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Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?

Beer4TheBeerGod posted:

My point was that Proton Torpedoes cost the same, but I guess if you put in the effort to maximize the chances of hitting I suppose that would be a viable offset.

I think torps are pretty good since you can crack a TIE in one round of shooting with a little luck, and knocking someone like Howlrunner or Backstabber quick is pretty nice. I'd always take them on Wedge but I think they have diminishing returns on other ships, especially Y-Wings not named Horton Salm. Garven can use them well with a free target lock, and I guess that Dutch can take advantage of that as well, but Dutch becomes a lot less useful without a Cannon to use when he's used his torps. With a Y's crappy maneuvering it really helps out to just blast away without worrying about positioning.

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Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Looking things over it seems like a combination of Y-Wings and a named YT-1300 would be pretty effective. Something like this:

pre:
Rebels - 100 Points
Lando Calrissian	44
 - Nien Nunb		1

"Dutch" Vander		23
 - Ion Cannon Turret	5
 - R5 Astromech		1

Gray Squadron Pilot	20
 - Ion Cannon Turret	5
 - R5 Astromech		1
Obviously it lacks the massive punch that bringing a bunch of missiles or torpedoes offers, but between all those hull points and the turrets you have a very good chance of always being able to shoot something.

S.W.O.R.D. Agent
Apr 30, 2012

Serotonin posted:

Some dude on Boardgame Geek has made this
http://home.comcast.net/~jason.fuller/rebels.html


Is there an Imperial version of this?

SERPUS
Mar 20, 2004

S.W.O.R.D. Agent posted:

Is there an Imperial version of this?

Yeah, just click the Empire List button at the top.

S.W.O.R.D. Agent
Apr 30, 2012

Thanks! Feel a bit dense that I missed that, ha.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?

Beer4TheBeerGod posted:

Looking things over it seems like a combination of Y-Wings and a named YT-1300 would be pretty effective. Something like this:

pre:
Rebels - 100 Points
Lando Calrissian	44
 - Nien Nunb		1

"Dutch" Vander		23
 - Ion Cannon Turret	5
 - R5 Astromech		1

Gray Squadron Pilot	20
 - Ion Cannon Turret	5
 - R5 Astromech		1

Obviously it lacks the massive punch that bringing a bunch of missiles or torpedoes offers, but between all those hull points and the turrets you have a very good chance of always being able to shoot something.

This looks pretty decent offhand, but I think you can probably drop the Grey Squadron to a Gold Squadron and put two more points of stuff on the Falcon that would provide with more oomph than another two points of pilot skill.

S.W.O.R.D. Agent
Apr 30, 2012

Can someone clarify the Luke Skywalker crew card for me?

It says...

After you perform an attack that does not hit, immediately perform a primary weapon attack. You may change one "Focus" result to a "Hit" result. You cannot perform another attack this round.

So for example, I take Han Solo and shoot my primary weapon, rolling 3 dice. I get one hit, a blank, and a blank. The way I read it I would not use the Luke Skywalker bonus since I did get one hit out of the three dice. Is that correct?

Initially I was reading it that with the result of one hit, a blank, and a blank. I would get to roll 3 additional attack dice since I did roll a miss on one of the attack dice, but I don't think this is correct.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
Pretty sure you can only do it if your initial primary weapon attack doesn't hit. You could score 3 hits, but if your opponent rolls three evades, it's not a hit. If you roll one hit and your opponent doesn't evade it, it's still a hit regardless of the fact that you rolled two blank faces.

S.W.O.R.D. Agent
Apr 30, 2012

Okay, that makes sense. Thanks for the clarification.

Edit: I haven't played the game yet, and I know the Millennium Falcon isn't out yet, but how does this look for a first squad?. The goal is to make people target Biggs, while Chewbacca soaks up criticals. The Y-wing with Ion cannon tags along...

Total Squad Points: 100

Pilot: Biggs Darklighter
X-Wing
Upgrades:
R2-D2

Pilot: Gold Squadron Pilot 1
Y-Wing
Upgrades:
Ion Cannon Turret

Pilot: Chewbacca
YT-1300
Upgrades:
Draw Their Fire
Shield Upgrade
Millenium Falcon

S.W.O.R.D. Agent fucked around with this message at 22:13 on Nov 29, 2012

Chill la Chill
Jul 2, 2007

Don't lose your gay


So I looked at the easy points calculator site a few posts above and did I miss something? Is the Falcon already out? I check the Imperial side of the site and it doesn't list any new cards there.

long-ass nips Diane
Dec 13, 2010

Breathe.

