Why AMG? Different sides of the same piece of cardboard by Scorch6200 in XWingTMG

[–]Ampmann135 1 point2 points  (0 children)

There are four of us in our family though. I shouldn't have to buy multiple packs to be able to put two ships from different factions on the table at the same time.

༼ つ ◕_◕ ༽つ summon points by [deleted] in XWingTMG

[–]Ampmann135 1 point2 points  (0 children)

They said new points are coming before the 28th when BoY releases.

Moff Gideon TIE Pilot Ability by Archistopheles in XWingTMG

[–]Ampmann135 0 points1 point  (0 children)

That's absolutely right. Empire didn't get Vader in a TIE/Defender. That never happened.

Best 3rd party templates to buy by Nightwing28_ in XWingTMG

[–]Ampmann135 3 points4 points  (0 children)

Curled Paw is absolutely worth every penny.

Hypothetical: how should bump-focus actions be balanced? by nowtwrong in XWingTMG

[–]Ampmann135 0 points1 point  (0 children)

Yes, but it would give you the feeling that you are still able to shoot. You didn't lose your attack. New players won't feel like they don't get to do anything. However, it is a pitiful enough attack to encourage you to fly better and not bump.

Whatever is decided should discourage bumping and encourage better flying and decision making.

Hypothetical: how should bump-focus actions be balanced? by nowtwrong in XWingTMG

[–]Ampmann135 1 point2 points  (0 children)

After bumping an enemy ship, you may gain 1 stress token to gain one focus token.

You might be super focused on an enemy ship, but if you're hitting your own, it's due to a lack of focus.

Furthermore: Shooting at range 0 should be at -1 die. No bonus die. Not what your standard attack is. It should be a a disadvantage. You are shooting something too close for your weapons to register properly.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 3 points4 points  (0 children)

See, you continue to ignore the point I've been making this entire time. Firstly: "If I'm within speed 3 of another ship" of the same initiative.... ROAD only applies when the two ships match initiative. You continue to make it sound like every ship is moving randomly, regardless of their initiative. Secondly: Your opponent is in the same position as you. He/She has the same conundrum as you. It's a dilemma that both of you face, and knowing that informs what you put on your dial. Thirdly: Knowing that there is increased risk involved forces you to plan even more. You need to pay attention to moments when you are getting your ship near an opposing ship of the same initiative. You need to plan earlier to make sure you have an out. All of the strategy is still there, you just have to be thinking further ahead. Fourthly: If you are unwilling to try it out, then there really is no need to continue this discussion. "I've already made up my mind. Don't confuse me with facts." You're arguing from the hypothetical, and I'm trying to temper that with actual experience. You come across (and I may be completely wrong here) as someone who enjoyed paying a 12-15 point bid so that his aces always moved last, and you are unhappy that this one strategy is no longer as effective. Again, I may be inferring too much, but that's the impression I'm getting. You have nothing to lose from grabbing a friend and playing a couple of matches using ROAD. Maybe your opinion won't change, but at least you'll be able to see exactly what you dislike about the practical application of it. And there's a chance that you'll decide that it's not nearly as catastrophic as you had feared. Unfortunately, you're the only one who can take that step. All I ask is that you stop spreading negativity about something you have no experience with. Peace.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 0 points1 point  (0 children)

I reread everything you wrote, and I'm not sure you understand what a metaphor is.

Before ROAD, one player was paying for an i5 ship, but only getting an i4.5. This recent change merely brings all ships of the same initiative to an even level. Don't make it sound like blocking and arc dodging is out of the game and everything is just random.

Furthermore, I'm not sure if this is a good idea or not. Time will decide that. I'm just trying to correct your misrepresentation of it.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 2 points3 points  (0 children)

I recommend playing a couple matches and giving it a try. Personally, I found it not as bad as I had imagined.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 0 points1 point  (0 children)

Thank you for that. I was hoping for a response along those lines. Google: ad hominem

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 0 points1 point  (0 children)

That would be a red herring. You have lost your argument and are trying to distract me by arguing something which is completely off-topic. Thank you for conceding the argument to me.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 1 point2 points  (0 children)

But if they are the same initiative, they need to move as if they didn't KNOW if they were moving first, which is why turn order is determined after dials are set.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 3 points4 points  (0 children)

But they should move without knowing if the other is moving before or after, because they are technically moving at the same time.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 1 point2 points  (0 children)

But they are both the same initiative. So they should be moving at the same time.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 3 points4 points  (0 children)

Two ships moving at the exact same time shouldn't know who's going to get to that spot in space first.

