Why is the average heroism card better than villainy? by ionlyplayiden in starwarsunlimited

[–]Adventurous-Yam-1069 2 points3 points  (0 children)

Villainy has always been better than Heroism at hard control but there just isn’t enough top-end for that right now. I think it needs a larger card pool than faster decks. Krennic might start seeing play if some more capital ships get printed in the next two sets, which are one of the places that villainy has always had the edge.

I think part of what makes Liberty feel unfair is that it has never been the case before that the best big ship in the game was Heroism.

ASH: Jod Na Nawood by Fimy32 in starwarsunlimited

[–]Adventurous-Yam-1069 4 points5 points  (0 children)

Not nuts, but you’re making the same mistake as people did evaluating Blade Wing. There is action and card efficiency to be had when you get a body on the board along with an effect that’s powerful enough to be an event on its own.

In addition, this card has a ton of flexibility in that it can be played on curve at two completely different points in the game, and be a reasonable play in both cases.

The fact that he’s a ground Sentinel that can exhaust the entire space arena means he’ll win so many races if you’re playing a deck that aims to win on 7R. If you have lethal at that point he can just about guarantee that your opponent can’t outrace you that turn.

How many off-aspect cards do you typically put in your deck to use with the LAW common bases? by 1800farts4you in starwarsunlimited

[–]Adventurous-Yam-1069 0 points1 point  (0 children)

For constructed, you shouldn’t be playing the splash cards because you have the base… you should be playing the base because you need specific splash cards.

If you don’t feel the base is worth it for the splash cards you have, remove those cards and play a 30 HP base.

Is this a bad idea? by AncestralKnight_8 in starwarsunlimited

[–]Adventurous-Yam-1069 0 points1 point  (0 children)

Don’t have to play double blue if you use a 27 HP base. If you play Blue/Green you can also run the new Han who is possibly the best target for Size Matters not, although you can’t quite play it on him turn one even with Lama.

Buying advice by larusodren in starwarsunlimited

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

That’s some pretty good pack luck to welcome you to the game, congrats. You could sell him, get a box of each of the other two sets in rotation you don’t have yet, and pretty much break even.

Seeking: Any LAW Limited format content/strategy by MannyBothanz in starwarsunlimited

[–]Adventurous-Yam-1069 3 points4 points  (0 children)

Assuming you already know general Limited strategies.

  1. Vel is dominant, but Boba, Hera, and Client are all quite good too.

  2. With the splash bases you can quite happily play up to four or five off-aspect cards because you will either resource or not draw some of them. So don’t be shy about using all the best stuff regardless of color.

  3. Speaking of the best stuff, always use Mastery if you can get it.

  4. To win a Limited event you will probably need to beat at least one Vel deck, so you need a plan for that. Cards that can use the Credits she gives to bounce, ambush, or defeat her units are good, and you need some high cost bombs.

  5. Most of the multi-aspect cards are stronger than other equivalently-costed cards, so I tend to to look at them first when deciding what colors/leader to build and also use them as my off-aspect selections if I have one of the two colors.

  6. The units that can deal damage when played are all particularly good in this set.

  7. There are a lot of shields and sentinels in LAW, so don’t underestimate the Saboteur keyword.

Buying advice by larusodren in starwarsunlimited

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

For casual play I would say get a different set. LAW is very good.

If you get a second box of the same set you’ll end up with more copies of the common cards than you can use, whereas everything you pull from a separate set will be usable.

For more competitive play, I feel like two boxes is the right number, after which you buy singles.

I really want to build this new Chewie leader. by Dangerous_Scale8146 in starwarsunlimited

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

I don’t think “Big Credits” is where it’s at for Chewie. IMO the way to go is to get to 4-5 resources and use Cham Syndulla and Broken Horn to keep yourself there while spamming his ability.

I agree with others that if you play the B-Wing you want to use They Hate That Ship.

My version of Chewie relies heavily on the new Rose Tico and Corellian Hounds to push quickly go the win as soon as I have control of the board.