Fox of Stone posted:

So I looked at the easy points calculator site a few posts above and did I miss something? Is the Falcon already out? I check the Imperial side of the site and it doesn't list any new cards there.

It's not out-out but preview kits and info are online.

http://boardgamegeek.com/thread/882531/millennium-falcon-unboxing

pics: http://www.afewmaneuvers.com/forums/viewtopic.php?f=8&t=250&p=1180#p1180

long-ass nips Diane fucked around with this message at 22:24 on Nov 29, 2012

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Fox of Stone posted:

So I looked at the easy points calculator site a few posts above and did I miss something? Is the Falcon already out? I check the Imperial side of the site and it doesn't list any new cards there.

It's not out, but some people got it as a reward and they shared the contents I believe.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?

Beer4TheBeerGod posted:

It's not out, but some people got it as a reward and they shared the contents I believe.

Yeah, the four top finishers at the X-Wing tourney at FFG Worlds got Millennium Falcons and one of them took a video of the cards and the model and all of that has been spoiled. In no more than three weeks the Kessel Runs will be out and about and the rest of the expansion should be spoiled as well.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Speaking of Kessel Run Games & Stuff in Glen Burnie will be doing a tournament, and I was wondering if you guys had any general advice about lists. I'm probably going to go rebel, and would you say it's better to go with 4 cheaper ships or 3 well kitted out ones?

At the moment I'm looking at 2 Y-Wings and 2 X-Wings with minimal upgrades beyond ion cannons, but I've also seen a lot of 3-unit lists that feature a lot of synergistic effects with advanced abilities. What do you guys prefer?

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?

Beer4TheBeerGod posted:

Speaking of Kessel Run Games & Stuff in Glen Burnie will be doing a tournament, and I was wondering if you guys had any general advice about lists. I'm probably going to go rebel, and would you say it's better to go with 4 cheaper ships or 3 well kitted out ones?

At the moment I'm looking at 2 Y-Wings and 2 X-Wings with minimal upgrades beyond ion cannons, but I've also seen a lot of 3-unit lists that feature a lot of synergistic effects with advanced abilities. What do you guys prefer?

I haven't played Rebels as much, but I think either are pretty good, Dutch is an awesome support piece, especially for Wedge, but four rebel ships gives you a bit more leeway and can help against losses. I'm probably just going to run Imperials myself and hope for the best.

Also getting my LGS to grab a League Night kit that I'll run. Gonna get me some badass oversize cards and range rulers :smugdog:

Keeku
Jun 3, 2005

I just ordered 2 core sets and a complete series 1 set, this game looks fantastic.

Don't know if this has been answered, but are there missions at all? Or is it always straight up fights? Just wondering if there's anything to give some variety or does that come from experimenting with different fleet combinations?

Either way looks cool.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Romav posted:

I just ordered 2 core sets and a complete series 1 set, this game looks fantastic.

Don't know if this has been answered, but are there missions at all? Or is it always straight up fights? Just wondering if there's anything to give some variety or does that come from experimenting with different fleet combinations?

Either way looks cool.

The core set comes with a couple special mission layouts, but as far as I know the tournament scene is pure head-to-head.

Pilgrimski
Apr 23, 2008
The lack of missions is my only criticism of this game. There aren't even a set of standard scenarios like for Warhammer/Wargameofyourchoice. The three missions in the book are designed only for using the core set.

That means that battles often come down to a one on one duel that can last absolutely ages if you play to last ship standing.

I really hope Fantasy Flight will produce a mission book at some point.

Having said that, it's not exactly hard to come up with new scenarios. I've only seen one so far;

http://boardgamegeek.com/thread/890247/custom-mission-template-powerpoint-version
http://boardgamegeek.com/filepage/84955/mission-theft-of-shuttle-tydirium

but I can imagine more.

Deathstar trench run (using a rolling road technique and this stuff http://www.combatwombatminiatures.com/star_fortress.htm)

You could do an attack on the shield generators of a Star Destroyer:

Star Destroyer scenery (http://files.boardgamegeek.com/file/download/9s5bu2trqx/Star_Destroyer_48_x_40_w_border.pdf)

Basically anything from the games & books. You know... I guess I should just write some!

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Pilgrimski posted:

The lack of missions is my only criticism of this game. There aren't even a set of standard scenarios like for Warhammer/Wargameofyourchoice. The three missions in the book are designed only for using the core set.

That means that battles often come down to a one on one duel that can last absolutely ages if you play to last ship standing.

