As sad as it might be but i think this game is just running out of design space
Edited by NitratasReinforce? really?
You know what would have been more thematic and would have helped out an older ship?
Giving reinforce to the B-Wing.
I would have bought a new B-Wing expansion if it came with reinforce. I won't be buying this wookie garbage truck.
3 minutes ago, AngryAlbatross said:You know what would have been more thematic and would have helped out an older ship?
Giving reinforce to the B-Wing.
I would have bought a new B-Wing expansion if it came with reinforce. I won't be buying this wookie garbage truck.
B-wing would be a great ship to introduce Reinforce on.
51 minutes ago, Nitratas said:As sad as it might be but i think this game is just running out of design space
Something as craptastic as the Aussie Truck shows FFG is running out of breathing space. It's a lazy piece of design and CGI. I mean, come on. A space Hind? Again? And then you make it into an entire expansion. I honestly think the U-Wing sucks because FFG knew they were going to shift product thanks to the Rogue One movie.
I'm giving serious thought to halting my X-Wing purchases. Sure, you see an X-Wing and a Ghost on the board, and the odd Falcon. But everything else is Toilet Seats, a crap-looking EU bomber and the TIE Defender which is merely ok. The only TIE Fighter you see is Sabine's.
It's not the amazing-looking game which drew me in for Wave III.
Edited by LampyridaeOn 4/2/2017 at 9:49 AM, SabineKey said:Good to hear Kenkirk is still kicking. Keep meaning to go back to him, but keep getting sidetracked.
On 4/2/2017 at 9:57 AM, Sir Orrin said:I'm thinking about trying Chirineau with Kylo crew. It is really hard for me to not choose Kenkirk with Isard though. One Agility and an evade every turn is amazing on a decimator.
I hate to sidebar the "reinforce thrown on an odd, mostly unknown small ship" thread...but to bunnytrail, what's this build exactly Sir? I'm intrigued.
1 hour ago, Nitratas said:As sad as it might be but i think this game is just running out of design space
They should examine fixing the space they've got (Xs, Ys, Bs, TIEs) and make it Star Wars fun again!! ....lots of space if you ask me.
3 minutes ago, clanofwolves said:
I hate to sidebar the "reinforce thrown on an odd, mostly unknown small ship" thread...but to bunnytrail, what's this build exactly Sir? I'm intrigued.
You mean my Kenkirk build? Sorry, forgot about that.
Kenkirk
Ysanne Isard
Emperor Palpatine
Whisper
Agent Kallus
Veteran instincts
Advanced Cloaking Device
Sensor Jammer
99 points
I also flew a version with Rebel captive and lone wolf instead of palpatine, but at the time Palp was just too good to pass up for Whisper's sake.
Thanks Sir, I'll have to give that a mat test ?
2 minutes ago, clanofwolves said:Thanks Sir, I'll have to give that a mat test ?
I love flying Whisper/Kenkirk every now and then.
Palpatine is the "meta" way to go (haven't tried post-nerf", but the Rebel Captive and Lone-wolf on Kenkirk is just as fun, and effective in a different way. A Decimator with one agility, a free evade, and one that is giving you stress is a pain to kill. The only reason I chose palp the one time was to keep Whipser alive, which turned out well. Hope you enjoy the list!
It'll be fun...get me out of the gunner/captive setup. Cool beans!
1 minute ago, clanofwolves said:It'll be fun...get me out of the gunner/captive setup. Cool beans!
Gunner on Whipser is an addiction for me.
Was hard to switch to Kallus.
6 minutes ago, Sir Orrin said:Gunner on Whipser is an addiction for me.
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Was hard to switch to Kallus.
Paying dividends is it?
3 hours ago, clanofwolves said:Paying dividends is it?
*sigh* Yeah, it does...
As much as I dislike stealing from epic.
it gives a one agility ship freedom to break away from Biggs. But at the cost of offensive efficiency.
7 minutes ago, Shenannigan said:As much as I dislike stealing from epic.
it gives a one agility ship freedom to break away from Biggs. But at the cost of offensive efficiency.
