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alg posted:
Some of that might be Dust Tactics....
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# ¿ Aug 15, 2014 17:47 |
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# ¿ Apr 29, 2024 14:05 |
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I need a token to remind me whether Turr Phennir used his real action to boost or barrel roll when his post attack action comes around.
Poopy Palpy fucked around with this message at 21:11 on Aug 15, 2014 |
# ¿ Aug 15, 2014 20:33 |
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Lemon Curdistan posted:Here's my storage solution: You're the rear end in a top hat who takes 30 minutes to set up for a simple game because he's hunting for components
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# ¿ Aug 16, 2014 14:26 |
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Ugh, gently caress the IG-2000. Up til now I've been perfectly happy with 1x of each large ship. All of the IG-88s better have a point cost in excess of 33
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# ¿ Aug 17, 2014 02:55 |
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SageNytell posted:So for the more math - inclined goons out there: what does the Accuracy Corrector mean for shot statistics? Is there a scenario when making a shot normally makes sense? Does canceling dice results count as modifying dice? If so, it could be interesting with an ion cannon.
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# ¿ Aug 17, 2014 14:01 |
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alg posted:Ya, I play at Gamer's Armory. Stairs, etc. "We don't want to see any like 11 point pilots" Thank god.
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# ¿ Aug 17, 2014 16:54 |
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Indolent Bastard posted:Is there a full list of all cards and what set they come from? Or better yet images of the cards? If you have an Android device X-Wing Companion is pretty great.
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# ¿ Aug 18, 2014 02:26 |
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HiveCommander posted:Keep in mind that two years and 12 new ships later, the TIE swarm is still a top-tier list so 'new hotness' isn't a requirement to win. The fact that there won't be any 11 point ships was the best news from that interview with the designers, but my favorite part was the comment that the TIE swarm is the shark of X-Wing: it doesn't need to evolve.
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# ¿ Aug 18, 2014 12:29 |
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jivjov posted:I had a brilliant idea for promos that were technically unique but wouldn't lock people out of content. But why would Kettch ever fly for the Empire? SageNytell posted:Fixed that for you. It is my dream. The only complaint I have about the local store's X-Wing night is all the people on the other side of the store playing Magic. Wow, you topdecked the right card; this is something that has never happened to anyone before and is entirely worth shouting about for an entire minute. The X-Wing players are all super chill, though. Poopy Palpy fucked around with this message at 19:13 on Aug 18, 2014 |
# ¿ Aug 18, 2014 19:09 |
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You don't really need to look too hard into missiles and torpedoes; they have a really hard time pulling their weight. Ion cannons and Heavy Laser cannons and be pretty good, but even without them the B-Wing is a monster.
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# ¿ Aug 23, 2014 21:22 |
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I'd say the HWK is more usable than the TIE Advanced, but that might be just because I expected more from the latter.
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# ¿ Aug 24, 2014 15:24 |
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Leo Showers posted:X-Wing vs TIE-Fighter missions ahoy God, I wasted countless hours of my youth making custom missions for XvT no one ever played. Now I can waste countless hours of my adulthood. This time instead of being limited to 32 ships at a time by the engine, I'll be limited by my wallet.
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# ¿ Aug 29, 2014 03:25 |
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I have my suspicions that Corran was designed in answer to the question "what could we possibly do to make Marksmanship worth taking?"
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# ¿ Aug 30, 2014 05:56 |
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Lemon Curdistan posted:death to dice, incidentally; people should stop making games that use them In a way, I'm glad I managed to avoid Dungeon Command since it seems to have died rather uneventfully, but a minis game with no dice where losing units didn't cause a snowballing loss of power sure was pretty attractive.
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# ¿ Aug 30, 2014 21:08 |
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Ville Valo posted:Apparently, my Damage Decks were all shuffled together into one big pile at some point. That was fun to separate. It's a good idea to inventory them from time to time anyway, to make sure they're still legal.
