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Darn, I was hoping to use these nice acrylic ion tokens I have.
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# ? Jul 6, 2016 00:52 |
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# ? Jun 5, 2024 09:08 |
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siggy2021 posted:I'm not sure what a reasonable time would be. It looks like you are about 13.5 hours ahead of me if I'm looking at this right. Yeah sure, that should work for me - so that'll be my Sunday evening, right? Unfortunately I'm getting up at 5:30am the following day, but assuming we don't start too late, it should be OK I think
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# ? Jul 6, 2016 00:59 |
Would a pilot ability that increases/decreases the range of a turret, maybe in exchange for lowering the amount of dice be to much? Or hell maybe even too little. TLT at Range 1 but only two dice per shot or ICT at Range 3. Probably some room to play around with it.
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# ? Jul 6, 2016 01:07 |
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Admiral Joeslop posted:Would a pilot ability that increases/decreases the range of a turret, maybe in exchange for lowering the amount of dice be to much? Or hell maybe even too little. Autoblaster turret at range two with accuracy corrector (Other than that - if the ship happens to have a systems slot - it does sound like an interesting ability)
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# ? Jul 6, 2016 01:17 |
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bunnyofdoom posted:Darn, I was hoping to use these nice acrylic ion tokens I have. One word (okay maybe two words), my friend: Conner Nets.
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# ? Jul 6, 2016 01:40 |
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Endman posted:One word (okay maybe two words), my friend: Conner Nets. Don't forget Conner's best friend Sabine.
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# ? Jul 6, 2016 01:42 |
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Blount with Ion Pulse Missiles. So, there's a tournament this weekend in Lawrence that's 150 points with no faction restrictions; astromechs and salvaged astromechs may be interchanged freely; and you must have ships from at least two factions present. So I'm thinking I want to take away all of the defense tokens and dice: Wes Jansen (29) Crack Shot (1) R3-A2 (2) Integrated Astromech (0) Colonel Vessery (35) Veteran Instincts (1) Tractor Beam (1) TIE/D (0) Wedge Antilles (29) Crack Shot (1) R4-B11 (3) Integrated Astromech (0) Corran Horn (35) Fire Control System (2) Marksmanship (3) R2-D2 (4) Shield Upgrade (4) Total: 150 All PS8+, Wes strips tokens and stresses, Vessery feeds off of Corran's target locks to reduce agility for Corran's double tap (which will be done with target lock and superfocus), and Wedge does Wedge things by potentially negating anything the opponent rolls ever.
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# ? Jul 6, 2016 05:42 |
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Is that list's name Isard's Revenge? It's almost (old)canon!
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# ? Jul 6, 2016 07:27 |
Tel with R5-D8 and R2-D2 crew. Jumpmaster with R2 Astromech. Sounds like a fun tournament with lots of broken stuff. Cross faction building is great!
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# ? Jul 6, 2016 07:32 |
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JumpMasters with R2 Astromechs seem completely insane. As do T-70s with Unhinged.
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# ? Jul 6, 2016 07:36 |
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Some Numbers posted:JumpMasters with R2 Astromechs seem completely insane. Yeah Unhinged makes some great options on Rebel Ships, T-70's with green Talon Rolls and E-Wings with green K turns,
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# ? Jul 6, 2016 09:07 |
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Wait, you can play dengaroo with r2d2 on manaroo and r5p9 on dengar? God help you all.
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# ? Jul 6, 2016 15:49 |
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Strobe posted:Blount with Ion Pulse Missiles. Ha theres a same exact style of tournament on the same day up near chicago.
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# ? Jul 6, 2016 17:53 |
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ecureuilmatrix posted:Is that list's name Isard's Revenge? Holy poo poo it totally is, stealing that name immediately.
