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Alberta Cross posted:Bonus points if you can tie in the new LCG too. Miniature X-wings doing death star trench run on the victory dial of the LCG.
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# ? Jan 6, 2013 21:08 |
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# ? May 27, 2024 21:36 |
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One local player hates the space combat rules from the RPG and is planning to sub in miniatures game rules in their place.
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# ? Jan 7, 2013 21:31 |
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I played a 140 point game of this the other day at it seemed the Rebels couldn't make anywhere near enough headway on the Imperials to counteract their numbers. I had 5 TIEs, Vader and a TIE Interceptor with lots of Swarm Tactics versus 2 X-Wings and 2 Y-Wings, loaded to the gills with torpedoes, astromechs, ion cannons, the lot. The problem card seems to be Swarm Tactics. It allows the Imperials to just focus-fire stuff to death and even make Academy Pilots useful when they're now Pilot Skill 9. Maybe when the A-Wing comes out things will change. My shopping list for the next wave is 2 A-Wings, another TIE Interceptor (I won one at my local Kessel Run event) and a Falcon.
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# ? Jan 12, 2013 23:21 |
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Sounds like the Rebel player should have brought another ship and less toys.
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# ? Jan 12, 2013 23:37 |
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Bob Smith posted:I played a 140 point game of this the other day at it seemed the Rebels couldn't make anywhere near enough headway on the Imperials to counteract their numbers. I had 5 TIEs, Vader and a TIE Interceptor with lots of Swarm Tactics versus 2 X-Wings and 2 Y-Wings, loaded to the gills with torpedoes, astromechs, ion cannons, the lot. At 140 points there's no reason the rebel player should have had less than 5 ships.
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# ? Jan 13, 2013 05:05 |
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Echoing everyone else when I say that you need to remind the rebel player that another ship (with its guns and sets of shields) is almost always better than some upgrades.
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# ? Jan 13, 2013 10:32 |
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Yeah, even if those 4 ships had been the 4 most expensive ones he could take, that still left 35 points of upgrades jammed onto them. He should have had another body, and probably not taken 4 characters if he did.
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# ? Jan 13, 2013 12:50 |
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I am a fan of everyone's participation in the thread so far. Is there any info from the discussion you all think should be added to the OP?
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# ? Jan 14, 2013 23:50 |
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WerrWaaa posted:I am a fan of everyone's participation in the thread so far. Is there any info from the discussion you all think should be added to the OP? Perhaps some 'standard' builds and a short explanation as to why they are popular to help new players along?
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# ? Jan 15, 2013 02:33 |
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Beer4TheBeerGod posted:In contrast KR Multicase is very friendly and supportive of the community. I highly recommend them. Seconding how awesome KR are, I won one of their aluminium cases from the first iron gob painting thingy that Fix ran a few years back, use it regularly and it keeps my models snug. Doubly awesome if they're also doing custom cut foam for x-wing To get back on track, how much fun are you going to have with just the base set? Is it going to need extras being bought to keep the 'fun' alive? and if so, what kind of $/£ outlay would you expect to pay out to get there?
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# ? Jan 15, 2013 12:29 |
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Are there any plans for more KR-style tournaments or leagues? I really wish they would have printed a Jek Porkins card and would play in anything to get one. I mean seriously that guy's popular and even LEGO knows this.
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# ? Jan 15, 2013 15:59 |
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I wouldn't be surprised if they release a pack of new pilots/options without a ship attached at some point. Alternatively, you could always hit up boardgamegeek - I'm pretty sure they have photoshop templates of all ships and you could find or make a homebrew Porkins.
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# ? Jan 15, 2013 16:05 |
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Enri: The base set is plenty fun on its own, since you can experiment around with different builds -- you're just going to be limited by not having enough ships and missing out on some of the more popular builds. So there's two ways you can go about it. Slowly build up your expansions as you need them and can fit them in, or pick a build from the beginning and build your way towards that as a goal. If you want to build an team as cheaply as possible, play as Rebel and add in one X-wing and one Y-wing expansion. Rebel ships are more expensive and have more upgrade options (droids, missiles, etc.) that would allow you to fill up your 100 points faster. With the Imperials, unfortunately your upgrade options are more limited, and the ships are cheaper, meaning you need more of them (and thus, need to spend more money) to reach your 100 points. On the other hand, $15 for expansions is actually really doable for most people.
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# ? Jan 15, 2013 19:12 |
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Side note: if you find yourself in need of 2 regular TIEs, just buy a second core set. That'll get you the TIEs you need as well as a spare set of movement templates and more dice.
