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PJOmega
May 5, 2009

Jonas Albrecht posted:

I've been thinking about what to bring to the Assault on Imdaar Alpha. Here's the list I've been using:

Lando Calrissian (50)
YT-1300 (44), Expert Handling (2), Nien Nunb (1), Millennium Falcon (1), Anti-Pursuit Lasers (2)

Rookie Pilot (25)
X-Wing (21), Shield Upgrade (4)

Rookie Pilot (25)
X-Wing (21), Shield Upgrade (4)


It's dumb simple, fly the Falcon into the path of enemy ships while tossing extra actions off to an X-wing. I have moderate success with it, but I'm wondering if there are better things to pair the Falcon with.

Won't you have an issue with your Anti-Pursuit Lasers being on a skill 7?

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Jonas Albrecht
Jun 7, 2012


PJOmega posted:

Won't you have an issue with your Anti-Pursuit Lasers being on a skill 7?

That actually hadn't occurred to me. I've been playing mostly against someone who uses higher pilot skills than that. I can totally see why it might be a waste of points against a wider meta.

PJOmega
May 5, 2009

Jonas Albrecht posted:

That actually hadn't occurred to me. I've been playing mostly against someone who uses higher pilot skills than that. I can totally see why it might be a waste of points against a wider meta.

Fair 'nuff. My meta is a rat nest of 1-3 level generics with the occasional higher unique. Honestly I wish generics lost a point of hull to incentivize flying named pilots.

Shoeless
Sep 2, 2011
So a friend of mine got me to try this with him yesterday, and it was a lot of fun. And then I look online and see that ships are only ~$15, $30 for a big thing like the Falcon/Slave 1. Then I realize places like Amazon and The War Store cut about 25-33% off that. And you generally need ~4 ships to play. Welp. :getin:

Before I go and buy things without a lot of experience, I was fooling around with some of the online list makers, and came up with this. Any comments on this or advice to a new player would be awesome.

Darth Vader (29)
Squad Leader (2)
Engine Upgrade (4)

Rexler Brath (37)
Marksmanship (3)
Shield Upgrade (4)

"Howlrunner" (18)
Stealth Device (3)

Total: 100

Yes I'm aware the Defender isn't out yet but it's my favorite Star Wars fighter and I'm going to get it even if I don't end up using it. Basic idea is have Vader act as support, giving Rexler a Focus action and Howlrunner an Evade action to keep him alive as long as possible. For his actual action, Rexler uses Marksmanship, and with the reroll from Howlrunner the hope is to just get as many damage cards onto the enemy as possible. After the attack, spend a focus to use his ability and turn all the damage cards from that attack face up. If I need to split the squadron, I can have Vader use both of his actions himself to Boost with the engine upgrade and barrel roll, which should be enough to get him out of arc or at least into a favorable position since he's got pretty good pilot skill from what I can see, seems like most enemies will have moved before him. Then Rexler and Howlrunner do their own thing, and the enemy can choose to go after Vader which ideally will be hard to land hits on, or continue after the other two and which lets Vader mess with the enemy unhindered.

So, how much of that isn't going to end up working in practice?

banned from Starbucks
Jul 18, 2004




Jonas Albrecht posted:

I've been thinking about what to bring to the Assault on Imdaar Alpha. Here's the list I've been using:

Lando Calrissian (50)
YT-1300 (44), Expert Handling (2), Nien Nunb (1), Millennium Falcon (1), Anti-Pursuit Lasers (2)

Rookie Pilot (25)
X-Wing (21), Shield Upgrade (4)

Rookie Pilot (25)
X-Wing (21), Shield Upgrade (4)


It's dumb simple, fly the Falcon into the path of enemy ships while tossing extra actions off to an X-wing. I have moderate success with it, but I'm wondering if there are better things to pair the Falcon with.


