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Admiral Joeslop posted:You can only spend one evade per attack I forgot about that. It's even worse.
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# ? Mar 18, 2017 00:31 |
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# ? Jun 5, 2024 04:25 |
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First try with Boosk Ketsu, drat. It murders small ships. Got a double tractor Fearless Bossk shot off.
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# ? Mar 18, 2017 01:11 |
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Acebuckeye13 posted:Of the Rebel ships, the only one I'd argue against is the U-Wing. Not that it's bad, mind you, but it's not nearly as good as the other ships you're considering. I'll probably wait on it then and get the 2400 probably. I will probably get it eventually, because I really want Rex crew, because Rex + Gunner on a falcon with a generic pilot is hilarious and would be fun for tournaments. I could also join the dark side and get a Y-wing. It's tempting because it's a different play-style of rebel ship, and it's from the OT, but I might have mentioned, TLTs are the one meta I really hate. I've also realized there are some more practical things I want (a new microphone that's better than this 80s-90s piece of crap I use), so I might get that instead. Thanks for the feedback y'all
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# ? Mar 18, 2017 02:24 |
Foolster41 posted:I'll probably wait on it then and get the 2400 probably. I will probably get it eventually, because I really want Rex crew, because Rex + Gunner on a falcon with a generic pilot is hilarious and would be fun for tournaments. Regarding that Genesis Red infinite loop combo: Is there an "infinite loop" rule in X-Wing the way there is for FFG's various card games? For those that aren't aware, there is a rule for their card games that says if you hit an infinite loop, you just pick how many cycles that loop goes through, then continue on. If there's no such rule in X-Wing, you could technically do something like: Play the game normally, taking care not to trigger the loop Once you're ahead on points, trigger the loop Declare yourself the winner since there's no rule to say you can shortcut the loop. Reminds me of that Warhammer 40k story where some dude liked to hold his entire army in reserve, so a guy placed his army so it was impossible for the other guy to bring them in as reinforcements: http://imgur.com/gallery/V0gND
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# ? Mar 18, 2017 02:52 |
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Except that any reasonable TO is just gonna say, do it until you run out of physical tokens to assign to the model and if it takes too long you'll be DQed for slow play.
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# ? Mar 18, 2017 03:33 |
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Slandible posted:First try with Boosk Ketsu, drat. It murders small ships. Got a double tractor Fearless Bossk shot off. I really hope Kylo doesn't get too common because Kylo really fucks this up. What's your build? Mine's still a little in flux but currently looking something like this: Ketsu Onyo (38) Push the Limit (3) Dengar (3) Engine Upgrade (4) Shadow Caster (3) Bossk (35) Rage (1) Cluster Missiles (4) K4 Security Droid (3) Gunner (5) Inspiring Recruit (1) Guidance Chips (0) Total: 100 View in Yet Another Squad Builder Cluster Missiles on Bossk are great.
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# ? Mar 18, 2017 09:06 |
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So, I'm considering reviving the x-wing risk game I ran here last year. I'm going to wait until more info on the C-ROC is revealed though, so all 3 factions have huge ships. Also in the meantime, I feel like there's a bunch of things that I need to rework in the rules. So I thought I'd ask this here ahead of time, and see if people would be interested before I go ahead. A heads up This would be a long term (months probably) campaign -Does these rules make sense? -Any problems from the last run that I can make this go smoother? Things left unclear in the rules? -Any things that were confusing? (A player was confused about number of attacks you could do per turn, which is maybe the rules be unclear) -Should the huge ship requirement be every 1,000 points instead of 600? -Is the requirement too annoying? (I really want to have huge ships, but no one's going to buy them without this rule) -Should we do the bulk start up (starting color areas) or the pick method more like Risk? (The later will take a little longer, but perhaps make this more evenly sized for each player) -Any other thoughts?
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# ? Mar 18, 2017 22:30 |
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Unique pilots getting removed from that player's availability if shot down means you're going to end up with a sea of generics and nobody wants that. I'd say that if they're shot down you have to rebuy them and must wait at least one turn without buying them to buy them again.
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# ? Mar 18, 2017 22:40 |
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Strobe posted:Unique pilots getting removed from that player's availability if shot down means you're going to end up with a sea of generics and nobody wants that. I'd say that if they're shot down you have to rebuy them and must wait at least one turn without buying them to buy them again. Yeah, just say they're in the bacta tanks for a turn or something.
