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Manifest
Jul 7, 2007

HELLO THERE I COME FROM THE FUTURE

WerrWaaa posted:

Our Kessel in Pasadena is under way right now. 10 players showed up, split even Imperial/Rebel. 3 Rebel / 2 Imperial in the winners bracket after round one (they are in their second round matches now). Lots of Vaders, Wegdes, and Biggs. Empire vs Empire games are a clusterfuck to watch. We are running 75 min rounds and most people are hitting that mark within a couple minutes. I think that will speed up as people get more comfortable with their first competitive play experience.

I wish I could have come, but I feel like I would have gotten slayed, as I play a pretty friendly skywalker+a couple rookies list.

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Chill la Chill
Jul 2, 2007

Don't lose your gay


So is getting to move first, and therefore avoid collisions more often, the only reason to have initiative? How many of you have found it necessary to skip out on a small upgrade or two to possibly have it?

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Going to crash after getting back from the Spingfield, MO Kessel Run so I can rest up for the St. Louis one!

I took the list above, and lost one match due to honestly bonkers dice, and the other to an Imp swarm that was taking too long to tear apart. I got an A-wing! :D

9 players, many of whom were still very new. We all had a great time!

smug jeebus
Oct 26, 2008
Gotta brag, I also won our local KRT. We only had 6 people, and I don't think anybody there had played more than half a dozen games prior.
I took Wedge with R2-F2, Swarm Tactics, 2 Rookie X's, and a Gold Y with Ion.
99 points, but the initiative didn't seem to make a noticeable difference. The Y-wing was definitely worth it. I took the Falcon as my prize.
Other thoughts from this admittedly small sample for people going to later tournaments:
Four ship rebel lists consistently beat three ship lists.
The only game that didn't finish (costing the winner 2 points) was Imp v. Imp. They just didn't have the attack dice to get through all that agility, I guess? Part of the reason I went with Rebs was because I was afraid that would happen.
I got to choose which force I played in the final, because both players were rebel and I was 10-0. Went with Imps, because I had seen the A-Wings stats and again was worried the 2 AD wouldn't cut it. Won with an undamaged Firespray on the table. Honestly my evade rolls were pretty hot, but I would pick Imp again if I had to.
Interceptors are going to be popular.

SERPUS
Mar 20, 2004
I felt a little underwhelmed with the Firespray. Even though I had the rear arc, I only got a chance to bring the Heavy Laser to bear once (and then my roll only had 1 hit in it). Trying to keep those drat A-Wing at Range 3 was also a big hindrance, especially when my TIE's were just being shredded by the 360 degree fire from the YT.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Took 3rd/4th place in my Kessel Run (the tourney coordinator is letting us play our match once the championship is done and let us use our new ships in said match.) I won myself an A-Wing, which I'm happy about since I run rebels primarily.

Lost my first match to TIE Swarm, won my second match with Ion Supremacy.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Ok, after two KRTs, with my two friends joining me (one played Imps, the other did one of each, I did Rebs.), I have a few concerns.

Rebs predicate most of their play on the dice running averages throughout the match. They assume that, given averages, their special abilities will help them be successful. This means hot and cold streaks are devastating, and often start a chain reaction failures.

Imps tend to use quantity over quality, and thus are better poised to take advantage of dice streaks. I saw Howlrunner, 4 Academy Pilots, and Backstabber blow away 3 X wings in one round. The Imp rolled an average number of strikes, but between Howlrunner's ability and the Reb not generate any dodges, it just obliterated the opposition. This brings me to my next point:

Howlrunner is damned near broken. There is currently only one other pilot in this game that can affect every ship nearby, and that's Biggs, which many have shown to be a cagey benefit. Howlrunner consistently plays nestled in a cluster of cheap TIEs, giving everyone a free re-roll on attacks. In a game where 1-2 damage is making the difference of life and death, any re-roll multiply the offensive output significantly, and giving 4 pilots free re-rolls that cost nothing but positioning, Howlrunner creates the worst situations, and is absolutely the number one target in any Imp list.

