Jump to content
SaltMaster 5000

Carolina Krayts is the best X-Wing podcast

Recommended Posts

Posted (edited)
27 minutes ago, Brunas said:

https://strawpoll.com/xz7cx1sg

Literal straw poll on generics

75-80%

Ace + 3-4 Generics is probably the most fun archetype I have used between 1.0 & 2.0

Vader + 3 Strikers

Whisper + 4 Strikers 

Luke + 3-4 A-Wings

Fenn + 3 Fangs 

It feels like it leads to a greater mix of possible decisions and is really flexible on approach. 

Even though sometimes "protecting" the ace can make it feel like your playing hyper cagey finding that middle ground is where the fun begins & the generics let you get a little more aggressive. 

Edited by Boom Owl

Share this post


Link to post
Share on other sites
2 hours ago, Brunas said:

https://strawpoll.com/xz7cx1sg

 

Literal straw poll on generics

My policy is "At least over half of my points and over half of my ship count need to be generics"

Blackout 2 Delta was fine in 1.0, or Vader 4 Striker if that becomes legal. 

But something like OL, 3 Omegas, and Wampa was fine. 

Too many named pilots means there's a greater chance that the list is trying to do some Rube Goldberg Machine ****, and I didn't come here to play card games. 

Share this post


Link to post
Share on other sites

there's definitely a "once everyone's unique, nobody is" aspect to lists

if you have "it's VADER (or Maarek) because VADER (or Maarek) is COOL" as a design goal, Vader (or Maarek) will be even cooler if he's 1 in 4 of the /x1's you play against, rather than 1 (or 0) in 1

Share this post


Link to post
Share on other sites

Y’all seem to fixate on generics really hard the last page or so. A pilot ability is just a unique upgrade that is single chassis limited, usually with some associated initiative bonus. They aren’t better or worse for the game than any other upgrade just because they are printed on ship cards. 

 

The fact that they tend to have a wider range of effects mean some individual ones can be game breaking, but for example Kare Kun is just slightly-better-daredevil, the Pilot. (Blue Ace forever).

Share this post


Link to post
Share on other sites
3 minutes ago, AEIllingworth said:

A pilot ability is just a unique upgrade that is single chassis limited, usually with some associated initiative bonus. They aren’t better or worse for the game than any other upgrade just because they are printed on ship cards. 

Upgrades are also the enemy. 

Share this post


Link to post
Share on other sites
Posted (edited)
4 minutes ago, Boom Owl said:

Upgrades are also the enemy. 

Unironic I agree. 

 

I think I enjoy 0-2 upgrades per ship, and I count a pilot ability as an upgrade.   That’s my sweet spot before I get into writing-on-your-hand-because-too-many-triggerswing, and rubegolbergwing. 

 

Chassis abilities might also also count as an upgrade card, they used to be. It is another effect to remember. But I don’t want Ocho v 4BZ either. 

Edited by AEIllingworth

Share this post


Link to post
Share on other sites
2 minutes ago, Boom Owl said:

Upgrades are also the enemy. 

 

4 minutes ago, AEIllingworth said:

Y’all seem to fixate on generics really hard the last page or so. A pilot ability is just a unique upgrade that is single chassis limited, usually with some associated initiative bonus. They aren’t better or worse for the game than any other upgrade just because they are printed on ship cards. 

 

The fact that they tend to have a wider range of effects mean some individual ones can be game breaking, but for example Kare Kun is just slightly-better-daredevil, the Pilot. (Blue Ace forever).

The real enemy is words.

Cards with words on them are all just ticking time bombs before they become a component in another Rube Goldberg Squad.

Share this post


Link to post
Share on other sites
Posted (edited)
4 minutes ago, AEIllingworth said:

I think I enjoy 0-2 upgrades per ship, and I count a pilot ability as an upgrade.  

Of all the many things FFG got right with 2nd Edition the thing they might have gotten the most right so far appears to be making upgrades in general expensive or correctly costed so they feel expensive.  

Edited by Boom Owl

Share this post


Link to post
Share on other sites
6 minutes ago, Boom Owl said:

Of all the many things FFG got right with 2nd Edition the thing they might have gotten the most right so far appears to be making upgrades in general expensive or correctly costed so they feel expensive.  

Now they need to charge more for those "limited to 1 ship upgrades that also give Initiative"

Share this post


Link to post
Share on other sites

The mining guild TIE is a good example, I am never going to fly a generic one without drea. I’ll just shuffle the other ships in the list until I can fit Seevor or Ahab, 4 and 6 points over the lowest respectively, or I will just leave them out. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×