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AdmiralKirk

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  1. Thanks
    AdmiralKirk reacted to Tvboy in 2.0 Errata-List Hall of Infamy   
    I'm talking about people in general, not just people arguing in the rules forums. Just last night I had to explain to 2 newer players why VTG's arc restrictions don't apply to things like Y-Wings. It's extremely easy to see how someone could conflate the shaded arc on a base with being the same thing as the arc that a turret indicator is pointing at. Because you know, they are physically the same thing when the turret indicator is pointing forward, rules reference not withstanding. 
    I highly doubt that the average person upon their very first reading of this card thinks "oh yeah, you can obviously double-tap out of the same physical firing arc with this card". 
    Also, just making it so that a player would have to catch a target in 2 arcs to double-tap it would increase the skill-gap of the card and justify it's cheap cost. Y'know, like all those cheap bullseye effects they keep making. 
  2. Like
    AdmiralKirk got a reaction from mazz0 in ARC Article - Hammer the Opposition   
    If they were going to do this, why would they waste the cardboard and ink on making 4 bases when they could get away with 3? It would probably save them less than a cent per unit, but they print thousands of these (tens of thousands?) so it would add up quick.
  3. Like
    AdmiralKirk got a reaction from mazz0 in ARC Article - Hammer the Opposition   
    If they were going to do this, why would they waste the cardboard and ink on making 4 bases when they could get away with 3? It would probably save them less than a cent per unit, but they print thousands of these (tens of thousands?) so it would add up quick.
  4. Like
    AdmiralKirk got a reaction from Gilarius in Unpopular Opinion Thread   
    The prequel trilogy's production design is just as impressive as the original trilogy's, and the sequels' biggest weakness is that theirs is not.
     
    The abilities that tend to get dismissed as gimmicky, i.e. Boba Fett (crew), are much more interesting and fun to play with and against than the more straightforward abilities that end up being strongest, i.e. Boba Fett (pilot). I think simple and mathematically strong abilities should cost more than they're worth, and positional and situational abilities should cost less than they're expected to be worth, to encourage unorthodox list concepts.
  5. Like
    AdmiralKirk reacted to thespaceinvader in Unpopular Opinion Thread   
    Some parts are (the Praetorian Guard fight is probably the best lightsaber fight put to film thus far) but the space fight stuff is pretty mediocre.

    Scarif is the best space fight in Star Wars, followed by the opening of Revenge of the Sith.
  6. Like
    AdmiralKirk reacted to GreenDragoon in LEGO Episode IX Releases (and what we will probably get as well)   
    I hope the mods will move this thread asap to offtopic
    So tired of all the TLJ and sequel hate, just let it go already.
  7. Like
    AdmiralKirk got a reaction from Infinite_Maelstrom in The X-Wing TIE PUN-isher thread   
    I'm AdmiralKirk, and this is my favorite thread on the X-Wing Forums.
    ---
    Redline: Guysguysguys, watch this! Does a 0-stop
    Gamma 3: Yeah, we know, Redline. You showed us three times yesterday.
    Redline: No way the Rebels can stop me if I beat them to it!
    Jonus: Redline, you're distracting the other pilots. Could you dial it down, please?
    Redline: But I don't have a reverse maneuver!
  8. Like
    AdmiralKirk got a reaction from Giledhil in 1.0 upgrades you hope will find their way to 2.0   
    Flechette Torpedoes. 2-3 charges, 3 dice, cheap. It's annoying that there are only three torpedoes given the wealth options available in the missile slot.
    Arc Caster. Silly and mostly useless but a fun card.
    Cool Hand. Single charge for the same effect, maybe spend a focus in the end phase to recharge? Unfortunately it's a Talent so Cool Hand Luke can't happen.
    Minefield Mapper. Would give sensor slot bombers an option that's not Trajectory Simulator, and would be much easier to word now that mines and bombs are separate and charges exist.
    Thermal Detonators. Hopefully a different, more interesting effect. They're an iconic Star Wars weapon and they were in the game before.
    Mara Jade. Regardless of what she actually does, just acknowledging her would be nice. Lots of faction options too; could make her Imperial, Imperial/Scum, Scum/squad with Luke Skywalker, or just factionless.
    Snap Shot. Fun, thematic, and not overpowered unless coupled with control options, of which there are way fewer now. I agree it should be Bullseye only and would not be opposed to increasing the range to compensate.
     
