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Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
I'm so glad this game doesn't do any of the collectable mystery box crap we've seen in the past.

I figure I'll pick up the starter set. What should I get after that? The consensus seems to be one of each of the expansions. Should I also get a second core, or just a set of dice?

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Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Sounds good to me!

What's this I hear about a Star Wars RPG? Will it use this system for combat somehow?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

WerrWaaa posted:

What lists are people running in tournaments?

Here are the lists for the GenCon Final. I might have missed something because the Rebel guy has 100 points and the Imperial only has 91. Fixed it.

Is there a limit to the number of fighters you can bring? Otherwise I wonder why the Imperial didn't drop the Cluster Missiles and bring another TIE.

Rebel Side
Luke Skywalker 28
R2-D2 4

Garven Dreis 26
R2 Astromech 1

Rookie X-Wing Pilot 21
R5 Astromech 1

Gold Squadron Pilot 18
R5 Astromech 1


Imperial Player
Darth Vader 29
Cluster Missiles 4

"Backstabber" 16

"Night Beast" 15

Academy Pilot 12

Academy Pilot 12

Academy Pilot 12

Beer4TheBeerGod fucked around with this message at 16:07 on Nov 28, 2012

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Devlan Mud posted:

Vader is 29 points, not 20.

That would do it. Thanks!

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Would someone please explain to me why FFG decided to use two posts to get the model to the right height, as opposed to one? I've already snapped one of those stupid loving pegs right off.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Achmed Jones posted:

Having two posts means twice as many fiddly bits to lose, break, or chase after when the dog hits them with his tail. I think we both know how FFG feels about those.

Well I know how I feel about Testor's Model Master plastic cement, and those little fuckers are being solvent welded together as we speak.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Are torps really that helpful? Supposedly there's going to be upgrades in the next release that will let you get an extra shield, which seems like a no brainer to me.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Devlan Mud posted:

Shield upgrade is four points though, which is an awful lot. Torps are pretty solid when Dutch can give a lock to someone who has a focus token to use to boost the roll. I just can't see running a Y-Wing without the Ion Turret. I'm also a much bigger fan of R5 droids on Y-Wings, since they have a ton of hull points, and the R5 is cheap.

My point was that Proton Torpedoes cost the same, but I guess if you put in the effort to maximize the chances of hitting I suppose that would be a viable offset.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Looking things over it seems like a combination of Y-Wings and a named YT-1300 would be pretty effective. Something like this:

pre:
Rebels - 100 Points
Lando Calrissian	44
 - Nien Nunb		1

"Dutch" Vander		23
 - Ion Cannon Turret	5
 - R5 Astromech		1

Gray Squadron Pilot	20
 - Ion Cannon Turret	5
 - R5 Astromech		1
Obviously it lacks the massive punch that bringing a bunch of missiles or torpedoes offers, but between all those hull points and the turrets you have a very good chance of always being able to shoot something.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Fox of Stone posted:

So I looked at the easy points calculator site a few posts above and did I miss something? Is the Falcon already out? I check the Imperial side of the site and it doesn't list any new cards there.

It's not out, but some people got it as a reward and they shared the contents I believe.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Speaking of Kessel Run Games & Stuff in Glen Burnie will be doing a tournament, and I was wondering if you guys had any general advice about lists. I'm probably going to go rebel, and would you say it's better to go with 4 cheaper ships or 3 well kitted out ones?

At the moment I'm looking at 2 Y-Wings and 2 X-Wings with minimal upgrades beyond ion cannons, but I've also seen a lot of 3-unit lists that feature a lot of synergistic effects with advanced abilities. What do you guys prefer?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Some kind of bottle system would help, especially if it was tied to pilot skill. For example you could tally up the total pilot skill and then keep track of which pilots are left. When the pilot skill is below 25% (a common percentage, but it could be anything after playtesting) you could either end the game or require that all pilots make manuevers that take them close to their board edge.

I'm sure a generic mission system will be developed, just like we saw something pop up for Infinity. This game is obviously still far into its infancy and I can only hope it remains popular enough to see some serious progress. Fundamentally there's only so much you can do with four types of miniatures. We'll see a lot of expansion with the next release. Given the amount of content in the Millenium Falcon package I can only assume we'll see something similar in Slave I, plus the Interceptor and A-Wing. And who knows what we would see after that? Sadly I don't think a Correllian Corvette is viable; at 1:270 scale it would be nearly two feet long according to this post.