Instead of Rookies with shield for the same amount you can take Blues with Ad Sensors. Or if you dont have two Ad Sensor cards Fire Control System is fine too. I like Lando but in a 3 ship Falcon list I dont find him better than Han or Chewy. His abilities range 1 limitation can be a pain in the rear end mid-late game. MF title is good when paired with PTL or other action passing ships but taking it with Expert Handling means you're gonna have a lot of unmodified attacks if you're alternating between those two actions.

I personally like the following for Falcon + 2 escort type lists

Chewy
-Gunner
-Nien Nunb
-Expert Handling

Blue
-Adsensors
Blue
-Adsensors

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
One of the big things I can think of I'd that you won't really have enough red dice outgoing to kill rebels fast enought. In a situation where you have equal numbers to a Rebel squad, it can get a bit hairy because Rebel ships usually have a ton of red dice and shields to compensate for their lower agility. Only the Defender is pretty analogous to the rebel ships like the X-Wing, and even then it's got a really unique movement dial which may or may not work with the rest of your squad. You need to keep Vader and Howlrunner out of firing arcs to keep them alive, you don't have the numbers to be careless.

Overall I think it's a pretty neat little squad, all the pilots are fairly solid choices but I'm not too sure how well it work or how easy it would be to play, as I have not had enough experience with the Defender to judge it.

banned from Starbucks
Jul 18, 2004




Shoeless posted:


So, how much of that isn't going to end up working in practice?

You're gonna find Howlrunner with only 2 ships to buff to generally be a waste of points.

Shoeless
Sep 2, 2011

Leo Showers posted:

One of the big things I can think of I'd that you won't really have enough red dice outgoing to kill rebels fast enought. In a situation where you have equal numbers to a Rebel squad, it can get a bit hairy because Rebel ships usually have a ton of red dice and shields to compensate for their lower agility. Only the Defender is pretty analogous to the rebel ships like the X-Wing, and even then it's got a really unique movement dial which may or may not work with the rest of your squad. You need to keep Vader and Howlrunner out of firing arcs to keep them alive, you don't have the numbers to be careless.

Overall I think it's a pretty neat little squad, all the pilots are fairly solid choices but I'm not too sure how well it work or how easy it would be to play, as I have not had enough experience with the Defender to judge it.

Thanks for the feedback. I suppose we can do some test battles with stand-ins and see how it goes. You're absolutely right, I didn't really consider that all three ships have different movement dials and options. They do all have a K-4 move option, which for Howlrunner and Vader is red which especially for Vader with Squad Leader is something I'd want to avoid, I figure, though I suppose he can split and take a turn to cool down. I swear ever since his wife died he's just been so stressed.

As for damage, yeah, I'm definitely lacking in attack dice at 7 against what would be 12 with a 4 X-wing rebel force or something similar. I'm hoping that Howlrunner's reroll and use of Marksman and Rexler's ability will get enough damage cards and Direct Hit crits to take down an enemy a turn, but I definitely need to actually play it out and see how it works in practice.


zVxTeflon posted:

You're gonna find Howlrunner with only 2 ships to buff to generally be a waste of points.

Any suggestions on what other ship to take in his place?

banned from Starbucks
Jul 18, 2004




Shoeless posted:

Any suggestions on what other ship to take in his place?

Ditch Marksmanship on Brath (you dont really need a talent that generates crits when his ability does that naturally) and use the points from that and howlrunner to take a PTL Saber.

edit: possibly ditch Engine on vader (if hes Braths wingman he doesnt need engine) and use those 4 to upgrade your PTL saber to a PTL Royal guard with stealth or hull

banned from Starbucks fucked around with this message at 09:05 on Apr 29, 2014

KTS
Jun 22, 2004

I wax my rocket every day!

Bad Moon posted:

I know not everybody comes at it this way, but coming from Warhammer that doesn't seem too much of a cost.

