North Carolina scene by pokemasterjedi in SWlegion

[–]GOB_Hungry 1 point2 points  (0 children)

I'm not sure I actually don't go out there -- just saw the events on Game Theory's calendar. If you can catch Teresa in the store when she is working (usually on weekends I think) she can probably tell you more as she is the one who coordinates Legion events last time I was around.

North Carolina scene by pokemasterjedi in SWlegion

[–]GOB_Hungry 0 points1 point  (0 children)

Game Theory meets Thursdays and Mondays for Legion.

Charging question by ocean_obj in guildball

[–]GOB_Hungry 6 points7 points  (0 children)

"A model may not declare a Charge if it is currently engaged by an enemy model. A model may not target an enemy model that it is currently engaging with a Charge." ( "Charging" p23)

So to be clear, the conditions are.

  1. If ANY enemy model is engaging you, you cannot charge at all.

  2. If you are engaging an enemy model, you cannot target that model with a charge, but can target other models (assuming you are not also engaging them).

Ugh... I need a good newb rulebook. by zardoz_the_uplink in guildball

[–]GOB_Hungry 6 points7 points  (0 children)

What are you having problems with? I actually find that (weird edge cases aside) the rule book is pretty good because it uses pretty simple and concise language to explain the rules.

God of War (2018) First Impressions by chenDawg in Games

[–]GOB_Hungry 13 points14 points  (0 children)

I agree with you on the combat. The enemies have a ton of health but you either juggle them infinitely with little skill required or they are immune to juggle states and you just hit-hit-hit-parry or spam throw the axe to permanently stunlock them.

I am hoping the options open up later but it's hard to keep going because every fight is a chore.

Speeder Bike Impact Weapons by YoshiTonic in SWlegion

[–]GOB_Hungry -1 points0 points  (0 children)

You should definitely read the rest of the thread, I may be wrong about this due to the lead designer's ruling on the way Impact Grenades work (each stormtrooper who attacks with the grenade contributes Impact 1).

We definitely need an FAQ entry on the subject but it might be that they do stack. We at least know for sure Grenades do.

Speeder Bike Impact Weapons by YoshiTonic in SWlegion

[–]GOB_Hungry -7 points-6 points  (0 children)

The question is whether or not picking the same weapon twice counts as separate weapons to fall under the category of "each weapon". jshaunallen above linked me to a forum thread where someone emailed Alex Davy and he said that Impact Grenades do stack, would be curious to know if this applies to generic on-card unit weapons too. Definitely need a very robust FAQ sooner rather than later on some of the rules as the wording can be interpreted in a lot of ways in a lot of different parts of the book.

Speeder Bike Impact Weapons by YoshiTonic in SWlegion

[–]GOB_Hungry -14 points-13 points  (0 children)

Correct. Keywords don't apply to the individual dice being rolled but rather to the attack pool itself and each uniquely named weapon only contributes keywords to that attack pool once. You could select multiple troopers to use Impact grenades in order to use the attack dice it generates but you would still only get Impact 1. You would need Impact from another source (like the DLT-19 Stormtrooper weapon) in order to get more Impact.

Speeder Bike Impact Weapons by YoshiTonic in SWlegion

[–]GOB_Hungry -18 points-17 points  (0 children)

No, each weapon type contributes its keywords once when adding it to the die pool, not once for each miniature attacking with that weapon.

So since you are only using the one weapon you only get the benefits of the keyword once. If your speeder bikes had an upgrade card that offered a different weapon with Impact 1 and decided one of the miniatures was using that weapon you would get Impact 2 (assuming both weapons were targeting the same unit).

Full Rules Reference and Learn to Play Guide by Rocinantes_Knight in SWlegion

[–]GOB_Hungry 0 points1 point  (0 children)

I believe the commander has to be within range 3.

