So, first X-Wing event today...
I was playing:
YT-2400 with Dash, Navigator, Heavy Laser and Engine Upgrade coming to 50 points even...
Have to say that the Navigator was the MVP... Getting to change the speed up on my chosen maneuver, then ignore the Asteroids and boost or barrel roll out of firing arcs and sometimes even using the Heavy Laser... Did not actually shoot down all that much, but the speed and agility meant I survived quite well... And of course, dancing through the asteroids helped keep me alive longer...
So, I have the basis for my Store Championship Squadron... Thinking this, a B-Wing and... Either another B-Wing, a Y-Wing, or... Will have to see, and I have a few weeks to test it.
Mostly X-Wing... Some real life/job stuff here and there... Oh, and motorcycles too!
Saturday, February 7, 2015
Thursday, February 5, 2015
So, Necrons... Oh, and FoW/X-Wing a bit...
So, Necrons…
Neat
overall I think… My only real gripe is
that they actually made Gauss better…
Still Glances on a 6, and now automatically Wounds on a 6 as well. Not QUITE Rending, but it does seem that the
Necrons are really built specifically to take down anything “big” hard and
fast. Rapid firing at say that nice
expensive Land Raider from a Squad of basic troops might not erase the Raider,
but it has a really good chance of doing 2+ Glances, so it might take 2 rounds
of fire or 2 Squads firing at the 250+ point Raider to kill it. They did kill the silliness of Tesla rolling
6’s to hit on Snap Fire generating the 2 additional hits and they seem like
they overall balanced a LOT of the loopholes and stupid tricks that just made
playing against a well-built Necron force painful and “less fun” to play
against. Having the cheap spammable
flyers go up in point cost a fair chunk (130 from 100 IIRC) is really
important, as is limiting the access to them…
Of course, that the Gauss of the basic Troops has gained so very much
against the big MC type builds, I am not thinking that is so much of a bad
thing for the Necrons… A lot of the shenanigans
with the weird 5th edition HQ things are apparently gone, and that
is a VERY good thing. Loads of
Formations and the like, so guessing there will be new things to break the
system, but overall it is looking quite well balanced… If only they did not so easily kill the nice
things I would like to be able to play without feeling like an idiot J…
How well will they balance against the Eldar? Not a clue really… I think it would at the very least be a
bloody fight from what little I have actually read on this… The Wave Serpent of the Eldar I think still
tilts things slightly in their favor, but the sheer number of Glances that the “deep
striking” Troops from their Invasion Beams should make short work of anything
that the Necrons can get close to… So, I
think it will come down to the better player fielding the “buckets of dice”
approach. Eldar DO have a huge advantage
in mobility I think which will allow them to recover from mistakes and force
the issue on the Necrons…
FOW has my 82nd Airborne lads back to the top of
the painting queue… After this weekend,
might even get back to painting again. Have
my Rhulic Dwarves as well… They are
almost base coated and will be finished I think by the next League’s end… Big mess of bonus points as I have yet to
really complete painting ANY of that army.
Close and a lot of it is base coated at least, waiting on details and
dipping in the stain J… NOT actually dipped, but I do use the Minwax
to get the really nice effect and it does help provide a nice protective
coating…
X-Wing, first actual event coming up Saturday at Winter War,
50 points, team event apparently, so I’ll be flying a YT-2400 with Dash, Navigator,
Heavy Laser and Engine Upgrade. Comes to
50 points exactly, can ignore Asteroids for movement and actions, Navigator
allows me to change my speed, and I can then Boost if need be or Barrel Roll… Both with the Large Ship base make it really
maneuverable… A little light on Damage
with the Heavy Laser being locked in front arc, but it DOES have a 360 arc that
I can shoot for 3 Dice at range 1… Then
in a few more weeks I have the Store Championships at the Gopher… Straight 100 points, not 100% sure what I
will fly there, but am REALLY liking the YT-2400 , Y-Wing and B-Wing Squadron I
have been play testing… Not a lot of
Ships or frankly a huge amount of Damage all at once, but annoyingly survivable… We will see I guess. I suspect I will lose badly to the far better
builds and players, but it is a fun game…
Friday, January 30, 2015
Game Funk...