Yeah, that's the truth. I'm an ex 40k player, and I just sold a bunch of magic cards cause I can't make most magic events at my lgs with the baby & work schedules, but I can make x-wing night so bought into this. Without even playing a game I have so far bought:
2 x Core
2 x X-Wing
2 x A-Wing
2 x Y-Wing
2 x B-Wing
2 x Falcon
1 x HWK
2 x TIE Fighter
1 x TIE Advanced
2 x TIE Interceptor
2 x TIE Bomber
1 x Slave 1
1 x Lambda Shuttle
I'll be buying at least 2ea of the wave 4 ships as well. Getting the sweet sweet magic moneys helped ease the pain of buying everything in one hit, but it's nothing compared to what I've spent on 40k or magic over the years.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

zVxTeflon posted:

You're gonna find Howlrunner with only 2 ships to buff to generally be a waste of points.

I was phone posting before, but this is the other thing. I meant that all the pilots look solid, but jamming them all in a single squad may prove unwise (from a competitive standpoint). At the end of the day, if you are playing for funsy then take whatever. I sometimes take wacky and stupid poo poo because I enjoy having fun, and I have a loving huge hard on for Interceptors so I'm pretty bummed that you didn't take one.

e: If you wanted to run a list *now*, get the TIE Adv x1 and Imperial Aces. That'll net you 2x 'Elite' Interceptors and Darth Vader (Maarek Stele but he's a bit :negative:). By 'Elite' I mean you can't run them as PS1 mooks trundling along in a large blob by Interceptor standards, you'll be running PS4 at a minimum, thankfully I believe the Saber SQ. Pilots are rated as one of th better options for Interceptors.

Recoome fucked around with this message at 12:51 on Apr 29, 2014

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

PJOmega posted:

Fair 'nuff. My meta is a rat nest of 1-3 level generics with the occasional higher unique. Honestly I wish generics lost a point of hull to incentivize flying named pilots.

Literal plot armor. I like it.

Also what do you guys think about a list like this. It's a modification of one posted earlier:

Biggs Darklighter + R2D2 + Shield Upgrade (33)
Ten Numb (31)
Etahn A'baht + Shield Upgrade (36)

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Beer4TheBeerGod posted:

Literal plot armor. I like it.

Also what do you guys think about a list like this. It's a modification of one posted earlier:

Biggs Darklighter + R2D2 + Shield Upgrade (33)
Ten Numb (31)
Etahn A'baht + Shield Upgrade (36)

I hate the idea, seeing as TIE's already get blasted pretty easily.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Leo Showers posted:

I hate the idea, seeing as TIE's already get blasted pretty easily.

So you're saying it's overkill?

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Beer4TheBeerGod posted:

So you're saying it's overkill?

The loss of fully 1/3rd of the total HP of a ship which relies of agility dice, which stastically speaking is worse than the attack dice, is a pretty crushing blow. It probably won't affect the X-Wing that much because it's got shields and it's more firepower orientated.

As-is I think it's really well balanced, sure there are 'better' builds and 'poorer' ship choices but overall there are tradeoffs to consider when deciding to take generics or named pilots.

smashthedean
Jul 10, 2006

Don't let dogs get any part of fish.

Shoeless posted:

Darth Vader (29)
Squad Leader (2)
Engine Upgrade (4)

Rexler Brath (37)
Marksmanship (3)
Shield Upgrade (4)

"Howlrunner" (18)
Stealth Device (3)

Total: 100

If you're looking to run a TIE Defender and want more of an elite list than a swarm, I've had a lot of success so far running/dialproxying:

[35] Soontir Fel + Push the Limit + Royal Guard TIE + Stealth Device + Targeting Computer
[35] Carnor Jax + Push the Limit + Royal Guard TIE + Stealth Device + Hull Upgrade
[30] Delta Squadron Pilot

You can sub Carnor Jax for another elite pilot like Turr Phennir or Vader, but I think Jax is the way to go as I really don't like Vader's mere two attack dice and Jax's pilot skill is a little more versatile than Turr's. Alternately if you really want to go Defender crazy you could put in Colonel Vessery or another Delta with room for upgrades (I'd recommend Stealth on both and drop Soontir's computer). The important thing though is never sub Soontir Fel for anything.

Shoeless
Sep 2, 2011
Thanks for the continued advice!