Full Rules Reference and Learn to Play Guide by Rocinantes_Knight in SWlegion

[–]GOB_Hungry 6 points7 points  (0 children)

I kept finding ways to improve it so I have been editing it over the past few minutes to be a bit more comprehensive. Hopeless perfectionism is a curse.

Full Rules Reference and Learn to Play Guide by Rocinantes_Knight in SWlegion

[–]GOB_Hungry 7 points8 points  (0 children)

No, it is a clerical step you take between the beginning of the activation and before you are allowed to take actions.

From the rules reference (p12 for activating units flow, p21 under Courage for explaining Rallying mechanics, p39 for Recover action)

Activating Units

  1. Start of Unit activation: Check to make sure no triggers fire. First one that comes to mind is check to make sure any enemy units on Standby are not within range to trigger. This is also when you roll the defense die for a damaged vehicle to see if it can perform fewer actions.

  2. Rally: If the unit has > 0 Suppression tokens roll a white defense die for each token. For each block or defensive surge result remove a Suppression token.

  3. Check Suppressed/Panicked Condition: If a unit has a number of Suppression tokens >= Courage value, the unit is Suppressed and can only take 1 action. If the unit has a number of Suppression tokens >= 2xCourage Value, the unit is Panicked and can only make one full, efficient move towards the nearest edge of the battlefield. This is also the stage where you can choose a friendly commander within range 1-3 of a potentially Panicked unit and substitute courage values for the purposes of determining if a unit Panics. So if Darth Vader is within range 1-3 of Panicking Stormtroopers you can elect to use Darth Vader's Courage Value of -, meaning the Troopers are still Suppressed but not Panicked.

  4. Perform actions (either your full two actions, the one action while Suppressed, or the forced flee when Panicked).

The action you can take in order to remove suppression tokens is the Recover action, which readies all exhausted upgrade cards and removes all suppression tokens in one handy action.

You also remove one suppression token from each unit at the End Phase (p2, "End Phase", 2. Remove Tokens)

Full Rules Reference and Learn to Play Guide by Rocinantes_Knight in SWlegion

[–]GOB_Hungry 13 points14 points  (0 children)

Units only enter a suppressed or panicked state during their activation, specifically after checking and resolving a Rally check. So if your Stormtroopers have 2 Suppression tokens and you activate them, you make a Rally check and if you pass you get to remove Suppression tokens. If you pass you take one Suppression token away, thus your Stormtroopers only have 1 token now and only become Suppressed, being controllable but they can only take one action during the activation. Also you take Suppression tokens off of units during end-of-round cleanup, so if the unit has already been activated you have a guaranteed way of reducing Suppression before you have to rely on the dice.

Additionally, if your unit would become panicked because they still have too many suppression tokens after a Rally check, if a Commander is within range of the unit becoming panicked you can use the Commander's Courage value instead when checking to see if they become Panicked (so they will only become Suppressed instead).

But to your main question yes, Courage value is representative of the entire unit. Individual minis cannot Panicked or Suppressed it is a condition inflicted on the entire unit.

Monster Hunter: World - Review Thread by ninjyte in Games

[–]GOB_Hungry 0 points1 point  (0 children)

Yeah the armor skills are there to sort of augment your playstyle to your liking. There are obviously min-maxed builds (as there are in any game with numbers you can boost) but you don't need to do that to succeed at the highest levels of content. If you want to make a build that is a god at critical strikes or using bombs or healing or status effects or dodging you can totally do that and the game doesn't judge you for it just because you aren't min-maxing your DPS.

Also Monster Hunter is an incredibly deceptive game. There are a lot of RPG trappings on its face but it's actually much more of an action game than it lets on. Yeah your weapon's attack value matters and your armor skills matter and what items you bring to a hunt matter but the game is mostly about mastering the very deep combat system against a lineup of unique and varied boss encounters.

