Bucknife in Reminder: use spoiler tags for episode 9 content   
    Friendly reminder that some members of the community (not myself, at least not today) are trying to avoid spoilers for the upcoming film (and TV shows). Please use spoiler tags and flag your topic titles appropriately.
  23. Thanks
    gadwag got a reaction from nitrobenz in Reminder: use spoiler tags for episode 9 content   
    Friendly reminder that some members of the community (not myself, at least not today) are trying to avoid spoilers for the upcoming film (and TV shows). Please use spoiler tags and flag your topic titles appropriately.
  24. Like
    gadwag got a reaction from ScummyRebel in Reminder: use spoiler tags for episode 9 content   
    Friendly reminder that some members of the community (not myself, at least not today) are trying to avoid spoilers for the upcoming film (and TV shows). Please use spoiler tags and flag your topic titles appropriately.
  25. Like
    gadwag got a reaction from CoffeeMinion in Flew all my Scum — here’s what I think   
    You don't need the tactical officer on the escape craft, especially if you're running L3. I used to run her without the tac officer even when it was 2pts.
    R5-P8 and contraband cybernetics, and you're laughing. 50pts, and it's very similar to Wolffe
    Scum's secret sauce. Crack shot on the assassins is brilliant. A very underrated ship
    The mining TIEs coming in at the same price is the real bummer for the Z. It's arguably a better ship than it was in 1.0 with a barrel roll and a new 4k on the dial, but it's hard to justify taking a Z over a TIE.
     
    Darth Vader crew goes a long way towards what you want. Have a look at Dalli's builds in the following thread:
     
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