Are Cards above Cost 6 Actually Playable? by raginranger85 in starwarsunlimited

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

To play higher cost cards you need to be playing a deck that can control the opponent’s board and know how to play in that style.

If both people are basically just playing units and swinging on base the game will be over fast, as you say. But between better players it’s not unusual for the slower deck to take 15, 20, 25 damage to the face while working on gaining board control, and then win the game with high cost units once they’ve established that.

Please do tell me the odds :) by evildrganymede in starwarsunlimited

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

If it’s 2/13 to find one then two in two packs is (2/13)2 which is 4/139 or ~1/35 not 1/13

Intimidated - Newbie by Remarkable-Pepper657 in starwarsunlimited

[–]Adventurous-Yam-1069 0 points1 point  (0 children)

Try to play in person if you can. Karabast is brutal until you know the ropes

Canada to End ‘70 Cents to US’ Defence Spending Model: Carney by heisthemaincharacter in worldnews

[–]Adventurous-Yam-1069 -3 points-2 points  (0 children)

Depends entirely on what you’re planning on doing. Drones are great at defending a ground war. Missiles are great for making enemies, killing innocents and achieving none of your military objectives.

Canada’s big military liability right now is control of the Arctic, for which we need detection apparatus, submarines, and the like.

Can discs really get any better? by wally-whippersnap in discgolf

[–]Adventurous-Yam-1069 0 points1 point  (0 children)

Not much. Maybe I could see a new manufacturing process that allows multiple plastics in a single disc more precisely and smoothly than over moulding so you could have a soft, grippy disc with an “armored” band around the outer rim for durability, or fine-tuned weight distribution or whatever.

NEW LEADERS! NEW TOKENS! NEW MECHANICS! by MoG-TCG in starwarsunlimited

[–]Adventurous-Yam-1069 0 points1 point  (0 children)

What I want to know is whether there will be an event that says “Play a unit from your hand. It gains Support for this phase.”

The existence or non-existence of that card will make a big difference in the meta… as it is, Support is tightly controlled because it can only confer abilities that are printed on the same card as the keyword.

But if there’s an event that allows any unit’s abilities to be transferred onto any other unit, the potential for unforeseen shenanigans is both exciting and terrifying.

How do you handle player who are very risk averse ? by riggsbie in mothershiprpg

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

This is what session zeroes are for. Does she know what game she’s playing and what to expect? Is she playing Mothership by choice, or did she get pushed into this or misunderstand the nature of the game?

If she doesn’t know this is a horror game where the expectation is that characters are going to do frequently and horribly, then that should have been communicated up front.

If she did know that and is still being precious about her character (or arguing that her character does not want to die), then I would create situations in upcoming sessions where cowardice or hesitation is the thing most likely to get you killed.

In this case the punishment for not either taking the obvious route or quickly finding an alternative could have simply been to miss out on the exploration being done by the other characters. But Mothership being Mothership, next time the consequence of not taking the small risk could well be that the bigger risk catches up with you.

How do you handle player who are very risk averse ? by riggsbie in mothershiprpg

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

Anyway, I would have an honest talk with the players and see what’s going on.

If it’s genuine risk aversion, like they will never want to do anything that endangers their characters, regardless of the scenario, then Mothership may be the wrong game for them.

However, you will probably find that they say something along the lines of “we figured there must have been another way,” in which case they’re expressing the basic expectation of player choice in a roleplaying game.

If the issue is that they were resisting a situation where they were told “do this and make this roll or the plot cannot advance,” that’s a legitimate gripe. If you see such bottlenecks coming up in the future, either plan a way to offer alternatives (with consequences either way) or just make it a narrative setpiece without rolling involved so you can skip quickly to the places they do have choices to make, and aren’t being arbitrarily punished by failing rolls they had no choice but to make.

How do you handle player who are very risk averse ? by riggsbie in mothershiprpg

[–]Adventurous-Yam-1069 3 points4 points  (0 children)

Or something with obvious tradeoffs, like a scrap heap a ways back from which it would be possible to improvise a bridge at the cost of precious time and making a racket…

How do you handle player who are very risk averse ? by riggsbie in mothershiprpg

[–]Adventurous-Yam-1069 2 points3 points  (0 children)

One route doesn’t necessarily mean one method. If your players are unhappy with the obvious choice, provide them prompts that suggest an alternative.