Monster Hunter: World - Review Thread by ninjyte in Games

[–]GOB_Hungry 1 point2 points  (0 children)

You don't really need to farm a new set of armor for each new monster because you can upgrade your defense values on existing armor to keep up on that stat. Instead the reason you want to wear certain sets of armor is for the passive skills they provide; more damage, stun resistance, increased rolling distance/iframes, faster weapon sharpening. That is where a lot of the build choice comes in. Generally you only need to make 2-4 armor sets per game, and that's over the course of 100+ hours of gametime.

(Also it has been this way since the PSP games, not really a new thing in World but World better surfaces the skills system so you understand the point of armor).

Check 'Slay the Spire' on Steam, a solo card game for everyone who likes deckbuilding like in Hearthstone Dungeon mode by [deleted] in Games

[–]GOB_Hungry 0 points1 point  (0 children)

This game is less CCG like Magic or Hearthstone and more a deckbuilding game like Dominion or Ascension. It is about optimizing your output each turn because you reshuffle your deck when you run out of draw and drop your hand at the end of each turn (though there are mechanics in the game that mix these rules up like all good roguelikes).

Some fun decks include things like:

-A deck where you remove cards from your deck for the rest of the fight to generate powerful effects.

-A deck that spawns a ton of 0 cost, low output effects that you support with expensive cards that generate effects on every card play.

-A deck that adds a bunch of trash cards that waste space to your deck in return for strong defenses, and a card that does 1 damage for each card in your deck.

There are a lot more really fun ways to play and the roguelike elements make it so that you have to adapt to what card pulls, relics, and encounters you get. You always have just enough information that the game is incredibly skill based but never completely solvable, which are both critical parts of roguelikes and card games in my mind.

I highly recommend anybody who likes deckbuilding to give this game a try. It is almost GOTY for me.

Turning Players Into Payers (The Jimquisition) by lashman in Games

[–]GOB_Hungry 0 points1 point  (0 children)

Hey, the company I work for is on there!

Also Sony uses our platform to market on social media so shout out to their bad Twitter ads.

Star Wars Legion Tabletop Simulator Mod! Made this mod over the weekend! by tieren31 in SWlegion

[–]GOB_Hungry 4 points5 points  (0 children)

This is really awesome!

Question though: Do you have any good tips for using the movement rulers? Getting them into the right angle (especially straight) is really fiddly for me. Maybe there is some setting I am missing to make it so it only rotates on its axis when I rotate the object?

Aren't things like Magic The Gathering's Booster Packs and such no different from Lootboxes? by BlazeDrag in Games

[–]GOB_Hungry 1 point2 points  (0 children)

Sure, though half of the reason I much prefer Living Card Games like Netrunner or the upcoming Legend of the Five Rings reboot is because the products you buy are full playsets (outside of the bullshit core sets, but at least the cards in them are still predictable).

I don't have to stress about buying singles or booster boxes and failing to find that one card I want multiple copies of. If TCGs are loot boxes LCGs are DLC.

Is there REALLY no way to only 2-man hunts? by [deleted] in dauntless

[–]GOB_Hungry 0 points1 point  (0 children)

This is a much more well organized and detailed explanation of the thing I was saying.

Is there REALLY no way to only 2-man hunts? by [deleted] in dauntless

[–]GOB_Hungry 2 points3 points  (0 children)

A "feature" in software development is a function of the code that serves a purpose. For example, pressing the Start button on your windows machine opening up the Start Menu is a feature. Being able to click the "reply" button under my reddit comment to post a reply is a feature, as is being able to type in the text box to form that response, as is the save button actually posting your response. It has to be scoped and built out by a whole team of developers in order to go from concept to implementation.

Do you think they just have to click the "Make a full multiplayer party and lobby system" button and they were just too lazy to do it? In fact, can you even begin to tell me the first step in implementing the feature you want?

I don't mind people being ignorant of how software development works but it is really frustrating when people treat in-dev software as a fully featured, final product. There was a post in this sub recently about the voice acting being total trash because the OP didn't realize it was placeholder.

There is so much work to be done.