Game Funk…
And not the smelly gamer funk. Mostly just hitting a wall or darker patch in
my gaming. Plus side, and it is a HUGE
one being that I have my X-Wing stuff and that game locally (though ironically
not at the Gopher… We’ll have to change
that) is going strong. Pretty much what
is keeping me sane game wise.
Warmachine is in a Journeyman League now and my chosen army
(Rhullic) has so few options in this setting that it simply does not interest
me at all. Yes, my fault for choosing an
extremely limited Army like this. But I
wanted a nice small (pun unintended, but I’ll take it) Army to get back into
the game and get in some play time. I
felt my Circle had too much potential to stay as broken and silly as I
remembered them being. And I suspect I
would have played them hyper aggressively like normal and it would have gone
badly for the other newer players facing me as I tend to let myself go and just
kill everything in my path… I have only
faced the Circle once since coming back, and it was a much newer player so my
Cygnar “shoot early and often” force did well.
I suspect strongly that had a more seasoned player been playing and
choosing the army I would have been swept off the table. Kind of the feeling I get playing that game
though, there was a pretty steep learning curve coming from 1st edition
to 2nd edition, and a lot of what I had in the ancient (for
Warmachine’s timeline) times is simply not useful or effective enough against
the modern stuff. So, while I have a
HUGE Cygnar force in terms of numbers of figures, not a lot of it would do much
on the table I think. Yes, I can make a
LOT of it effective, depending on the matchups, but I think Cygnar is low to
middle of the pack in terms of effectiveness.
Decent, but too easy to find hard counters to. OTOH, it HAS a lot of absolutely hard
counters to some of the other forces, so things like my Gun Mages are annoying
and potentially amazing especially against things that cannot live without
their otherwise strong immunities to things like shooting them with non-magical
weapons…
40K… Necrons release
is… Well, now I guess. So far seen pretty much all of the changes,
and it does seem to bring them back in line with the current things leaving the
Eldar alone as the “oops” Army or “Elephant in the room” as it were WRT the competitive
armies. Wonder how long until they get
changed. Could be a simple FAQ change to
the Wave Serpent Shield and I suspect a lot of people will see the Army as
being powerful, but not completely unbalanced. Will that bring me back to playing? Eh, not any time soon. Fortunately, my wonderful wife is very good
about humoring my tendency to horde so many games/armies and assorted toys, so
I will likely HAVE the option to get back to it at some point.
Dug up my FoW stuff…
Lots of lads in various OD Green uniforms… I painted up my initial US Airborne force in
the 1943/44 style, so they are “Mid War”…
I have a Platoon of the old M3 Grants ready to roll out… And a few M-3 Stuarts to go with my 82nd
force… One of my Grandfathers was an
Armored Cavalry commander during the war, and I know he commanded M-3’s in
Africa then later some M-4 Shermans and M-5 Stuarts in Europe, more nostalgia than
“effective tanks”. My Battery of 75mm
Pack Howitzers is still pretty nice, though I’ve had them overrun a few times
by faster German forces… My FoW is very
much “Airborne” with Mech support…. May
flesh it out some to have my 8th ID/12th Engineers force
which surprisingly changed VERY little from 1944 to 1990 when I was assigned to
them. Changed in the M-3 Halftracks for
M-113’s, but… And we still were issued
some of the same damn weapons. My
sidearm was an old M1911A1 manufactured by Colt in 1935, the Squad AT weapon
(officially at least, we always “secured” LAWs or AT-4’s) was an ancient 90mm Recoilless
Rifle. The M-3 Grease Gun was still our
submachine gun I carried loaded out with tracer rounds to mark for air support… Oh, and to set bunkers of ammo on fire
apparently as “recon by fire” was what we did in Iraq briefly… Soviet ammo shipped in wooden cases, and
tracer rounds… Well, let’s just say
there were a few fires and leave it at that J… So, FoW is a fun game, but NOT one I think is well suited to Tournaments, and I guess I have not kept up with a lot of the recent releases where the balance issues are apparently quite bad. works in small, limited groups well enough as a fun game though...