Leo Showers posted:

I was phone posting before, but this is the other thing. I meant that all the pilots look solid, but jamming them all in a single squad may prove unwise (from a competitive standpoint). At the end of the day, if you are playing for funsy then take whatever. I sometimes take wacky and stupid poo poo because I enjoy having fun, and I have a loving huge hard on for Interceptors so I'm pretty bummed that you didn't take one.

e: If you wanted to run a list *now*, get the TIE Adv x1 and Imperial Aces. That'll net you 2x 'Elite' Interceptors and Darth Vader (Maarek Stele but he's a bit :negative:). By 'Elite' I mean you can't run them as PS1 mooks trundling along in a large blob by Interceptor standards, you'll be running PS4 at a minimum, thankfully I believe the Saber SQ. Pilots are rated as one of th better options for Interceptors.

Wait, having fun? I thought you weren't allowed to do that while playing minis wargames! 40k lied to me! But yes, I think I'm seeing that as much as I like the idea of synergy between cheerleader Vader and Rexler, they're too expensive to put together in a 100 point list. If my friend and I go for something bigger sometime I may cobble something together, but seems like them taking ~75% of my points by themselves is a very steep investment.


smashthedean posted:

If you're looking to run a TIE Defender and want more of an elite list than a swarm, I've had a lot of success so far running/dialproxying:

[35] Soontir Fel + Push the Limit + Royal Guard TIE + Stealth Device + Targeting Computer
[35] Carnor Jax + Push the Limit + Royal Guard TIE + Stealth Device + Hull Upgrade
[30] Delta Squadron Pilot

You can sub Carnor Jax for another elite pilot like Turr Phennir or Vader, but I think Jax is the way to go as I really don't like Vader's mere two attack dice and Jax's pilot skill is a little more versatile than Turr's. Alternately if you really want to go Defender crazy you could put in Colonel Vessery or another Delta with room for upgrades (I'd recommend Stealth on both and drop Soontir's computer). The important thing though is never sub Soontir Fel for anything.

Hrm, can you give me an idea of how this force works? And I'd probably try to find a way to upgrade the Delta Pilot to Vessery, if only because it's a gosh darned Defender, they don't hand those out to folks fresh out of the sims and seeing pilot skill 1 on it kinda bugs me.

midge
Mar 15, 2004

World's finest snatch.

KTS posted:

Yeah, that's the truth. I'm an ex 40k player, and I just sold a bunch of magic cards cause I can't make most magic events at my lgs with the baby & work schedules, but I can make x-wing night so bought into this. Without even playing a game I have so far bought:
2 x Core
2 x X-Wing
2 x A-Wing
2 x Y-Wing
2 x B-Wing
2 x Falcon
1 x HWK
2 x TIE Fighter
1 x TIE Advanced
2 x TIE Interceptor
2 x TIE Bomber
1 x Slave 1
1 x Lambda Shuttle
I'll be buying at least 2ea of the wave 4 ships as well. Getting the sweet sweet magic moneys helped ease the pain of buying everything in one hit, but it's nothing compared to what I've spent on 40k or magic over the years.

Yep. I sank about $200 into this game without even playing it too. Compared to other table top games it's pretty cheap. The place I was didn't have A-Wings, Y-Wings or Tie Interceptors though :(

midge fucked around with this message at 19:17 on Apr 29, 2014

Fetterkey
May 5, 2013

Even without the events of forty years ago, I think man would still be a creature that fears the dark.

PJOmega posted:

Oh gods yes, compared to Warhammer and Warhammer 40k it is chump change. That said, I'm sure FFG would prefer it to be open to people beyond the typical wargamers.

Coming from 40k, I was actually dissatisfied with X-Wing prices for quite a while, because 15 bucks for a single noncustomizable model seemed like a bad value proposition relative to 10 customizable models for 35 bucks. If you're into the modeling and painting aspect of miniatures, X-Wing seems like a pretty terrible deal.

