Further lending to my Rebel ships being my anti-fighter platforms while my fighters do the majority of the capital ship hunting. I have spent more time thinking about what I will do with this game then I have spent playing anything else as of late.
First game, REALLY fun and learned a lot
Can we please get a picture of the range ruler (squadron side up) next to the movement tool? It would be great to get an idea of how far squadrons can move compared to capital ships - for example, will rebel capital ships be able to outrun TIE Bombers?
Can we please get a picture of the range ruler (squadron side up) next to the movement tool? It would be great to get an idea of how far squadrons can move compared to capital ships - for example, will rebel capital ships be able to outrun TIE Bombers?
Sure thing. Will do after work. But I'd say "no" unless you are think "flat out sprint" with any need for turning
The more pertinent question for speed comparison is Bwings vs ship.
Another question: can you use a navigate command for the extra click of turning, but keep your speed the same, or are you required to change your speed if you want to also get the turning click?
Another question: can you use a navigate command for the extra click of turning, but keep your speed the same, or are you required to change your speed if you want to also get the turning click?
It is one or the other: Either you change speed by +/- 1,
or
(edit) AND/OR you add 1 click to the yaw.
With a Navigate token (without Nav Team crew) you may only change the speed
Edited by ForensicusHuh, I thought the Command allowed you to do both, but its been a while since I read that article and things may have changed.
Huh, I thought the Command allowed you to do both, but its been a while since I read that article and things may have changed.
Actually you're right: I just checked the rules:
Navigate Command Dial allows you to increase/decrease speed by 1 and/or add 1 click to the yaw
Navigate Token only allows the increase/decrease speed by 1.
My bad
And a breakdown of the Squadron ranges:
Range 1: 7,6 cm
Range 2: 12,4 cm (or +4,8 cm)
Range 3: 18,4 cm (or +6 cm)
Range 4: 24,4 cm (or +6 cm)
Range 5: 30,4 cm (or +6 cm)
So from the looks of it, speed 2 for a ship, is only slightly more than speed 2 for a fighter, so yes, a Victory star destroyer could slowly "outrun" a B-wing squadron, but only if it was going flat out in a straight line. Anything else could catch it though.
Am at uni at the moment but it would be interesting to make a "speed" list comparing all the fighters and ships against each other.
At first glance I'm concerned about Bwings speed. But they don't have any turn restrictions, and generally will be advancing towards things advancing towards them. Still if you want a flanking bomber force for rebels I think you would need Y & X wings. B wings are gonna be a straight shot proceeding a AF2 or an pair of Nebulon Bs.
I think certain missions/objectives will favor the B-wing simply due to deployment outside of the norm or closer starting positions. Enemy start speed may also play a factor.
I see B-Wings working with an alpha force in Hyperspace Assault or the other Ambush one.
So from the looks of it, speed 2 for a ship, is only slightly more than speed 2 for a fighter, so yes, a Victory star destroyer could slowly "outrun" a B-wing squadron, but only if it was going flat out in a straight line. Anything else could catch it though.
Am at uni at the moment but it would be interesting to make a "speed" list comparing all the fighters and ships against each other.
Actually I'd say they are very much the same: bear in mind that the side nubs on the flex speed stick for ships are fitted into the groves on the side/front leg on the ship so you "lose" a bit of distance compared to the squadron ranges. I'll do a time lapse to demonstrate/test tonight
Alternating Initiative wrong?
Hi Forensicus,
could it be that you played the initiative part wrong. In the Gencon Demo the Representative sayed the Ini stays with one player (hint: Objective based missions).
It is right that you play one ship and then you opponent plays one and the you again. But in the demo the first move of the round was always played by player one (in this demo-case the Rebells).
That makes a huge difference. Could you look it up?
And i have a nother question: can you spend several commandtokes in one round. Say: Concentrate fire AND Repair?
Big thanks!
Edited by BreunigAlternating Initiative wrong?
Hi Forensicus,
could it be that you played the initiative part wrong. In the Gencon Demo the Representative sayed the Ini stays with one player (hint: Objective based missions).
It is right that you play one ship and then you opponent plays one and the you again. But in the demo the first move of the round was always played by player one (in this demo-case the Rebells).
That makes a huge difference. Could you look it up?
And i have a nother question: can you spend several commandtokes in one round. Say: Concentrate fire AND Repair?
Big thanks!
Part two is quite easy: if you have them (tokens/dials) you may spend them. You can never have more than one of each token and never more tokens than your command level.
