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Made in us
Nurgle Predator Driver with an Infestation






Queen Creek, AZ

My buddy and I bought our own Forced Unleashed Starters. Plus some extras.
My List:
2 15 pt Tie Fighters
2 16 pt Tie Fighters
Darth Vader with Lone Wolf, Proton Rockets, and Stealth Device.

Buddy's list:
2 X-wings (low point ones)
1 Y Wing
Poe

We just played an Team Death Match game and forgot to keep track of rounds played. I Won without too much worry and He pretty much killed himself by running into asteroids throughout the game. I ran into one with Vader and lost stealth shield I think it was turn 3 or 4 but he didnt get hit again flank all the way into his spawn behind his guys fighting my Ties.

My Questions:
Can any Model not maneuver and sit still? (I did this with my Ties)
Is the game unbalanced? After the game we played 1 15 point Tie Vs 1 Low pt X-wing @ 2 range both with Focus, and the Tie would win, both time we tried.
Is a "Free Action" a card effect or something else?
   
Made in ca
Huge Hierodule






Outflanking

1) You must choose a maneuver on your dial- TIE's do not have speed 0 maneuvers.

2) Game is fairly balanced.

3) Free actions are generated by card effects. They may be any action you have available.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in gb
Battleship Captain




Exactly so - you must pick and declare a maneuver each turn (barring special cases like getting hit by ion cannons).

Note that some ships (like the Lamba shuttle) have a 'stop' maneuver on their dials (shown as a square) - very few do, though, and it's usually red (so you can't normally do it two turns in a row).

As to free actions - just as Crazy Carnifex says - anything giving you a free action lets you do any one action you would normally do (following any restrictions associated with the free action - some only let you do actions from your action bar, or actions from upgrade cards, or specific actions).

Note that you can never do the same action twice a turn, so if you barrel roll for your 'normal' action, you can't barrel roll again for a free action.

Note also that this is the difference between some effects which are 'a free action' and some which just say 'assign a token' or 'acquire a target lock' - if it's not an action, you can do that multiple times. Compare Night Beast (who gets a free focus action when he does a Green move) to Soontir Fel (who gets a free focus token when he gets stressed). Both abilities are broadly the same, but because Fel's isn't an action, he can potentially have multiple focus tokens at once.


The TIE fighter was damn lucky, I'll be honest.

A Red Die (with a focus token or target lock) produces a hit or critical 3/4 of the time.

A Green Die (with a focus token) produces an evade 5/8 of the time.


therefore, throwing three red against three green nets you an average of 0.375 damage 'through' whilst throwing two red against two green nets only 0.25 damage through.

As a result, if you just trade fire, the X-wing is doing more damage per turn, as well as needing nearly twice as much damage to take down (because whilst both take three damage cards to kill, you've got to knock out the x-wing's three shield tokens first, for an effective six health to the TIE/fos effective four.

It's possible for a TIE to win one-on-one in a straight 'joust', but it's extremely unlikely, especially since it can't stay still so can't easily 'lurk' at range 2-3.



This message was edited 2 times. Last update was at 2016/01/15 08:09:14


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Nurgle Predator Driver with an Infestation






Queen Creek, AZ

That makes sense, thanks guys!

Does rolling Critical do anything different that a normal hit? Lose a shield token + a damage card or damage card face up?

It took a while to get things figured out, rather than read the rules then play we jumped in and did a learn as we go, which took 4 hours (we where eating and gaking about random stuff also)

I really enjoy the game so far!
   
Made in gb
Is 'Eavy Metal Calling?





UK

Criticals that aren't Evaded deal a face-up Damage Card, which is then immediately resolved by applying the effect to the hit model. As far as I'm aware, they don't do anything extra against Shields, just knock one off like a regular hit.

 
   
Made in gb
Battleship Captain




Does rolling Critical do anything different that a normal hit? Lose a shield token + a damage card or damage card face up?


It's outlined in the main rulebook in the box (and indeed I believe the rules are online).

Normally, a critical hit does a damage card like a normal hit, but it's face-up (and follow whatever special effect is listed on the card). The text on face-down cards is ignored, and you don't know what they are. There are a few pilots, crew and upgrades which let you manipulate this, though, flipping cards face-down (or cards on opponents face-up).

There are a few pilots and weapons which do other things with critical hits, but it's easier to look at them pilot by pilot rather than try to list them all. As an example, Kath Scarlett (an Imperial Firespray Pilot) causes you to gain a stress token whenever you evade a critical result from her attacks.

It the 'learn to play' quick-start rules, then no, there's no particular difference between hits and critical hits.

Criticals don't do anything special to shields - a shield token absorbs one uncanceled [hit] or [critical hit] result, and doesn't care which.



This is why shields are deceptively powerful, especially on agile targets like a TIE/fo.

Because you always cancel [hits] before [crits], if you have lots of red dice and lots of green dice, then the odds increase that if any damage does squeak through, it'll be a [crit], which means that agile targets like TIE fighters and TIE interceptors take [crit] results a disproportionate amount of the time. Which hurts, because - lacking shields - they always suffer the bad stuff associated with the critical hit.

Equally, an X-wing has Target Lock as well as focus whilst a generic TIE fighter doesn't (I realise that TIE/fos do, but stay with me here). Whilst both give you the same average increase in damage output, a focus token converts [focus] results to [hit] results, whilst a target lock rerolls both [focus] and [blank] - both result in an average of 75% of the dice you roll coming up damage, but target lock slightly increases the odds of getting [crit] results, whilst focus doesn't.

These two factors, together with shields ignoring criticals, are the reason criticals tend to bug Imperial players in TIE fighters and TIE interceptors far more than Rebel players in X-wings and B-wings.


One of the defining differences between the Rebels and the Empire is that the durability of Rebel ships tends to come from shields, higher damage capacity, and the ability to fix damage after it's suffered, whilst the Imperials generally have more green dice and a much greater ability to manipulate green dice rolls and/or generate tokens which do the same.

This message was edited 3 times. Last update was at 2016/01/15 11:03:21


Termagants expended for the Hive Mind: ~2835
 
   
Made in au
Jinking Ravenwing Land Speeder Pilot





the down underworld

You may find yourself confused if you are reading the learn to play book and the rules reference. the learn to play book is missing a lot of rules and plays a lot differently. it's designed for intro games only

"If you wait a few months, they'll pick one of the worst codexes and they'll nerf almost everything, its an abstract sort of balance, but it's the sort of balance gw likes... "
 
   
 
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