Waiting on D&D and STAW Attack Wings to start back up... D&D I have a bit more hope in the long term for, and I will be snagging the Silver Dragon with the Paladin rider :-)... Will look great on a shelf if nothing else...
Saturday, January 24, 2015
X-Wing and motorcycles...
So, got in a few more games of X-Wing… Think I have it mostly figured out and I
faced the dreaded Tie Phantoms and the Decimator… Wow, that thing is TOUGH. Not agile, but 4 shields and 12 Hull? Makes the YT-2400 seem like an oversized
Fighter… Which it really is of course. I LOVE the way it flies especially with Dash
at the helm ignoring the obstacles. Does
NOT ignore other ships, so bumping with the large base is a problem. Especially if the other player is really good
like Nick is… Has the Intel Agent crew
card on all of his ships so he can see enemy dials in Range 1-2, so the low
Pilot Skill of the generic Pilots is less a problem as he tries to block in
your ships and move out of your arcs, etc…
Not a lot I could do, the Phantoms are 4 Dice attacks each, and the
Cloaking devices make them really maneuverable.
In every game I think I got them, but never did get through the
Decimator itself. Did a lot of Damage
but the thing was too tough for my builds.
Got my builds a lot more focused:
YT-2400 with Dash and the Heavy Laser… And ?
Engine Upgrade and Anti Pursuit Lasers are pretty nice… The Engine Upgrade on a large based ship
though? Um, yes please! Especially with the ability to ignore the
Asteroids… Need to figure out what Crew,
etc…
Liking the Y-Wing, but of course getting it killed in a
single turn is possible if they say get the Decimator AND both Phantoms able to
catch one at close range…
A-Wing? FAST. And the one I was flying was Jake Ferrell. The Boost or Barrel Roll as a free action
after a Focus along with all the Green maneuvers to clear Stress tokens…. And a Green 5 forward? The ONLY real down side was that 2 Attack really… Fast, fairly survivable but just did not do
enough damage really…
Have not flown an X or E Wing yet… They both look “OK”, just don’t really fit in
a 100 point list with the bigger ship…
Worried about the lowish Damage output on a decent frame not really
being enough to keep up.
Z-95 was OK… Not very
survivable and low damage output.
Against Swarms, it will do well, but I am not sure I want to fly it in
the Store Championships…
The Winter War event is 50 points, NOT 100 so looking like
either a single YT-2400 or maybe a pair of decent fighters. More likely the YT that my wife got me for
Christmas from the Gopher J Thanks again folks!
Motorcycle, both of the current ones have people interested
in them and I found a 1984 Goldwing with the alternator conversion in the price
range… So, maybe the updated bike will
be hitting the road soon… Plus side, easy to transport X-Wing on any of those bikes...
Tuesday, January 20, 2015
X-Wing, a bit of 40K and basement/motorcycles...
So… More X-Wing in… So far so good. Still losing more than winning of course, but
I think I have a much better understanding of what is actually going on. Swarms are brutal, but vulnerable to Assault
Missiles and have VERY real issues flying in and around the Asteroid fields… So, learning the importance of placing the
obstacles and using them to force contact on my own terms. The YT-2400 with Dash at the helm and its
ability to simply ignore them is HUGE…
at least for me learning the game…
I suspect someone who has played the game a long time will not be nearly
so impressed with this ability. But
placing a dense field out there then flying in and around it keeps the TIEs at
a distance and leaves them vulnerable to being picked apart… Of course, if they can keep me away from the
field and line up on me… Well, it will
be a much shorter game then.