The shift for me came when I stopped seeing X-Wing stuff as miniatures but rather as game elements. In that sense it's a much better deal than 40k, because four ships could be an entire army; while 40k gives you more models for your buck, you also need far more models to actually play the game at normal points levels.

Shoeless
Sep 2, 2011

Fetterkey posted:

Coming from 40k, I was actually dissatisfied with X-Wing prices for quite a while, because 15 bucks for a single noncustomizable model seemed like a bad value proposition relative to 10 customizable models for 35 bucks. If you're into the modeling and painting aspect of miniatures, X-Wing seems like a pretty terrible deal.

The shift for me came when I stopped seeing X-Wing stuff as miniatures but rather as game elements. In that sense it's a much better deal than 40k, because four ships could be an entire army; while 40k gives you more models for your buck, you also need far more models to actually play the game at normal points levels.

This is how I saw it myself. Having played a bit of 40k years and years ago, looking around at the prices for X-wing, once you realize that you only really need 3-5 ships for a solid force the prices seem a lot more reasonable. And if you are into scratchbuilding of course you can still do your own builds, I'd imagine. I'm not saying you should go out and do a to-scale Star Destroyer, but... actually no, that would be pretty awesome, someone should get on that. Yes I realize that at this scale a SD would be huge, I stand by my convictions.

Carteret
Nov 10, 2012


As much as i wish for a Star Destroyer, even using the new epic scale 1/500, the Imperial Star Destroyer would still be almost 10.5 feet long :eyepop:

MrBims
Sep 25, 2007

by Ralp
X-Wing absolutely trashes 40k in model value for me for the simple fact that you aren't going to make any mistake that will cost you money or make you have to do a lot of confusing proxies. You buy your first 40k army, build your list based off of maybe one or two beginner matches that might have been full of mistakes, and then whoops, you aren't actually getting any use out of those weapon options that you glued on. Or, as famously happened with Tyranids, a new codex comes out that completely invalidates your army and you have to start breaking wings and weapons off to make your models legal again.

When you buy an X-Wing model, you don't have to start considering opportunity costs about which outfitting you want to be forced into and then throwing all the others into a bit-box to never be used - you are getting all the various permutations of that model to play whenever you want to play it. You aren't getting one tie interceptor, you are getting the ability to take like 20 different viable combinations that will be represented by that interceptor at any time.

smashthedean
Jul 10, 2006

Don't let dogs get any part of fish.

Shoeless posted:

Hrm, can you give me an idea of how this force works? And I'd probably try to find a way to upgrade the Delta Pilot to Vessery, if only because it's a gosh darned Defender, they don't hand those out to folks fresh out of the sims and seeing pilot skill 1 on it kinda bugs me.

Typically the Defender goes up the middle and starts K-Turning back and forth as soon as he's able to while flanked by the Interceptors who do their darndest to stay out of firing arcs and lay on the hurt. The Defender is durable enough to take a few hits and ends up being safe a lot of the time anyway due to ending up behind people with the K-Turns so often. I try not to spread out too much as being able to focus fire a single target is still the best way to thin the enemy ranks, but sometimes the Defender will be off on his own a little while the aces pick off high-priority targets. Also, I really prefer the PS 1 Defenders as, aside from being cheapest, the ability to move and K-Turn first and know 100% yes or no that you'll be able to pull off the maneuver is really nice. With the ship's high durability and ability to flip out of firing arcs, shooting last hardly ever comes into play. I guess I don't look at the PS 1 guys as lesser pilots in this case, just guys who know the strength of their ship lies in moving first and don't care about shooting last.

banned from Starbucks
Jul 18, 2004




MrBims posted:

X-Wing absolutely trashes 40k in model value for me for the simple fact that you aren't going to make any mistake that will cost you money or make you have to do a lot of confusing proxies. You buy your first 40k army, build your list based off of maybe one or two beginner matches that might have been full of mistakes, and then whoops, you aren't actually getting any use out of those weapon options that you glued on. Or, as famously happened with Tyranids, a new codex comes out that completely invalidates your army and you have to start breaking wings and weapons off to make your models legal again.