There are some interesting options for trying to regain that offensive efficiency, though it can be pricey.
9 hours ago, SabineKey said:There are some interesting options for trying to regain that offensive efficiency, though it can be pricey.
I want to run 4 base ships with wookie commandos and any 0 cost upgrades that fit. It looks like fun.
instead of releasing new ships, why don't they introduce old ships with new toys/pilots and stuff
1 minute ago, Wiredin said:instead of releasing new ships, why don't they introduce old ships with new toys/pilots and stuff
That's the question I ask everyday.
In this case, why not realese a new B-wing with a title/upgrade that gives it reinforce?
On 4/3/2017 at 0:16 AM, Marinealver said:As it has been mention before Evades are not hit points. Now sure they can cancel a hit but the entire point is to lower the amount of hits from an attack not the damage from an attack. Despite all the hate TLT has they have made evades clearly different from say a shield token. There is a difference between green defense (agility), blue defense (mitigation) and yellow defense (hit points). Agility is different than regenerative shields. Agility counters attack, shields counters damage.
Yes, flavor-wise they are different but functionally green dice are armor. A ship can sit right in front of an enemy and be taking fire but shrugging it off without moving due to "Evades"
That's armor.
9 minutes ago, Kingsguard said:Yes, flavor-wise they are different but functionally green dice are armor. A ship can sit right in front of an enemy and be taking fire but shrugging it off without moving due to "Evades"
That's armor.
I think you mean damage mitigation. But as I've been saying a permanent evade token doesn't equate to a regenerating shield token. For one evade tokens prevent hits not damage, now for almost all weapons 1 hit = 1 damage, the only exception are those that cancel all dice and apply damage after the hit has been resolved. However a regenerating shield token removes one damage. That is called damage recovery. One stops it as if it weren't even there, the other takes it but later removes the effect.
Still 2 different things mechanically.
3 minutes ago, Marinealver said:I think you mean damage mitigation. But as I've been saying a permanent evade token doesn't equate to a regenerating shield token. For one evade tokens prevent hits not damage, now for almost all weapons 1 hit = 1 damage, the only exception are those that cancel all dice and apply damage after the hit has been resolved. However a regenerating shield token removes one damage. That is called damage recovery. One stops it as if it weren't even there, the other takes it but later removes the effect.
Still 2 different things mechanically.
*shrug* armor prevents damage either by deflecting or absorbing the force of a hit.
Are you saying your objection to reinforces is that it should regenerate shields instead?
11 minutes ago, Kingsguard said:*shrug* armor prevents damage either by deflecting or absorbing the force of a hit.
Are you saying your objection to reinforces is that it should regenerate shields instead?
Different subject all together, thus different issue. With reinforce outside of 180 aux arc you get situations where reinforce covers an indeterminate number of sides. Depending on the situation it may cover only one side or 3 sides, or opposite sides depending on the firing arc of the ship that has the action.
IMHO I sort of wish reinforced prevented 1 damage instead of 1 hit which will help against the onslaught of TLTs huge ships (as well as give it a chance in the meta). But that is my take on reinforce in standard.
5 hours ago, Marinealver said:Different subject all together, thus different issue. With reinforce outside of 180 aux arc you get situations where reinforce covers an indeterminate number of sides. Depending on the situation it may cover only one side or 3 sides, or opposite sides depending on the firing arc of the ship that has the action.
IMHO I sort of wish reinforced prevented 1 damage instead of 1 hit which will help against the onslaught of TLTs huge ships (as well as give it a chance in the meta). But that is my take on reinforce in standard.
The problem with that is because of Reinforce's constant nature, saying it blocks one damage means a TLT does no damage what so ever with its double tap.
30 minutes ago, SabineKey said:The problem with that is because of Reinforce's constant nature, saying it blocks one damage means a TLT does no damage what so ever with its double tap.
You say problem, I hear solution
Just now, thespaceinvader said:You say problem, I hear solution
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Making a card completely ineffective with one token? Name another instance of that in the game.