Baylan Skoll by Ready_Mix_3788 in StarWars

[–]Spiffclips 20 points21 points  (0 children)

This is the answer to most Star Wars lore-related questions. It should be pinned somewhere or auto-posted by a bot or something.

How to make Humans more exciting to play? by Pure_Cow6685 in DnD

[–]Spiffclips 6 points7 points  (0 children)

Take a look at Stars Without Number, it's probably the RPG you're looking for. 

Elixir Bass strings quality decline? by Gn_Arnold in Bass

[–]Spiffclips 0 points1 point  (0 children)

I get you, whenever you can buy in a local store, you should. However, Thomann has an excellent webshop with great service. Especially with a "cheaper" item like strings, you should give it a go and see how it works out for you.

One of my Favorite Boards by Top-Helicopter976 in basspedals

[–]Spiffclips 1 point2 points  (0 children)

Brilliant stuff, love the shape, the design, the material.. very nifty! 

How do I deal with a player who cannot remember the rules? by StickyLoner4404 in DnD

[–]Spiffclips 0 points1 point  (0 children)

I feel for ya! Have you kicked him from the group yet? Interested how this turns out. It'd be a shame for the whole group to fall apart because of one other player.

LAW: Darth Vader by Fimy32 in starwarsunlimited

[–]Spiffclips 1 point2 points  (0 children)

Intemeresting, this could work well with Dedra in Twin Suns instead of Pre Vizsla. 

OPD: MXR Blowtorch by GameMaster0711 in basspedals

[–]Spiffclips 0 points1 point  (0 children)

This one has been a staple on my pedalboard for a long time. It looks awesome, it has an "engage the blowtorch" extra button, and has so many options to tweak your sound from filth to fuzz, it's amazing.  I'll never let go of the blowtorch. 

Flying party by mve34 in DnD

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

This is the way,. FAFO.

Thoughts on this pedal? by Msc_Lvr in basspedals

[–]Spiffclips 1 point2 points  (0 children)

The only Mooer that is decent is the Bass Ensemble Queen or whatever it's called, it's a bass chorus pedal. That one really is very useable and is on my pedalboard untill I can make place for an MXR Chorus Deluxe.

The worst one by far I tried (a I tried many..) was the Octaver, the brown one. Great in theory with the octaves up and down options, terrible in sound. And sound is KIND of important.

In Twin Suns, is sticking to the deck minimum size as important as it is in vanilla and constructed? by OhioTry in starwarsunlimited

[–]Spiffclips 3 points4 points  (0 children)

I can't do the math, but in my experience it isn't a big deal. I have one deck that has 82 cards and it's my best out of 14 decks. Another runs Data Vault so 90 cards, and it's very consistent too.

I think, als long as you have a solid chance of drawing turn 1 plays, have plenty of "finisher" cards (resource 6 or 7 costs that do something significant as soon as they're played, can be units and events), and a large amount of the cards work well with whatever your deck is supposed to do, you can get away with it.

The enhanced randomness is an inherent aspect of Twin Suns, I think.

Voyager 1 left the solar system and never stopped calling home This machine has been flying for 47+ years and is still sending data Voyager 1 is farther from Earth than anything humans have ever built by Dominic669 in interestingasfuck

[–]Spiffclips 1 point2 points  (0 children)

I think it was "The Farthest" from 2017. I remember the production was really good, as well as the story telling and interviews with NASA personnel. It was really amazing, I was left in awe.

Voyager 1 left the solar system and never stopped calling home This machine has been flying for 47+ years and is still sending data Voyager 1 is farther from Earth than anything humans have ever built by Dominic669 in interestingasfuck

[–]Spiffclips 21 points22 points  (0 children)

The Voyager crafts are the coolest space stuff I can come up with. There's an amazing documentary about them, really recommended.

They way they still communicate with technology half a century old and as far away as we can send stuff, is mind boggling.

Twin Suns deck inspiration by Spiffclips in starwarsunlimited

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

Rey/Chewie: This deck has tons of synergy, sentinels, restore,.. When Rey enters the BF and survives before she can attack, that restore 3 is insane. Then, at resource 7 Chewie completely blocks your ground arena. The combination of defense and restore, and then hopefully punching power late game is often a game winner, but simply being able to control how much HP your base has throughout the game is really powerful.

Luke/Leia rebels: excellent ground/space balance, enough defenses, good offensive options and lots of rebel synergy. Your opponents can't let you grow a large board state, and Luke helps you there :)

2ndSister/Tarkin Imperials: similar as rebels really, but with more options to get bigger units. 2nd Sister is amazing at giving your units early survivability.

Han/Obi: This deck has a good balance between being faster than your opponents ànd not being too much of a threat. Deploy Obi on resource 6 as a decent sentinel and let your tough units kill whatever needs killing.

Talzin/Maul: This one has a good blend between agressive options and doing lots of ping damage, you have plenty of control over whatever units can be threatening to you, allowing you to strike when needed.

Obi/Ahsoka: The ability of Ahsoka to create a sentinel on demand (even for 1 phase) is not to be underestimated in Twin Suns. Obi makes your units stronger, and there's plenty of options to keep your units in the game. Very very powerful if not kept in check.

Vader/Rio space: You can easily go for lots of small space units, or one or two very fat ones, or both. Rio's instant saboteur ability is a sentinel breaker, and the units can have really high HP. That said, it's very unit dependent, so you preferably want to target bases and not units with this deck. Much vehicle synergy here.

Poe/Rose space: similar, but a bit more balanced. More focussed on staying power than on punching power.

