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andynorton

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  1. It sounds like you enjoyed the card combo aspect of 1.0, which seems less/different in 2.0. I do love card combos, so if you want that in X-Wing, maybe try the Quick Builds - they are often set up for card combos I wouldn’t have immediately noticed and they have helped me learn a lot. But if you don’t mind getting into another game, perhaps try a TCG/LCG like Magic or Destiny, or a board game like Terraforming Mars or Wingspan, if card combos is what you like best. Unless I misunderstand what you are looking for. All the best!
  2. I don’t even play this game and I want this. It says standalone - do you really only need the one or two Core Sets to happily enjoy this?
  3. Yeah, exactly... But junk salvaging is a great idea! I have images of the Freemakers scooping up junk... (if anyone hasn't seen Star Wars: The Freemaker Adventures, the first season is the bomb)
  4. Private sabacc lessons for a passenger. Recovering precious metals from a nearby asteroid. Hailing a ship and threatening them if they don’t pay. I’m struggling to think of a time I’d gain credits at a navpoint, though! I have only ever moved or recovered damage, since you miss the market action and that’s the worst.
  5. You can turn your credits into fame, too, using the luxury deck. You can gain fame with personal goals and ship goals. You can gain fame from bounties and patrol-hunting. I know it can feel unfair on its face, but the AI’s credits-to-fame simulates all these fame opportunities that would be a pain to track or replicate for the AI. You can slow the AI down, however. Leave expensive gear on the gear deck - 8,000 on gear that gives them low-to-no benefit? Yes, please. Attack the AI with a Wanted job or the Firespray to knock them down and make them spill some cash. Once you see your options, I think it feels a little more fair.
  6. By the way, by far what I dislike the most about the AI (probably the only thing, but it's not insignificant) is that it skips all of the text on the cards, especially that it skips the character's text. I would be very interested in specific AI versions of the characters that better differentiated them from each other. Again, I can see why they made this choice, but its truly sad not to see much difference at all in playing versus each different character.
  7. Do you think what you're looking for is an AI that more literally replicates the actions of a player? I really enjoy the AI they created, but they certainly went for dynamic equivalence versus strict literal translation. I appreciate their choice - I feel the AI moves like a player and takes cards like a player, so you can interact with them through the market decks much like a player. I feel like this was what they decided was most important to them, versus a more literal translation of what a player would do. I think a more literal version could be made, but would it be worth the effort to play through it's turn? Probably not for me, but I'm sure for many! Or is there something else you think is needed? Some missing fun factor or challenge factor? I personally have had a ton of fun with it so far, and I also know it's easy to give it a heads-start on points (as suggested in the rulebook) if I'm needing more of a challenge. I really respect your opinion and it's clear you have great intentions with starting this discussion. I hope at least some fans could help make an AI you might better enjoy. Let's be honest, only fans have made the X-Wing AI, right?
  8. Yep! 3x3 x wing mat is perfect for 2-player/solo!
  9. You know, that’s another way to play it - and the AI is usually easy enough to where you could very possibly win without actively trying to thwart it.
  10. Haha, I will if I can! I have issues uploading images, but if I can I will! Here is a link: https://ibb.co/fQSgJ95
  11. I have played an insane number of AI games since I got the game six days ago, and I very much disagree with your first statement, that it's basically a clock and there's not a lot you can do about it gaining fame. Just like another player, if it gains illegal cargo or good jobs, you can't do much to stop them from gaining fame - but there's a LOT you can do in your buy action, to cycle down illegal cargo and good jobs, and then buy them yourself. For example: On my turn, I'm looking at the market decks, and I see the Lando AI is five spaces from Kessel and the Kessel Run job is up - I am discarding it, for sure, and then I'm picking up the stolen prototype due for Cantonica, a few spaces away from Lando AI, too. What now, Lando - your choices are a Favor job on the other side of the galaxy and a lame cargo which, while close, will not gain you direct fame. Deal with it. The AI is very interactive in a true solo game. However, I 100% agree that there's no need for the AI in the multiplayer game - it'd be like having another player sitting there who doesn't talk or enjoy the story and hardly interacts with you but might beat you! LOL! I can't see this being fun, but I haven't tried it.
  12. I can report, X Wing models, while mostly unsuited for actual use in game, make amazingly atmospheric props around the board! I place my Falcon, HWK and Firespray around the galaxy between encounter decks, and I place some fighters where the patrol spawn (a-Wing, TIE, z-95 and fang). They look great!