The argument that Rebs can take better upgrades, or are more durable than TIEs begins to show flaws, when I can tell you that a Rookie Pilot with 3 points of anything tacked on is not worth 2 Academy Pilots in the long run. Target saturation simply allows an Imp player to keep throwing bodies at the problem until it goes away.

Mind you, I only saw one finals match, so I am not sure yet on how the new stuff really fixes or creates problems, but for now, I'm really struggling to call it an even match, and the culprit may surprise you: dice.

The dice control so much of combat resolution, it causes the game to be very "swingy" at times. I saw players that had been playing since this came out to players that picked up their stuff earlier that day, and niether had an advantage. The fact that vets and skilled players cannot reliably perform well (not win, just make a good show,) over newer players concerns me about the long-term potential for this to have a significant OP community.

I may also just be jelly mad.

Acinonyx
Oct 21, 2005
Howlrunner seems like it's a game changer, but at the end of the day, you've spent 18 points for a ship that is one torpedo/missile away from being space dust. With the new AoE missile coming into play, I suspect that trying to clump together all your ships is going to go out of style real quick. In the pivotal game for me, the rebel player came right in with Wedge (torpedo, marksmanship) and blasted Howlrunner out of the sky right there (2 hits, 2 crits vs. 2 dodges when all the modifying was done). I had 4 academy pilots to exact revenge, but he managed to drop Biggs just in range of Wedge for his annoying ability, so I mostly had to pummel him instead, but it wasn't enough to get him out of the game that turn.

Tie swarm vs. Tie swarm is really luck dependent, and you spend a lot of time attacking with 2 vs. ships with a dodge. Focus fire and scoring a few crits makes a huge difference. I can't complain as I ended the day with an A-wing.

In our tournament, the Falcon smoked the Imperials. I keep hearing people complaining about this or that list being overpowered, but there wasn't any one thing that dominated in our group. The winner played 3 X-wings all tricked out and played very well. He could certainly have suffered badly if his dice went cold, but he seemed to run about average all three rounds. Luke is so annoying hard to hit when he's running n R2-F2...

Angryboot
Oct 23, 2005

Grimey Drawer
Well poo poo, I plopped down the cash and bought the core box. At least I don't have to paint these minis this time.

WerrWaaa, that pic you posted on p1's from games empire, right? I'm down the street from it.

long-ass nips Diane
Dec 13, 2010

Breathe.

I think the new assault missiles that are coming out that do damage to every ship within 1 range might be a good counter for Howlrunner, but that doesn't mitigate cold dice.

Fingat
May 17, 2004

Shhh. My Common Sense is Tingling



The Kessel Run today was a blast. We had 8 people play. I ended up finishing 2-1 and 3rd overall and got my Tie Advanced. I went with the same list SERPUS ran. My loss was in the first round. I ended up getting matched up with my buddy, and to my surprise he brought Imps too (hes been running Rebels every Sunday). My first time facing another Imp and hes the only guy that's beat me before too so I was apprehensive. There were no kills till the 4th round when he finally got 2 of my ties and then time ran out of time before I could finish off any of his. So he got a match win and I got 0 points which ended taking me out of second place at the end. My two wins were both versus 2 x's and 1 Y's lists. I got lucky a few times. In the second match I got pounded at first, but fought back and we were down to 1 tie and one x, and made 2 passes at each other, the last pass I had 2 dmg and he had 1. I got the first attack and scored 2 hits and he didn't avoid any of them and died. Then in the last round I made a retarded move and flew directly in front of 2 X's at range one with Vader. He must have used the force as the Rebel missed all 8 attacks. The winners ended up with the prizes they all wanted and the last round was fun to watch as we all hooted and hollered at the 2 big ships going at it and the crazy rolls. The Falcon died and the imps won.

