Regarding cost display, i think "cost [loadout]" looks best and most clear, though if it is hard to make it work, then of course something else is better.
Slash just has tendency to make it look like a fraction or something, perhaps backslash would be more clear? No idea if that affects how things function.
Comma makes it look like variable cost.
But whatever works best. Function first.
Figured so, just wonder how that didn't get caught. Then again, not a bad error, i once saw a rule book come with table that was evidently processed by MS Excel, because it looked like a table of dates (it should not have been), and somehow that got published before getting fixed few hours later.
Wonder if they get around releasing errata 1.4.1 then! Think i'll add a note to my PDF as a reminder. The latter bullet point definitively feels out of place with the changes added.
Incidentally there's a strange error on page 22:
"When building a squad u,". u what?
Err, attack thing is confusing:
New bullet point that was added in 1.4:
"A primary weapon requires the attack range to be range 0–3. A primary weapon has no cost by default."
However, this bullet point still exists:
"Unless it has an ability that allows attacks at range 0, a ship cannot attack a ship at range 0, even if the attack range would be range 1."
As i read it, the latter forbids range 0 attacks in general, even though Primary Attacks possess range bracket of 0-3.
(Figure that last part refers to cases where range 0 is because of bases contacting but the target would be at range 1 when checking firing arcs.)
EDIT Perhaps the intent here is that technically everyone has "ability" to fire primary weapons at range 0 but rules as written it doesn't seem so.
EDIT Right, the peg thing, definitively sanity prevailed if they did listen to feedback.
There don't seem to be that many core rule changes really.
Beside squad building (and scoring has been altered), ban lists, errata, and addition of scenarios, player order change is probably the biggest thing (players roll after placing all dials).
There are additional rules for attacks for range 0, obstacle changes, round limit for games (12 by default), overlapping rules are altered (avoid friendlies), some other minor things but for most part things are as they were.
No, wait, what. Delta 7s exists in two types now? Both Delta-7 and Delta-7B? Presumably in order to make Calibrated Laser Targeting usable with either type?
So confusing.
I wonder if there was miscommunications earlier when these changes were being planned or if plans changed. Like the RR now explicitly says that a ship model can be removed from its base in case of overlap until that is resolved, whereas earlier info implied pegs must be adjusted until there's no problem but the ship can't be removed.
Mildly confused about primary attack changes. Apparently it has range of 0-3, but you can't actually do 0 range attacks unless permitted by something? The confusing part is that i gathered from earlier info that range 0 attacks would be enabled by default... Guess they decided not to do that.
I do worry about the squad building rule changes for death matches. Yes, it is clear AMG is not really interested in those but still the rules indicate that in absence of scenarios they're the default mode. Two ships with equal cost but different loadout scores seem unbalanced at a glance.
That said, there are some really interesting alterations to upgrade slots varying by pilot, such as Assault Gunboat Rhos and Nus being very different, the latter get a cannon slot always while the former get talents, but neither get missiles or torpedoes without OS-1 configuration. And double-talent Soontir Fel TIE/IN!
This is all so confusing, gotta learn the game anew.
Wish there was a rules reference PDF organized by game phase rather than just alphabetically.
Delta-7 is now Delta-7B by default, no more standard Delta-7 at all. The other config is available. Ironically the ship model is Delta-7... i'm thinking i should modify mine to represent the B model. Guess this is a good time to think about getting another Guardians of the Republic Pack, want third Delta-7 anyhow and i can paint it too. Need to figure if i can fly Anakin-Obi-Ahsoka trio.
Gonna be pure extended for me probably. There's a ton of stuff i often play with that's not in standard at all.
Scenarios ain't happening until i can get actual tokens and tools, not gonna print tokens in black and white and cut them from paper. I wonder if they'll release updated core set with the new stuff or some kind of "scenario expansion" that includes relevant things?
I hope YASB gets updated for the new rules.
If IG-11 is cheap enough, i think it is fine. Crits aren't too common in most situations, and not getting afflicted by two may be quite significant.
The secondary effect isn't too desirable to be sure, but if one is packing Deadman's Switch as well you get a flying bomb that might throw a wrench in one's opponent's plans.
This is not a sane, rational, efficient thing to fly. A fun ability more so.
Pilot initiative matters a bit perhaps though, since one would like to get use out of those calculates probably.
Not sure it is the best fit for the ST-70 class specifically though.
I would suggest renaming old Maul to "Maul (Scum/Ezra)" and making the new one "Maul (Scum)". Not sure crew part is absolutely needed, as long as pilot Mauls specify their ship. Unless it is more consistent?
Awesome, thanks!
How are the bump rules changing?
I can see us getting Aurek and/or Chela fighters for the Republic at some point, since KOTOR is pretty popular. No comment on justifying 4000 year old fighters.
EDIT It seems Aureks were used in the New Sith Wars about 1000BBY. Still very old.
"Considering the prospective changes to the rules (I.E. All ships can shoot at range 0 but the dice cannot be modified), I'm not even sure how Bo-Katan is supposed to work."
