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  #265  
Old March 12th, 2015, 03:55 PM
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Re: X-Wing

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Originally Posted by Sir Yeshua View Post
Hey guys, I just got the core set and was wondering where/when are good places/times to find more ships on sale? I just can't see myself paying $10-12 for a single ship.
The best prices I've seen are about $7.50 from Miniature Market when they have one of the ships on their Deal of the Day.


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  #266  
Old March 12th, 2015, 04:17 PM
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Re: X-Wing

Quote:
Originally Posted by mac122 View Post
Quote:
Originally Posted by Sir Yeshua View Post
Hey guys, I just got the core set and was wondering where/when are good places/times to find more ships on sale? I just can't see myself paying $10-12 for a single ship.
The best prices I've seen are about $7.50 from Miniature Market when they have one of the ships on their Deal of the Day.
$10-$12 a ship is actually fairly cheap. $14-$15 is the norm.

You have to consider that 8 small base ships is the max you can fly in a standard 100-point game. 2-4/5 is what's usually seen on the board at a time. They are worth their price.
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  #267  
Old March 12th, 2015, 05:06 PM
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Re: X-Wing

Quote:
Originally Posted by mac122 View Post
Quote:
Originally Posted by Sir Yeshua View Post
Hey guys, I just got the core set and was wondering where/when are good places/times to find more ships on sale? I just can't see myself paying $10-12 for a single ship.
The best prices I've seen are about $7.50 from Miniature Market when they have one of the ships on their Deal of the Day.
Coolstuffinc also has this sale occasionally. But outside of a sale, the best price you will find is $10 per small ship or $20 per large ship at Miniature Market or Coolstuffinc. Amazon is a couple bucks higher per ship but you can get free shipping for cheaper, so that may be the better way to go.

The nice thing about X-wing compared to Heroscape is that X-wing comes with 4 pilots per ship plus some upgrade cards. So while a Heroscape expansion gives you 2 squads and 2 cards, an X-wing expansion allows you to use a ship 4 different ways plus customize it (and other ships you already have) in many different ways. That's how I rationalize it, anyway.
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  #268  
Old March 12th, 2015, 06:30 PM
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Re: X-Wing

Yeah, the packs are just more than the ships. There are a lot of cards and tokens in there that help out your ships. Lots of cross-faction and cross-ship cards in one pack.
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  #269  
Old March 12th, 2015, 09:04 PM
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Re: X-Wing

Hmm... Good point, I hadn't thought about it like that. Thanks guys!
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  #270  
Old March 12th, 2015, 10:51 PM
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Re: X-Wing

FFG Regionals have been posted. https://fantasyflightgames.com/en/ne...hip-locations/

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  #271  
Old March 27th, 2015, 08:40 PM
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Re: X-Wing

Guys, what's your thoughts on the new FAQ and Tournament Rules?

Phantom Decloaking has been moved from the Phantom's activation to just before any dials have been revealed, changing how they play considerably. (Now they are amazing blockers.)

Debris Clouds are now legal in tournaments, but now each player has to bring 3 unique obstacle tokens that they cannot change during the tourney. They go into the collective pool of 6 asteroids/debris tokens, and are placed like normal.

Some things have been clarified in the FAQ, such as how to properly align large ships that have overlapped.

Tournament rules go into effect on April 15th, 2015. Thoughts?
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  #272  
Old March 28th, 2015, 12:12 AM
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Re: X-Wing

Quote:
Originally Posted by MegaSilver View Post
Guys, what's your thoughts on the new FAQ and Tournament Rules?

Phantom Decloaking has been moved from the Phantom's activation to just before any dials have been revealed, changing how they play considerably. (Now they are amazing blockers.)

Debris Clouds are now legal in tournaments, but now each player has to bring 3 unique obstacle tokens that they cannot change during the tourney. They go into the collective pool of 6 asteroids/debris tokens, and are placed like normal.

Some things have been clarified in the FAQ, such as how to properly align large ships that have overlapped.

Tournament rules go into effect on April 15th, 2015. Thoughts?
I think the nerf on the Phantoms put Soontir back in the #1 spot, especially with Autothrusters.

I'm OK with it. Wasn't a Phantom player to begin with. They were annoying to fight against but not impossible (and that's with my shuttles!). I still think they'll be decent. Might see more of the lower pilot skill ones now.

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  #273  
Old March 28th, 2015, 07:46 AM
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Smile Re: X-Wing

Agreed. I never really flew the Phantom much to begin with, and never had (too) many issues when I flew against them.

I do like the obstacle thing, but the debris cloud tokens will still take some getting used to, as I haven't played with them and don't know all their rules.

Overall, I think I'm fine with the latest FAQ.

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Last edited by rym; April 4th, 2015 at 12:36 AM.
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  #274  
Old March 28th, 2015, 08:49 AM
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Re: X-Wing

Quote:
Originally Posted by rym View Post
Agreed. I never really flew the Phantom much to begin with, and never had (too) many issues when I flew against them.

I do like the obstacle thing, but the debris cloud tokens will still take some getting used to, as I haven't played with them and don't know all their rules.

Overall, I think I'm fine with the latest FAQ.
Debris Tokens stress your ship if you fly through them (so if you K-Turn through them you take 2 stress). You lose your action as normal. You roll a red dice, if you roll a crit you take 1 crit. And if you're on top of a Debris Cloud, you DO still get to attack.
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  #275  
Old March 30th, 2015, 12:27 PM
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Re: X-Wing

Crap. I just printed the previous version of the FAQ on Friday...the day that the new version released.
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  #276  
Old April 5th, 2015, 08:03 PM
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Re: X-Wing

I'm very happy with the Phantom nerf. Often times when facing a Phantom it would simply be impossible to get a shot on it because if you accounted for one decloak direction by maneuvering one way they could just see how your ships moved and choose another decloak direction and still get a shot. Now that you know they are committed to one decloak direction instead of being able to move wherever they want to it should make it possible to deal with one, the same way it's possible to deal with every other ship in the game.

Phantom strangled off everything that couldn't get to PS 9+ or wasn't a fat turret from the meta. It'll be nice to be able to play normal builds now (swarms, 2 x wings & 2 b wings, etc.) and not autolose should you face a phantom. All of the players in my area somehow derive pleasure from playing nothing but dumb fat turret builds and pretending that manuevering their turrets against each other matters, so they of course didn't feel the nerf was necessary. Thank god that FFG is actually rational and isn't content with the game being nothing but turrets to deal with phantoms.

I actually enjoy playing generic phantoms, and one of their major weaknesses are supercharged named phantoms, so I'm excited to get to play more of those. Nerf doesn't really hurt the generics at all, and the (de)cloak mechanic adds a lot to the game when you have to decide between cloaking and firing and you're actually a glass cannon.

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