Fingat fucked around with this message at 08:26 on Dec 17, 2012

Gau
Nov 18, 2003

I don't think you understand, Gau.
In case anyone has been holding out on picking up this game or wants to grab another starter box, Target is selling the Starter for $26.99. I almost grabbed another!

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Acinonyx posted:

Howlrunner seems like it's a game changer, but at the end of the day, you've spent 18 points for a ship that is one torpedo/missile away from being space dust. With the new AoE missile coming into play, I suspect that trying to clump together all your ships is going to go out of style real quick. In the pivotal game for me, the rebel player came right in with Wedge (torpedo, marksmanship) and blasted Howlrunner out of the sky right there (2 hits, 2 crits vs. 2 dodges when all the modifying was done). I had 4 academy pilots to exact revenge, but he managed to drop Biggs just in range of Wedge for his annoying ability, so I mostly had to pummel him instead, but it wasn't enough to get him out of the game that turn.
So you spent about 36 points to take out 18? That doesn't seem like a great trade.

Maybe the assault missiles will help prevent TIE clumps, but for now, Rebs are really frustrating to play as.

Merauder
Apr 17, 2003

The North Remembers.

Feeple posted:

Maybe the assault missiles will help prevent TIE clumps, but for now, Rebs are really frustrating to play as.

Yeah, I feel like its a mistake fielding Rebels at our Kessel Run tonight (a bit late, we couldn't make room at the FLGS on the weekends), but I'm doing it anyway. We'll see how it goes!

SERPUS
Mar 20, 2004
A-wings are going to change everything, believe me. As a matter of fact, Wave 2 is going to really pump this game up another notch.

Merauder
Apr 17, 2003

The North Remembers.

SERPUS posted:

A-wings are going to change everything, believe me. As a matter of fact, Wave 2 is going to really pump this game up another notch.

I feel like from the looks of things, the smaller Wave 2 ships will really help balance things / strategies out a bit. Or maybe "balance" isn't the right word per se, but A-Wings appear to be the Rebel swarm option (cheaper ships for more presence) while Interceptors seem like they'll compete with the X-Wing as a more expensive but more shielded/upgradable TIE. I'm pretty excited for the options that are going to open up with them.

I haven't even looked closely at the big Wave 2 ships to know what they might play like in the long run, but drat they're so loving cool it doesn't really matter. :colbert:

Sulecrist
Apr 5, 2007

Better tear off this bar association logo.
Has anyone found Firespray spoilers yet?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Sulecrist posted:

Has anyone found Firespray spoilers yet?

Stats are up on the army builder thing that was linked in the first page. It's nice, but I think the YT-1300 is a much better option.

Acinonyx
Oct 21, 2005

Feeple posted:

So you spent about 36 points to take out 18? That doesn't seem like a great trade.

Maybe the assault missiles will help prevent TIE clumps, but for now, Rebs are really frustrating to play as.

I failed to explain the situation clearly. He fired missiles with Wedge and blew up Howlrunner. Biggs had dropped in behind so he's at range 1 from Wedge, but range 2-3 from my 4 academy pilots. So I had to return fire against Biggs (instead of mauling Wedge) and all I managed to do was clear his shields. I was down 18 points and he was down 4 in ammo and whatever Bigg's shields are worth (not much; drat you R2-D2!). It was a back and forth between 66 points worth of Imperials vs. 65 points worth of Rebels that highlighted to me how I wished I had a shield upgrade or stealth on Howlrunner so it wasn't so fragile (can you even run a shield upgrade on Howlrunner? I don't have one yet in either case). I'm not trying to argue that it isn't a great ship, but that in my experience it's not a game breaker.

Tanon
Mar 14, 2011

I has a hat..
There are spoiled images up on afewmaneauvers forums if you do a little digging. (On my phone or I'd link em)

WerrWaaa
Nov 5, 2008

I can make all your dreams come true.

