Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

21 minutes ago, Jeff Wilder said:

Well, it's not completely random. (At least not in Wings of Glory, the current incarnation.) A given damage deck is associated with the power of the gun the firing aircraft carries.

And I think the lack of actions is at least partially compensated for by using altitude rules. (Or by using large planes, where crew-members may have to move to operate stations.)

Indeed. The WWI version there's a very limited number of weapon types so you're drawing from the single pool of random damage counters. The WWII one however I think it's around 4 or 5 different guns/cannon types with different weighted results. VERY lethal. First time we played WWII a friend and I 'jousted' - each drew our damage counters - and each immediately went down in flames. Think it was five minutes including setup. We looked at each other in confusion before deciding to try that again - and we didn't go head on that time!

The altitude rules are "optional/advanced" rules and aren't all that smoothly integrated. Or at least not explained well in the rules.

Edit: Disclaimer - I did stop collecting when the miniatures hit the seen, so prior to the rebranding and updates.

Edited by LagJanson
16 minutes ago, Biophysical said:

That does sound awesome. Very high entry barrier, but it must feel good when you pull it off. That's my main problem with my dream game of an X-wingish game using vaguely realistic space flight. The momentum build-up probably sends people flying off the board all the time because it takes just as long to stop as it does to get going. Feels bad and takes some time to get good at managing a system where you don't automatically slow down.

Not to mention finding a way to easily represent turning by means of vector changes and acceleration. And then not to mention, if you're bothering with realism, that you need to account for X, Y, and Z in movement. (And unlike what some folks think, it does matter even when there are only two ships on the board, for reasons of, again, vector, inertia, and acceleration.)

When I was in college, we would while away time between BattleTech games in the Student Union by trying to invent this system, and after a few months we gave up. It's just too complicated for table-top gaming.

10 minutes ago, Jeff Wilder said:

Not to mention finding a way to easily represent turning by means of vector changes and acceleration. And then not to mention, if you're bothering with realism, that you need to account for X, Y, and Z in movement. (And unlike what some folks think, it does matter even when there are only two ships on the board, for reasons of, again, vector, inertia, and acceleration.)

When I was in college, we would while away time between BattleTech games in the Student Union by trying to invent this system, and after a few months we gave up. It's just too complicated for table-top gaming.

You guys should check out Aerotech if you haven't already looked at it - to pick bits you like from it at the very least. Doesn't have full 3D but does have inertia, vector and acceleration. Flying backwards and shooting at somebody who thought they were being sneaky was kinda fun. Heck of a learning curve! I preferred atmospheric rules to avoid all that, but did teach a few players how to fly the space stuff.

Easy way to track vectors and velocity on the hex map (this is a Battletech based game at it's core) we used three dice to indicate how fast in a maximum of two directions you were traveling... then you would travel that many hexes in each direction each turn unless you spent thrust to change the velocity. It was always hilarious watching somebody new build up a stack of speed and then watch them helplessly tumble off the map. Usually they were asked then if they knew what they did wrong and were gifted another fighter.

Edited by LagJanson
1 hour ago, catachanninja said:

I always liked stress because in the old days it brought everyone down to the base level of setting dials correctly, even the passive mods on a falcon got real sad when it was taking 3+ shots a turn. But hey people like thier action stacking and thier turrets and bombs so whatever.

I agree.

To meme, or not to meme, that is the question:
Whether 'tis nobler in the mind to suffer
The TLTs and HLCs of outrageous turret spam,
Or to take Arcs against a Sea of bombs,
And by opposing end them: to netdeck, to meme
No more; and by a meme, to say we end
the heart-ache, and the thousand natural evades
that Duncan is heir to? 'Tis a Kraytvention
devoutly to be wished. To git gud, to meme,
To meme, perchance to Reeeee; aye, there's the rub,
for in that pursuit of memes, what data may come,
when we have shuffled off this cancerous meta,
must give us pause. There's the respect
that makes Cancer of so long a meta:
For who would bear the Tacticians and Reinforce of wookiees,
the Miranda's regen, the proud Nym player's bomblet,
the TLTs of the despised Ghost, the Fenn's coordinate,
the insolence of FFG, and the spurns
that good players receive of the unworthy casuals,
when he himself might his Quietus make
with a bare Bob-kin? Who would Fenns bear,
to grunt and sweat under a weary meta,
but that the dread of something after FAQ,
the undiscovered meta, from whose bourn
no player returns, puzzles the will,
and makes us rather bear those NPEs we have,
than fly to others that we know not of.
Thus conscience does make cowards of us all,
and thus the native hue of Wholesomeness
Is sicklied o'er, with the pale cast of Acrylic,
And maneuvers of great skill and foresight,
with this regard their Dials turn awry,
And lose the name of X-wing. Soft you now,
The fair Chris? Nymph, in thy podcast
Be all my memes remember'd.

tl;dr what do I do for Adepticon?