I really hope Fantasy Flight will produce a mission book at some point.

Having said that, it's not exactly hard to come up with new scenarios. I've only seen one so far;

http://boardgamegeek.com/thread/890247/custom-mission-template-powerpoint-version
http://boardgamegeek.com/filepage/84955/mission-theft-of-shuttle-tydirium

but I can imagine more.

Deathstar trench run (using a rolling road technique and this stuff http://www.combatwombatminiatures.com/star_fortress.htm)

You could do an attack on the shield generators of a Star Destroyer:

Star Destroyer scenery (http://files.boardgamegeek.com/file/download/9s5bu2trqx/Star_Destroyer_48_x_40_w_border.pdf)

Basically anything from the games & books. You know... I guess I should just write some!
The missions in the rulebook are awful IMO, but they are limited to the core set, so I can forgive it. I want to check out the new missions that come with the Falcon, though!

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
Really looking forward to this game. Is anyone here familiar with the old WEG d6 Star Wars RPG system? I am thinking about running a starfighter pilots game for my little crew here once we get the set in and was wondering if anyone had any conversion ideas. I know WEG pretty well but have played X-Wing exactly once.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Some kind of bottle system would help, especially if it was tied to pilot skill. For example you could tally up the total pilot skill and then keep track of which pilots are left. When the pilot skill is below 25% (a common percentage, but it could be anything after playtesting) you could either end the game or require that all pilots make manuevers that take them close to their board edge.

I'm sure a generic mission system will be developed, just like we saw something pop up for Infinity. This game is obviously still far into its infancy and I can only hope it remains popular enough to see some serious progress. Fundamentally there's only so much you can do with four types of miniatures. We'll see a lot of expansion with the next release. Given the amount of content in the Millenium Falcon package I can only assume we'll see something similar in Slave I, plus the Interceptor and A-Wing. And who knows what we would see after that? Sadly I don't think a Correllian Corvette is viable; at 1:270 scale it would be nearly two feet long according to this post.

EDIT:

Winson_Paine posted:

Really looking forward to this game. Is anyone here familiar with the old WEG d6 Star Wars RPG system? I am thinking about running a starfighter pilots game for my little crew here once we get the set in and was wondering if anyone had any conversion ideas. I know WEG pretty well but have played X-Wing exactly once.

I have a shelf of WEG d6 books. I forgot how they did space combat, but I imagine it would work fairly well. You could also goof around with LEGO Star Wars. It looks like the scale for X-Wing would work if you used some of the models from the mini or midi scale.

Beer4TheBeerGod fucked around with this message at 16:44 on Nov 30, 2012

Giant Tourtiere
Aug 4, 2006

TRICHER
POUR
GAGNER

Winson_Paine posted:

Really looking forward to this game. Is anyone here familiar with the old WEG d6 Star Wars RPG system? I am thinking about running a starfighter pilots game for my little crew here once we get the set in and was wondering if anyone had any conversion ideas. I know WEG pretty well but have played X-Wing exactly once.

WEG had their very own starfighter combat board game (Star Warriors) and if I remember right they even had the vague idea that when it was time for a space fight you would get out Star Warriors and play it that way.

I haven't played this new game at all but from the sound of it with pilot effects and all it shouldn't be too hard to create your own pilots based on WEG characters or what have you.

Spent far too much time on d6 Star Wars.

Pilgrimski
Apr 23, 2008

Romav posted:

I just ordered 2 core sets and a complete series 1 set, this game looks fantastic.

Don't know if this has been answered, but are there missions at all? Or is it always straight up fights? Just wondering if there's anything to give some variety or does that come from experimenting with different fleet combinations?

Either way looks cool.

I decided to just get on with it and make some missions for myself. This is the first version with a victory point system, multiple deployments and secret mission cards.

http://www.freefilehosting.net/x-wingmissionsv10 (I promise, it's not horrible)

Input and feedback is very much desired!

Screenshot:



Next version will also have some or all of the following scenarios:

Search and Rescue:
Each side gets a shuttle. Deploy x rebel pilot markers. The empire want them for interrogation, the rebels want to save them! End a turn with your shuttle (and not your enemies) within 1 of the pilot after a green manouvre to pick them up.

Gauntlet:
You are trapped within an interdictors field. You must reach the edge to jump away before being destroyed. Play with a longer board, rebels deploy on a short edge, imperials along each side. Rebels must get ships off the opposite short edge to win.

Weaken the defences:
This attack is a prelude to a major assault. Your goal is to weaken enemy defences by destroying sensors, mines and weapons platforms. One player deploys these (at a point cost), the other must destroy them.

