Carolina Krayts is the best X-Wing podcast
Aaaaand, it's already locked.
5 minutes ago, Crit Happens said:Aaaaand, it's already locked.
The FFG mods are always watching.
1 hour ago, Crit Happens said:I dipped my toe into that thread, then immediately editted and erased my comment because nothing good will come from that rabbit hole.
no bal-
actually you know what, self rekt
34 minutes ago, Brunas said:no bal-
actually you know what, self rekt
-ance.
no balance.
5 hours ago, abell19 said:For, 7 more points why wouldn't I take a conditional 3rd dice
Because you’ll rarely meet the condition and probably better off upgrading a striker to countdown.
If you rarely meet the condition they are shooting your 30pt less maneuverable ship. Sounds good to me
10 minutes ago, Brunas said:
The game is called X-Wing
27 minutes ago, Brunas said:https://strawpoll.com/xz7cx1sg
Literal straw poll on generics
75-80%
Ace + 3-4 Generics is probably the most fun archetype I have used between 1.0 & 2.0
Vader + 3 Strikers
Whisper + 4 Strikers
Luke + 3-4 A-Wings
Fenn + 3 Fangs
It feels like it leads to a greater mix of possible decisions and is really flexible on approach.
Even though sometimes "protecting" the ace can make it feel like your playing hyper cagey finding that middle ground is where the fun begins & the generics let you get a little more aggressive.
Edited by Boom Owl10 minutes ago, Brunas said:
The game is called X-Wing
1 hour ago, Brunas said:https://strawpoll.com/xz7cx1sg
Literal straw poll on generics
Flawed poll! Are we talking ship count or points? Aces are usually much fatter than generics. With this in mind, I went with 60%, but a balanced all generics format could be fun.
1 hour ago, Tlfj200 said:The game is called X-Wing
Wedge is in an X-Wing.
2 hours ago, Brunas said:
Do four ship lists not exist? I demand the 50% option!
2 hours ago, Brunas said:
My policy is "At least over half of my points and over half of my ship count need to be generics"
Blackout 2 Delta was fine in 1.0, or Vader 4 Striker if that becomes legal.
But something like OL, 3 Omegas, and Wampa was fine.
Too many named pilots means there's a greater chance that the list is trying to do some Rube Goldberg Machine ****, and I didn't come here to play card games.
there's definitely a "once everyone's unique, nobody is" aspect to lists
if you have "it's VADER (or Maarek) because VADER (or Maarek) is COOL" as a design goal, Vader (or Maarek) will be even cooler if he's 1 in 4 of the /x1's you play against, rather than 1 (or 0) in 1
Even though I voted "more generics", I haven't flown a whole lot of generics (that aren't Glaives).
To build on this, Generics having no words means that the game is going to be more based on positioning and dials when they are more present.
No Glory could unironically be the best format with some point adjustments to the Juke Sigma.
Y’all seem to fixate on generics really hard the last page or so. A pilot ability is just a unique upgrade that is single chassis limited, usually with some associated initiative bonus. They aren’t better or worse for the game than any other upgrade just because they are printed on ship cards.
The fact that they tend to have a wider range of effects mean some individual ones can be game breaking, but for example Kare Kun is just slightly-better-daredevil, the Pilot. (Blue Ace forever).
3 minutes ago, AEIllingworth said:A pilot ability is just a unique upgrade that is single chassis limited, usually with some associated initiative bonus. They aren’t better or worse for the game than any other upgrade just because they are printed on ship cards.
Upgrades are also the enemy.
4 minutes ago, Boom Owl said:Upgrades are also the enemy.
Unironic I agree.
I think I enjoy 0-2 upgrades per ship, and I count a pilot ability as an upgrade. That’s my sweet spot before I get into writing-on-your-hand-because-too-many-triggerswing, and rubegolbergwing.
Chassis abilities might also also count as an upgrade card, they used to be. It is another effect to remember. But I don’t want Ocho v 4BZ either.
Edited by AEIllingworth2 minutes ago, Boom Owl said:Upgrades are also the enemy.
4 minutes ago, AEIllingworth said:Y’all seem to fixate on generics really hard the last page or so. A pilot ability is just a unique upgrade that is single chassis limited, usually with some associated initiative bonus. They aren’t better or worse for the game than any other upgrade just because they are printed on ship cards.
The fact that they tend to have a wider range of effects mean some individual ones can be game breaking, but for example Kare Kun is just slightly-better-daredevil, the Pilot. (Blue Ace forever).
The real enemy is words.
Cards with words on them are all just ticking time bombs before they become a component in another Rube Goldberg Squad.
4 minutes ago, AEIllingworth said:I think I enjoy 0-2 upgrades per ship, and I count a pilot ability as an upgrade.
Of all the many things FFG got right with 2nd Edition the thing they might have gotten the most right so far appears to be making upgrades in general expensive or correctly costed so they feel expensive.
Edited by Boom Owl6 minutes ago, Boom Owl said:Of all the many things FFG got right with 2nd Edition the thing they might have gotten the most right so far appears to be making upgrades in general expensive or correctly costed so they feel expensive.
Now they need to charge more for those "limited to 1 ship upgrades that also give Initiative"
The mining guild TIE is a good example, I am never going to fly a generic one without drea. I’ll just shuffle the other ships in the list until I can fit Seevor or Ahab, 4 and 6 points over the lowest respectively, or I will just leave them out.