EDIT:

Winson_Paine posted:

Really looking forward to this game. Is anyone here familiar with the old WEG d6 Star Wars RPG system? I am thinking about running a starfighter pilots game for my little crew here once we get the set in and was wondering if anyone had any conversion ideas. I know WEG pretty well but have played X-Wing exactly once.

I have a shelf of WEG d6 books. I forgot how they did space combat, but I imagine it would work fairly well. You could also goof around with LEGO Star Wars. It looks like the scale for X-Wing would work if you used some of the models from the mini or midi scale.

Beer4TheBeerGod fucked around with this message at 16:44 on Nov 30, 2012

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Here's a mission I came up with based on Pilgrimski's "Find the Cargo" idea...

Baited Trap

Our spies have leaked the presence of a supply cache in an asteroid field. What the enemy doesn't know is that the "starfighter supplies" include several piloted ships armed and ready to attack!

Setup
The board is a standard 3x3 playing field. Players choose to either be attacker or the defender. The attacker sets up the asteroid field markers. The defender then sets up six cargo containers. The cargo containers must be placed along the center of the playing field, with each container within Range 1 of the centerline between deployment zones and no closer than Range 2 of any other container.

The defending player then secretly notes which two containers contains a supply cache which two containers have starfighters hidden in them. Large craft cannot be hidden in a container. The attacking player then deploys his craft within Range 2 of his board edge. The defending player does not deploy any craft.

Gameplay
The attacking player begins by scanning the cargo containers. Scanning is a free action that may be performed after a starfighter performs a green manuever that ends the craft within Range 1 of a cargo container. When the attacking player scans a container the defending player is obliged to reveal what the contents are.

If the contents of a cargo container is a starfighter or the supply cache then during the End Phase of the turn the defending player shall deploy his forces. Starfighters hidden inside cargo containers are deployed in base contact with their respective cargo container. On the first turn after deployment these starfighters may only use a green manuever. The defending player's other starfighters are deployed in contact with the defending player's board edge and may move normally.

Special Rules
Cargo containers are considered obstacles and block movement in the same manner as asteroids. Cargo containers cannot be attacked or destroyed.

Victory
The attacking player wins if they determine which cargo containers contain the supply caches and get at least one craft off their board edge. Otherwise the defending players win.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Tanon posted:

Alright, so I just got the starter from my Secret Santagoon (love you Beer!) and am trying to plan what I need to get next. Another starter? A bunch of expansions? A life? Help me dear goons, you're my only hope! (of being an even bigger nerd than I was before)

Well given that those expansions are only $8 on Amazon I just got one of each. My understanding is that two full sets (Core + Expansions) is more than enough to field practically any viable force you want. Might not even need a second TIE Fighter expansion.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Don't forget uglies!

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Tanon posted:

Wow, that thing is amazing. Focus, barrel roll, evade, and boost as base actions? Me likey.

Plus that ability that lets you make a second 90 degree turn is pretty awesome.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Those new cards looks really awesome. I'm particularly excited for the YT-1300. Turrets for everyone!

Here's a question about Han Solo's ability combined with either Luke Skywalker or the Gunner. At what point is an attack "performed" with regards to gunner abilities and rerolls? Is it possible to have Han Solo fire, miss all of his shots (and thus cause Luke or the gunner to immediately fire), and then have Han Solo reroll his shot? It seems incredibly cheap but I figured it was worth investigating.

Also I think the YT-1300 combined with expose could be pretty deadly. For example something like this:

pre:
Total Squad Points: 100

Pilot: "Dutch" Vander
Y-Wing (23)
Upgrades:
Ion Cannon Turret (5)

--------------------------------------------------------------------------------

Pilot: Rookie Pilot 1
X-Wing (21)
Upgrades:
R2 Astromech (1)

--------------------------------------------------------------------------------

Pilot: Chewbacca
YT-1300 (42)
Upgrades:
Expose (4)
Shield Upgrade (4)
Chewie, who is drat hard to kill since he gives no fucks about critical hits, can blast anything near him with 4 shots. Dutch stays nearby and ionizes stuff while handing out target locks like candy, and the Rookie X-Wing gives a bit more firepower.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Sulecrist posted:

Has anyone found Firespray spoilers yet?

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

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Purchasing from Battlefoam also means you support an utter rear end in a top hat. You don't need a laser cut custom insert. I would look at KR Multicase instead.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Winson_Paine posted:

What is the scoop on Battlefoam?

The products are fantastic, if incredibly expensive for what they do. The owner is a complete rear end, and is notorious for things like suing competitors with spurious litigation and making idiotic demands of anything he sponsors. For example he tried to have one tournament ban anyone who used a foam container that wasn't his.