Hold the line/Rearguard:
Your fleet is defeated and your handful of ships must make a heroic last stand to cover their retreat. Whenever an attacker ship is destroyed, it may return to the board as a generic Rookie/Academy pilot in its next activation. If no rookie version is available, it cannot return. You must hold the enemy off by surviving for X turns.

Convoy:
Like the escort mission, but with multiple ships.

Station Assault:
You must manouvre close to the surface of a massive station in order to fire at it's weak points and avoid defence towers. Deploy two 'vulnerable points' on the defenders table edge. The attackers must destroy them. At the end of each turn, move every ship (but not the vulnerable points) a 'straight 2' move directly towards the attackers table edge. This is abstracted, but should help re-create a trench-run type game.

Find the cargo:
Search containers by green moving within 1 of them and skipping action.

Input and feedback is very much desired!

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

lockout username posted:

WEG had their very own starfighter combat board game (Star Warriors) and if I remember right they even had the vague idea that when it was time for a space fight you would get out Star Warriors and play it that way.

I haven't played this new game at all but from the sound of it with pilot effects and all it shouldn't be too hard to create your own pilots based on WEG characters or what have you.

Spent far too much time on d6 Star Wars.

Yeah, I remember it being kind of unsatisfactory. Basically these guys would tool around in character mode until the fight at the end of the game came up, and there would be starfighter duels in X-Wing. I will give the rules a good hard eyeball and see if I can come up with anything.

Keeku
Jun 3, 2005

Pilgrimski posted:

Find the cargo:
Search containers by green moving within 1 of them and skipping action.

Input and feedback is very much desired!

Mission 1 of Tie Fighter? drat I miss those games.

Pilgrimski
Apr 23, 2008
That was part of the inspiration.

And it turns out I didn't look hard enough. There are a load of people who made missions already: http://www.afewmaneuvers.com/forums/viewforum.php?f=7

Not seen any points or mission cards yet, still, I might hold off on the missions till I've had a good look.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Here's a mission I came up with based on Pilgrimski's "Find the Cargo" idea...

Baited Trap

Our spies have leaked the presence of a supply cache in an asteroid field. What the enemy doesn't know is that the "starfighter supplies" include several piloted ships armed and ready to attack!

Setup
The board is a standard 3x3 playing field. Players choose to either be attacker or the defender. The attacker sets up the asteroid field markers. The defender then sets up six cargo containers. The cargo containers must be placed along the center of the playing field, with each container within Range 1 of the centerline between deployment zones and no closer than Range 2 of any other container.

The defending player then secretly notes which two containers contains a supply cache which two containers have starfighters hidden in them. Large craft cannot be hidden in a container. The attacking player then deploys his craft within Range 2 of his board edge. The defending player does not deploy any craft.

Gameplay
The attacking player begins by scanning the cargo containers. Scanning is a free action that may be performed after a starfighter performs a green manuever that ends the craft within Range 1 of a cargo container. When the attacking player scans a container the defending player is obliged to reveal what the contents are.

If the contents of a cargo container is a starfighter or the supply cache then during the End Phase of the turn the defending player shall deploy his forces. Starfighters hidden inside cargo containers are deployed in base contact with their respective cargo container. On the first turn after deployment these starfighters may only use a green manuever. The defending player's other starfighters are deployed in contact with the defending player's board edge and may move normally.

Special Rules
Cargo containers are considered obstacles and block movement in the same manner as asteroids. Cargo containers cannot be attacked or destroyed.

Victory
The attacking player wins if they determine which cargo containers contain the supply caches and get at least one craft off their board edge. Otherwise the defending players win.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Edit: nevermind, I cannot read!

long-ass nips Diane
Dec 13, 2010

Breathe.

Winson_Paine posted:

Yeah, I remember it being kind of unsatisfactory. Basically these guys would tool around in character mode until the fight at the end of the game came up, and there would be starfighter duels in X-Wing. I will give the rules a good hard eyeball and see if I can come up with anything.

If you just want to do starship duels between PCs/NPCs in the board game, it's made a lot easier by the fact that the only difference between pilots is their pilot skill and a special ability.

All you'd really need to do is convert their piloting stat from dice + pips to a 1-10 scale and come up with a special ability that fits their character if they're not a grunt NPC.

For regular dudes there are already cards for like academy tie pilots or rookies in X-Wings so that would be a pretty one-to-one thing, you just have to watch out not to put your PCs in a couple of fighters against like a swarm of TIEs, the game isn't balanced for that at all.