Liking the Rebel Heavy Fighters… B-Wings are probably my favorites from a “how
they work” aspect. Have to be careful
flying them, but good firepower and surprising maneuverability… Lack the crew/droid slot on their base model,
but thanks to the Rebel Aces pack… That
can be fixed for a price. Some amusing
combos allowing 360 degree firing arcs on a fighter that can sideslip into
range/arcs, and even with the standard 90 degree arc, it is at the least a fun
one to play. Depends on Shields a LOT,
and I can see why the R2-D2 addition would make this insanely over powered. I HAVE pretty much the rest of the Rebel
ships, and while I always liked the Y-Wing myself… Just having a harder time flying them. It is pretty much like the Dominion BB in
STAW… Decent attack, but flies like a
Battleship. And the TIEs just run
circles around it. Staying in formation
and skirting theirs make it OK, but not something that makes me feel much like
I really have a chance against them. So,
they tend to be on my “second line” builds.
For whatever reason I just don’t find the “swarm” builds all
that interesting to fly. So, while I
love the Z-95’s for the fluff (Han’s old fighter in one of the ancient books I
read when I was a kid IIRC) reasons and they are fun “filler” elements for my
builds I just don’t see myself playing all A-Wings and Z-95’s… The A-Wings are FAST. Neat, but very fragile for my tastes. A Rapier to my preferred Bastard Sword… Since I feel that the ability to TAKE damage
is important, probably more so than moving fast… Well, I will certainly give them a shot, but
they’ll never be my preferred fighter I think.
And the Z-95s are really just cheap.
While the quote attributed to Stalin going along the lines of “Quantity
has a quality all its own”... So, they are good for the points, but certainly NOT great fighters...
The X-Wings I’ve seen used are good… Nothing OP certainly in general, more “meh”
than “OMG”. Shields and Hull giving you
a “5” value for Health… Not sure if
X-Wing players use this sort of valuation like the STAW folks… But it gives a pretty decent “how hard will
it be to kill” level, and given X-Wing’s MUCH lower Attack values across the
board it should give a pretty decent estimate how long something is expected to
live in the game. In STAW, I had the
ability to one shot a LOT of good Capitol ships (pretty much anything short of
a Borg or BB decked out, and even those knew damn good and well that I was
there…) which made some aspects of the game FAR more important. The ability to move across the field and
deliver enough Attack Dice to get in that first Alpha Strike was something to
be well aware of. The general lack of
terrain there was/is a big issue, especially once the Borg hit the field. X-Wing has terrain and I have not really seen
anything like the silliness of a Borg Cube moving from one DZ to another on
Turn one and killing 1-2 enemy ships before they really get to do
anything. But back to the X-Wings
themselves… Good, but really niche I
think. Biggs with his “shoot me first”
ability keeps others alive long enough to get off their shots, and a few others
have interesting uses… But not great
firepower or maneuverability make it something I am less excited about. Kind of the “Space Marine” of X-Wing… The title character, and the basis of the
stats for everything else, but seems like its time has passed… We’ll see if they continue in this role or if
some expansion comes out to modify them like the A and B Wings…
About to get back to cleaning the “Basement of Doom™”, and moving
my minis around again. Found a big box of my Fleshtearers and it got me
thinking about 40K a bit… Apparently
Necrons are coming out in the short term (next week or two? Who knows with GW’s continuing lack of
anything like announcements…). We’ll see
what if anything they do to change up the silliness of the cheap overly effective
flier transports the Crons have now. And
rumor has the stupidity of Gauss getting changed… We’ll see I guess. But until those things change it is very hard
to see ANY forces being close to the top tier ones. The BA book was nice enough on my quick read
through, but of course the DLC effect of having half of the Formations NOT in
the damn $50 book is beyond grating to me.
Yes, I know that is how they make money, but sorry to say it has cost
them a fair number of players locally.
Mind, this is almost certainly short term, but my hobby dollars are NOT
going to GW anymore, and I am not the only one.