  9. Like
    AdmiralKirk got a reaction from Giledhil in 1.0 upgrades you hope will find their way to 2.0   
    Flechette Torpedoes. 2-3 charges, 3 dice, cheap. It's annoying that there are only three torpedoes given the wealth options available in the missile slot.
    Arc Caster. Silly and mostly useless but a fun card.
    Cool Hand. Single charge for the same effect, maybe spend a focus in the end phase to recharge? Unfortunately it's a Talent so Cool Hand Luke can't happen.
    Minefield Mapper. Would give sensor slot bombers an option that's not Trajectory Simulator, and would be much easier to word now that mines and bombs are separate and charges exist.
    Thermal Detonators. Hopefully a different, more interesting effect. They're an iconic Star Wars weapon and they were in the game before.
    Mara Jade. Regardless of what she actually does, just acknowledging her would be nice. Lots of faction options too; could make her Imperial, Imperial/Scum, Scum/squad with Luke Skywalker, or just factionless.
    Snap Shot. Fun, thematic, and not overpowered unless coupled with control options, of which there are way fewer now. I agree it should be Bullseye only and would not be opposed to increasing the range to compensate.
     
  10. Like
    AdmiralKirk got a reaction from Giledhil in 1.0 upgrades you hope will find their way to 2.0   
    Flechette Torpedoes. 2-3 charges, 3 dice, cheap. It's annoying that there are only three torpedoes given the wealth options available in the missile slot.
    Arc Caster. Silly and mostly useless but a fun card.
    Cool Hand. Single charge for the same effect, maybe spend a focus in the end phase to recharge? Unfortunately it's a Talent so Cool Hand Luke can't happen.
    Minefield Mapper. Would give sensor slot bombers an option that's not Trajectory Simulator, and would be much easier to word now that mines and bombs are separate and charges exist.
    Thermal Detonators. Hopefully a different, more interesting effect. They're an iconic Star Wars weapon and they were in the game before.
    Mara Jade. Regardless of what she actually does, just acknowledging her would be nice. Lots of faction options too; could make her Imperial, Imperial/Scum, Scum/squad with Luke Skywalker, or just factionless.
    Snap Shot. Fun, thematic, and not overpowered unless coupled with control options, of which there are way fewer now. I agree it should be Bullseye only and would not be opposed to increasing the range to compensate.
     
  11. Like
    AdmiralKirk got a reaction from JJ48 in Astromechs - what are they good for?   
    I fly a lot of X-Wings. The blue 2-turn is really good and probably worth the 2 points. You certainly get more value from the R4 on a Y-Wing or E-Wing but it still helps the T-65.
     
  12. Thanks
  13. Like
    AdmiralKirk got a reaction from skotothalamos in Fly Casual X-Wing Simulator   
    This is no longer really relevant to Erytas' question, but for anyone else with a Mac who is curious about this, Apple keyboards do have CTRL (It's occasionally used to modify other shortcuts, i.e. CMD + CTRL + Power, which forces a restart), and on an English keyboard CTRL + Tilde brings up the console just like it does on Windows.
  14. Like
    AdmiralKirk got a reaction from Vontoothskie in Is it weird that VCX100 is cheaper than a Defender?   
    @theBitterFig It would be nice if Punishing One added a 3-dice forward arc primary like Moldy Crow does (instead of just adding a die when you aim forward). The JumpMaster is definitely overpriced and underequipped compared to Lando's Falcon at the moment, and while I expect that will change relatively soon, I for one will be happy to see it be joke-tier for a while. 
  15. Haha
    AdmiralKirk reacted to Darth Meanie in Really Dark Gray Squadron   
    Stationed at the Death Star, RDG Squadron remains a closely guarded military secret.  Mostly, because if the Rebels found out, they'd be a laughing stock.
    In the immortal works of Gold Leader (nevermind, he actually died): "LIGHTEN UP!"



    Notable radio traffic from the Battle of Yavin:
    Dark Evaidder to "Tosser":  Dude, seriously. . .MOVE OVER!!
    Fel's Bath:  You guys are making a mess.  I'll stay back and clean up.
    RDG 5 to Yowlbummer:  Get out of there!!  You're just making them mad!!
    Anyone to Backscratcher:  Ooo. . .that's nice!
    Don't Curse to no one in particular:  That language is not to be used at a White TIE event!
    Whamper, to himself:  I'll tenderize you, motha. . .oh, sorry, 'Curse.
     