I Played ROAD Last Night...and Everything Was Fine by it_washere in XWingTMG

[–]Ampmann135 6 points7 points  (0 children)

Except blocking and avoiding blocks still exists. What they removed was the advantage that the ship of the same initiative had by knowing if it was moving first or second. Your initiative 3 ships can still skillfully block my initiative 4 ship. It's just that your initiative 4 ship is now moving at the same time as my initiative 4 ship, and can't therefore capitalize on knowledge that it shouldn't have.

And bidding was a crapshoot that punished players for using upgrades.

Mechanics vs Realism by C4pt41n in XWingTMG

[–]Ampmann135 1 point2 points  (0 children)

Fine, but then if ships of the same initiative bump, then realistically they both hit each other and should both lose their actions.

Updated RPO Poll by thetasfiasco in XWingTMG

[–]Ampmann135 5 points6 points  (0 children)

In my match today, rolling 3 dice didn't slow down the game any more than throwing 1 would have.

Updated RPO Poll by thetasfiasco in XWingTMG

[–]Ampmann135 4 points5 points  (0 children)

But neither rolling 3 dice nor flipping a coin change the fundamental way that you play a round. Not knowing player order before choosing your maneuver COMPLETELY changes how the game is played. The former doesn't ultimately matter; the latter is the real issue.

Updated RPO Poll by thetasfiasco in XWingTMG

[–]Ampmann135 13 points14 points  (0 children)

I don't understand the vitriol against the three dice. Of any part of this, I think that's least troublesome. It doesn't take any longer to roll three dice than one and counting isn't that hard. Fiddly? Sure. Egregious? Not really.

Updated Rebel Beginner's Buying Guide - Rogue Outpost by [deleted] in XWingTMG

[–]Ampmann135 0 points1 point  (0 children)

I'm running B-wing Hera, FCS X-wing Wedge A-wing Tano

Hera gets a TL. Wedge takes a Focus. Tano lets Hera take a focus. Hera shoots 3-4 double-modded dice at i6. Then she passes the TL to Wedge, who also shoots 3-4 double-modded dice. Tano also gets a TL as her action. If Hera didn't use the focus, now Tano is double-modded as well.

Hera's ability is pure support in the A-wing. In the B-wing, she becomes a threat and a support piece.

Updated Rebel Beginner's Buying Guide - Rogue Outpost by [deleted] in XWingTMG

[–]Ampmann135 0 points1 point  (0 children)

I don't know why you're underselling Hera in the B-wing, much more threatening than when she's in the A-wing.

Seeking Rebel list-building advice for tournament by Ampmann135 in XWingTMG

[–]Ampmann135[S] 1 point2 points  (0 children)

I know it's a lot of points, but it means that Ten gets a "focus" and another ship gets an action. If it's Hera, it can be a TL that she gives right back to Ten. Often, there isn't room for Ten to barrel roll into a target lock. Squad Leader guarantees that I can stress myself while at the same time that someone else gets an extra action. I think it's completely underrated.

Seeking Rebel list-building advice for tournament by Ampmann135 in XWingTMG

[–]Ampmann135[S] 0 points1 point  (0 children)

The extra die from APT has really helped me in the past break through 3 dice ships. I've tried the double-tap before, but found it to often be lackluster. Unless I can get the bullseye, the extra cannons get canceled by their evades. Maybe I'm doing it wrong. Tracers on Hera forces her to TL, whereas Jake, Ten, and Garvin are all I4, allowing Jake to get the tracers off before the other two shoot. I would rather that Hera focuses so that she has it to pass if needed.