However in regards to Repair it must be said:
A Repair Dial grants you Repair points equal to your engineering level while a Repair token is o my worth half (and rounded down I think but will check up). So with an Engineering level of 5 you'd get 5 points from a dial and may spend them in any fashion BUT if you'd only spend lets say 3 points then the remaining 2 points do not "carry over" or saved and can't be spent by adding them to the points from an Repair token (worth 2 points)
Makes sense? I'll check it tonight.
In regards to the first part: I'm pretty sure we played it correct. There might be some confusion regarding the terminology compared to X-Wing etc.
I think that the player with Intiative is always referred to as Player 1, but since the initiative is switched between Round (tracked via the Intiative token and on the squadrons) then the players "change name" and it starts again. But check for update when I get back to the rules tonight.
Thanks for the superfast Answer!
Thanks for the superfast Answer!
NP. Btw, I can already say for sure that spending tokens and dials is allowed, it's describ in one of the news articles (they discuss Concentrate Fire token and dials)
Yes, i knew that - question was if you are allowed to spend more than one Token. You answered that perfectly.
Edited by BreunigSo from the looks of it, speed 2 for a ship, is only slightly more than speed 2 for a fighter, so yes, a Victory star destroyer could slowly "outrun" a B-wing squadron, but only if it was going flat out in a straight line. Anything else could catch it though.
Am at uni at the moment but it would be interesting to make a "speed" list comparing all the fighters and ships against each other.
Here are 2 examples of the small difference between a Ship going Speed 2straight and a squadron in hot pursuit but with a max speed of Range2:
The difference is approximately 1 cm
Alternating Initiative wrong?
Hi Forensicus,
could it be that you played the initiative part wrong. In the Gencon Demo the Representative sayed the Ini stays with one player (hint: Objective based missions).
It is right that you play one ship and then you opponent plays one and the you again. But in the demo the first move of the round was always played by player one (in this demo-case the Rebells).
That makes a huge difference. Could you look it up?
And i have a nother question: can you spend several commandtokes in one round. Say: Concentrate fire AND Repair?
Big thanks!
Alternating Initiative wrong?
Hi Forensicus,
could it be that you played the initiative part wrong. In the Gencon Demo the Representative sayed the Ini stays with one player (hint: Objective based missions).
It is right that you play one ship and then you opponent plays one and the you again. But in the demo the first move of the round was always played by player one (in this demo-case the Rebells).
That makes a huge difference. Could you look it up?
And i have a nother question: can you spend several commandtokes in one round. Say: Concentrate fire AND Repair?
Big thanks!
.....
In regards to the first part: I'm pretty sure we played it correct. There might be some confusion regarding the terminology compared to X-Wing etc.
I think that the player with Intiative is always referred to as Player 1, but since the initiative is switched between Round (tracked via the Intiative token and on the squadrons) then the players "change name" and it starts again. But check for update when I get back to the rules tonight.
I/we were indeed inthe wrong and you are correct:
Initiative determines which player acts first during the Ship Phase and Squadron Phase. It is assigned to a player during th "Determine Inititive" step of setup. That player is the first player and takes the initiative token. His opponent is the second player.
• The first player retains initiative for the entire game.
Thx for pointing that out
In regards to the first part: I'm pretty sure we played it correct. There might be some confusion regarding the terminology compared to X-Wing etc.
I think that the player with Intiative is always referred to as Player 1, but since the initiative is switched between Round (tracked via the Intiative token and on the squadrons) then the players "change name" and it starts again. But check for update when I get back to the rules tonight.
I believe this is incorrect. Initiative starts with one player and stays with that player all game. The initiative token flipping is to aid in showing which squadrons have activated.
ninja'd! Looks like you already found the answer
Great video though and it's great to see the pictures of the components and comparisons of squadron vs ship speed.
Edited by spacemonkeymafia
Thanks for the info! I'll reiterate my previous question: what upgrades come in the core set? And to add to that, what are the different type of upgrade slots called (eg Missile, Ion Cannon, etc)?
There a a range of different types of upgrades:
- Nav Team and Gunnery Teams will boost either your navigation or fdamage output
- Defense Liaison is a defensive booster while Weapons Liaison is an aggressive booster
- There is also 2 types or tiers of Commanders which each adds a different flavor. To give you a vague idea of the different tiers I can say that Moff Tarkin has a price tag of a whopping 38 points while Leia Organa is a cheap slu.....lady at 3 points :-)
- Title upgrades will make your ship MUCH more of a beast
And there are Armaments, Hangar bays etc etc
So what are the upgrade types that a VSD-I can use and the upgrade types of a CR90A can use? There's 2 symbols on them (1 on each) that I don't know what they mean, but having the proper names for all the upgrade types would be amazing.
Indeed. And the text of any you were willing to share that we don't already have would be great.