Angryboot posted:

Well poo poo, I plopped down the cash and bought the core box. At least I don't have to paint these minis this time.

WerrWaaa, that pic you posted on p1's from games empire, right? I'm down the street from it.

Why yes, yes it is! It's a big deal around here.

Top four were 1 Imperial (4th) and 3 Rebel players. The top two played to time and the Imperial fleet won because they had more points on the board (both Ties opposing the Falcon). Lots of fun rules questions over the course of the tournament, and I had a lot of fun running it. Hope I did a good job. Walked away with two A-Wings myself, which is odd since almost all the top players were Rebel.

Acinonyx
Oct 21, 2005

WerrWaaa posted:

Walked away with two A-Wings myself, which is odd since almost all the top players were Rebel.

I'm not too surprised that people would want interceptors more. It's easily the sweetest model in the game besides the falcon/slave-1. I went from 'ya, I'll get a couple of those' to 'I need 5 of these ASAP' after seeing them in person.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Merauder posted:

I feel like from the looks of things, the smaller Wave 2 ships will really help balance things / strategies out a bit. Or maybe "balance" isn't the right word per se, but A-Wings appear to be the Rebel swarm option (cheaper ships for more presence) while Interceptors seem like they'll compete with the X-Wing as a more expensive but more shielded/upgradable TIE. I'm pretty excited for the options that are going to open up with them.

I haven't even looked closely at the big Wave 2 ships to know what they might play like in the long run, but drat they're so loving cool it doesn't really matter. :colbert:

Interceptors don't get shields unless there's an upgrade card I've missed?

Acinonyx
Oct 21, 2005

Merauder posted:

I haven't even looked closely at the big Wave 2 ships to know what they might play like in the long run, but drat they're so loving cool it doesn't really matter. :colbert:

The Falcon is fun as heck to play against. My opponent went with engine upgrade and expert handling and much hilarity ensued. The Falcon covers a lotta ground barrel rolling and boosting!

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
Any idea what the scale of these modes are?

Manifest
Jul 7, 2007

HELLO THERE I COME FROM THE FUTURE
I believe it's 1/270.

Sulecrist
Apr 5, 2007

Better tear off this bar association logo.

LumberingTroll posted:

Any idea what the scale of these modes are?

It's pretty close to one inch = ten meters, I think. X-Wing is 12.5m long and about 1.25 inches if I'm not terrible at estimating (I am).

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
So.. a to scale Star Destroyer only has to be 13.3 feet long..... :negative: guess we will never see that!

Acinonyx
Oct 21, 2005

LumberingTroll posted:

So.. a to scale Star Destroyer only has to be 13.3 feet long..... :negative: guess we will never see that!

I know people are using an old Kenner toy transport ship to play scenarios, which is pretty fun. Surely there must be some other ships that would be reasonable? Looking up the stats, it appears that a rebel escort frigate would be ~30" long which would take up most of the board of a standard sized game.

Manifest
Jul 7, 2007

HELLO THERE I COME FROM THE FUTURE
I think that if you're looking for capital ships, this isn't the game for you.
Perhaps we'll get a release along the lines of BFG for that sort of thing though.

Chill la Chill
Jul 2, 2007

Don't lose your gay


I really can't imagine scenarios with capital ships will be too much fun. If they are defend/attack scenarios you are pretty much playing the same game except maybe with a winning board edge the attackers must punch through. Otherwise, the turbolasers will never hit any ships and the y-wings and tie bombers will take a couple hundred proton torpedoes to destroy it.

Sulecrist
Apr 5, 2007

Better tear off this bar association logo.
I'm making a 3x3 mat with a Nebulon-B on one side and either a Lancer (maybe a Carrack, since Lancer is explicitly anti-fighter) or a Corellian corvette on the other. Gonna have turrets and shield generators to shoot off like in Star Fox.