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# ? Jan 15, 2013 21:39 |
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jivjov posted:Side note: if you find yourself in need of 2 regular TIEs, just buy a second core set. That'll get you the TIEs you need as well as a spare set of movement templates and more dice. I'd still recommend one actual TIE expansion for the new cards.
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# ? Jan 15, 2013 22:47 |
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I'd say for a beginner, what you'd want is: Rebel: (3) X-wings (1) Y-wing Imperial: (5) Tie Fighter (1) Tie Advanced That'll give you what you'd need to field a not-terrible 100pt team, and still have room for some customization. The best part is that comes to exactly 2 starter sets and one expansion of each ship. Simple enough to do (and $70 list split 2 ways) if you have a friend that wants to be your foil. My current build for Rebels is: Garven Dries - 26 Rookie Pilot - 21 Dutch Vander - 23 - Ion Cannon - 5 - R5-K6 - 2 Gold Squadron - 18 - Ion Cannon - 5 Dutch and Gold just fly around in a lazy circle around the furball, ioning things out of the sky. X-wings break and engage in dogfighting. Dutch hands people targeting locks like it's free candy, usually after all the moving is done, and Garven passes off focus tokens to whoever needs one most, so there's a LOT of damage output between all the rerolling. As for the Imperials, I've been playing around, trying desperately to find a viable build with a second Tie Advanced. So far, no luck. My big hope was focus firing something during the first pass with two concussion missiles, but even that doesn't seem worth it, and other Ties are just more worth it on a point / usefulness. Basically, I feel like the Advanced is worthless unless Vader is inside. Edit: Also putting a link to the ship building website in the OP would be excellent. Val Helmethead fucked around with this message at 09:04 on Jan 16, 2013 |
# ? Jan 16, 2013 08:57 |
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I'd say that's pretty bad advice considering that the wave two stuff will be hitting next month. Plus, you don't have to play 100pt teams to have a good game. We normally play around 60 or 65 and it's way more fun in my book. Having more than three of any specific ship is silly unless you're super set on playing in tournaments in the next two weeks. Buy one core set. Buy one of each expansion. Wait until Wave Two hits before buying anything else. Achmed Jones fucked around with this message at 09:06 on Jan 16, 2013 |
# ? Jan 16, 2013 09:04 |
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Okay, for a "I want to see how this game plays" beginner vs the "I like this game and want to field a full squadron now" beginner, I'd go with one starter set, one Y-wing and one Advanced expansion. I taught a friend to play on a short time scale just by doing a 2 Tie Fighter, 1 Advanced vs 1 X-wing 1 Y-wing fight, with no named pilots or elite cards to monkey up with the rules. It gives the players a chance to feel how the different ships move and behave in a very vanilla setting.
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# ? Jan 16, 2013 09:17 |
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I saw this in the hobby store the other day. It looks basically like the Micromachines Star Wars figures which I collected religiously as a kid. Is this in affiliation with those people who made those or completely remade from scratch? I am so tempted to pick it up if only because I miss my youth playing around with Micromachines.
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# ? Jan 16, 2013 13:39 |
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Mordaedil posted:I saw this in the hobby store the other day. No, Micromachines has no involvement.
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# ? Jan 16, 2013 13:41 |
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Finally got in another game last night, had a blast. This game is probably the most fun I've had with minis gaming in a long-rear end time. Finally got to play as the Imperials, took Vader (Conc missiles, squad leader), Mithal, Backstabber (Expert Handling), Night Beast, and a Black squad pilot (Determination). Up against a pimped out Wedge, Dutch, Garven combo. The first three turns saw Dutch, Wedge, Vader, and Night Beast get offed as our ships all attempted bizarre mating rituals in a clump. I ended up winning from there, with 3 TIEs left with a single damage left slowly whittling down Garven. The 1 speed sharp turn is so good.
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# ? Jan 16, 2013 13:53 |
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Diplomaticus posted:Enri: The base set is plenty fun on its own, since you can experiment around with different builds -- you're just going to be limited by not having enough ships and missing out on some of the more popular builds. So there's two ways you can go about it. Slowly build up your expansions as you need them and can fit them in, or pick a build from the beginning and build your way towards that as a goal. Awesome, thanks for the feedback. And thank you everyone else who commented too Shall seriously look into picking up the starter set and seeing if it's got legs at the local club
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# ? Jan 18, 2013 17:53 |
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Has anyone played much in the way of Imperial vs. Imperial or Rebel on Rebel scraps? How do those tend to work out?