  16. Like
    AdmiralKirk got a reaction from player2072913 in 2.0 Extremes Challenge   
    My challenge: what's the most ineffective squad you can build for 200 points? We can't put a Tractor Beam on Outrider anymore, but we can include the Autopilot Drone in a list without the Lando's Falcon Title:
    Autopilot Drone (12)
    Constable Zuvio (33)
    Maul (13)
    Inertial Dampeners (1)
    Cartel Spacer (29)
    Shield Upgrade (*)
    Hardpoint: Cannon (0)
    Jamming Beam (2)
    Freighter Captain (46)
    Cad Bane (4)
    Greedo (1)
    Inertial Dampeners (1)
    Stealth Device (*)
    Dace Bonearm (36)
    Ketsu Onyo (5)
    Inertial Dampeners (1)
    Electronic Baffle (2)
    Munitions Failsafe (2)
    Total: 200
    My favorite part of this list is that Greedo costs points but actively hurts you.
     
  17. Like
    AdmiralKirk reacted to Hawkstrike in 2.0 Extremes Challenge   
    So what are the extremes we can get out of 2.0 with what we know? What are the mins and the maxes? What can you build?
    Example questions:
    1. What's the most ships in a 200 point list?
       A: 8 Academy TIEs or Z-95 Headhunters.
    2. What's the fewest ships you can put in a viable list without a silly (>5 point) bid?
      Challenge:  Beat 1.5. (@Raykaydos : Counting docked ships as half (see Natasha Pup), 1.5 ships. Hera Syndulla (VCX-100) (76) Elusive (3) Kanan Jarrus (14) R2-D2 (Crew) (8) Static Discharge Vanes (6) Ezra Bridger (18) Ion Cannon Turret (6) Ghost (0); Sabine Wren (Attack Shuttle) (38) Lone Wolf (4) Leia Organa (8) Stealth Device (*) Ion Cannon Turret (6) Phantom (2)
    3. What's the most red dice you can throw in a single attack?
      Challenge: Beat 7 (@Bad Idea Comics : 4-dice Rebel Ship + Jan Ors + Range 1 + Trick Shot behind Obstacle)
    4. What's the most red dice you can get in a list?
      Challenge: Beat 30 (@MasterShake2 : 6 Z-95s with Proton Rockets. Possible 42 option for 7 Z-95s with Cluster Missiles if all dual attacks can work)
    5. What's the most damage you can do in a single attack?
      Challenge: Beat 16 (@AcexShadow : 7 dice attack stated above, target ship has 4 fuel leaks on it from previous round and Hull breach as well, deal 7 damage from dice - 7 hull breach makes them crits, 5 of the crits are direct hit - 12, the 4 fuel leaks = 16 total damage)
    6. What's the most damage a single ship can do in an activation?
      Challenge: Beat 12 (@Jo Jo : Deathfire w/ Advanced Protons Torps + Proton Rockets, Bomblet, and skilled Bombardier. Deathfire is range 1 and has bullseye of an enemy ship and has a TL from a previous round or passed by coordinate against that ship with a focus. He activates in the engagement phase and shoots either the APTs or Proton Rocket at the enemy ship. 5 dice, potential for 5 dmg. He gets destroyed, he then fires the other ordnance for another 5 dice attack moving up the potential max damage to 10. Then he launches the bomblet at speed 4 with the Skilled Bombardier which could reach a range 1 target (especially a large base). Then you roll for bomblet 2 dice which has the potential to for another 2 damage)
    7. What's the most green dice you can throw in one defense?
      Challenge: Beat 10. (@player2072913 : 2 Gand Finsmen with Targeting Scramblers obstruct a cloaked IG-88 Aggressor with Stealth Device, at Range 3 behind an obstacle)
    8. What's the most green dice you can get in a list?
      Challenge: Beat 42 (@nexttwelveexits : 8 TIES, two with Stealth Devices, 42 green dice at range 3 behind rocks)
    9. What's the most evade results you can produce in a single defense?
      Challenge: Beat 10 (@Hawkstrike : as #7 ... natties)
    10. What's the most green dice that can fail you?
       A: All of them (@ficklegreendice)
    12. What's the most ordnance you can throw in a round?
      Challenge: Beat 14. (@MasterShake2 : 7 Z-95s with Cluster Missiles)
    13. What's the most tokens you can stack on a single ship in a round?
      Challenge: Beat 10. (@AcexShadow : 8 Z-95's Target Locks get transferred from all other ships to Captain Kagi, who focuses and gets coordinated a Reinforce)
    14. What's the most hit points (hull + shield) you can build in a list?
      Challenge: Beat 50.  (5x TIE Pinushers with Hull Upgrades)?