SuperKlaus
Oct 20, 2005


Fun Shoe

Merauder posted:

Considering not including the R2 Astro on Garven too, just to be sitting at 99 for Initiative sake.

Do not do that. "Initiative" is bad in this game. It does two things: (1) makes your guy move first in pilot skill ties, (2) and makes your guy shoot first in pilot skill ties.

(1) is bad because moving later is better because you can more intelligently select your actions that way. I mean that's the whole reason high pilot skill makes you move later. It's meant to be a good thing, and it is, possibility of running into some jerk and losing your action(s) aside. You do not want to move first.

(2) is meaningless. There is a rule that if you are killed by someone who ties your pilot skill, you still get to shoot before dying! So for all real purposes you don't actually shoot first. In fact, if your "first shot" kills your equally-skilled victim, you could in corner cases be at a disadvantage, because you have now informed him that he is about to die and should take that proton shot he's considering or whatever!*

Do not sell your squad short for Initiative, ever. It is a horribly misnamed concept.

*well, if you crit the guy, he suffers the crit's effects. But I personally consider that a corner-case-good that only balances corner-case-bad. Initiative is still lousy and not worth precious squad points.

SuperKlaus fucked around with this message at 20:49 on Dec 18, 2012

lighttigersoul
Mar 5, 2009

Sailor Scout Enoutner 5:
Moon Healing Escalation

SuperKlaus posted:

Do not do that. "Initiative" is bad in this game. It does two things: (1) makes your guy move first in pilot skill ties, (2) and makes your guy shoot first in pilot skill ties.

(1) is bad because moving later is better because you can more intelligently select your actions that way. I mean that's the whole reason high pilot skill makes you move later. It's meant to be a good thing, and it is, possibility of running into some jerk and losing your action(s) aside. You do not want to move first.

(2) is meaningless. There is a rule that if you are killed by someone who ties your pilot skill, you still get to shoot before dying! So for all real purposes you don't actually shoot first. In fact, if your "first shot" kills your equally-skilled victim, you could in corner cases be at a disadvantage, because you have now informed him that he is about to die and should take that proton shot he's considering or whatever!*

Do not sell your squad short for Initiative, ever. It is a horribly misnamed concept.

*well, if you crit the guy, he suffers the crit's effects. But I personally consider that a corner-case-good that only balances corner-case-bad. Initiative is still lousy and not worth precious squad points.

That sounds to me like it needs errata, since selling your squad short should only grant an advantage somewhere.

3 Action Economist
May 22, 2002

Educate. Agitate. Liberate.
Does Han have a special "shoots first" rule? :v:

Meme Poker Party
Sep 1, 2006

by Azathoth

Colonial Air Force posted:

Does Han have a special "shoots first" rule? :v:

Clearly X-Wing Miniatures is biased toward special edition remakes.

Red Robin Hood
Jun 24, 2008


Buglord
FantasyFlight have been putting out some really great games lately. Most notably X-Wing and this baby (that looks incredible!): http://youtu.be/6vB23NCXYxs

Not to mention... their videos are really great. I wish every company put out something like those!

Slab Squatthrust
Jun 3, 2008

This is mutiny!

lighttigersoul posted:

That sounds to me like it needs errata, since selling your squad short should only grant an advantage somewhere.

Being able to stick ships in the way of enemy ships in hopes of forcing them to run into you seems like it might be useful sometimes. Forcing them to lose actions, not shoot the guy they ran into, and thus maybe not kill/avoid whatever else might be their line of fire, forcing them to land on an asteroid, or setting them up to get shot without focus/evade to defend with. The threat of denying someone space should be just as concerning to you as the chance to use actions better. I am probably missing something though since I played my first game/learning game tonight!