I had a bunch of space marines but never ended up actually playing the game. I just glued on a bunch of weapons grenades and whatever poo poo they put on the sprue onto the guys. I wouldnt be able to use those models unless the list I built specifically had all the poo poo I glued on?

Shoeless
Sep 2, 2011

Carteret posted:

As much as i wish for a Star Destroyer, even using the new epic scale 1/500, the Imperial Star Destroyer would still be almost 10.5 feet long :eyepop:

I'm okay with this. How awesome would that be, you know? Playing on a 1/500 or even to scale with X-wing 1/270 Star Destroyer, that essentially being the playing field with just all sorts of nice eye candy. Not to mention the hull defense lasers studding the thing, heh heh heh....

smashthedean posted:

Also, I really prefer the PS 1 Defenders as, aside from being cheapest, the ability to move and K-Turn first and know 100% yes or no that you'll be able to pull off the maneuver is really nice. With the ship's high durability and ability to flip out of firing arcs, shooting last hardly ever comes into play. I guess I don't look at the PS 1 guys as lesser pilots in this case, just guys who know the strength of their ship lies in moving first and don't care about shooting last.

Can you elaborate a bit on what you mean by being able to know 100% yes or no to being able to pull off a K-turn? I guess it's nice to be able to go first and do it and not worry about crashing into anything if you're being tailed/the space in front of you is clear. But if you're on the enemy's tail then he's in front of you, and going first might mean that if you do a K-turn you may end up hitting him. Though I guess that's up to you to know that you're going to go first and not to use a maneuver that would crash you, hrmm... Definitely need to get more games under my belt.

Though what do you mean about flipping out of firing arcs? The K-turn doesn't get you any more out of a firing arc than a normal move forward, does it? Not on the turn you use it anyway. Or did you mean the barrel roll?

Shoeless fucked around with this message at 21:50 on Apr 29, 2014

Fetterkey
May 5, 2013

Even without the events of forty years ago, I think man would still be a creature that fears the dark.

Shoeless posted:

Can you elaborate a bit on what you mean by being able to know 100% yes or no to being able to pull off a K-turn? I guess it's nice to be able to go first and do it and not worry about crashing into anything if you're being tailed/the space in front of you is clear. But if you're on the enemy's tail then he's in front of you, and going first might mean that if you do a K-turn you may end up hitting him. Though I guess that's up to you to know that you're going to go first and not to use a maneuver that would crash you, hrmm... Definitely need to get more games under my belt.

K-turns are risky against potential blockers. If you're moving first, you know that the enemy isn't going to block you, so you'll be fine as long as you can judge distance correctly. This is one of the reasons Advanced Sensors is so good on a B-Wing-- the B-Wing's short K-turn is very vulnerable to being blocked, but with Sensors you can barrel roll prior to moving to mitigate this weakness.

Talkie Toaster
Jan 23, 2006
May contain carcinogens

zVxTeflon posted:

I had a bunch of space marines but never ended up actually playing the game. I just glued on a bunch of weapons grenades and whatever poo poo they put on the sprue onto the guys. I wouldnt be able to use those models unless the list I built specifically had all the poo poo I glued on?
For important stuff like heavy weapons, yeah. If you see a squad equipped with anti-tank weapons, send infantry to deal with them and whoops it turns out that they were actually anti-infantry then it makes a real difference. If there's a substantial visual difference that you'd associate with different performance, it should be accurate for pick-up games. You wouldn't expect to turn up to an X-Wing tourney where someone was proxying As as Bs.

MrBims
Sep 25, 2007

by Ralp

zVxTeflon posted:

I had a bunch of space marines but never ended up actually playing the game. I just glued on a bunch of weapons grenades and whatever poo poo they put on the sprue onto the guys. I wouldnt be able to use those models unless the list I built specifically had all the poo poo I glued on?