25 minutes ago, Jeff Wilder said:

Not to mention finding a way to easily represent turning by means of vector changes and acceleration. And then not to mention, if you're bothering with realism, that you need to account for X, Y, and Z in movement. (And unlike what some folks think, it does matter even when there are only two ships on the board, for reasons of, again, vector, inertia, and acceleration.)

When I was in college, we would while away time between BattleTech games in the Student Union by trying to invent this system, and after a few months we gave up. It's just too complicated for table-top gaming.

Attack Vector: Tactical is the most serious attempt that I'm aware of. As for me, I'm willing to give up 3d for practical reasons. I have ideas for tracking velocity vectors, but they are untested.

1 minute ago, defkhan1 said:

To meme, or not to meme, that is the question:
Whether 'tis nobler in the mind to suffer
The TLTs and HLCs of outrageous turret spam,
Or to take Arcs against a Sea of bombs,
And by opposing end them: to netdeck, to meme
No more; and by a meme, to say we end
the heart-ache, and the thousand natural evades
that Duncan is heir to? 'Tis a Kraytvention
devoutly to be wished. To git gud, to meme,
To meme, perchance to Reeeee; aye, there's the rub,
for in that pursuit of memes, what data may come,
when we have shuffled off this cancerous meta,
must give us pause. There's the respect
that makes Cancer of so long a meta:
For who would bear the Tacticians and Reinforce of wookiees,
the Miranda's regen, the proud Nym player's bomblet,
the TLTs of the despised Ghost, the Fenn's coordinate,
the insolence of FFG, and the spurns
that good players receive of the unworthy casuals,
when he himself might his Quietus make
with a bare Bob-kin? Who would Fenns bear,
to grunt and sweat under a weary meta,
but that the dread of something after FAQ,
the undiscovered meta, from whose bourn
no player returns, puzzles the will,
and makes us rather bear those NPEs we have,
than fly to others that we know not of.
Thus conscience does make cowards of us all,
and thus the native hue of Wholesomeness
Is sicklied o'er, with the pale cast of Acrylic,
And maneuvers of great skill and foresight,
with this regard their Dials turn awry,
And lose the name of X-wing. Soft you now,
The fair Chris? Nymph, in thy podcast
Be all my memes remember'd.

tl;dr what do I do for Adepticon?

****, that's fine work.

Easiest no be to have altitude 1 2 and 3.

Moving from one to an adjacent one costs an action.

Measuring range bands add the diffrence in elevation.

Not perfect but easy to grasp and play with.

2 hours ago, Biophysical said:

Edit: I'll probably take some flack for saying this, but I think R3A2 is a great card. It requres you to play the game to get the benefit, it hard counters a small set of things and it is modestly useful against a large set of things.

I would tend to agree with this with the caveats that it should probably be primary arc and that there should probably be a cap on the amount of stress you can have and still activate it.

Having to get people in arc and having a trade off in the form of stressing yourself, good.

Being able to hand out unlimited stress from 2 arcs, on a ship that benefits more from having stress than having an action, and can still do red maneuvers... not so much. Strezzra eliminates all of the interesting decisions and tradeoffs that R3-A2 otherwise creates.

16 minutes ago, defkhan1 said:

tl;dr what do I do for Adepticon?

I'm not a literary critic... and can't answer what you should do in this wonderful diverse meta we are currently living within.

My solution is far from elegant. I'm going totally fair four ship Rebels... As in... no tricks. I'm just going to apply guns. If guns work, I win. I expect to NOT win a few times, but I should enjoy myself anyway.

https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!9:135,-1,-1,253:21:-1:;9:135,-1,-1,253:21:-1:;199:-1,253,203:-1:15:;278:29,206:-1:-1:&sn=Unnamed Squadron&obs

Edited by LagJanson
20 minutes ago, defkhan1 said:

tl;dr what do I do for Adepticon?

