Time to think about leaving the game for me, see also Interdictor

By ForceSensitive, in Star Wars: Armada

It's not just about avoiding obstacles. It sounds like you flew really well. It's also about those extra obstacles removing choices (or penalizing certain choices). This would add to the control magic feeling and magnify his feeling of control over your movement.

He flew against kosantine right into the effect. It is like the time I faced Naboobo2000 at regionals. I flew my force right into his Gladiator line and got destroyed for it. I played Naboobo2000's game not my own and lost for it.
Noteworthy though that there really wasn't any other way to go. With a third medium ship there are two AOEs from Constantine that create a sizable drag net. If anyone suffered for Obstacles it was he. He was the one grumbling that all his attacks at Yavaris were obstructed.

Once again, if you has spread out and used the table you could of hampered him. Especially with the fact that you had a CR90 that could race

FFG failed you because you played a point level they didn't design for, doubled down on a scenario in a way they didn't design for, played in a manner that compounded the issues you created, and still only lost by a less then 20% margin?

I think your expectations are comically absurd if you think FFG failed you because they didn't design their game around your house rules. Both how and why would you expect FFG to be able to live up to such a completely unrealistic standard.

FFG failed you because you played a point level they didn't design for, doubled down on a scenario in a way they didn't design for, played in a manner that compounded the issues you created, and still only lost by a less then 20% margin?

I think your expectations are comically absurd if you think FFG failed you because they didn't design their game around your house rules. Both how and why would you expect FFG to be able to live up to such a completely unrealistic standard.

DialbloAzul agrees with me which is rare and now I agree with you. . . what has this thread to the balance of the forums!

United you against a common enemy? I revel in my new found duties of keeping you distracted from eachother? At least it's a positive.

Since some of you are still not getting the idea of my complaint. Many are, and your awesome. But I'll try explaining this again, one more shot can't hurt right? What am I saying of course it can! Let's party anyway! I regret everything and nothing at this point.

This game in question is just a platform to see how the new mechanics functioned. We're they magnified by circumstance? Uh, in a few ways, yeah, duh. BUT how do they operate. They have an upgrade slot, point cost, AOE based range centered on self and an effect. To be absolutely certain, slicer tools and grav well nonsense and tractor happy admirals weren't the only cards I had a problem with. Indeed with out realizing it I was playing two copies of another card that meet my criteria for poor design. Flight Coordinator teams. Funny story, I didn't activate them on turn one when I could and should have. Why? Because an effect that good usually has a cost, and considering all the other similar abilities, at similar prices, have the requirement that you already be performing that command to activate (e.g. engine Tech's) So I, despite having stared at the card nearly every day since previewed, thought surely they wouldn't let me do that with out at least spending a token... Whoops. What do you mean I hey to move around up to what, 12 squadrons potentially? Or five with a speed one jump start? For no additional input? Inactive nothing can stop me from at least shuffling a few around, which let me tell you, B-wings and Yavaris, are so grateful for, but absolutely did not need.

The reason I ignore the complaint is because it is actually irrelevant for the most part.

I HATE blue players and blue EDH players above all else. However, I understand the diversity that Konstatine and such bring to the game.

Go play a standard 400 point game with the rules and a better understanding. Tell us what happens. Until then, your complaint is just an outlier of why 500 points with double obstacles is a bad match up.

Fighter Coordination Teams does indeed have a cost. In a game about decisions and skill it's cost is just that. Is it worth it? Remember that it can just be as easily negated by a single enemy squadron. Once you have had a game where it was turned off for 3 to 4 turns you will see.

In essence your issues are that the game is no longer what you are used too playing and personally, I love that. I want each wave to add new and exciting 's to the game.

One game. You've played one game. I don't think your observations are valid. You have weak data.

So was just checking in and lol turns out 500 points and 12 obstacles? Around which the game was not designed? Why has this been bumped so far along?

So was just checking in and lol turns out 500 points and 12 obstacles? Around which the game was not designed? Why has this been bumped so far along?

This concerns me less than the fact that it's based on a single game. And the fact that while the majority of players are rejoicing and experimenting - I have about 10 games with various amounts of wave 3/4 ATM - this sourpuss decided to whine about how FFG has "failed" him. Loudly.

And that's a accurate snap shot of how our game went. You know we called it a strategy game because we had to come up with a strategy. It defeats the purpose when your opponent has more control over your assets than you, with out actually putting into it. He never spent a command dial, command token, defense token, shield, damage, had to roll a die to succeed, spend an activation, discard a card, or anything that would of constituted a 'cost'. And there was never something I could have done to prevent it, like take a damage, spend a token, exhaust an upgrade, nothing.

Way to go FFG, you have failed me again. We'll see what comes in the next couple weeks.

Just had to correct one thing I said earlier. The Interdictor as a package, and all its components I'm guessinging therefore, was actually designed by Sam Stewart and Micheal Gernes. Special thanks go to Davy and Sanfillipo, for what I don't know. It would seem there was more break down of this wave than I figured as other packs in it have different credits.

So was just checking in and lol turns out 500 points and 12 obstacles? Around which the game was not designed? Why has this been bumped so far along?

Occasionally we in the Armada Forums have to be reminded of what things are like in nearly every thread in the X-Wing forum.

Just had to correct one thing I said earlier. The Interdictor as a package, and all its components I'm guessinging therefore, was actually designed by Sam Stewart and Micheal Gernes. Special thanks go to Davy and Sanfillipo, for what I don't know. It would seem there was more break down of this wave than I figured as other packs in it have different credits.

Huh? What's your problem now?

I have played what, 4 standard games on a table and have found slicer tools and the Interdictor an annoyance but not something to worry over. They just add new variables to the game.

Just had to correct one thing I said earlier. The Interdictor as a package, and all its components I'm guessinging therefore, was actually designed by Sam Stewart and Micheal Gernes. Special thanks go to Davy and Sanfillipo, for what I don't know. It would seem there was more break down of this wave than I figured as other packs in it have different credits.

And what exactly is this supposed to add to the discussion?

Guys, he is just correcting some unfair critism he levelled at one game designer earlier.

Its an apology. Nothing to get gung ho about.

Just had to correct one thing I said earlier. The Interdictor as a package, and all its components I'm guessinging therefore, was actually designed by Sam Stewart and Micheal Gernes. Special thanks go to Davy and Sanfillipo, for what I don't know. It would seem there was more break down of this wave than I figured as other packs in it have different credits.

And what exactly is this supposed to add to the discussion?

Some people track individuals involved in each upgrade. Different developers bring a different sensibility to the design process.

More information isn't harmful, even if most of us don't utilize it.

You do that? Look at who the designer of each expansion is? That's...dedicated. Hadn't even occurred to me. But I suppose it makes sense now that I think about it.

You do that? Look at who the designer of each expansion is? That's...dedicated. Hadn't even occurred to me. But I suppose it makes sense now that I think about it.

He did. Read the thread

LOL. I really do study game design as a hobby. I'm heavily interested in how we organize complex interaction into simple games that often determine results by something like rolling a die, or drawing a card from a deck. It fascinates me to no end. Mostly I just compare and contrast. I have a few designers I semi-follow like Monte Cook in role-playing games. My good friend, only recently published under a pseudonym, is another. Sometimes I just follow a company, like Looney labs or Mayfair. Same is true for some video games. But anymore there are so many hands in those it's difficult to follow any one designer. Often your following the creative direction or forth by the director.