The majority of stuff you get on the sprue beyond a requisite head-body-arms-legs is going to be equipment that has specific costs and statistics applied to it. You can buy a sprue for a commander guy and he will have maybe 3 different pistols, a sword, a hammer, a shield, two claw weapons, a few rifle-size weapons, etc., and that is all stuff that is going to markedly change how the model is used in play, like pilot and upgrade cards here. When you and I set our 30-200 model armies down on the table, I'm going to want to know what the capabilities of your stuff is at a glance, and the visual distinctiveness of the equipment and weapons is how that is done. When you want to treat your flame-thrower equipped model as actually having a missile launcher, you'll have to point that out and it is something we both have to keep track of as being different from what it would normally be. And tournaments flat-out aren't going to allow doing that.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Star Wars: X-Wing Miniatures Game is about being a better game than 40K

Corbeau
Sep 13, 2010

Jack of All Trades
I like X-Wing, but seriously... anything comes out looking good when you compare it to 40k.

PJOmega
May 5, 2009

Corbeau posted:

I like X-Wing, but seriously... anything comes out looking good when you compare it to 40k.

I used to play WH40K, but meth is soooo much cheaper.

TouchToneDialing
Jul 21, 2006

I never get why its still so popular. So many games do the same thing but much much better. I guess once you've sunk so much money into it, its hard to jump ship.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
I don't know why, but we should ask be glad it is, since there's no way to keep a gaming store open without the abusive business models of Warhammer and/or Magic.

Its Rinaldo
Aug 13, 2010

CODS BINCH

TouchToneDialing posted:

I never get why its still so popular. So many games do the same thing but much much better. I guess once you've sunk so much money into it, its hard to jump ship.

Even just six years ago it was more or less the only game in town. Now there are a poo poo ton of games with better pricing, cheaper starting, and good models.

Shoeless
Sep 2, 2011

TouchToneDialing posted:

I never get why its still so popular. So many games do the same thing but much much better. I guess once you've sunk so much money into it, its hard to jump ship.

Because years ago, as it was getting big, home computers and certainly the internet weren't as widespread or prosperous. Lack of information on better alternatives meant that the game with the big store presence, 40k/fantasy/other GW stuff was what people played. You generally wanted to get into a game that there was a supply of, and that other people around would be playing too. That's why 40k is still going, though it does seem to be reporting some sales drops over the past bit; even though there's better games out there, if you can't get anyone interested in playing it then there's not much point in buying it.

I think that as time goes on and more and more new people grow and get into the wargame/minis hobby with access to the internet and a better picture of what options they have for games to play, and more and more of the older 40k diehards and people who are continuing to play because of sunk cost fallacy finally leave or get fed up as well and open up to other games, we're going to see people going for other games, and that's gonna hit GW hard.

And there's also 3D printing which I think is going to be big-ish. It's got a ways to go, but I'll be surprised if in ~2025 most people in the minis wargaming hobby don't have their own 3D printer that they use to make their own models.

midge
Mar 15, 2004

World's finest snatch.

Shoeless posted:

Because years ago, as it was getting big, home computers and certainly the internet weren't as widespread or prosperous. Lack of information on better alternatives meant that the game with the big store presence, 40k/fantasy/other GW stuff was what people played. You generally wanted to get into a game that there was a supply of, and that other people around would be playing too. That's why 40k is still going, though it does seem to be reporting some sales drops over the past bit; even though there's better games out there, if you can't get anyone interested in playing it then there's not much point in buying it.

I think that as time goes on and more and more new people grow and get into the wargame/minis hobby with access to the internet and a better picture of what options they have for games to play, and more and more of the older 40k diehards and people who are continuing to play because of sunk cost fallacy finally leave or get fed up as well and open up to other games, we're going to see people going for other games, and that's gonna hit GW hard.

And there's also 3D printing which I think is going to be big-ish. It's got a ways to go, but I'll be surprised if in ~2025 most people in the minis wargaming hobby don't have their own 3D printer that they use to make their own models.

