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About LionOfwinter

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  1. I just took a finished piece of 4x4 1/4 osb and painted it black. Have taped off a 3x3 area in the middle leaving 6 inches of "stuff" space around the outside. Might drip some "stars" on it for theme but the size works perfectly.
  2. Thanks for all the suggestions! I think I am going with an Advanced, Advanced V1, Decimator, Interceptor and a Striker to go with my two Base ties. Comes out to 102 dollars. Which is a fine overage to me.
  3. Hi all, didn't see a better sub forum to post in, if I missed it, apologies. New player here. I received a core set and a rebel conversion kit as a gift. I am slowly piecing together a rebel fleet from old 1st edition ships. I have a Falcon, Two T-65s, and a B wing and presumably more as I come across models for cheap. I also randomly have a hounds tooth and the upgrades to play that one ship. I would like to use an Amazon gift card to fill out the empire side. I have nothing apart from the two core TIE fighters. What are your recommendations for imperial empire ships? I am not really concerned with competitive builds or anything just enough imperial ships to throw some different looks on a table for fun games whilst avoiding a "wow hate this ship, never using it again" situation. I have about a 100 dollar budget. Thanks for any advice.
  4. I really would love a Clan Wars miniature game. So much there to work with. Boxing it would be pretty simple. You have your core box which is just unpainted generics; Ashigaru, archers, samurai, cavalry, etc. Whatever FFG determines is a basic army. Sell that for 50 bucks. Then you sell a Clan Core for 25 bucks That contains an additional core unit for that faction and a Hero unit. So for instance, the Unicorn core would have an Otaku maiden and a unit of Cavalry so even in the first wave the Unicorn clan can field twice the cavalry of a different army. The Lions Would have an extra unit of samurai warriors and their hero. The Crab would have some tanky version of Spearman or something. The Dragon clan would have a tattooed monk and a hero, etc. After that you just do your expansions as two sculpts and an Identity cards. One sculpt is "generic" style with an identity card for each faction. It may be a "Noble Bushi" for a Lion. "Renowned Duelist" for a Crane. "Shugenia's yojimbo" for the phoenix. The Second Sculpt is a specific hero for a faction which rotates every release. Once a year or so you do a "Big Box" which has a new unit/character for every faction. On top of that you can do the creatures, you can introduce the Naga, add in Monstrous Oni. So many options. FFG please!
  5. Thank you for the clarifications! Glad to know we are roughly doing it right.
  6. Hi everyone. My wife and I played our first game and had some questions. We played the normal mode starter pack and apart from one dicey turn after flipping to Rhino II it was pretty smooth sailing although I personally suspect we were insanely lucky with the encounter deck. However we did have some confusion that I wanted to clarify. Where in the heck is the keyword section? I could not find it. I was curious is "Elite" had any impact on play but I could not find a list of what each one meant. Just continued reference to a section I couldn't find. The Encounter deck. If I was playing correctly; The Villain "Actions" at you. You draw a card. The markers in the corner are added to the Villains "action" power. If and ONLY IF the card has a star in the corner you follow the text on the card. After you do this phase then you play an encounter card "against" each player and those are played "normally" My concern is we discarded some pretty impactful cards doing the Villain's actions; Side schemes, big minions, etc. We potentially just got insanely lucky I just wanted to make sure I hadn't missed a rule about how those cards can actually be played during that phase. When you beat a Villain form and start another does that reset the turns? Meaning, like do you soft restart the game when you move to Rhino II or do you keep proceeding exactly from where you were when Rhino II swaps in? Overall I thought it was a fun game and there is clearly a lot of room to build on it and expand.
  7. No replies so I guess I'll chime in. It depends on what you want. If you want to be a Jedi, Kotor is basically unbeatable along with the old Jedi Knight Series. Kotor has a few mods to repair missing content but I think it is all rolled into one now. A simple google search will find it. I believe there have a been a few HD mods here and there but nothing comprehensive. The Jedi Knight series is notable in that the Saber warfare is "realistic" IE if you pass the saber through the head or torso, instant kill, including the final boss. It can be very intense and fun. If you don't mind FPS the EA battlefronts, for all their flaws is fairly immersive, if star wars to you is the battles of the clone wars and the struggles Rebellion against the Empire. The battles are visceral and you definitely can just enjoying pushing with your squad of clones against some droids and suddenly seeing General Kenobi leaping into the fray. The one pitch I will make is for SWTOR; the MMO star wars game. As an MMO it is meh to bleh depending on what you like to do. But as a "Single Player with optional online multiplayer content" It is amazing. Its width and breadth is stunning. I frequently find myself coming back and subbing for a few months just to roll a new Jedi. It is FTP and if you are planning on just goofing along as a single player story, it is easily possible to play without every paying a cent. You can play a Jedi, Sith lord, Smuggler, Republic solider, Imperial operative, A Mandalorian Merc each with enough content for what would probably be a full single player game, not to even touch the overlapping shared content. If you decide to play through Swtor completely you will have easily 1500 hours of fully voice Star Wars universe action.
  8. I wonder if they will make it a standard clan? Or make it a PvPPP where one player plays an OP Shadowlands and all other fight them? Thus introducing their much rumored multiplayer !
  9. For now sure. 5 years on and 8 bazillion new card interactions to account for? I could definitely see them using it to get rid of some. How weird will it be seeing someone flip their provinces and seeing 4 clan champions? XD
  10. I am taking about more in the storyline of the game itself if like... They kill Kisada or Shoju or Toturi. They will introduce a new clan champion and presumably in competitive play Kisada would be banned and the new champion would be the allowed one. For one example. I forsee actions and events and attachment changing only extremely rarely (probably only a dozen or so times over the lifetime of the game) but I think their may be a lot of personality turn over if they decide to embrace the story aspect of the game.
  11. As far as the meta is concerned I am hoping that FFG decides to only remove Personalities and certain thematic cards ever from the "legal" pool of playable rather than whole Arcs. By doing this they will leave a metric ton of playable cards in the deck and that is where this game shines. By being able to make a massive variety of decks it makes it nearly impossible to counter because even the bleeding "optimal" edge gets wider and wider. Compared to making whole arcs illegal and always keeping the competitive deck pool to a few hundred cards total.
  12. I played the CCG from 1997 until it ended, with a couple of semi competitive stints, I never recall there being a dominate deck/clan. Metas yes, but the sheer volume of play styles and flexibility always meant meta counters were available. There were always "vogue" decks at one time or another But I cant ever remember a time when ONE clan and ONE archtype was the only way to win. The general exception to this is "Honor crappers" that became the general theme towards the end imo due to personal Honor inflation. My last attempt at competitive ended in disgust watching a succession of Lion players buy out units for full price and 3-5 honor a pop then pass. That's not even a game imo lol. To me though that is less card balance and more L5R ccg having been unwilling to address a core issue in their game design.
  13. Furthermore, even if the Meta was completely balanced with 7 clans all having an archtype and winning an exactly even split of the games. Eventually that will get stale. Even more so in a game following a storyline where characters and clans are expected to change and evolve. New play styles need to emerge. This 6X6 will probably be the last big release before the 1st anniversary. Is it really shocking to imagine launch meta being different one year out?
  14. You have to start somewhere. I expect we will end up with even more variations on Tadaka for all the clans so as well as more "Cloud the Mind" style cards. The first blow against the existing meta will always seem the biggest.
  15. On the Positive side at least its an acknowledgement of the issue? Imagine how much more this would suck if it was an article about how happy FFG was with how the Unicorn currently played.
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