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# ? Jan 18, 2013 19:35 |
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I've seen a couple Imp v Imp fights; it's sort of a slapfight. If one team has Mithal and/or Backstabber, or Howlrunner to buff, they have a big leg up. Otherwise, you end up with a lot of 2 dice against 3 defense + evade/focus, which means no one gets hit. Even 3 against 3 at range 1 is only small odds at dealing damage (3/8 of a damage if you both focus, I think). Basically, whoever uses the named pilots the best will win, otherwise its mostly luck. Most matchups like this went to time at the Kessel run from what I understand. I think Interceptors will change that up a bit, they'll be able to hit much more reliably at close range.
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# ? Jan 18, 2013 19:45 |
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Winson_Paine posted:Has anyone played much in the way of Imperial vs. Imperial or Rebel on Rebel scraps? How do those tend to work out? My semi-final round at the Kessel run was Rebel vs Rebel and it worked fine. It was a bit of a slugging match, but it didn't drag too much.
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# ? Jan 18, 2013 19:46 |
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Winson_Paine posted:Has anyone played much in the way of Imperial vs. Imperial or Rebel on Rebel scraps? How do those tend to work out? Imperial v Imperial at high point levels draaaaaaags if both teams are doing the kinda standard 6-7 tie build list. There are so many ships to move and not enough space to move them in.
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# ? Jan 18, 2013 20:04 |
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jivjov posted:My semi-final round at the Kessel run was Rebel vs Rebel and it worked fine. It was a bit of a slugging match, but it didn't drag too much. Yeah, I can imagine that would go quickly, since the ships are actually a big threat to each other. I actually kind of imagine that A-Wings will be really awesome against other Rebel lists, since the Rebels don't have Evade or better than 2 Agility, except on other A-Wings. Against TIE's, it can keep up with them and is just as agile, but it's going to suffer a similar problem in actually landing hits. Though Push the Limit + Target Lock + Focus might make them a bit better at actually landing some hits. Here's two Rebel lists I actually want to try out, and think might do pretty well: List 1: 100 Wedge w/ R2 Astromech, Determination Gold Squadron w/ Ion Cannon Gold Squadron w/ Ion Cannon Gold Squadron w/ Ion Cannon List 2: 100 Wedge w/ R2 Astromech, Swarm Tactics Gray Squadron w/ Ion Cannon, R5 Astromech Rookie Pilot Rookie Pilot List one is kind of a gimmick, but an amusing one I think. Just the chance to ion three fighters every turn makes me smile, and Wedge would have a field day murdering hapless TIE pilots. The second list is probably a lot stronger and I guess isn't anything new. No Biggs, because Biggs' ability makes you want to take your expensive X-Wing and get him shot while at longer ranges, meaning you're not taking advantage of his firepower. He's good, but I don't think I like him, personally. He's not actually more survivable than anyone else, and he's not more killy. He's just a target, and good maneuvering means his ability is of limited use. R2 Astromechs are the bomb, being able to actually pull good maneuvers when stressed, rather that either going almost straight or staying stressed, is awesome. For one point, hell yes, R2 units! Determination is pretty sweet on ace pilots, and it's a good buy for 1 point when you're just trying to get to 100. There's not many pilot crits, but the ones that there are, are all nasty as hell. Plus, there's the outside chance that you'll take a crit on your last hull point, have it be a pilot crit, and it will just get discarded instead of killing you. Pretty sweet (it will never happen)! I know earlier in the thread there was a discussion about Initiative and whether it was good or bad. After playing more, I think it's actually situationally useful. It depends on how you've built your list, mostly. In some cases, moving first is a big deal, especially with lower-skilled pilots, since a pretty useful strategy is to try and jam up your opponents' movement lanes with low skill pilots, screwing their maneuvers and preventing them from taking actions. Imperial lists tend to do it more, since they have lots of cheap bodies most of the time, and Rebels have a harder time avoiding collisions with slower, less agile ships. In that case, being able to move your own 3-6 skill pilots, before the opposition, matters a lot. I say 3-6, because Rebels' poo poo pilots are all 2, and Imps' are all 1, so if you go super cheap, Initiative doesn't matter. But for those midlevel pilots, the better generic ones and the lesser named ones, being able to move before all the space is cluttered up can be pretty huge, even if all you can do is something defensive. It occasionally matters for the higher leveled (7-9) ones as well, but they tend to go so far towards the end, that simply beating out maybe 1 other ship isn't as big a deal; there's already a half-dozen moves made, at least. On the other hand, you still have to constant benefit of moving last = taking actions last, which is obviously good when you aren't running into poo poo. I think initiative is going to be sort of a metagame thing. Some players who want to run a list with a bunch of the midlevel pilots, and want to get in the way, will want initiative if they think their opponent will be running midlevels as well. If the opponent is running all high and low, the midlevel pilots player might as well run 100 points, since it won't matter. That sort of thing will probably shake itself out on a per-group and per-player basis, which I think is pretty cool. I like that it also gives some extra meaning to having crappy pilots beyond cheap bodies. Academy pilots are the bane of any 3-ship Rebel build as far as I can tell, even just 2 or 3 can really screw up your movement. Elite builds for either side have to play really carefully or risk getting their best pilots stuck unable to take actions (watching Vader play bumper-ships for 3 turns is hilarious, if he's not yours; and a huge waste of his abilities). What say ye? Slab Squatthrust fucked around with this message at 23:20 on Jan 18, 2013 |
# ? Jan 18, 2013 23:18 |
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Sat in the UK these days and thought I'd try to pick up the base game set for this. Cannot find it anywhere at all. There's not an over abundance of real stores even living near London and the online retailers I would normally try are out across the board of everything except expansions. Was it a limited print run or something or should I expect stock to reappear shortly? Or alternatively can someone point me somewhere reliable where I won't need to mortgage my second kidney to afford it?