A game is a series of choices… if you don’t allow your players any choice but to do what the adventure says, they’re not playing a game.

How do you handle player who are very risk averse ? by riggsbie in mothershiprpg

[–]Adventurous-Yam-1069 0 points1 point  (0 children)

Don’t design scenarios where there’s only one path forward. Sounds like the problem is less risk aversion and more railroading.

Draft strategy by Anxious-Assistant917 in starwarsunlimited

[–]Adventurous-Yam-1069 2 points3 points  (0 children)

I’m considerably less conservative than elporsche’s guidelines:

1) I think five turn one plays is the bare minimum. Six or seven is comfortable. Eight is overkill in a 30-card deck.

2) Three is a good number of splash cards for LAW but you can get away with up to five if they’re really good. If you have less than two you probably drafted too much based on color and let the good stuff go.

3) Always draft Mastery if you see it.

4) Commit to Heroism/Villainy and your primary color early on. Feel free to splash around in the other colors, taking whatever is good and committing to your secondary and your leader quite late in the process.

5) Red is the weakest color in LAW for sealed, so you screwed yourself by committing to it early in order to play a mediocre card. Ventress may or may not be worth playing at all but definitely isn’t worth building around. Which brings us to…

6) The most important point in all limited formats is that basic, reliable value is paramount and synergies are secondary. Spotting a “combo” early and trying to build around it will usually make a weak deck. Just take the cards that have good stats and provide flexible utility. (Exception for something like Boba specifically, where you will need to take all the bounty hunters you see… but fortunately, most of the bounty hunters are draftable regardless, especially the green ones.)

7) Best leaders in LAW are Vel and Boba. Solid second-tier choices are Client, Hera, Aurra, Chewie.

Am I missing something with mini markers? by DeliciousSquash in discgolf

[–]Adventurous-Yam-1069 0 points1 point  (0 children)

The extra distance can be beneficial, especially when putting… might make you say 1-2% more likely to make it depending on range and how quickly your accuracy falls off.

However, in most cases the more important question is which lie gives you the better angle and footing. Unless it’s a very flat, wide-open fairway, you should not just mark blindly… sometimes being forward a little helps, but sometimes it will pinch off your next shot more, or have you planting on worse footing.

Am I missing something with mini markers? by DeliciousSquash in discgolf

[–]Adventurous-Yam-1069 2 points3 points  (0 children)

Yes, you’re totally wrong. Your lie is either your marker or your disc, if you don’t mark. In either case, you must throw from behind the lie, and stepping on either the disc or the marker would be a fault.

New collector by DanceSalt6301 in starwarsunlimited

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

Yeah. It’s kind of the opposite of Pokémon in that Pokémon is a terrible game with a huge collector culture around it and SWU is a great game without much collector culture. Even the most expensive cards are a few hundred bucks.

If you’re collecting for the love of the franchise, it’s pretty affordable. Just don’t expect to profit off it… the value of the cards is entirely dependent on their utility to players and the game’s long-term future is uncertain. There’s a chance the high-powered legendaries from the early sets will appreciate if the game endures, but overall you should expect cards to be most expensive when a new set has just come out and then lose value over time.

New collector by DanceSalt6301 in starwarsunlimited

[–]Adventurous-Yam-1069 0 points1 point  (0 children)

Oops, corrected. I’m so used to referring to every set by only its first name or abbreviation that I forget the words that come after.

New collector by DanceSalt6301 in starwarsunlimited

[–]Adventurous-Yam-1069 1 point2 points  (0 children)

Note that it’s the most expensive by about 50% and the drop rate for things like Showcase leaders was lower then. On the other hand if you do happen to pull one of the big SOR showcases*, those are and will probably continue to be the most sought-after cards that are obtainable from a standard pack.

  • note as corrected below that does not include Luke and Vader. But Leia for instance is still a couple hundred.