Wizkids, FFG and Privateer Press look like they are getting pretty much
100% of my hobby money. Of course with the
sheer number of GW (and FW) figs I HAVE, not like I’m needing to buy much at
all to get back to 40K when the cycle changes again. But then there is still a group playing
locally and I was pretty darn close to a 100% painted Fleshtearers force… My IG and Wolves were FAR from tabletop
quality painting due mostly to the sheer number of minis involved with the IG
Light Rifles Company (Praetorians) and the reality that I tended to get bored
quickly painting the exact same figure over and over in the late 1800’s British
Infantry scheme… With the Wolves, I
stripped a bunch and started to get them base coated and then the 40K malaise
hit. Crept in really… I was doing the Wolves as a VI Legion force
in the original 30K colors and with so many ancient minis, fielding a 30K force
was fun for a bit. Then of course the
extremely limit nature of “Crusade Era Marines” hit… The basic Marine is simply not enough to
field on the current battlefield and it was not nearly so much fun playing a
game where I knew I had no chance in reality…
Guessing when the basement is cleaner I will get around to more
painting, but that looks like it is a while off…
Ingress has taken over my current “gaming” for the most part
during the day at least… Wandering
around campus hacking and taking over portals for the “Enlightened” (green
team)… Before I messed up my leg a few
weeks back, was getting in a LOT of walking during my days. Now, well…
Not quite so much. But made level
8 a while back, and my wife is humoring my desire to wander about a wee bit to
play Ingress… And my youngest at least
is getting into the game and wandering about a bit with me. Spring with taking the dog out to various
parks might be interesting to Ingress in other places…
Still gearing up to clean ancient firearms, probably to sell/trade off... And of course the 2 Motorcycles.to get back to working order and sold... Kind of annoying as I really like the Silverwing, just doesn't have QUITE enough leg room or top end speed to take onto Interstates. Not a clue what if anything I will replace them with. Definitely WANT another motorcycle of course, just honestly nothing too specific is jumping out at me. Shaft drive, 1000cc engine or larger, forward controls or highway pegs to stretch my legs out a bit... So, probably a Goldwing or the like... Saddlebags are a must, the trunk less so. Like the backpack on the passenger backrest that the Magna has, seems to fit my personality well... We'll see I guess. Looking like we're getting a new truck (SUV) to replace the Ford Escape, so much lower priority the motorcycle is...
Sunday, January 11, 2015
X-Wing learning curve...
So, got in several more games of X-Wing this evening at the
Gopher… Played the YT-2400 in all of the
games, only one with the “Outrider” title.
Have to say, was less impressed with that. My opponent was quite good, and was able to
fairly easily get to Range one where I could not shoot him with the Heavy
Laser. Next several games I used the
same basic ship, but without the Outrider…
Got in a good number of the 4 Dice Attacks in the forward arc, and the
360˚ arc with 2-3 Dice attacks including the important Range 1 bracket… Have to say that Leebo was “meh” as
well. Saw only one Critical hit in 3
games, and it was not a “Pilot” so he was not able to ignore it. Ignoring the Obstacles with Dash as Pilot
will I think be far better in almost every case. And higher Skill as well… The Assault Missiles were REALLY nice as
well. The Z-95 was OK, and pretty
useless once it fired its missile, so not 100% sure on that, but it was useful
in every case…. Throwing out a LOT of
damage and punishing formation flying.
Shame it is a “missile” and so I have very few ships I can use it with.
Torpedoes were quite useful.
Note, I did NOT use them, just caught them when fired J… So, will be using them. The Rebel Aces pack has a LOT of really nice
stuff in it, and will be flying a few of those ships I think… Both of the B-Wing aces are good, and flew
one myself… Think both will be used
regularly…. I did find it ironic that
the A-Wing had three copies of the -2 point “upgrade” for A-Wings in the
official “we overpriced the ship” admission…
Getting the Crew slot for B-Wings
as well makes for some great combos…
Noticed that the card combos are NOT anywhere near so silly as the
potential ones in STAW. And another
major plus, I’m already almost done buying stuff for the X-Wing system. There are simply not nearly so many releases
in this one. Doubt I will get the
Frigate or Transport for the Rebels… The
Transport at least has a decent X-Wing or two in there, but $60 for a few
X-Wing cards and a big Transport I will likely not use…
But on to the learning curve portion... So far have found the lack of action types on most ships to be a problem. Finding very few action bars on X-Wing ships... Example: Almost every STAW ship has the "Evade" action which can be thought of as the "default" action when moving, just in case you need it later if you do not at that time have a shot, etc... Not seeing many Rebel ships at least that have that action at all. Barrel Roll/Sensor Echo is nice, and NOT linked to Cloaked like in STAW, but still makes thing darn maneuverable...