    15. What's the fewest hit points you can build in a viable 200-point list (again, without a ridiculous bid)?
       Challenge: Beat 9 (@DR4CO : Three TIE Interceptors -- Soontir, Turr, Saber with Juke, Stealth Device, Afterburners)
    16. What's the cheapest ($$) 200 point list you can build (count core + conversions + 2.0 cost blisters)?
       Challenge: Beat $80 (@ficklegreendice : Core + 2 X-Wing blisters -- Luke (pro torps, r2d2),  Wedge (predator, afterburners), Biggs (r5-d8))
    17. What's the most expensive ($$) 200 point list you can build (count core + conversions + 2.0 cost blisters)?
      Challenge: Beat $310 (@AdmiralKirk : Autopilot Drone (12), L3-37 (Escape Craft) (22), Outer Rim Pioneer (24), Lando Calrissian (Scum) (Escape Craft) (26), Trandoshan Slaver (58), Hound's Tooth (1), Nashtah Pup (6), Palob Godalhi (38), Moldy Crow (12): four Lando's Falcons, a YV-666, a Z-95, a HWK-290, and both the Scum and Rebel conversion kits) 
    18. What's the most devices you can put on one ship? In a list?
    19. What's the most actions or action-like effects you can pull off in one activation?
      Challenge: Beat 7 (@Sir Cormac :  Lando + Jake, 7 net actions + non-redundant tokens)
    20. What's the most device tokens you can have on the table at the end of a System phase from a single list (count cluster mines as one token)?
    21. What's the most expensive single ship?
      Challenge: Beat 182 (@Rayakos, SuperDash Dash Rendar (100) Outmaneuver (6) Proton Rockets (7) Luke Skywalker (30) Kanan Jarrus (14) Static Discharge Vanes (6) Outrider (14) Contraband Cybernetics (5) -- since no ship in 2.0 is under 23 points, this is a single ship list!)
    ... etc.
    What other cool extremes can you figure out?
  18. Sad
    AdmiralKirk got a reaction from mad mandolorian in 2.0 TIE Interceptors!   
    Soontir Fel with Predator is 54 points, which seems pretty cheap for I6 (compare 68 points base for Fenn Rau in a similar ship), and has double repositions. And you get double mods if you fly well. I think a good player could make back 54 points with that ship.
    The real loser, I think, is Turr Phennir, who is stuck at lower initiative than ships like Luke Skywalker, Thane Kyrell, and Guri. With that ability you really, really want to shoot first, and with no VI and so many attractive I5 ships, that seems like a grim prospect.
  19. Like
    AdmiralKirk got a reaction from player2072913 in 2.0 Extremes Challenge   
    Fortunately all the Escape Craft pilots are unique, so madness like this isn't possible. But if it were this would also easily be the most expensive list in dollars, since you'd need 16 Lando's Falcons and every one is $40!
    In a bid to actually win most expensive list ($$), here's the most I could do with that:
    Autopilot Drone (12)
    L3-37 (Escape Craft) (22)
    Outer Rim Pioneer (24)
    Lando Calrissian (Scum) (Escape Craft) (26)
    Trandoshan Slaver (58)
    Hound's Tooth (1)
    Nashtah Pup (6)
    Palob Godalhi (38)
    Moldy Crow (12)
    Total: 199
    You'd need four Lando's Falcons, a YV-666, a Z-95, a HWK-290, and both the Scum and Rebel conversion kits to fly this (really, really bad) list. At MSRP that's $310 before taxes and assuming the Core Set.
    Best I can do for Rebels is this:
    Warden Squadron Pilot (40)
    Barrage Rockets (6)
    Ezra Bridger (Attack Shuttle)(41)
    Maul (13)
    Lieutenant Blount (30)
    Afterburners (8)
    Bandit Squadron Pilot (23)
    Afterburners (8)
    Bandit Squadron Pilot (23)
    Afterburners (8)
    Total: 200
    This list requires all three conversion kits (because Maul is only in the Scum kit and Barrage Rockets are only in the Imperial kit) as well as a K-Wing, a Ghost, three Z-95s, and two Fangs (cheapest way to get the extra Afterburners). At MSRP all this is $265.
    And for Imperials I came up with this:
    Cutlass Squadron Pilot (36)
    BT-1 (2)
    Cutlass Squadron Pilot (36)
    Cutlass Squadron Pilot (36)
    Scarif Base Pilot (41)
    Darth Vader (14)
    Alpha Squadron Pilot (34)
    Total: 199
    This list requires two Imperial conversion kits and one Scum conversion kit as well as three Punishers, a Reaper, and an Interceptor, for a total MSRP of $225. I discovered I had a convenient way of forcing Imperials to buy three conversion kits but couldn't also force them to buy Fang Fighters for Afterburners (because Punishers are medium-base).