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# ¿ Aug 30, 2014 22:35 |
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Chill la Chill posted:. The rule of 11 is that in order to get within range 3, the sum of the movement of both sides needs to be at least 11, if the ships are at the forward most edge of the deployment zone and directly opposite one another. If both sides open with forward 4, the total distance moved is 10 (4 from the template + 1 from the base = 5, times two) and the ships won't be able to shoot. So, if nobody does a 5 forward (or a 4 forward with a large ship, or boost/barrel roll shenanigans), you know nothing is going to happen in the first round. The practical use of the rule is for trying to get your ordnance off while your opponent's primary weapons are granting you an extra green die, or preventing your torpedo laden opponents from getting that advantage.
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# ¿ Sep 1, 2014 19:22 |
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Ville Valo posted:Those all come after Splinter of the Minds Eye, where it debuted. Of course it's totally fair game, the entirety of Waves 5 and 6 are EU creations. "TIE Fighters don't have shields" is an EU creation.
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# ¿ Sep 3, 2014 17:05 |
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Apparently it's just a bad idea to use Determination to fill in that one last point in introductory games. "So I would have been better off it that was just a regular hit? That's bad game design." I eventually lost pretty soundly, though, so the game left a pretty positive impression in the end.
Poopy Palpy fucked around with this message at 02:14 on Sep 7, 2014 |
# ¿ Sep 7, 2014 02:10 |
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The issue with 4xRGP is buying a second Imperial Aces when you bought 4xInterceptors before you knew that Aces was going to be a thing. Even though it's your favorite Star Wars ship ever, it's hard to justify owning 8.
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# ¿ Sep 8, 2014 14:12 |
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Sigma-X posted:Mara Jade on the Kenkirk Dauntless, along with Engine upgrade to slam into dudes more readily and get bonus actions off the slam is pretty legit. With Mara Jade when you run into guys your stress is going to lock them out of whatever manuevers they need to not hit you again while shooting. You can't boost to slam into dudes; a boost has to be unobstructed. You can make a Daredevil turn to run into someone, but it gives you a stress so you can't use your free Dauntless action.
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# ¿ Sep 9, 2014 12:15 |
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It could never be a legitimate strategy, since your opponent literally gets to force you to make the worst possible non-red move. Edit: Strobe posted:If you reveal a red manager with a stress, your opponent gets to choose another (non-red, non-board-leaving) maneuver. Green maneuvers chosen in this way do not clear stress. I'm not seeing a restriction that the chosen maneuver keep the ship in play or that prevents it from clearing stress. Poopy Palpy fucked around with this message at 20:15 on Sep 9, 2014 |
# ¿ Sep 9, 2014 20:07 |
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At least "Fat Han" is more descriptive than "Han Shoots First", which from what I can tell is used to describe any list that includes Han. My personal HSF list has Roark raising Tarn Mison's pilot skill to 12 so that Han doesn't shoot first. I call it "Special Edition". It is not a Fat Han list because Han's only upgrade is a Gunner.
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# ¿ Sep 16, 2014 22:06 |
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Lemon Curdistan posted:Han Shoots First is Han + Veteran Instincts which puts him at PS11, which is better than any Phantom could be, so he gets to shoot before they recloak. HSF was a thing way before Phantoms, back when VI was a novelty you might throw on Turr so that all your ships were PS9 but pretty much a waste of an EPT slot. Ville Valo posted:I was under the impression Pilot Skill caps at 10 regardless of upgrades; is that not the case? Yeah, there's no upper bound.
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# ¿ Sep 16, 2014 22:46 |
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Goddamn, rolling six attack dice, getting 5 hits and 1 crit, and one-shotting a 42 point cloaked Whisper is a loving rush.
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# ¿ Sep 19, 2014 03:01 |
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zVxTeflon posted:If he flew within range 1 of a APT ship he deserves death He flew within range 3 of an HLC armed Ibitsam with opportunist, failed to one-shot Jan (but just barely) and got his focus stripped by Jansen.
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# ¿ Sep 19, 2014 03:36 |
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Indolent Bastard posted:A little more drool fodder. What an amazingly intricate scale model.
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# ¿ Sep 22, 2014 22:23 |
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LoG posted:Played a game last night and played against a guy flying an E-Wing with Predator. At the end of movement phase he locked on to one of my TIE Fighters in range 1 so combat goes like this? A die can only be rerolled once.