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# ? Jan 20, 2013 01:44 |
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Spork o Doom posted:Sat in the UK these days and thought I'd try to pick up the base game set for this. Cannot find it anywhere at all. There's not an over abundance of real stores even living near London and the online retailers I would normally try are out across the board of everything except expansions. I don't know there, but where I am we ran out of stock really quickly, specially during christmas and all that. You should also know that Wave 2 ships are coming next month, which means that your store of choice will get more basics, more wave 1 ships and a few wave 2 ships.
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# ? Jan 20, 2013 17:22 |
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Spork o Doom posted:Sat in the UK these days and thought I'd try to pick up the base game set for this. Cannot find it anywhere at all. There's not an over abundance of real stores even living near London and the online retailers I would normally try are out across the board of everything except expansions. Was about to recommend my LGS as I was sure they had a couple (and they do have an online store)... but I just checked said online store and their stock level reads a big fat 0 Boo.
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# ? Jan 21, 2013 10:33 |
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I've just ordered from Amazon in the UK. They've got stock.
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# ? Jan 21, 2013 10:55 |
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Amazon seems like the only place that gets stocked regularly. My FLGS does a ton of business online and in-store, and the guy there basically told me they don't get restocks from FF until another expansion comes out for things like X-Wing and the LCGs, or occasionally when they happen to actually fill orders. I assume it's because the stuff has to make it to FF by boat, then get distributed from there.
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# ? Jan 21, 2013 13:37 |
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For anyone in the Indianapolis region: one of the game stores here is talking about doing a large scale "trench run" event again.
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# ? Jan 21, 2013 16:13 |
SERPUS posted:For anyone in the Indianapolis region: one of the game stores here is talking about doing a large scale "trench run" event again. Which store? While couldn't play in it, would be fun to watch.
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# ? Jan 22, 2013 01:51 |
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My order from TerrainMat arrived today. This is the space one What do you guys think of it?
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# ? Jan 25, 2013 15:53 |
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Pilgrimski posted:What do you guys think of it? I can't find them on their website, linky? Looks sexy, though. E: Okay, they're all different...that's why I didn't see them. I'm not sure how much I like that, yours looks cool but the banner ad ones look less awesome. Hmm. Slab Squatthrust fucked around with this message at 18:29 on Jan 25, 2013 |
# ? Jan 25, 2013 17:00 |
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It's this one: http://www.terrainmat.com/GalaticMat1.1.html I was a bit surprised when I opened it, but it has grown on me, the yellow fades out to orange across the whole map, it's really very detailed. Each one is unique apparantly. They badly need to expand production though, an 8 week waiting list is pretty severe.
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# ? Jan 25, 2013 17:13 |
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Especially at £30 a go for what amounts to textured fabric. Can you give a bit of a review of it Pilgrimski? It really looks the part, but is it going to last, how well it can be stored, etc? The cost just feels a bit steep to my mind.
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# ? Jan 29, 2013 10:54 |
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I just ordered the core set, and one of all the expansion packs and I'm so eager for them to arrive for this weekend. After reading this thread I also picked up two more packs of the dice on the cheap. How would this game go playing with say, 4 players. I assume so long as you know which ships on your team are yours, it would be fine? Either way, can't wait to play. And even more excited to get the new expansion ships (gotta get dat Millenium Falcon, its sexy.)
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# ? Jan 30, 2013 11:13 |
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# ? May 27, 2024 21:36 |
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tehsid posted:I just ordered the core set, and one of all the expansion packs and I'm so eager for them to arrive for this weekend. After reading this thread I also picked up two more packs of the dice on the cheap.
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# ? Jan 30, 2013 12:06 |