Let's not also forget that Games Workshop stores present themselves as a community. The events they host really help nerdy, shy people with low self esteem meet other people and that keeps people in the fan base. We all like to complain about them now, but during the 80's they built much of the fan base that allowed other companies to get into the business. They made loving great games; Heroquest, Space Hulk/Crusade, Blood Bowl, Talisman, Man O War, Dark Future, Necromunda. As a guy born in the UK and growing up in the 80s and early 90s I strongly believe this hobby would be nowhere near as advanced if it wasn't for that company.

It really pains me to see the company they turned into over the years, but who can blame them really?

midge fucked around with this message at 02:53 on Apr 30, 2014

Shoeless
Sep 2, 2011

midge posted:

Let's not also forget that Games Workshop stores present themselves as a community. The events they host really help nerdy, shy people with low self esteem meet other people and that keeps people in the fan base. We all like to complain about them now, but during the 80's they built much of the fan base that allowed other companies to get into the business. They made loving great games; Heroquest, Space Hulk/Crusade, Blood Bowl, Talisman, Man O War, Dark Future, Necromunda. As a guy born in the UK and growing up in the 80s and early 90s I strongly believe this hobby would be nowhere near as advanced if it wasn't for that company.

It really pains me to see the company they turned into over the years, but who can blame them really?

Oh, I am with you on that. I suppose I meant from ~2000 to present. Let us not forget, GW once was making and supporting Epic and Battlefleet Gothic and all kinds of other fun stuff. Like you say, it's just that seeing what they've become is a shame. I'm definitely not trying to shame GW or say that it was all evil all along forever and it was intentionally working its insidious tendrils into minis gamers. I'm just saying, they had and still do have a huge presence in the market, and they had a really nice game, many really nice games in fact. And that, compounded with the other stuff I mentioned before, is why there's still so many people playing it, even when you can fairly easily look and see that there's better wargames out there than 40k.

Val Helmethead
Apr 24, 2009

Pittsburgh is stored in the balls.

With the transport (almost) in my hands, I tried out a Starfighters of Adumar list.

Wedge Antilles - 29
Opportunist - 4
R2 Astromech - 1
Total - 34

Wes Janson - 29
Veteran Instincts - 1
Flichette Torps - 2
Total - 32

Tycho Celchu - 26
Push The Limit - 3
Assault Missile - 5
Total - 34

Hobbie - Left Home

Wes shoots first, stripping a target for Wedge. Wedge makes sure it is dead. Tycho flies a flanking route, and has Assault Missiles to break up or hurt a swarm. Flichettes... I could probably drop those, but for what?

Veritek83
Jul 7, 2008

The Irish can't drink. What you always have to remember with the Irish is they get mean. Virtually every Irish I've known gets mean when he drinks.
I'm really interested to see how Flechettes play out. 2 points is kind of tough with Xs and As, I think. Maybe drop the R2 off Wedge and get an R2-F2 on either Wedge or Wes?

Regarding 40k v. X-Wing, I (finally) got fed up with the latest edition of 40K and got into X-Wing as a something like sci-fi minis methadone. It really is great to be able to drop less than $200 and have a competitive set of minis- and not only competitive, but flexible.

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pbpancho
Feb 17, 2004
-=International Sales=-

Val Helmethead posted:

With the transport (almost) in my hands, I tried out a Starfighters of Adumar list.

Wedge Antilles - 29
Opportunist - 4
R2 Astromech - 1
Total - 34

Wes Janson - 29
Veteran Instincts - 1
Flichette Torps - 2
Total - 32

Tycho Celchu - 26
Push The Limit - 3
Assault Missile - 5
Total - 34

Hobbie - Left Home

Wes shoots first, stripping a target for Wedge. Wedge makes sure it is dead. Tycho flies a flanking route, and has Assault Missiles to break up or hurt a swarm. Flichettes... I could probably drop those, but for what?

A friend ran the wedge and Wes combo with both jan, and then Biggs, and it got torn up by my XXBB. Granted with good enough rolls it could work, but three elites is just a huge risk in competition. It's very unlikely that wedge survives the first round of shooting without Biggs.

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