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QQMoore

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Everything posted by QQMoore

  1. "Ace" relative to what? Is it the initiative, or the dial/repositions that makes an ace? If Soontir is outbid, is he no longer an "ace"? For that matter, I wonder if the named Defenders are "aces", or just high-init tanky jousters. Don't need to arc-dodge when you can just go into peoples' faces!
  2. Do you have extra X-wing cards? Of course you do! Rather than letting them languish in cardboard boxes, why not turn them into something useful? Hold up your game store receipts, unpaid bills, and more with an X-Wing fridge magnet! You'll need: A fridge magnet, the thin kind. Sometimes businesses or realtors will give these away as advertising. An X-Wing card that you have extras of. Choose one with a nice pattern; the back of pilot cards or 1st edition reference cards are good choices. Glue stick. Way less messy than liquid glue, although that will work too. Sandpaper (optional). Let's get to crafting! Step 1: Peel the top layer of paper off the magnet. Don't worry about getting it smooth, just remove all the shiny printed stuff. Step 2 (Optional): Scuff the side of the card you're going to glue down, then wipe off any dust. This will make the card stick to the magnet better. Sorry, "Odd Ball". Step 3: Glue the card to the magnet. Try to line up one corner of the card with one corner of the magnet. Step 4: Press it under something heavy until the glue dries. Step 5: Using a sharp knife or scissors, carefully cut off the excess magnet. That's it! Thanks for reading, and happy crafting.
  3. With highly-moded defense running around (Jedi, Boba, Whisper, Soontir, etc), I'm leaning towards Alpha Strike being favored now. 2-dice attacks do almost nothing, no matter how highly modded. A quick rule of thumb for the quality of a list is how many fully-modded 3-dice attacks it can produce.
  4. Blue Squadron Pilot (41) Passive Sensors (2) Ship total: 43 Half Points: 22 Threshold: 4 Could this build be useful? B-wings still burn down fast for their points. Mixed Hyena + Vulture swarms return some of this tension in the midgame. Do you lock with that Hyena, or take calc to support the rest of the swarm? With a missile vulture swarm it might be reasonable to lock with some and calc with the others, as you can share the calcs (though I think missile vultures are too fragile to be reliable).
  5. An interesting case study here is the Techno Union Bomber in lists without DRK-1 Probe Droids. You have to accept a turn of getting shot at with only defensive mods, then lock and shoot ordnance the next turn. The target ship might have fled by then; how do you encourage them to stay so you can lob a Plasma Torpedo at them? Of course, Hyenas are still defensively modded when they take a lock...
  6. Rerolls go BRRRT If you haven't yet, I suggest trying to put this on the table with two 7B Jedi (proxy it at 50 points using a BTL-B dial, with a stop in place of the K-turn). Opens up a lot of options!
  7. Fear the Reaper ('s awful dial): I particularly like the engines on this one:
  8. It's the Resistance (except I don't actually have any): Tried to capture the "flatness" of the RZ-2 vs the RZ-1. Transport is basically the stock model from an advent calendar.
  9. Now, if it had been charge-based, small-ship-only, and didn't require you to already have the SLAM action... Blasting through a block(ade) while overloading your engines feels spot-on scummy to me.
  10. Fear the Reaper! I'm particularly happy with the engines on this one:
  11. I appreciate you sharing this concept, and so this seems like a good time to talk about game design. Looks innocent, doesn't it? Consider: When a designer designs an astromech card, now they need to be aware that any illicit-slots small ship could take it. When a designer designs an new ship with an illicit slot, now they need to be aware that it could take any existing or future astromech. Maybe you think this doesn't seem too dangerous. In practice, these kinds of designs are what open games up to power creep, because they complicate balancing and have open-ended interactions with future cards. I suspect this is why in 2nd Edition slots are assigned on the PDF, so developers can remove and add them at will for balance. The only 2.0 cards that adjust slots are titles and configs, which by definition are restricted to specific ships (and in the case of titles, only one per squad). That type of constraint keeps the design space much more manageable.
  12. Completed another great trade with @CoffeeMinion!
  13. A successful trade with @Zero8855! Updating: Have: Gas Clouds (Squadron Pack set) Rigged Cargo Chute and tokens Electro-Proton Bombs and tokens Proton Bomb, Seismic Charge, and Bomblet tokens Iden Versio, Valen Rudor, and Night Beast cards + tokens from the core set I need the base tokens to fly the generics, so I can only trade these for the double-generic tokens from the conversion or equivalent. Afterburners, Lone Wolf, and various munitions Plasma Torpedoes, Diamond-Boron Missiles, Passive Sensors TA-175 Republic droids: R2-C4, R4-P17, R4-P44, R2-A6 Useful if you play Republic and didn't feel like getting the N-1. Republic unique Jedi cards and tokens (Anakin Skywalker, Luminara Unduli, Barriss Offee, Ahsoka Tano) Useful if you have Guardians of the Republic and didn't feel like getting the Delta-7 standalone pack. Firespray Dial + Unique pilots/tokens Kylo Ren (Store Champs 2020 - dial, base, card) Omega Squadron Expert (Store Champs 2020 - dial, base, card) Lieutenant LeHuse (Store Champs 2020 - dial, base, card) Lego ships? Looking for: A-wing (model, dial + generic token(s)) B-wing (model only) X-wing model (flappy wing version preferred, Saw's Renegades preferred) Rebel Z-95s (models only) Proximity Mines (card and tokens) Autoblasters Leia Organa (Falcon pilot) K-2SO (crew) Targeting Computer Located in California.