Speaking of...holy poo poo this game is fun! I decided to go Rebels, so the guy showing me how to play just busted out his 2 lists from the KR event this past weekend to show me the ropes (I'd watched part of a game and had a vague gist of how poo poo worked). I had Wedge, Biggs, and Horton Salm. Wedge had a Torpedo, Biggs had the extra defense die astromech, and Salm had 2 Torps, the flip damage face down astromech, and an ion cannon. I was facing a Vader, Howlrunner, 2 Black Squadron TIEs, and an Academy TIE. All but the Academy pilot had Swarm Tactics, to pass Vader's piloting of 9 down the chain.

It ended up a really drat close game, I learned a ton (TIE's are freaking fast!), I had Biggs and Wedge split to my left and Salm go down the middle at the start. Turn 1, nothing. Turn 2 saw Salm lock onto Howlrunner, blast him with a Torpedo taking him to 1 point, and Salm got shot up, also at 1 point. Biggs tanked for Wedge, who put a torpedo onto Vader and got rid of his shield. After that it turned into a huge furball, Salm jumped right into the middle of them (thanks to 0 piloting from a crit) and ended up being untargetable, meanwhile Biggs and Wedge went on a rampage. Biggs ended up taking out Howlrunner, Vader, and another TIE by the end of the game, with Wedge setting up pretty much every kill by knocking things to 1 point left. Salm got shot up a couple turns after he ion-cannoned Vader. I lost at the end after Wedge ended up on top of an asteroid by half a millimeter with 1 point of hull left, dead in front of a focused TIE with 2 hull left. If I'd gone slightly farther, I'd have had Wedge at range 1, with a target lock and a focus, shooting first!

Still, an excellent showing I feel like for a first game, especially since I've seen a lot of people saying how tough lists with Howlrunner are. I goofed with Salm by not realizing how fast TIE's were turn 1. They went 5, I went 3; next turn even moving only 1 put all of them at range 1, shooting first thanks to Vader's 9 piloting, with 2 still in range of Howlrunner (and I had set up Biggs to cover Wedge, expecting Salm to be safer), and they did 7 of his 8 hit points, which pretty much meant I had to baby him. I think forcing him to split fire or eat 2 X-Wings in the flank of Vader/Howlrunner actually ended up helping me out a lot, but it still hurt to watch a Y-Wing just get eaten up like that.

Meme Poker Party
Sep 1, 2006

by Azathoth

Red Robin Hood posted:

FantasyFlight have been putting out some really great games lately. Most notably X-Wing and this baby (that looks incredible!): http://youtu.be/6vB23NCXYxs

Not to mention... their videos are really great. I wish every company put out something like those!

I've seen this before (online) and it does look pretty cool. The main thing I'll probably have difficulty getting over is one mechanic that is uh... a little "unusual" given Fantasy Flights high (and usually met) standards for thematic gameplay. There is no "separation" between space and ground (or orbital and planet side) units. This can lead to somewhat ridiculous situations like a rancor swatting an X-Wing out of the sky (or Star Destroyer in orbit) or a TIE fighter sniping an individual unit (or even individual human being) on a planet, even if the fighting is taking place underground or something.

Still, something like that can be overlooked when everything else just looks so GOOD. And the mechanics seem interesting so it might be worth a fair shake.

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Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Chomp8645 posted:

I've seen this before (online) and it does look pretty cool. The main thing I'll probably have difficulty getting over is one mechanic that is uh... a little "unusual" given Fantasy Flights high (and usually met) standards for thematic gameplay. There is no "separation" between space and ground (or orbital and planet side) units. This can lead to somewhat ridiculous situations like a rancor swatting an X-Wing out of the sky (or Star Destroyer in orbit) or a TIE fighter sniping an individual unit (or even individual human being) on a planet, even if the fighting is taking place underground or something.

Still, something like that can be overlooked when everything else just looks so GOOD. And the mechanics seem interesting so it might be worth a fair shake.

Combat is a bit abstract, but the core mechanics seem solid. Anyone want to make a thread for the SW LCG?

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