    Incidentally, it's easy to make more expensive lists than these in First Edition. Just look at this (admittedly silly) list, which requires three Ghosts, a Rebel Transport, Tantive IV, Most Wanted, a TIE Reaper, a Quadjumper, a Phantom II, two Jumpmasters (or four Inquisitor's TIEs), a Mist Hunter, a U-Wing, Saw's Renegades, a T-65 and a T-70 X-Wing, and a  Z-95, for a staggering $565. This hilariously awful Scum squad totals $665.   I discovered while making that Scum squad that the Tantive IV comes with one copy of a crew card that's limited but not unique and can be used by any faction, which led to this abomination, requiring four corvettes and four Ghosts (along with some other junk) for a total of $710, and my masterpiece, which requires three Corvettes, an Assault Carrier, a Raider, two Imperial Veterans, three TIE Bombers, a Lambda Shuttle, Saw's Renegades, a TIE Reaper, a U-Wing, a TIE Defender or Z-95, a Shadow Caster or VT-49, a Starwing, a TIE Punisher, and an Upsilon Shuttle for a grand total of $775.
    And for those who would point out (quite correctly) that these lists are a deliberate attempt to spend as much money as possible and First Edition lists aren't actually that expensive, this is what I flew to a Store Championship this weekend, totaling $285 if you use the Force Awakens damage deck (which I did), which is more than the most expensive Rebel or Imperial lists I could make would cost in Second Edition. Having all the upgrade cards in (mostly) one place is a really big deal.
  20. Like
    AdmiralKirk reacted to SOTL in [Blog] Approaches to squadbuilding in 2nd Edition.   
    In this blog I look at how 2nd Ed squadbuilding needs us to forget what we knew in 1st Ed, and a useful trick for accelerating your acclimatisation to the new edition...
    http://stayontheleader.blogspot.com/2018/08/you-must-unlearn-what-you-have-learned.html
    ...and it also has a funny dog gif.
  21. Sad
    AdmiralKirk got a reaction from mad mandolorian in 2.0 TIE Interceptors!   
    Soontir Fel with Predator is 54 points, which seems pretty cheap for I6 (compare 68 points base for Fenn Rau in a similar ship), and has double repositions. And you get double mods if you fly well. I think a good player could make back 54 points with that ship.
    The real loser, I think, is Turr Phennir, who is stuck at lower initiative than ships like Luke Skywalker, Thane Kyrell, and Guri. With that ability you really, really want to shoot first, and with no VI and so many attractive I5 ships, that seems like a grim prospect.
  22. Haha
    AdmiralKirk reacted to Canopus in Composure talent and intentionally failing a linked action   
    Targeting computer: "You asked for a lock on that X-Wing?  That ship's out of range, but I have locked that asteroid to the left for you.  Thank you for flying Sienar Fleet Systems."
  23. Like
    AdmiralKirk reacted to Prosk_019 in Small idea for a 2.0 tie/d title   
    I like these ideas. Reducing dice when you double tap is really cool and makes logical sense, so does reducing your speed to get back charges. Honestly, there are so many interesting ways to do this I can't decide what I like more. Perhaps whatever is simplest?
    I'm thinking:
    2 non-recurring charges.
    Spend 2 to get the cannon shot before your primary.
    Speed 1-2 maneuvers regen charges.
    3-5pts?
    It could be any slot but it depends on how powerful you think it will be with fcs.
  24. Like
    AdmiralKirk reacted to Rakaydos in What does "ca" on "TIE/ca Punisher" mean?   
    Which is why Snoke made his headquarters flying. Less things that could kill it.
  25. Like
    AdmiralKirk got a reaction from Infinite_Maelstrom in The X-Wing TIE PUN-isher thread   
    I'm AdmiralKirk, and this is my favorite thread on the X-Wing Forums.
    ---
    Redline: Guysguysguys, watch this! Does a 0-stop
    Gamma 3: Yeah, we know, Redline. You showed us three times yesterday.
    Redline: No way the Rebels can stop me if I beat them to it!
    Jonus: Redline, you're distracting the other pilots. Could you dial it down, please?
    Redline: But I don't have a reverse maneuver!
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