  14. Kath Scarlet Tansarii Point Veteran + Intimidation (x4)
  15. Narrowing the variance can increase enjoyment. Mark Rosewater talked about the development of such a card in this article: I think this would also help with cards that are hard to balance for play, or swing strongly between garbage and great.
  16. A successful trade with @CoffeeMinion, and the conclusion of a long saga with @JBFancourt (involving bounced mail and giving the post office a stern talking-to)! Updating: Have: Gas Clouds (Squadron Pack set) Electro-Proton Bombs and tokens Proton Bomb, Seismic Charge, and Bomblet tokens Iden Versio, Valen Rudor, and Night Beast cards + tokens from the core set I need the base tokens to fly the generics, so I can only trade these for the double-generic tokens from the conversion or equivalent. Afterburners, Lone Wolf, and various munitions Plasma Torpedoes Passive Sensors TA-175 Republic droids: R2-C4, R4-P17, R4-P44, R2-A6 Useful if you play Republic and didn't feel like getting the N-1. Republic unique Jedi cards and tokens (Anakin Skywalker, Luminara Unduli, Barriss Offee, Ahsoka Tano) Useful if you have Guardians of the Republic and didn't feel like getting the Delta-7 standalone pack. Kylo Ren (Store Champs 2020) Omega Squadron Expert (Store Champs 2020) Lieutenant LeHuse (Store Champs 2020) Lego ships? Looking for: A-wing (model, dial + generic token(s)) B-wing (model only) X-wing model (flappy wing version preferred, Saw's Renegades preferred) TIE Aggressor (model only) Rebel Z-95s (model, dial, generic tokens/cards) Tie Interceptor (model, dial, generic tokens/cards) Proximity Mines (card and tokens) "Bounty Hunter" base token for Firespray Firespray model Autoblasters K-2SO (crew) Located in California.
  17. Turns out spending a calculate for a nearly guaranteed damage is pretty good (since your I1 Trade Federation Drone could be init killed anyway). As a Separatist player, I'd prefer if they dropped the price of struts to 0 and bumped the price of the Trade Fed Drone and Techno Union Bomber 1 point to compensate. I don't like having struts/nostruts available for list tetris. Further, the last thing I want to do after explaining to my opponent all the words on my cards is to tell them that those words only apply to some of my ships.
  18. With Ensnare I totally understand -- Sun Fac / Chertek bonks into you, repos themselves, repos you, and gets a mod. Minus Ensnare, I'm less sure -- if unblockable Nantex couldn't easily be fixed by points, wouldn't we see more of them in Hyperspace? Seems like the rules in various FFG games could be vastly improved by a Rules Guru standardizing phrasing and terminology. Careful wording would also reduce the total number of rules required, simplifying things for new players! FFG, if you're listening, I volunteer my services.
  19. I've found blocking is less amazing than it seems like it should be. The blocker loses its shot, and the blocked ship will happily blast something else in the swarm. Capitalizing on blocking requires having ships to take advantage of the (sometimes not even tokenless) blockee ... which leads back to the cost of A-wings reducing the available offensive points/ships elsewhere in the list. Still, if the RZ-1 is overcosted, it's probably by only a point or two. They're probably one solid talent away from being "good". If Crack Shot were in hyperspace, RZ-1s would probably make a much bigger showing.
  20. We already have this, right? Z-95s for example. Despite the presence of an extra slot on Binayre vs Bandit (at 22), and an extra init on Black Sun Soldier vs Tala Squadron Pilot (at 24), the Rebel Zs seem more common. It could be because the faction-locked talents are not particularly good on Zs (Selfless, Fearless). We know from MTG, Hearthstone, and other "faction-locked" games that different factions get the same ability at different prices, simply because they have different support pieces surrounding that ability. However: I think either of these are fair design approaches. Unavoidably, upgrades have to be priced based on which ships can access it; having the slot priced into the ship results in ships that are too inefficient to run naked because they've "pre-paid" ("illicit tax"; maybe Y-wing turrets).
  21. There's the one madman who ran 6A in this tournament: Phoenix Squadron Pilot + Intimidation (x5) Arvel Crynyd + Intimidation
  22. Linked boost is pretty good. Dial, harder to say; flying RZ-1s, I really miss having a 1-bank (although blue 2-hard is solid gold). Missing from the comparison: slots. RZ-1 has a talent slot, but in hyperspace that's pretty mediocre. (at least in Extended you can spam Crack Shot). Meanwhile, the hardpoint slot opens up a lot of flexibility because Ion Cannon/Tractor Beam are great support pieces, and Autoblasters ups the threat level of a 2-dice gun considerably. Context in-faction is also an important factor. @GreenDragoon put it well: ---------------------------------------------------- Maybe if Intimidation went to 2 points ... Removing an evade dice is great, less so when you have to give up a shot to do it and you need another ship to capitalize. I think a lot of the "talent generics" suffer from this. TPV at +4 over a spacer makes no sense; same for talent Y-wings at +2, Green Squadron Pilot at +3...
  23. Part of what makes Phantoms strong is that the decloak allows them to clear obstacles entirely, keeping their position unpredictable. Could a rule change subtly nerf them by making the decloak use the 1 straight instead of the 2? Side benefit: Decloak rules are simplified becuase the decloak boost/roll is exactly the same as a regular boost/roll for every ship.
  24. QQMoore

    Importing TIE/D

    Or, perhaps a stable firing platform is needed to shoot the cannons: After you perform a primary attack, if the speed of your revealed maneuver is 1 or 2 ... You can further restrict the double tap to non-red maneuvers or something.
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