Gandy Warrior
 211 Posts




 | | 11/30/2006 5:16 PM |
| Ok, just spent like 6 hours yesterday playing one guy game after game. I beat him in all the games (we played 8 in all) but one, which I only had Vadar left on the board and he had the Viscount so I just flew Vadar off the board and he won. Army I built was dark side:
Invisible Hand Executor 4x Vulcan Droid 3x Tie Fighter Grevis Vadar Jango 2x Techno Union Starfighter (filler)
Vs.
Viscount MC80 Tantiv IV Millenium Falcon Luke Obi-Wan Rogue X-wing X-wing Ace x2 X-Wing x4
Now if I'm correct, when the Ties and Vulcans die and they have infinte they come back the next launch phase. So basically I sent them in to do what they can, die, come back. If this is so, I see these guys being TOO strong since the Light side does not have this ability. I was running a Droid Control Ship and Vadar flying behind three of them to give them the +3 to all attacks and +5 vs. fighters when I enacted Vadar command ability. I replaced the DCS with the Invisible Hand and just did his Barrage Attack and just handed my friend his butt every game. Light side seems a bit on the weak side so far, but I'll build an army with my Luke and stuff and see.This is kind of my first question, did I play the Vulcans and Ties correctly by having them die and come back next launch phase?
2) The command option for the two Class 1 ships. They have 1 and 1-4. How does the 1-4 work? Is it that the Class 1 ship can do any of the command options or they can command a class of that ship to do it. Case in point, Fly Casual. If I were to activate it with the Executor does that mean the Executor can cancel one attack or that I can use and cancel an attack against Jango.
3) Long Range Bombardment - Fighters can attack two squares away and do half damage with the weapon system. Question here is, what if the weapon system only does one point? If say X-wing vs. Tie can an X-wing kill a Tie from two squares or vice versa?Â
I'm sure I'll have more. Love this game. Will be playing it hard on Sunday again. Thanks for any help.
| | | |
|
Knight of Argenis Corim Danex Warlord
 6805 Posts



 West Valley City, Utah
 | | 11/30/2006 5:27 PM |
| | As far as question 2 is concerned, I believe that Command Counter 1 allows you to pick one of the three options for Class 1 ship(s) for a round. Command Counter 1-4 means you get to pick any one of the twelve granted abilities on the chart. If it is a class 2 ability, it would only be effective with a class 2 ship. You can't select a class 2 ability and apply it to a class 1 ship. | | "Look to God and live." Alma 37:47 Vindicated Champ of Hippogriff (Arcadian Hippogriff) and Uncommon Horse | |
|
Knight of Argenis Corim Danex Warlord
 6805 Posts



 West Valley City, Utah
 | | 11/30/2006 5:28 PM |
| | Regular TIE fighters (and the other ship) do have infinite respawn. If the ship is destroyed, you put it in your fighter pool and it becomes one of the ships you can launch again. What I don't know is if you score victory points every time one is destroyed (so you would get victory points 3x if you destroyed what was actually the same miniature 3x). I would think so, but I need to check the rules. | | "Look to God and live." Alma 37:47 Vindicated Champ of Hippogriff (Arcadian Hippogriff) and Uncommon Horse | |
|
Qucalion of Celene Sergeant
 967 Posts



 Salt Lake City, Utah
 | | 11/30/2006 9:56 PM |
| 1.) Infinite
Those starfighters with the Infinite ability (i.e., TIE fighter and Vulture Droid Fighter) return to the fighter pool for launching the next turn. Your fighter pool is good for all ships with Launch Fighters ability. So, as long as you have fighter bays, and fighters in your pool, you can keep launching those TIEs and Vultures.
2.) Command Options
Some ships have one or two Command Counters. The number on that Command Counter applies to that Class of Ships. Thus, a Command Counter with a 2 applied only to Class 2 ships. Command Counters with 1-4 can apply that Command Counter to any class of ship. The Executor has two Command Counters, one with a 1 and one with a 1-4 on it. The Executor could use two counters to apply to a Class 1 ship, or 1 to a Class 1 and the other to Class 2, 3, or 4 ship.
3.) Half Damage
In cases where you have to halve values, you round down, but the minimum is 1. I can't find anything in the rules indicating this, but it is a d20 System standard.
| | Qucalion of Celene Master Champion of the Dice Tale[http://dicetales.kuglerworld.com/] Ringleader of the Magical Mystery Trade
Radio Free Xangaka
Resume: http://www.maxminis.com/Forums/tabid/104/forumid/53/postid/678297/view/topic/Default.aspx
Have/Want List Last Update: 30 August 2008 | |
|
Qucalion of Celene Sergeant
 967 Posts



 Salt Lake City, Utah
 | | 11/30/2006 10:00 PM |
| Posted By Corim Danex on 11/30/2006 5:28 PM Regular TIE fighters (and the other ship) do have infinite respawn. If the ship is destroyed, you put it in your fighter pool and it becomes one of the ships you can launch again. What I don't know is if you score victory points every time one is destroyed (so you would get victory points 3x if you destroyed what was actually the same miniature 3x). I would think so, but I need to check the rules. There are no Victory Points in Starships. It is a matter of destroying your enemy entirely or being wiped off the face of the galaxy.
In the case of Infinite starfighters, as long as your opponent has launch bays, they will keep sending fighters after you. So, the point would be to destroy the ships with the launch bays as soon as possible.
| | Qucalion of Celene Master Champion of the Dice Tale[http://dicetales.kuglerworld.com/] Ringleader of the Magical Mystery Trade
Radio Free Xangaka
Resume: http://www.maxminis.com/Forums/tabid/104/forumid/53/postid/678297/view/topic/Default.aspx
Have/Want List Last Update: 30 August 2008 | |
|
R5Don4 Skirmisher
 12 Posts