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# ? Jul 6, 2016 18:02 |
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FFG Event registration posted:PayPal could not be reached, try again or choose a different payment method. jfc this is annoying e:finally got through! I got X-wing. I tried to get Armada as well, but those are both full, too. ee: Welp, looks like the registration that I thought failed actually went through. So, now I am apparently double registered for X-wing. I know, I will go ahead and play on Fri. and Sat. and see if I can make the cut twice lol Finster Dexter fucked around with this message at 20:12 on Jul 6, 2016 |
# ? Jul 6, 2016 20:06 |
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I got into Day 1A. PayPal sure is easy when it chooses to work. Day 1B of X-Wing wasn't full until like 8 minutes after reg opened. Maybe try Armada 1B when signups are up for tomorrow's wave (if that doesn't conflict with your X-Wing day).
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# ? Jul 6, 2016 20:12 |
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Got in for xwangs day2 see you there goons
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# ? Jul 6, 2016 20:17 |
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X wing and Armada day 1 here we come.
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# ? Jul 6, 2016 20:19 |
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Hey speaking of trolling for commissions, CLC I might have a project(two, actually) for you if you're interested
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# ? Jul 6, 2016 23:33 |
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Herux 100-49 vs ZenMastaT I want to share this picture because the end of that game was odd and want to know(for future ref) how it should have been played out. So basically the next 6 turns were Chewie trying to hard 2 right and never making it while IGGY wanted to hard left 1 and never made it thus locking the two in place. The ghost turned / 5kd / came back to bump chewie to have r1 on iggy out of iggys arc which ended up sealing the game. Before ghost got it's shot zen pops internal dampeners after chewie obviously bumped him the fifth time and we just said fck let them both shoot dropping chewie to half. Zen choose the honorable way out and did a 3 straight with 1 hp as the final move. 1) How should that have been ruled? 2) Could zen have gotten outta there? General Battuta Leave me a steam message for when you can/want to play our week2 game! Also if anyone knows his steam name and could send it to me I would appreciate it. Herux fucked around with this message at 04:22 on Jul 7, 2016 |
# ? Jul 7, 2016 04:20 |
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Brunas posted:Hey speaking of trolling for commissions, CLC I might have a project(two, actually) for you if you're interested canyonero posted:I got into Day 1A. PayPal sure is easy when it chooses to work.
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# ? Jul 7, 2016 04:42 |
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Herux posted:
Officially, performing a 0 stop maneuver does not change the fact that those ships are touching, unless the FAQ has changed its stance on that again. Popping Inertial Dampners would not have allowed combat. Zen could not have gotten out of there without Chewie doing a maneuver that cleared. If Chewie bumps, IG isn't going anywhere.
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# ? Jul 7, 2016 04:46 |
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Strobe posted:Officially, performing a 0 stop maneuver does not change the fact that those ships are touching, unless the FAQ has changed its stance on that again. Popping Inertial Dampners would not have allowed combat. Correct. There was a previous FAQ that said 0-stop maneuvers no longer counted it as touching, but that has now reverted to the original "ships are touching" ruling. Note that this is different from the FAQ clarification that says that if ships are parallel and facing the same direction and touching from a previous maneuver, if they perform the same maneuver then they are not considered touching. Both are on page 5.
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# ? Jul 7, 2016 05:10 |
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Chill la Chill posted:Sorry, I don't do commissions. I would lose the passion I have for painting if I ever did. Fair! Now I have to find another good painter with a strong sense of humor though. Rude. You should come to worlds! I'm signed up for 1A. Chill la Chill posted:Correct. There was a previous FAQ that said 0-stop maneuvers no longer counted it as touching, but that has now reverted to the original "ships are touching" ruling. Note that this is different from the FAQ clarification that says that if ships are parallel and facing the same direction and touching from a previous maneuver, if they perform the same maneuver then they are not considered touching. This ruling is dumb. You had me excited saying it changed in the recent FAQ. Boo.
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# ? Jul 7, 2016 05:49 |
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Brunas posted:Fair! Now I have to find another good painter with a strong sense of humor though. Rude. quote:You should come to worlds! I'm signed up for 1A.