In contrast KR Multicase is very friendly and supportive of the community. I highly recommend them.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
I agree that we should limit our conversation about it. Less douchy businessmen and more Star Wars.

Is there any info about incorporating the miniatures game with the new RPG?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Chomp8645 posted:

I guess you could be playing the RPG and during space scenes move the miniatures around going "I'm on the leader! VROOOOOM... PEW PEW" for immersion.

Honestly not sure what you're hoping for FFG to do officially.

I didn't really have any expectations. It just seems like a natural way to tie in the product lines if the RPG rules somehow emphasized miniature play.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
B-Wings! And a Corellion Corvette for those who have more money than sense.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

LumberingTroll posted:

Thats true, guess I hadn't thought of that.

Of course they could save a lot of space by cutting them in half and just have people flip them to go the other direction.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

LumberingTroll posted:

Just wait then, I will have at least 3 of them, no need for duplicate unique pilots (I have so many alrady, anyone want a Wege? I have 4)

Obviously your love of spaceships goes far beyond virtual ones.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Swagger Dagger posted:

1) 2 Outer Rim Smugglers
2) 3 Outer Rim Smugglers
3) 4 Outer Rim Smugglers
4) 5 Outer Rim Smugglers

That's just cruel. Hilarious, but cruel.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

pbpancho posted:

A guy ran that at the escalation event at Worlds...

How did he do?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Carteret posted:




God I wonder how often they do this, and what kind of scale the original art is. How many cards are actually using one piece of art? :psyduck:

The non-Imperial ship is rotated between the two cards, so I suspect both craft are in the larger picture.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Carteret posted:

Yeah, I know. The point of the post was to point that out, and since you can see other blaster fire coming from off image, what else is in that one piece of art.

I guess we need to look for Rebel ships chasing a TIE Fighter or Defender with an odd spiral pattern in the background.

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)

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?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Fetterkey posted:

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.

Wouldn't Advanced Scopes from Rebel Aces give you the same benefit for fewer points then?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Biggs Darklighter + R2-D2 + Advanced Proton Torps + Shield Upgrade is only 39 points. But everyone else would be your best friend.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
I was thinking a list like this might be fun:

Etahn A'baht
Ten Numb + Advanced Sensors + Veteran Instincts
Biggs Darklighter + R2-D2 + Shield Upgrade

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
There's also the Marauder class.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Would Jan Dodanna work on the ship he's attached to?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
What about taking Expose with the VT-49? Attack 4 in a turret with Chiraneau seems pretty devastating.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Hra Mormo posted:

https://www.youtube.com/watch?v=RXWY08LSZls

Had to dig up this video for the expose discussion. It's an old video and doesn't cover newer cards but all the points are still valid and can be applied directly to the current state of the game. If watching a 10 minute video is too much effort, the basic gist is that even if you don't take into account EPT slots or the 4 squad points, Expose makes you do less damage on average than just taking focus. All you gain is the advantage of variance, for 4 points and an EPT slot. But surely Gunner changes that because it lasts for both attacks! Well, no. You can take Marksmanship instead, which also lasts for both attacks, is an improved form of focus and is 1 point cheaper. The downside of Marksmanship is that unlike actual focus you can't use it for defense. Like expose, this doesn't matter if your agility is 0 anyway. However, unlike Expose, Marksmanship does not negate Kenkirk's pilot ability.

So is expose still a newbie trap and utterly useless? Well, maybe not. What if we take Oicunn, give him Expose, Gunner and Recon Specialist. Part of his entourage will be Howlrunner with Squad Leader. For his activation, Oicunn will take Expose. Howlrunner will give an action to Oicunn, who takes the Recon Specialist enabled double focus. Now you can shoot with 4 dice and focus and Howlrunner reroll, and you get the whole thing again from Gunner if you miss. Absurd? Yes. Worth the points? Who the gently caress knows. Hell, you might as well throw on a Tactical Jammer, now your Howlrunner can hide behind Oicunn all game.

Welcome to pain.

Tekopo posted:

I do agree that taking expose by itself would be stupid, but with the advent of Experimental Interface it becomes a whole other thing. Being able to reliably focus AND expose is incredible.


I think that it's also offset by Chiraneau's ability.

Ezekiel_980 posted:

Bit of a stupid question that's related, if i cause 3 points of damage with these (or any ion weapon) does my opponent get three points of damage and three ion tokens or just just one of each?

It's a separate effect, so after the damage is rolled (and applied to the primary target) you add an ion token to everyone.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
I wonder when the Empire will get the Gamma assault shuttle.

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Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Looks good. Obviously there was no way to make everything to scale.

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