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player3137305

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  1. This site is very handy for comparing dials between 1st and 2nd editions: http://xhud.sirjorj.com/xwing.cgi/dialcomp
  2. True, just hop into deviantart and you'll see better stuff
  3. I clicked on the thread expecting to see the Porsche 917k based abomination from the new kiddy Star Wars series and got to see this cool ship instead! The design looks great but for some reason it quite doesn't fit along the rest of the ships. Call it nostalgia perhaps... Irrespective of efficiency or boundless energy, they would have discovered that without aerodynamics, drag would shred your ship to pieces at high speed in atmospheric flight.
  4. For the sake of clarity (and discussion), let's say we have the following wing: Baron of the Empire Agent of the Empire Daredevil 5x Academy Pilots A couple of activation scenarios come to mind (assuming my brain is thinking straight): Using standard boost action: Baron of the Empire moves straight 5 Baron of the Empire uses boost as action Baron of the Empire finishes its activation All 5 Academy Pilots move to their wing location (thus getting a free Boost even though it was not on their action bar) All 5 Academy Pilots get an action (except Barrel Roll) Using Daredevil: Baron of the Empire moves straight 5 Baron of the Empire uses boost as action, but then it converts it to a red action using the hard 1 turn template thanks to Daredevil Baron of the Empire finishes its activation All 5 Academy Pilots move to their wing location (thus getting a free Boost and a free Daredevil effect, the Empire is really training new recruits quite well) All 5 Academy Pilots get an action (except Barrel Roll). The rules do not state whether they inherit the red action of the wing leader, thus I assume they get to do their regular action (on top of the free boost + free Daredevil) It's a good day to be an Academy Pilot it seems. Not sure how to interpret all this without actually testing, but it looks like the wingmen get way too many benefits. Thoughts?
  5. I would really like to have a true focused attack rule. On 1.0 and 2.0 focusing attacks to a single enemy ship simply means attacking it successively many times, this is not really focused fire. Furthermore, the defending ship would roll defense dice on each and every attack, we can hardly call this focused fire, it's more like a chain of attacks. A true focused attack rule would mean all ships attack the target ship simultaneously in a single larger attack. I'm sure there are smarter people than myself that could come up with a better rule, but for example the combined attack could have attack die equal to the highest attack ship +1 die for each ship attacking with it. The defending ship would roll its usual green dice. Pilots with higher initiative could "wait" so as to sync with lower initiative pilots to perform a focused attack. This would greatly enhance the emphasis placed on formation, squadrons and piloting skills. The game would shift from list-building into real flying.
  6. I recommend you are a bit more humble in the future. You clearly pretended to know about the subject, threw the comment about trade wars, and then made it obvious you had no clue of what you were talking about. @hawk32is not "heckling" you like a student or trying to corner you, I believe he/she just wanted to understand if you had any evidence behind your claims. The next time you feel that you bit more than you could chew, the best is to be open minded and learn instead of responding with nonsense like the above quoted post. I can't believe some users even "liked" your post.
  7. There is also the aspect of return of investment. It is an investment to design/build/manufacture/distribute/sell a ship. If you anticipate selling more units, you can afford a lower price. If you expect fewer sales, you have to increase prices to be profitable. I believe this applies to X-Wing ship sizes. Small ships will sell more units, since you can field larger quantities on a game. Conversely, large ships will sell less. I would probably think that the investment for a larger ship is also larger. Bigger molds, more material, larger storage spaces, etc. Short story, it does make sense to charge more for 1) something you expect to sell less and 2) something that costs more to manufacture. Having said that, the above is great and all, but ultimately FFG will charge what they think will maximize profits, hence my earlier comment of why sell it at $20 if you guys will pay $30 for it? The 2nd Ed. ARC-170 is probably just a victim of product rationalization --> all 2nd Ed. medium ships now cost $30 period.
  8. Why sell it at $20 if you guys will buy it at $30?
  9. Just noting that everyone seems automatically to align the Rebellion with the Allies and the Empire with the Axis. I think the OP intention was to align a Star Wars ship to a real ship, not necessarily an entire faction of ships.
  10. It's a summation of the results on lower rows. Useful for accounting the chances of multiple results.
  11. The best way to avoid buying into everything is thinking about diminishing returns. You will probably get 90% of the fun buying perhaps 30% of the content (2 complete factions). Spending that last 70% will bring you the reminder 10% of enjoyment. That's not a great deal. The way I see it, spend that 30% and if you indeed have the other 70% to spend, then diversify in other board/miniature games. There is plenty of good stuff besides X-Wing within the Star Wars universe and outside.
  12. I don't think they would, the squadron pack gives you the Beetlejuice for free as it costs the same as 2x individual Vultures, and chances are you would want 2x Vultures being it a swarmer. It's wanting an extra Beetlejuice that would force you to fork $40 instead of $20. It's the same as someone wanting a 1.0 Y-Wing without needing the Z-95s. Small issue I reckon but there nonetheless. This is probably it, although the Belbullab could also have gotten a second paintjob...
  13. The squadron packs are a great idea to bundle ships, however: The Republic pack has 2x V19 and 1x Delta 7. If you only want one extra Delta-7, you are ok, you can buy the individual one. If you want more V-19s, you are more-or-less ok, as the pack contains 2x and I assume this is kind of a swarm ship. On the other hand... The Separatist pack has 2x Vultures and 1x Belbullab-22. I was surprised to see it was the Vulture, it being the swarmer, the one that got also a stand-alone and not the Belbullab. If you want another Belbullab, as it is today, you would have to get a complete pack. My point is, that when ships are only contained in a squadron pack, you might be forced to spend more than you need and probably end up getting more ships than you would like. At the same time however, it does offer the possibility of getting more ships at a lower price. I guess the issue is when you want to buy seconds. I wonder if packs are a thing for Wave 4 or future waves in general. Perhaps it was meant only as an introductory way of releasing new faction. This is the same way Scum was released back in 1st edition with the Most Wanted pack.
  14. If this makes you sleep at night, then you are the master. However, do make sure you are indeed voting with your wallet and not your pride.
  15. Assuming A. becomes true, your best bet is to buy the conversion kits you need and store them in their shrink-wrap. Then if you later decide not to convert, with the conversion kits not being manufactured anymore, you can probably resell them without a loss. If you do decide to convert, you'll just be glad you made the investment 2 years beforehand.
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