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# ? Jul 7, 2016 05:51 |
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Thanks for all the clarification. Was just curious how something like that was handled. I also intentionally tried to pin IG in there to not allow him any more shots, so i'm glad that I did that portion of it right.
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# ? Jul 7, 2016 13:52 |
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Herux posted:Herux 100-49 vs ZenMastaT Stalemate, basically. It's entirely possible to get permanent stalemates with big ships. If you do, you can agree to call the match and highest points wins. On another note, played Cracktor Swarm a bit more yesterday to GREAT success including tabling our local shark for the first time and beating him twice thus doubling the number of times I've beaten him previously (albeit he got terrible dice, mine were about average). It's a very solid list, the only ship I've really had big trouble with to date is Dash. Playing Imp Aces constantly I hadn't quite realised how loving annoying he is to pin down when you don't out-PS him.
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# ? Jul 7, 2016 17:10 |
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So there's a hangar bay tournament this weekend. I'm not able to go, so I'm sending my nephew in my place. He's played maybe a dozen games, but understands the rules pretty well and has fun. He wants to bring a brobots list, and then a list that includes the same ships he has at home. He has TFA Core, TIE Phantom, TIE Advanced, TIE Defender, and Rebel Aces. Keeping the right ships is the important bit, I have pretty much every upgrade card he'd need. With that in mind, here's the imperial list I built. It's at 98 points, and I'm considering swapping out Darth Vader's VI for Juke. That puts me at 99 points, where I'm not guaranteed initiative. I guess if he sees that the other guy has 2 ships that are 100 points then he is still guaranteed initiative when going with the 99 point build. So, Juke or VI? "Whisper" (32) Veteran Instincts (1) Fire-Control System (2) Agent Kallus (2) Advanced Cloaking Device (4) Darth Vader (29) Veteran Instincts (1) Advanced Targeting Computer (1) TIE/x1 (0) "Omega Leader" (21) Juke (2) Comm Relay (3) Total: 98 View in Yet Another Squad Builder Also, what's your favorite brobots build? I'm thinking of sending him with the following: IG-88B (36) Crack Shot (1) Fire-Control System (2) Heavy Laser Cannon (7) Glitterstim (2) Autothrusters (2) IG-2000 (0) IG-88C (36) Crack Shot (1) Fire-Control System (2) Heavy Laser Cannon (7) Glitterstim (2) Autothrusters (2) IG-2000 (0) Total: 100 View in Yet Another Squad Builder
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# ? Jul 7, 2016 17:53 |
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canyoneer posted:So there's a hangar bay tournament this weekend. I'm not able to go, so I'm sending my nephew in my place. He's played maybe a dozen games, but understands the rules pretty well and has fun. Keep VI in the first list. Ideally take a point out somewhere (Intel Agent on Whisper probably) in order to get the 97 point bid - you absolutely do not want to not have the choice of init with Whisper now that Dengar both exists and is popular. Hillbots are my preferred Brobot build, at least in terms of what I have trouble playing againsts. That is, PTL/Sensors/Mangler/Tractor/AT on B and PTL/Sensors/HLC/AT on C.
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# ? Jul 7, 2016 18:02 |
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That's probably the "strongest" Brobots build, but I've had a lot more fun with this build: IG-88B (36) Predator (3) Advanced Sensors (3) Ion Cannon (3) Inertial Dampeners (1) Autothrusters (2) IG-88D (36) Predator (3) Advanced Sensors (3) Heavy Laser Cannon (7) Inertial Dampeners (1) Autothrusters (2) Total: 100 View in Yet Another Squad Builder It's also pretty easy to customize. Replacing Predator with PtL lets you Advanced Sensors, PtL and clear the stress with a green maneuver, which is very strong. Replacing 88D with 88C essentially gives you three Actions per turn and the free evades are pretty cool. I run this list because I like to S-Loop all the time. 88D's 3-Turn S-Loops are really strong and getting extra dice mods off S-Loops is really nice.