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# ? Mar 18, 2017 23:09 |
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Strobe posted:Unique pilots getting removed from that player's availability if shot down means you're going to end up with a sea of generics and nobody wants that. I'd say that if they're shot down you have to rebuy them and must wait at least one turn without buying them to buy them again. Fair point I guess. There are a lot of unique though (looking at rebels it's a ratio of 3 uniques for every 1 nameless) , and I like the idea of the loss in war of having the named pilots whittled down across the course of the entire conflict. Maybe they get one "escape" and come back the next round the first time, but are eliminated the second time.
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# ? Mar 19, 2017 01:23 |
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In a game where it was so easy to lose them, maybe, but X-wing games are going to average something like 75% attrition on both sides.
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# ? Mar 19, 2017 01:37 |
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You could have it be based on a die roll, so that there is a risk of death (and you want to keep your pilots safe), but without an absurd no-one-lasts-more-than-three-battles attrition rate. e.g. roll one attack die, a blank/eye means they get picked up by a friendly ship and can be re-purchased as normal, a hit means they're lost for a bit and can't be re-bought until X rounds later, a crit means they're perma-dead. Roll separately for every named person if there's unique crew on a ship.
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# ? Mar 19, 2017 02:16 |
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Modified Aturi Cluster roll. 2 dice for defending, 3 dice for attacking. Each hit is a round they have to miss, roll one crit and they lose most expensive upgrade (dead if no upgrade), roll 2+ and they're gone.
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# ? Mar 19, 2017 02:24 |
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Strobe posted:Modified Aturi Cluster roll. 2 dice for defending, 3 dice for attacking. Each hit is a round they have to miss, roll one crit and they lose most expensive upgrade (dead if no upgrade), roll 2+ and they're gone. So wait, the player whose character is dying rolls 2 greens and the other player rolls 3 reds? And then you can cancel as per normal?
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# ? Mar 19, 2017 02:45 |
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No. If you character was shot down while you were defending a territory, you roll 2 red dice. If your character was shot down while you were attacking a territory, you roll 3 red dice. Though that idea is also interesting.
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# ? Mar 19, 2017 02:48 |
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The loving US is such a rip off for shipping. Trying to magnetize my collection and ordered about $30 bucks of magnets and multiple places wanted to charge between 100-190 for shipping alone to Australia. Ordered the same amount from greenstuff world in spain and am paying 10 bux for even faster shipping.
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# ? Mar 19, 2017 03:01 |
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Strobe posted:No. If you character was shot down while you were defending a territory, you roll 2 red dice. If your character was shot down while you were attacking a territory, you roll 3 red dice. Oh, ok, that also works. Raged posted:The loving US is such a rip off for shipping. Trying to magnetize my collection and ordered about $30 bucks of magnets and multiple places wanted to charge between 100-190 for shipping alone to Australia. Ordered the same amount from greenstuff world in spain and am paying 10 bux for even faster shipping. We have to pay for our freedom somehow!!
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# ? Mar 19, 2017 03:31 |
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Some Numbers posted:We have to pay for our freedom somehow!! Or we don't know how other countries work. Actually I would guess that's pretty close to the truth. US-based e-commerce businesses probably do at least 90% of their business within the country. I bet Spain-based ones are closer to 50%.
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# ? Mar 19, 2017 03:41 |
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Strobe posted:No. If you character was shot down while you were defending a territory, you roll 2 red dice. If your character was shot down while you were attacking a territory, you roll 3 red dice. IDK if I like adding an element of randomness to it, though I suppose you are still having to pay for that unit again if you do get to "keep" them (plus re-buying their upgrades).
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# ? Mar 19, 2017 04:15 |
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Make a injury roll/table with said pilot being out for multiple games with a particularly bad roll being death.
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# ? Mar 19, 2017 05:08 |
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tankfish posted:Make a injury roll/table with said pilot being out for multiple games with a particularly bad roll being death. Now I know this suggestion is not supposed to be serious (right?). I want this to still be x-wing, not Warhams.
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# ? Mar 19, 2017 06:59 |
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Make a rule where once a pilot is out 2 games in a row, he's permanently out. So when a pilot is out once, the player has to choose. If the pilot is a key element of his list, does he risk it for the next game? Or does he play it safe, but is forced to play something new? Both ways make the player exercise an interesting choice without being so random.
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# ? Mar 19, 2017 07:05 |
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Maybe assign the pilot a critical hit effect for one game? Not the actual damage card, just the effect.