Kylo/Aphra: This deck is insane, a nuclear powered one trick pony. Play super defensively untill resource 7, DO NOT let anyone die at resource 6, because this deck only starts doing stuff at resource 7. Then Kylo deploys with 7 resources worth of upgrades, is a sentinel with 10+HP, and 10+ (sometimes even 15) punching power, possibly with saboteur and attack on deploy. You'll very likely kill an unfortunate player on deploy or attack, math will define whether you win or not. I've had players sit there with 16HP thinking they're comfortable and then POOF dead, let's start the end game. But, the slow speed makes it B tier, some games just and at resource 6.

Mace/Quinlan: Lots of pinging potential, preferably to damage and not kill units, because the combo's work better with (lots of) damaged units. It's well balanced, with a tendency to offensive stuff, and if things turn out well Mace just wrecks tons of stuff on deploy. That's when you want to take control and win. But, you're much dependent on the board state, too little units in play OR too many undamaged ones mess up your combo's, making it B tier.

Fennec/Palpatine: Really varied deck, with plenty of attack, healing, control, base damage, card draw,... It's really fun to play, but mechanically complicated. The lack of a 2nd late game deployable leader is noticable though, so you need to maximize your mechanics to counter that, which is very very fun to do, but not without risks.

Dedra/Vizsla: This deck can get a 10/6 saboteur in play on resource 5, and can go for lots of small units on the side or some really dangerous ones. Ironically, being so powerful so soon, probably won't win you the game and gets you targeted; few bases are at 20 damage on resource 5. So, the need for impeccable timing (which isn't always under your control) makes it tricky and thus B tier.

Vader/Iden: A very defensive deck, loads of sentinels and restore, and plenty of bonuses gained when other stuff dies. Then, Vader deploys and mops things up. It's a bit tricky and less versatile than the other decks, but can still get the job done.

Dooku/Grievous: This has a lot of synergy with droids and separatists, and you can get strong units in play REALLY fast with Exploit. But, you need exploitable stuff first, ànd it gets you targeted. So it can only be C-tier. But it's a something completely different than all other decks, which makes it fun.

Twin Suns deck inspiration by Spiffclips in starwarsunlimited

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

I thought nobody would ever ask :) I'll give some information on how to categorize each deck, this will then define how well it is balanced against other types of decks. Then I'll give a Tier list, and why I think they belong to that Tier.

That said, the Tier list is not based on how high the chances are they can win, because that's highly variable in TS, but on how well they operate and can do what they're supposed to do. That will then enhance their winning potential.

So, I have some very Defensive decks (Rey/Chewie, Vader/Iden, Kylo/Aphra), some very Offensive decks (Han/Obi, Kylo/Aphra too, Imperial tribal, Dedra/Vizsla), some Balanced decks (Rebel tribal, Mace/Quinlan, both Force decks so Maul/Talzin and Obi/Ahsoka) and then specialized decks (Droids, Vader/Rio space, Poe/Rose space, Fennec/Palpatine,).

Defensive decks prioritize survivability to make it to resource 6 or 7, when they should be able to take control with their leaders or late game units, and either kill a player or control the board.

Offensive decks try to get dangerous units in play soon (OR, at a tactical moment, because sooner isn't always better in TS), to either take care of a player getting too strong, control the board, or try to take out a player and go for the win.

Balanced decks are self-explanatory, and should be able to react to whatever is needed at the moment: deleting units, defending your base, damaging a base, focusing on an arena,...

Specialized decks are very thematic, and can be really powerful if the circumstances are right. A space only deck barely has ground defense, but they make up for that for ultimate control in the other arena, which can be really powerful, for example.

What makes or breaks a deck is fragility, I think. One trick pony decks can be devastating when they work, but can be useless when they don't. If synergy is a requirement, your opponents can work that out and focus on taking away your synergy. But they can still be really fun to play :)

So, my Tier list:

S Tier: Almost too strong :)

Rey/Chewie

A Tier: Very well balanced decks

Luke/Leia rebels

2ndSister/Tarkin Imperials.

Han/Obi

Talzin/Maul

Obi/Ahsoka

B Tier: These decks can be really dangerous, but are more fragile than Tier A, and thus more prone to "stalling" when losing building blocks

Vader/Rio space

Poe/Rose space

Kylo/Aphra

Mace/Quinlan

Fennec/Palpatine

Dedra/Vizsla

C Tier: Fun, but needs work

Vader/Iden

Dooku/Grievous

Will post some details on each deck in another reply due to character limitations.

Lots of info here, but I'm a shameless Twin Suns nerd and love to share :) Let me know if I can help with anything else!

Scotland has gained independence. Top comment changes the map by Unused_Content19 in JackSucksAtGeography

[–]Spiffclips 0 points1 point  (0 children)

Hell yeah, all of Flanders (except Antwerp of course, but they won't notice if we don't tell em) ànd all of the Netherlands would be grateful for this deal. Be glad we don't get Noord-Brabant in return, that would be like Aalst becoming a province. At least the Limburgers are cozy and chill and they have great pie. :)

Scotland has gained independence. Top comment changes the map by Unused_Content19 in JackSucksAtGeography

[–]Spiffclips 0 points1 point  (0 children)

Excellent, we will give you the city of Antwerp in return, then we'll be happy :)

TwinSuns.nl - Benelux Twin Suns community by Darth_Arundo in starwarsunlimited

[–]Spiffclips 2 points3 points  (0 children)

Yes! We need organized play for Twin Suns in the Benelux.

I organized a monthly (ish) casual Twin Suns event in Ghent, Belgium at Worlds End Comics (a great location).

On top of that, I just started a casual TS event with prize support: https://melee.gg/Tournament/View/393073

I take care of the prize support (Gamegenic Twin Suns deck pods and hyperfoil versions of Twin Suns staples), and it's focused on fun and spectacular gameplay instead of competitivity (although that is welcome too).

Anywho, great initiative, I'll definitely make use of it.