CyberGeist
Aug 31, 2001
WORTHLESS
Cross post from the Deals thread:

enigmahfc posted:

I was just looking around on Amazon and noticed all four expansions (X-wing, Y-wing, Tie, and Tie Advance) were all $7.99 with Prime. I figured that a few people like myself might be interested in this since that is the cheapest I have seen them.

http://www.amazon.com/Star-Wars-X-Wing-Y-Wing-Expansion/dp/1616613793/ref=pd_bxgy_t_img_y
http://www.amazon.com/Star-Wars-X-Wing-Advanced-Expansion/dp/1616613807/ref=pd_bxgy_t_img_y
http://www.amazon.com/Star-Wars-X-Wing-Expansion-Pack/dp/1616613777/ref=pd_sim_t_2
http://www.amazon.com/Star-Wars-X-Wing-Fighter-Expansion/dp/1616613785/ref=pd_sim_t_4

Tanon
Mar 14, 2011

I has a hat..
Alright, so I just got the starter from my Secret Santagoon (love you Beer!) and am trying to plan what I need to get next. Another starter? A bunch of expansions? A life? Help me dear goons, you're my only hope! (of being an even bigger nerd than I was before)

Chill la Chill
Jul 2, 2007

Don't lose your gay


Is there an easy way to protect the dial faces from rubbing off? After several plays I've noticed some rubbing off from the maneuver arrows and I wish I'd thought of it sooner.

e: Sweet link to the amazon deal! Gonna get some more TIE advances and another y-wing :getin:

e2: Thanks below too.

Chill la Chill fucked around with this message at 19:29 on Dec 1, 2012

Pilgrimski
Apr 23, 2008

Fox of Stone posted:

Is there an easy way to protect the dial faces from rubbing off? After several plays I've noticed some rubbing off from the maneuver arrows and I wish I'd thought of it sooner.

Take the dial apart.

Get something like this: http://www.ryman.co.uk/1301045180/Tenza-Book-Covering-Roll-500mm-x-1m/Product

Stick it on the dial with the faces and trim. Re-assamble.

Achmed Jones
Oct 16, 2004



Tanon posted:

Alright, so I just got the starter from my Secret Santagoon (love you Beer!) and am trying to plan what I need to get next. Another starter? A bunch of expansions? A life? Help me dear goons, you're my only hope! (of being an even bigger nerd than I was before)

Expansions first. You already have all the tactical options from the starter set, so get stuff that gives you new ships and weapons and dudes and upgrades first :)

Thanks for the Amazon links, CyberGeist! Tanon, you'll want to get on that I'm betting!

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Tanon posted:

Alright, so I just got the starter from my Secret Santagoon (love you Beer!) and am trying to plan what I need to get next. Another starter? A bunch of expansions? A life? Help me dear goons, you're my only hope! (of being an even bigger nerd than I was before)

Well given that those expansions are only $8 on Amazon I just got one of each. My understanding is that two full sets (Core + Expansions) is more than enough to field practically any viable force you want. Might not even need a second TIE Fighter expansion.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?

Beer4TheBeerGod posted:

Well given that those expansions are only $8 on Amazon I just got one of each. My understanding is that two full sets (Core + Expansions) is more than enough to field practically any viable force you want. Might not even need a second TIE Fighter expansion.

You'll need two more TIEs if you want to run 4 Academy and 4 Obsidian Squadron in a 100 point list. But that's really all you'll need. Maybe a 3rd Y-Wing and TIE Advanced. But that's only if you want to make literally any list you can at 100 points. Two cores and two of each expansion is really solid start and apart from gimmicks, probably all you need.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
And keep in mind that the second wave of expansions is coming in the not too distant future. Once A-Wings and TIE Interceptors are available, will you really need 8 TIEs/3 Y-Wings, whatever?

WerrWaaa
Nov 5, 2008

I can make all your dreams come true.
That's a mighty fine deal there on Amazon. I just picked up one each of the small expansions. The discount on the starter and dice sets isn't quite what I was hoping for though.

SERPUS
Mar 20, 2004

jivjov posted:

And keep in mind that the second wave of expansions is coming in the not too distant future. Once A-Wings and TIE Interceptors are available, will you really need 8 TIEs/3 Y-Wings, whatever?

I pre-ordered 3 Falcons.

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long-ass nips Diane
Dec 13, 2010

Breathe.

SERPUS posted:

I pre-ordered 3 Falcons.

I fully expect to see a 3 YT-1300 and a Y-Wing rebel list at the LGS.

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