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# ? Mar 19, 2017 15:58 |
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Foolster41 posted:Now I know this suggestion is not supposed to be serious (right?). I want this to still be x-wing, not Warhams. I'm doing a drive by with that post. I was looking through the thread about which ships to buy first for a Scum fleet.
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# ? Mar 19, 2017 18:31 |
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Baron Fuzzlewhack posted:Maybe assign the pilot a critical hit effect for one game? Not the actual damage card, just the effect. See this looks like a good idea maybe if that pilot get shot down in mutiple consecutive games you have to draw more?
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# ? Mar 19, 2017 18:33 |
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Triple jumpmasters won the tatooine open. Lets re-welcome our new meta lords
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# ? Mar 19, 2017 21:04 |
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banned from Starbucks posted:Triple jumpmasters won the tatooine open. Lets re-welcome our new meta lords Next FAQ is going to require players to thrown all cards and ships from the punishing one expansion in the trash after a win.
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# ? Mar 19, 2017 21:31 |
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Final of Naboo is Heaver with Miranda, Stresshog and Biggs vs 2 Torp Scouts and Fenn. I hope Heaver gets murdered. EDIT:gently caress, he is gonna win Raged fucked around with this message at 22:33 on Mar 19, 2017 |
# ? Mar 19, 2017 22:30 |
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he won
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# ? Mar 19, 2017 22:53 |
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Heaver is back to be the hero the Rebellion needs
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# ? Mar 19, 2017 23:57 |
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pls nerf Biggs
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# ? Mar 19, 2017 23:57 |
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Make Biggs effect enemy ships in his firing arc only, thanks.
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# ? Mar 20, 2017 00:03 |
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Make Biggs say "once per round" and we'll be good. Vader wasn't in his firing arc in A New Hope, after all.
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# ? Mar 20, 2017 00:05 |
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Strobe posted:Make Biggs say "once per round" and we'll be good. I just don't think once per round solves the Biggs issue, since unless you really think splitting your fire on different targets is a good decision, once per round doesn't really nerf biggs; unless there's something super-fragile behind him and you have enough ships to kill it even with one throwing its shots away on Biggs, you're just gonna focus fire on Biggs anyways. That's assuming "once per round" is actually "the first enemy shooting" because allowing the Biggs player to choose an opponent's ship to target Biggs that turn seems a tad too powerful still to me. That and making it in-arc still is decent for the joust but loses viability as the game goes on. But I really doubt FFG touches Biggs at all, so.
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# ? Mar 20, 2017 00:13 |
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It turns it into a decision rather than an auto-on, and removes the enforced fly-by-flowchart Biggs enforces on the opponent.
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# ? Mar 20, 2017 00:16 |
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Why not have Biggs only work on ships outside his firing arc then. Makes it hard for him to protect jousters and keep in formation for multiple turns.
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# ? Mar 20, 2017 00:16 |
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So, I finally found time to get out to the nearest game store and played my first game of X-wing. Using this list. Rey (45) Wired (1) Burnout SLAM (1) Smuggling Compartment (0) Millennium Falcon (TFA) (1) Blue Squadron Novice (24) R5-X3 (1) Integrated Astromech (0) Blue Squadron Novice (24) BB-8 (2) Integrated Astromech (0) Total: 99 He was running a Skill 5 Starviper, two skill 1 Starvipers and a skill 1 Headhunter. We actually ran out of time because the store was closing, but the Falcon acquitted itself pretty well. And the BB-8 X-wing was fairly helpful with its free barrel roll out of greens. I just wish I had a more useful Astromech than R5-X3. It's pretty much just there for the Integrated damage nullifier.
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# ? Mar 20, 2017 00:19 |
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I commend your opponents desire to run three Star Vipers.Strobe posted:pls nerf Biggs If nerfing Biggs means T65s get buffed down the road then I'm all for nerfing the mustache.
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# ? Mar 20, 2017 00:26 |
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I think it's far more likely any durability-related x-wing upgrades get a PS6+ requirement like Black One than Biggs getting changed. But who knows what FFG will actually do.
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# ? Mar 20, 2017 00:27 |
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# ? Jun 5, 2024 04:25 |
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Devlan Mud posted:I think it's far more likely any durability-related x-wing upgrades get a PS6+ requirement like Black One than Biggs getting changed. But who knows what FFG will actually do. Please no, I want to actually want to use generics ever again.
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# ? Mar 20, 2017 00:29 |