We found a little reminding aid. Simply select some 1/2" or 5/8" counters from one old wargame we will never play again. Like VG's "Victory in the Pacific". Use this instead of generic Critical Hit hexagonal counter. Ship on Fire. Crippled Ship. Etc. Asign one specific counter to each Crit that must be taken into account.
Minor details you usually forget while playing.
On 8/10/2017 at 10:26 AM, sirjorj said:I only recently realized that each die is only allowed to be rerolled once. I wonder how many times I’ve broken that rule.
jorj
this!
On 8/10/2017 at 11:21 AM, robertg97 said:Dengars Revenge shot.
I seem to forget this one all the time....has cost me more than one match!
When I am trying a new list I forget a lot of its tricks. However, when I am getting ready for Store Championship Season, I play the same list. I will practice with it alot before the first tournament, so I am familiar with all its tricks. Old Torrach took me a while to remember how his ability worked.
Eating, drinking, that sort of thing....
We never roll or take effects for passing through the astroid we previously landed on the last turn.
I can't think of any minor details...
Probably because I forgot about them...
On 8/11/2017 at 1:05 AM, Bullox said:Integrated Astromech.
This so much.
I keep on forgetting that I can boost a ship after I tractor it. It's only 1 straight but shooting it from behind and pushing it towards the board edge usually sends an opponent into panic mode.
I think acquiring a target lock from FCS is something I forget the most. I also see many of my opponents forget that frequently. Probably the main reason I don't use FCS much!
Powering up shields before placing forces, but my league is pretty forgiving about that, and I haven't gone to a tourney in over a year.
11 hours ago, spacelion said:I keep on forgetting that I can boost a ship after I tractor it. It's only 1 straight but shooting it from behind and pushing it towards the board edge usually sends an opponent into panic mode.
Especially if you can keep it going with ions. Every turn, that ship goes the equivalent of three straight toward the board edge.
Looking at my critical condition tokens after I've placed them out on the table....
The extra hull point granted by the Heavy Scyk title FAQ... I know it's cost me at least one match. I forget Predator sometimes, and have forgotten to hand off a stress from 4-LOM pilot more than once.
I always use the crit reminder tokens though, and they work... it's frustrating to no end how many people DON'T use them and forget about a crit until they are executing a maneuver they shouldn't, trying to perform an action they can't etc.
It's frustrating how many times I use the tokens and then forget anyways.
It's like my mind is just conditioned to glaze over that symbol.
Start of combat abilities (Rey crew, Glitterstim and Countermeasures)