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# ? Jul 7, 2016 18:02 |
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Herux posted:2) Could zen have gotten outta there? Looking at it, I'd say that Iggy could have probably done a 1 hard right and cleared the board edge. Not ideal as he'd miss a turn shooting, but better than simply never doing anything again. Then sloop the next turn to get shots again. The 1 turns are very short.
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# ? Jul 7, 2016 18:12 |
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The Gate posted:Looking at it, I'd say that Iggy could have probably done a 1 hard right and cleared the board edge. Not ideal as he'd miss a turn shooting, but better than simply never doing anything again. Then sloop the next turn to get shots again. The 1 turns are very short. Actually yeah, I think that would have worked. For a given value of worked, anyway given that he'd be shot up the arse at close range without any means of responding.
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# ? Jul 7, 2016 18:16 |
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Herux posted:Thanks for all the clarification. Was just curious how something like that was handled. I also intentionally tried to pin IG in there to not allow him any more shots, so i'm glad that I did that portion of it right. The game logic isn't clear on this point so we need the FAQ. I can understand the game logic in calling it touching or not touching either way. I hope that sometime down the road we get a clarification about touching - since the current round of clarifications doesn't logically follow. i.e. the "pair of parallel ships moving the same direction" assumes the status of touching changes from round to round and is reset per round, but the "0 stop" scenario assumes the status of touching does not reset every round. I can kinda see what they are going for since, e.g. if both ships are facing each other, one ship will have had to move and cause a state of touching (but this also doesn't cover that both ships could potentially 0 stop and not touch by the previous game FAQ game logic), but if both ships were facing away from each other or facing the same direction, you could have had a situation where the first ship moves "away" and bumps into another ship, causing touching with the 3rd ship, while the second ship stops and should no longer be touching the 2nd for the same logic that the "pair of parallel ships..." scenario follows.
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# ? Jul 7, 2016 18:16 |
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# ? Jul 7, 2016 19:13 |
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thespaceinvader posted:Actually yeah, I think that would have worked. For a given value of worked, anyway given that he'd be shot up the arse at close range without any means of responding. Hard 1 and boost (if that was C alive) if it would fit to get to range 2, or just focus, the Chewie would have had no action to use for his attack. Hardly ideal, but getting stuck and then murdered by the Ghost is also not ideal.
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# ? Jul 7, 2016 20:36 |
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Hard 1 would have gone off the edge. When a large base ship does a hard 1, it pivots on its nearside corner, and that'd put the front left corner about a quarter inch off the board if that perspective is even halfway possible.
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# ? Jul 7, 2016 20:57 |
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Strobe posted:Hard 1 would have gone off the edge. When a large base ship does a hard 1, it pivots on its nearside corner, and that'd put the front left corner about a quarter inch off the board if that perspective is even halfway possible. Large ships move weirdly on a hard 1, because the turn is smaller than half the large base. The final base position overlaps where it started a tiny bit. It's super hard to tell in TTS though, especially if you're not directly above the ships. The number of times I've landed on something in TTS I thought was clear...
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# ? Jul 7, 2016 21:17 |
A freak storm took out power to a fifth of the city and so the store can't have X-wing tonight. Paging General Battuta or Langolas, if you're available, I'm on Steam now for our games.
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# ? Jul 8, 2016 00:23 |
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Oh wow. So after the recent updates to the x-wing automated game stuff and the list spawner, the game is actually not a pain in the rear end to play on TTS anymore. Aside from the dice thing, it's actually less tedious than vassal now.
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# ? Jul 8, 2016 01:13 |
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# ? Jun 5, 2024 09:08 |
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Speaking of TTS, I got it over the steam sale. I didn't see the tutorial on how to set up Xwing in it in the op, can anyone repost it?
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# ? Jul 8, 2016 01:20 |