Seems simple enough. Bo-Katan overrides the restriction on dice mods with future changes to rules* . As it is now you probably need something else to enable attacks at range 0, but having free reroll is always useful, even if it is just range 1.
*incidentally are these planned rule changes compiled anywhere?
Rogue-Class fighter, cool, been hoping we'd get that. Surprised at dual-ship, dual-faction pack! There's more and more reason for me to finally get a Scum conversion kit (despite somewhat limited number of existing Scum ships) and get all my favorite X-wing 2.0 Scum ships. Now, i need to conjure up funds for that...
I wonder if the card pack comes with one or two Jingoists? I hope it comes with two so that one can actually field two without needing to get two packs (or trading for another card).
Mildly disappointed Gideon got put to TIE/LN rather than the Outland TIE Fighter. Of course, the latter is redundant as looks go, so not really surprised. Perhaps the TIE/LN could get "Outland TIE" configuration some day, no comment on what that would do though.
Sure, i get logistics is a mess right now but... man. Off-hand, one store might have had a few copies of Phoenix Cell pack but the Skystrike Academy has never been here at all as far as i can determine.
There's also that slow deliveries make sense but never getting particular product...
It is possible local stores don't current bother ordering stuff to warehouse and instead just order as people order them, and systems don't get updated to reflect this. But i prefer walking to store and getting stuff there, partially to inspect a unit before choosing it, as i've gotten a couple of poorly assembled minis in the past. And i believe Asmodee stopped replacement service...
On the packs themselves, the Mandalorian pack seems interesting. I seem to recall there will be cross-faction Mandos or cards to make existing ships available to other factions (that Separatist Mando for example). That and the Mando ship kinda makes me want to get Scum conversion kit and new ships for them.
Then again, i need to fill out my Separatists and Republics first. Alas, no ships for them to be found either, just empty shelves.
Mildly annoyed at the fact these are getting teased when previous waves don't seem to be available anywhere.
Or, well, haven't been locally anyway.
I need Phoenix Cell and Skystriker Academy packs...
Tech for E-wing? Huh. I need to figure where i threw the unneeded extra cards from that card pack.
Y-wing missile slot... not complaining about options, but missiles aren't terribly attractive still. But guess that is not Y-wings fault, and i suppose i can find some use for them.
EDIT WOOO! Soontir is cheaper now!
I'm late as usual...
There's starting to be so many Scum ships i like i need to consider getting a Scum conversion kit and bunch of the new ships. Have OK amount of Scum ships as it is.
Lando's Millenium Falcon, a couple of TIE/mg, a couple of Fangs and a Kom'rk, maybe a Quadjumper, plus Razor Krest. And i'd get to fly Starvipers again, love weird barrel rolls.
But alas, i got no funds for that anytime soon.
Confused about that new card pack. Is that like the previous pack that added new pilots and stuff? If so, maybe great, depending what gets added. Maybe Imperial Boba Fett...
Good to know there's more stuff coming later on. Always keep worrying game's dead if there's no indications there's future plans. Sure, old stuff is playable but dead game puts pressure on one getting missing stuff sooner rather than later.
Point system change is good. For selfish reasons: As it is, i've always bid some points because i so often fly aces who really need to be able to move last, even dropping fun ideas because of that. And it is not like this has always helped me, my brother likes going for full 200 against me without that hurting him at all.
Not sure about round limit, but i suppose me and my bro and/or friends can/will stick with just time limit. Not like i'm taking part in store tournaments or games. Besides, i figure we'd forget to count rounds.
Not keen on standardized quick-build card pilots even as an option. All quick-builds, or all customs, i say. But fortunately, these seem entirely optional so probably won't affect my groups' games at all.
Wonder if campaign play might be our thing. Mildly interested in that, will definitively keep an eye on news about that.
I think that in this case the owner assigns the tokens, even if the original effect was by the opponent. Partially because this is "worse" as it doesn't allow that free rotate, partially because of source the token: your card.
Okay, a couple of feedback things on the new dashboard:
(All on PC desktop, i don't even check wikis on phone for variety of reasons.)
1)
I dislike the vertical dashboard but i think i'd be more OK with it if it were on the right side.
Pretty much all RTS games have construction/action bars at bottom or right side, and whenever customization is an option, i put stuff at right. Find that position more natural (dunno if right-handedness and right-eye'dness has effect here). Having option for either one would be great.
Then again the dashboard has all the useless functions (i have never ever used the dashboard's links to move to another wiki or whatever, i either use a google or a bookmark to open another wiki) so i guess it is sorta all the same, though accessing profile functions is still annoying.
2)
The dashboard icons seem "inconsistent". Most are links but mousing over "wikis" opens more info? But there's nothing to indicate it is a different type of icon. Not a major thing, just surprising. The old dashboard had a triangle to indicate it has drop-down menu.
3)
I find icons at top of screen for search and this discussion section etc. to be awkward. Slow to use, because i need to confirm what the buttons do before clicking the. Really would prefer textual links.
And related, an option for always open search bar like the old UI, would be really nice. Needing to click either the top bar or the left-side panel before being able to search is bad and slow user experience.
There seems to be space for that too, so why not?