Biggest thing is that the card combos are NOT nearly the OP thing they can become in STAW. Some powerful things, yes... But no way to throw out 12+ Attack Dice or have infinite attack cancellation...
But on to the learning curve portion... So far have found the lack of action types on most ships to be a problem. Finding very few action bars on X-Wing ships... Example: Almost every STAW ship has the "Evade" action which can be thought of as the "default" action when moving, just in case you need it later if you do not at that time have a shot, etc... Not seeing many Rebel ships at least that have that action at all. Barrel Roll/Sensor Echo is nice, and NOT linked to Cloaked like in STAW, but still makes thing darn maneuverable...
Biggest thing is that the card combos are NOT nearly the OP thing they can become in STAW. Some powerful things, yes... But no way to throw out 12+ Attack Dice or have infinite attack cancellation...
So, sounds like there is a big group playing but
unfortunately NOT at the game store I go to…
Might check the other one out, have to say I am really liking the “wing”
games. The Warmachine/Hordes group at
the Gopher is large and growing. So, at
least there is one game there. So, the
Warmachine is continuing I guess as well…
Will have to proxy the one Heavy Jack as I never bought another after I
went back to the game… Well, not THAT
mech, I have the other Heavies of that faction…
Just can’t see the point of bringing a non-shooting Jack that is just so
slow and defenseless…
So, the learning curve for X-Wing is not bad at all I think, looking forward to more games, :-) Let's see if more folks don't get out to the Store Championships...
Wednesday, January 7, 2015
Ah, more X-Wing stuff...
So… Learning the
X-Wing stuff and going through the requisite early losses to learn the system… Though having said that, it is kind of
feeling VERY familiar and like the “Maverick” movie with Mr. Gibson and his
proclamation to lose until a set point…
Getting the hang quickly. Which
is good as there are a number of events coming up for this system that I am
planning on attending. NOT planning on
winning of course, but certainly planning on playing for the win. Will see better this weekend what the “local
meta” actually is. Since I will only
play the Rebels, my Squadron selection is pretty easy… Or it would be if I could just make up my
mind J… With my lovely wife’s support on the
Christmas present of doom, I have a lot more in the line of choices…
YT-2400
2 X-Wings
2 B-Wings
1-2 Z95s
Y-Wing
E-Wing
My initial inclination is:
YT-2400 (Leebo, Determination, Heavy Laser Cannon, Dash
Rendar, Outrider) 49
B-Wing (Ten Numb) 31
Z-95 (Airen Cracken) 19
Leaves me with one point left over for something random or
Initiative… Seem like it would be a
decent build for a beginner with a tough to kill ship supported by the 2
Fighters, one of which at least is a decent gunboat, the other really just
there for the free action/support
Other than that I have been thinking of running a fairly
standard 4 Fighter Squadron of:
B-Wing (Ten Numb) 31
E-Wing (Etahn A’baht, R2-D2) 36
Z-95 (Airen Cracken) 19
Z-95 (Bandit ) 12
Some amusing combos with Ten’s one Crit not being able to be
dodged, Etahn’s ability to give ALL other attackers the ability to change a hit
to a critical and free action from Airen.
Not throwing a lot of dice down range, but pretty high quality I think… Other variant with LT Blount and the Assault
Missiles for the “it just hits” and causes damage to a swarm. Not sure, if the swarm of TIEs is a thing
locally, then this will definitely be a good one, else… Situational, and not likely to be something I
bother with…
Brings me to a question…
What, if any is the difference between “Missile” and “Torpedo” in this
game? Both seem exactly the same, it
really does seem to be just something that FFG is using to control access to
certain “missiles” that might cause balance issues if they were more generally available… But both in this system are things secondary
weapons requiring a Target Lock and a Discard of the upgrade to fire, so
functionally identical.
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