  13. It’s a bounty, not a job, so I believe it will never try to take it anyway.
  14. As the title says, there should be a 3-threat Quick Build option for two V-19s. If you believe Quick Builds are strictly for total beginners, consider moving along, but if you enjoy it as a legitimate format, read on. My suggested Quick Build option is specifically: 3-threat for two Gold Squadron Troopers equipped with Concussion Missiles. As it stands, all the Quick Build options for V-19s are 2 threat, other than [the] Oddball at 3 threat. I'm guessing FFG decided against a 1-threat option for a naked (25-pt) Gold Squadron Trooper in order to differentiate them from the Separatist swarms, and fair enough. But a two-for-3-threat option would mean they can still only field at most five V-19s in an 8-threat match, so this would not threaten the Separatist faction identity. Why is this needed? It would open up significantly the ways in which you can combine Aethersprites and V-19s. As it stands, if you want to combine a 3-threat Jedi like Anakin or Obi-Wan, for example, with multiple V-19s in a standard 8-threat match, you are stuck using Oddball every time. That's odd. With this option, you could fly Anakin, Ahsoka, and two V-19s, or Obi-Wan, a Jedi Knight, and two V-19s, or Plo Koon, a unique V-19, and the two V-19s, et cetera. How does this compare against other 3-threat-for-two-ship options? It's conservative, points-wise. GSTs are 25 points, Concussions Missles are 6; Phoenix Squadron Pilots (A-Wings) are 30 points, Proton Rockets are 7; Alpha Squadron Pilots (TIE Interceptors) are 34 points, Ablative Plating is 6. Definitely not broken compared against these. How does it compare against the other V-19 options? This is an important consideration, especially given how little you get in some of the V-19 Quick Build options, and the main reason why it needs to be conservative compared against other 3-threat-for-two-ship options. I think it compares pretty strongly against many of the V-19 options, but I still think it works. Many of the V-19 options have strengths that could be exploited with practice, so I don't believe this option would dominate over the others. What are your thoughts? Is this off-base? Do you like it? Do you like the idea, but think there's a better fit, like a cheaper/different upgrade? I may not have much time to reply, but sound off, thanks.
  15. Thanks so much for the advice, everyone. I am pleased to say, it turned out great! Total success! Long story short... it was Empire Day on Naboo, and stuff. went. down. Here are the top seven points of your advice that I most used: 1. Focus on the overarching story. What I will say here, however, is that this did not mean there was no individual character development, I just couldn’t focus on fostering it, I had to present quick situations that might allow for it and see what happened. They were ready for the challenge and almost everyone had significant character development during the three-hour session! 2. Give them a scenario, like a heist or a rescue with lots of action, and let them cook up the plan. This is essential for a big group, and leads to a lot of the most fun. The kind of big scenario for this evening was, it’s Empire Day on Naboo, and that’s simultaneously a) a major celebration and b) an opportunity for the Empire to deal out brutal retribution for a recent Rebel insurrection. So the players went from trying to sell a ship and meet a mentor to suddenly having to figure out how to get back to the other ship in one piece and bust out of Theed. 3. Keep up the pressure. This goes along with the previous point, but basically, whatever big plan they have to make, they are threatened and have to make these plans quick. I took the advice very literally of basically moving forward with what was happening to and around them if they took a long time to make their decisions. 4. Set the difficulties easier than normal. This was a funny piece of advice, but made a lot of sense in the moment, and I did this on many occasions. I didn’t shy away from giving harder difficulties, and I presented challenges as huge and very threatening, but actual dice difficulties I kept very low, just because it could have taken three times as long if they had to figure out “Ok, that didn’t work... what to try next?” all the time. 5. Present choices as A and B options and/or describe things concisely and ask directly “How do you respond?” This did make it a little railroaded at times, but I avoided this in large part by basically saying “A or B? Ok, wow, C, that sounds great, great thinking.” A concrete example: “There’s an AT-AT outside the warehouse and a legion of stormtroopers, they’re about to break in. There’s tons of ships and vehicles in here, and... what do you think is the main sport going on in the Empire Day celebration? Podracing? Great idea. Well, there are three podracers here...” And they created the plan of using the podracers to enter the race and hide in plain sight. 6.Avoid getting bogged down in structured combat. I took this advice mainly from GroggyGolem and 2P51. Their greatest point of concern, and one I already feared, was getting bogged down in structured combat. So, I worked to avoid this by only allowing one small group to play structured combat, and bouncing back and forth between the two groups every round. And I played very fast and loose with wound thresholds for minions, what advantage allowed players to do, et cetera. Finally, @awayputurwpn, your last point was fantastic; funny enough, I didn’t see it before running the session, but I did it and it was probably the most successful piece: 7. If the party splits, bounce the narrative between the two groups as often as possible. Like I said above with structured combat, I bounced the narrative back and forth every combat round between the two groups when the party did split. While the one group spent time hanging out in and eventually brawling with stormtroopers in a cafe on the campus of the University of Theed, the other group made a sale of their ship, escaped from a ships and vehicles warehouse in podracers, and took those podracers into the Empire Day podrace through Theed. After a round of action in the cafe or a stretch of the warehouse scene and podrace, I would mention they heard a knock at the door, or they saw the course ahead, or stormtroopers burst into the cafe and started bashing aliens, or something more subtle, and then “cut back to the other scene,” and there would be groans of enjoyable tension. This also gave them time to plan their next actions and they were ready to go when we came back to them. And there was another point of my own, I think, that I had in mind and that worked really well: 8. Try to involve two or three PCs together in nearly every action. If the ship needed fixing up, I asked “Would two of you want to work on the ship together?” Same for negotiating a price, charming a prisoner, or launching a missile tube. The whole evening was one long series of different PCs teaming up in groups of two or three to roll and roleplay. A lot of the characterization came out through these different personalities being just very different together and complimentary or clashing. Multiple friendships between PCs were created and fostered, and some tensions. Those will be what we take away most from the session. It’s late, but I hope that gives you a picture of what points were best to keep in mind! Thanks again! Not sure that I will indeed keep all nine in the same group, but I know I can do it, just will be more a matter of do we want to tell other stories that necessitate a smaller, more intimate group. By the way... one of the podracers, piloted by a human PC and a BB-unit PC, won the podrace and at the winner’s dais came face to face with Lord Vader for a few minutes. His comment to them: “Now that was podracing.” Needless to say, it made for an epic night.
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