Here is hoping that `Conditions` are a casual ONLY thing

By Velvetelvis, in X-Wing

These new fangled condition cards you young whipper snappers are going to be getting when yer wave ten gets all born and whatnot.

I don`t like it. Back in my day when we had to carry our squads uphill in the snow both ways too.

and from a log cabin gaming/general store....we didn`t have no fancy cundishuns gettin applied all over creation and whatnot.

they look interesting to spice up a casual night with the boys. but its going to get out of hand fast at a crowded gaming store during a tournament... more crap to lose or forget at home and if you happen to actually have it ready....then you are rewarded with more crap at the table with no extra space for more crap, then passing cards back and forth to an opponent you may never see again.....who will accidentally go home to antarctica with it. never to be seen again.

stahp the madnesss.

also, preemptively the following announcements....

1. gunboats,

2. `gamecomponent-wing`

3. breakfast

and this reference to the big lebowski....

No they are not, Whisper + Kallus is already a competitive thing :P

I got really bored halfway through your post, but I agree I don't like the conditions thing at all. I'd rather have the game continue to focus on maneuvers not cards.

Ion tokens, tractor tokens, and Agent Kallus all called to say hello. They're all effectively conditions and have been in the game for a while now. All they've done is formalize the mechanic and make things easier to track by having the rules on the card you put on the ship instead of a separate token and ability card.

I'd rather have the game continue to focus on maneuvers not cards.

That ship sailed when they introduced the turret mechanics.

To me conditions are just text that FFG couldn't fit all one one card. Yeah I think they are clunky I mean it is essentially two cards for one upgrade. Bombs are a card and a token (not two cards you don't need the reference to play and the FAQ has the erratas as well.) But that's like just my opinion man.

Edited by Marinealver

To me conditions are just text that FFG couldn't fit all one one card. Yeah I think they are clunky I mean it is essentially two cards for one upgrade. Bombs are a card and a token (not two cards you don't need the reference to play and the FAQ has the erratas as well.) But that's like just my opinion man.

I'd consider the reference essential; it describes what the token does, so if there is any dispute, the reference should resolve it. The upgrade card just specifies how to place the token, after all. The reference card says how many dice (if any) are rolled, at what range, additional effects, timing, etc.

We already have Kallus and cards that require tokens. What's the difference?

Maybe they feel that possible new player market is small? Any additional rules or items to track takes the game from easy to difficult to learn and entry barrier increases. I think it is way too soon to pull this trigger.

Hmmm

Card text

Truly, the enemy of every xwing playerEv

These labyrinthine nightmares will surely baffle us lowly scout players who have to contend with a mere SIXTEEN upgrade cards for 3 ships

Truly we must pray they are never seen on a competitive table

Edited by ficklegreendice

I got really bored halfway through your post, but I agree I don't like the conditions thing at all. I'd rather have the game continue to focus on maneuvers not cards.

Heh. Haha. BAHAHAHAHAHA.

*Ahem* Sorry.

For the record, everyone needs to stop complaining until its out. Maybe they're SUPER creative, and we all love them. Maybe they're the next Jar Jar. Doesn't matter until, well, it matters.

Everyone who's complaining at this juncture is literally the "old man" of X-Wing, demanding kids stay off their lawn.

Stop being short sighted/hedging your bets in case they actually suck. Negativity on this board is high enough, and it's really not warranted... most of the time. >.>

New idea! No upgrades or named pilots in X-Wing. All TIE swarms all the time?

I got really bored halfway through your post, but I agree I don't like the conditions thing at all. I'd rather have the game continue to focus on maneuvers not cards.

Uh, other than new ways to turn around, what has changed in maneuvers?

To me conditions are just text that FFG couldn't fit all one one card. Yeah I think they are clunky I mean it is essentially two cards for one upgrade. Bombs are a card and a token (not two cards you don't need the reference to play and the FAQ has the erratas as well.) But that's like just my opinion man.

I'd consider the reference essential; it describes what the token does, so if there is any dispute, the reference should resolve it. The upgrade card just specifies how to place the token, after all. The reference card says how many dice (if any) are rolled, at what range, additional effects, timing, etc.

In tournaments it is best to have the FAQ and it does have the token detonation. With only 3 mines, 4 bombs and a "cargo" token it is fairly easy to know which does what.

Kids these days with their free Razorbacks and actual drop pods. Back in my day, the only place you could get pods was from Forge World! And the cast sucked! Now every kid on the block has melta suicide stern guards!

And don't even get me started on dreadnought squads! Or terminators rolling in a 2+ instead of on a 3+ on 2d6!

In my day power armour was immune to fire dangnabit!

Choppas and chain axes reduced people's armour saves! Ultramarines had white flags because those Limeys were making fun of the French!

Oooh sustained fire dice on an assault cannon, sheer bliss.

Ion, Tractor, Stress - sure, many ships can use upgrades which give those effects.

But unique conditions and effects for unique characters with unique tokens? Meh. Expect raging when the first Kylo Ren player ends up losing his Kylo Ren token in round one...

Oooh sustained fire dice on an assault cannon, sheer bliss.

You mean Turn1Jam cannons?

Oooh sustained fire dice on an assault cannon, sheer bliss.

You mean Turn1Jam cannons?

limited ammo Cyclone missile launchers were fun too... and let's not forget the gun that teleported snotlings inside things and being able to drop a tank on people's heads with a D-cannon :D

Conner nets? Card + token + reference cards (3!!! One for bomb drop, one for detonation, and one for ion tokens :o)

Conditions are about as clunky (read - not really).

As for the unique tokens argument, no-fire tokens only come in one ship and nobody complained.

I'd rather have the game continue to focus on maneuvers not cards.

That ship sailed when they introduced the turret mechanics.

Yeah, wave 1 really ruined the game.

Edited by Duskwalker

To me conditions are just text that FFG couldn't fit all one one card. Yeah I think they are clunky I mean it is essentially two cards for one upgrade. Bombs are a card and a token (not two cards you don't need the reference to play and the FAQ has the erratas as well.) But that's like just my opinion man.

I'd consider the reference essential; it describes what the token does, so if there is any dispute, the reference should resolve it. The upgrade card just specifies how to place the token, after all. The reference card says how many dice (if any) are rolled, at what range, additional effects, timing, etc.

;)