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# ¿ Sep 27, 2014 16:14 |
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Ballpoint Penguin posted:What's the general consensus about the Jan Ors co-pilot ability. Can she convert a focus token into an evade token on the ship she's in? The card says "a friendly ship within range 1-3" not "another friendly ship". Which raises a bigger question, is a ship considered "within range 1" of itself? There are no cards that say "within range x". Within means "entirely within" and is only used in setup when your ships must be entirely within range one of your edge (or touching the edge) No ship could be considered within range x of itself, since ranges start at the ship's edge. I was thinking maybe the movement guides might allow a ship to be at range 1 of itself, but they only count for overlapping, never range.
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# ¿ Oct 1, 2014 16:28 |
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Strobe posted:The Z-95 has a 3-speed K-Turn. And no astromech slot.
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# ¿ Oct 7, 2014 01:38 |
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Len posted:How enjoyable would this game be just out of the box? I've had my eye on it for awhile and I'm thinking about picking it up this weekend but don't know when I'll get around to grabbing more models than what's already in the box. Basically will it have a dozen or so games of fun right out of the box? Probably not. There's only so much you can do with one X-Wing and two TIEs. And a bunch of those things, like putting R2-D2 on Luke, are going to lead to crappy games.
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# ¿ Oct 10, 2014 19:18 |
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Lemon Curdistan posted:Interceptors are pretty seriously over-costed (Soontir Fel is nice, but he's exceedingly fragile and very expensive and strictly worse than Tycho) Fel is not strictly worse than Tycho. His 3 attack dice are better than Tycho's 2 and his 9 pilot skill can generally be regarded as an improvement. He gives up barrel rolls and a second mod slot for target locks and a second EPT, not to mention that their pilot skills are pretty different. It's possible that his lower cost, extra hit point, and that green 5 straight are generally worth what he gives up, but "strictly worse" means a very specific thing.
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# ¿ Oct 12, 2014 02:06 |
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I suspect that autoblaster is still a bad card, but I kind of want to shred a fat Han with some uncancelable hits now that now that evade tokens and Threepio add dice results.
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# ¿ Oct 15, 2014 18:48 |
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jivjov posted:Won't help you in sanctioned play; but my friends and I have a gentlemans' agreement that if we forget to assign an action, its assumed to be a Focus. This is kind dangerous though, since sometimes you didn't forget to take an action, you forgot that the ship ran into a ship that has since moved.
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# ¿ Oct 19, 2014 01:13 |
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Holy poo poo, they actually printed a "slam the w key to cancel the weapon cooldown" upgrade.
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# ¿ Oct 20, 2014 16:57 |
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Strobe posted:Attack Wing doesn't have blind buy. It's an organized play thing. You show up, buy a mystery ship and build a list with it. The organized play aspect of Attack Wing is far and away the worst part, which is saying something considering how ugly the ships are.
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# ¿ Oct 26, 2014 17:50 |
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Tippis posted:(don't ask about the YT-1300's ventral turret… shhh!). When ships are that close they fly by too fast for the turret to track.
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# ¿ Oct 30, 2014 02:16 |
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Strobe posted:Don't think so. When a card says "firing arc" it explicitly means your front firing arc, or else Falcons would never use anything else ever. The YT-1300 has a single firing arc and a turret primary weapon which can ignore the firing arc. The Firespray has primary and auxiliary firing arcs. Both are firing arcs for all purposes, though secondary weapons must use the primary firing arc unless they say otherwise.
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# ¿ Nov 3, 2014 21:50 |
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FAQ page 15, bro.
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# ¿ Nov 3, 2014 21:53 |
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Nera doesn't have a 360° secondary arc; she gets to ignore her firing arc when using torpedoes. We just went over the difference.
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# ¿ Nov 4, 2014 13:23 |
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# ¿ Apr 29, 2024 14:05 |
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Strobe posted:T-WING! Would be a scum ship, since the Rebellion took one look at it and said "Yeah, this doesn't do anything the A-Wing doesn't do better" and sold them all to pirates.
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# ¿ Nov 5, 2014 00:47 |