 Vancouver, BC
 | | 11/30/2006 10:33 PM |
| | I thought I remembered reading that you rounded up. | | | |
|
Qucalion of Celene Sergeant
 967 Posts



 Salt Lake City, Utah
 | |
XAos Underboss
 2395 Posts



 London
 | | 12/01/2006 4:07 AM |
| Posted By Gandy on 11/30/2006 5:16 PM So basically I sent them in to do what they can, die, come back. If this is so, I see these guys being TOO strong since the Light side does not have this ability. I was running a Droid Control Ship and Vadar flying behind three of them to give them the +3 to all attacks and +5 vs. fighters when I enacted Vadar command ability. I replaced the DCS with the Invisible Hand and just did his Barrage Attack and just handed my friend his butt every game. Light side seems a bit on the weak side so far...
I think all your rules questions were already answered. On game balence issues. The "Infinite" fighters are so expensive that you need to launch them atleast 3 times to "break even" V's the cost of non-infinite fighters. And since your opponent will be trying to destroy your fighter launch ships, you might not manage to launch them frequently enough.
As for the lightside being weaker. It's possibly to build noticably stronger lightside forces than the one you played against. e.g. 3-4 Venators with Fighter launch 4 and 20+ fighters. Or 6-8 Rebel Cruisers and 15+ fighters.
Barrage attack by Invisible Hand should be difficult to use every turn. It only has a 2-square wide Line-of-Fire. So the opposing class-1/2/3 ships usually choose to deploy not in that line. And even if the 'Hand deploys 2nd the enemy ships will usually dodge sideways. Were you missplaying the barrage as the entire side "cone" ?
| | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
|
Gandy Warrior
 211 Posts




 | | 12/01/2006 4:38 PM |
| OH, didn't know that about Barrage. We only read the card which reads Broadside, each side. I figured you were giving up frontal defense for a stronger attack by exposing your flank. No biggie we both played it that way, but now I know .
Well, they guy I played owns the store (Silver Dragon Games in Tampa if anyone knows the place) and he didn't have much since he doesn't really buy his own merchandise.
I've bought a few cases and have not pulled much in the way of multiple fighters, so options are limited on size of force right now.
Anyway I appreciate the answers guys.
| | | |
|
Shiva_0 Sneak
 79 Posts




 | | 12/05/2006 2:28 PM |
| | Where does it say Invisible Hand's Proton Barrage is only two squares wide; I can't find that in the glossary and everything says it's the broadside width of the ship's stand in a straight line across the map? | | "I am created Shiva, the Destroyer; Death, the Shatterer of Worlds." - the Bhagavad-gita
"I just want to destroy everything" - Johnny Rotten
Seeking to become the next Incredible Hulk since August 2005.
Champion of The Justicar (Not to be confused with that ****er Justicator) | |
|
Knight of Argenis Corim Danex Warlord
 6805 Posts



 West Valley City, Utah
 | | 12/05/2006 2:44 PM |
| Posted By Shiva_0 on 12/05/2006 2:28 PM Where does it say Invisible Hand's Proton Barrage is only two squares wide; I can't find that in the glossary and everything says it's the broadside width of the ship's stand in a straight line across the map? Well, the Invisible Hand's stand is only two squares wide. That's how wide the ship is. If it extends beyond the base (like the Executor), that does not extend it's threat range on broadsides. For purposes of determining how long a ship is, or where it is, the base is used. from glossary, "Broadside: Some weapons systems can attack only enemies to the ship's side. A broadside is as wide as the ship's space on that side and extends across the stellar grid from that ship. A ship that has enemies to each of its sides can make one broadside attack per side during the attack phase (maximum two broadside attacks)."
| | "Look to God and live." Alma 37:47 Vindicated Champ of Hippogriff (Arcadian Hippogriff) and Uncommon Horse | |
|
Shiva_0 Sneak
 79 Posts




 | | 12/05/2006 2:51 PM |
| | Exactly, I thought the Invisible Hand was Huge with a 3 by 3 base and Class 2, thus a 3 square wide line barrage. Are you sure its base is only 2? | | "I am created Shiva, the Destroyer; Death, the Shatterer of Worlds." - the Bhagavad-gita
"I just want to destroy everything" - Johnny Rotten
Seeking to become the next Incredible Hulk since August 2005.
Champion of The Justicar (Not to be confused with that ****er Justicator) | |
|
Knight of Argenis Corim Danex Warlord
 6805 Posts



 West Valley City, Utah
 | | 12/05/2006 3:39 PM |
| Well, the base is huge (3" by 3") but it can target the two rows that it rests in. That's what I meant by 2.
It would be impractical to say which 3 inches of the two rows of 2" squares that the base is in exactly.
| | "Look to God and live." Alma 37:47 Vindicated Champ of Hippogriff (Arcadian Hippogriff) and Uncommon Horse | |
|
 Avatar of Stars Ghengis Ska Warrior
 334 Posts




 | | 12/05/2006 4:01 PM |
| Posted By Shiva_0 on 12/05/2006 2:51 PM Exactly, I thought the Invisible Hand was Huge with a 3 by 3 base and Class 2, thus a 3 square wide line barrage. Are you sure its base is only 2? Check the pictures on pages 9, 11, and 12 and you will see that a Class 1 and a class 2 only occupy a total of 4 squares.Â
Page 11 shows very nicely that a class 2 (this case the ISD) only occupies 2x2 for 4 squares.
| | | |
|