The other issue I am having with the device is related to the physical size of the device I suspect. The keyboard is just SLIGHTLY smaller that the ne I am used to and so typing is JUST a bit off… For me, not as much of a problem as I am certainly not a “professional level” typist like my wife… I suspect she would have a major issue with this keyboard…
Watched a bit of the Denver System Open over the weekend between Prom “stuff” (2 daughters both going makes for an interesting time) and Endgame/GoT watching… The winning list was one that one of the Podcasts I listen to brought as a group. And it’s Palp Aces again… Déjà vu all over again… So, having some flashbacks to v1 with the cycle of TIE Phantoms leading to Fat Han leading to Palp Aces… Mind, they brought a specific “Alpha Class Star Wing” as the second “Ace”, so not really a traditional Ace… But an Ordnance carrier that does just throw out a LOT of Damage quickly even (and frankly MOSTLY) after performing a SLAM maneuver. Mind, the SLAM has a Weapons Disabled token as part of doing the Action, but the Alpha has the ability to fire despite having the weapons disabled. With the Advanced SLAM they can also perform a second Action as part of the SLAM, so Locks an Focus are usually there.
I think this is where my objection to a lot of the Extended stuff at least comes. There are the rules of the game and then there are things that either ignore the basic rules of the game or are simply FAR too efficient as they get free extra Actions. Looking specifically at the TIE Phantom here as they get the free Evades when they De-cloak. Now, with the Evade, it activates Juke making their Offense unnaturally efficient along with their Defense being just better than another similarly priced Ship. Probably illustrates an issue that FFG should balance sooner rather than later.
Han is another issue, and the current one is the interaction between Han, R2-D2, the Inertial Damper and the infinite Regeneration that comes with that cycle. And of course the I6 means that most if not all of your opponent’s Ships have moved when you reveal your Dial. Giving you the option with full board knowledge of where best to put your Ship. Choosing from 1 of the 8 potential placements as the YT-1300 has a native Boost Action. Going full Fat Han gives you the Engine Upgrade (making the Boost white rather than Red) and Kannan Jarus to pull away the Stress that the Damper gives you. Luke Skywalker Gunner is 30(!!) points, but with an additional Force and the ability to change your Turret facing after everything is done moving? Turns out it is really good in this one particular application. Especially where cost is a feature rather than a downside… With a good player, good luck killing or even getting to Half Points this Han build. And with re-rolls that are defined as “not re-rolls”, this is another area that there is an exception to the basic rules of the game… You start to get too many exceptions in the game and the rules start to mean less and less over time…
Looking like this is what I am going to fly this weekend at the Hyperspace Qualifiers:
Anakin Skywalker — Delta-7 Aethersprite | 60 |
R2 Astromech | 4 |
Delta-7B | 18 |
Ship Total: 82 | |
Half Points: 41 Threshold: 3 | |
Mace Windu — Delta-7 Aethersprite | 46 |
R2 Astromech | 4 |
Delta-7B | 16 |
Ship Total: 66 | |
Half Points: 33 Threshold: 3 | |
“Wolffe” — ARC-170 Starfighter | 51 |
Ship Total: 51 | |
Half Points: 26 Threshold: 5 |
3 solid ships and Anakin being the perfect ship for the way I play... Mace is another one that I tend to play a bit more aggressively and Wolfe is just solid...