If Chris actually gits gud at email- I've had an article written with this same question for a couple weeks now, asking to throw it it into the notes after a post.

30 minutes ago, defkhan1 said:

tl;dr what do I do for Adepticon?

put on an accusatory play and then poison everyone?

12 minutes ago, Kaptin Krunch said:

If Chris actually gits gud at email- I've had an article written with this same question for a couple weeks now, asking to throw it it into the notes after a post.

It's not my fault! (It's entirely my fault)

This week!

8 minutes ago, Brunas said:

It's not my fault! (It's entirely my fault)

This week!

LIES!

DECEPTION!

giphy.gif

2 hours ago, Kaptin Krunch said:

If Chris actually gits gud at email- I've had an article written with this same question for a couple weeks now, asking to throw it it into the notes after a post.

If @brunas doesn't do it, I can put it up on our league's website. It's more or less dormant these days due to differing opinions on what "fun" is. Well, that and evening games don't work well for an 8 year old so I'm in no rush to kickstart it again since we mostly miss out on the games, and no one stepped up to take the lead.

Use it or lose it @brunas :P

With how many non-podcasters are in this thread, another podcast could be made...

The Page Two Defense Force!

By the way, how is that ace definition coming along @catachanninja? :lol:

3 hours ago, GreenDragoon said:

By the way, how is that ace definition coming along @catachanninja? :lol:

Now it's been so hyped ima let you all down lol

22 hours ago, Biophysical said:

I have a side hobby of designing games only I would want to play, and the one that's basically an X-wing variant has the player set a face down "action" token when they set the dial. There are actions, but they aren't responsive.

That’s basically Rune Wars. You have two dials, one for a move (or stuff) and one for an action (or other stuff). It’s a nice system actually, I’d love to see it implanted for X-Wing should a 2.0 ever happen.

48 minutes ago, Major Tom said:

That’s basically Rune Wars. You have two dials, one for a move (or stuff) and one for an action (or other stuff). It’s a nice system actually, I’d love to see it implanted for X-Wing should a 2.0 ever happen.

Watched a few games of rune wars and it led to interesting decisions. I don't think it works quite as well for xwing (thematically), but it could be run regardless.

7 minutes ago, Brunas said:

Wow just linking this page is a super savage insult. Bookmarking that.

Quoting from it makes it much, much more painful. Some gems:

  • "Don't try to memorize everything. Unlike with many card games, you don't need to rely on a vast knowledge of what your opponent may have in their deck." From experience, having a francophone 8 year old kid playing anglophone people (i.e. he can't parse all the cards live) knowing what all the cards do is super useful, bordering on necessary, if you intend not to get rofl stomped. The first step of any match is running him through their list (often deflating their ego by how quickly I can point out their newfangled "tricks").
  • "Don't bother with munitions for now. Missiles and torpedoes can be put to powerful and effective use, but when you're a newer player, maneuvering is the most important thing you can master." Wow is all I have to say.
  • "When building your first few squadrons, focus on skills you understand. If the potential benefit of a skill doesn't make sense to you right now, skip it. It'll make sense to you later as you gain more experience." Or not, since so many abilities may as well be blank. But yes, lets peg that on the newbies not seeing the matrix.

And, for my closing argument: "New players often wonder whether to focus on getting the most recent ships or on starting with the earliest ships first. Fortunately, the game is so well-balanced that it really doesn't matter."

Addendum: at least they're honest that people will just end up impulse buying everything.

I had a serious laugh last night when some people who are traveling to Canadian Nationals (swiss starts tomorrow!) had just discovered GhostFenn in their practice matches and were discussing it on their Facebook group. Boy will swiss be a brutal awakening for some players!

1 hour ago, Boom Owl said:

LOL OMG this quote from that article:

"Fortunately, the game is so well-balanced that it really doesn't matter. A "swarm" of six original TIE fighters with generic pilots is still considered a deadly build. Don't worry about selecting the perfect combination of ships—nearly any grouping will be fine starting out. You can't really go wrong at this point! "

5 minutes ago, Favoritism Flight Games said:

LOL OMG this quote from that article:

"Fortunately, the game is so well-balanced that it really doesn't matter. A "swarm" of six original TIE fighters with generic pilots is still considered a deadly build. Don't worry about selecting the perfect combination of ships—nearly any grouping will be fine starting out. You can't really go wrong at this point! "

To be fair the article is from 2016. Technically the last year that statement about swarms was true.

Edited by Boom Owl