Looking at the manual, it appears to be:
Looking at the manual, it appears to be:
Yep, this one's already on the list for once we finish up the ToEE campaign. DEFINITELY the non-premium version.Blackhawk wrote: ↑Thu Apr 11, 2019 1:24 pmHere you go.
/edit - although I'd find the non-premium edition myself.
Funny enough, I just tried X-Wing 2.0 with my 6.5-year-old son for the first time just now with just the basic one X-wing (me) and two TIEs. He caught on to the rules pretty quick, and mostly was able to be autonomous with the movement choices, but like your experience our battle started to run on a bit too long to keep his attention.Skinypupy wrote: ↑Sun Apr 14, 2019 6:09 pmFirst game of X-Wing is in the books, and it went pretty well. Game took a little longer than I expected and I realized I could use a bigger table, but Little B won when her TIE swooped in behind my X-Wing and blasted away my last hit point. She was pretty stoked, but I could tell she was getting a little bored when we spent the last few turns circling each other.
We played on the very basic rules for our first try (no range penalties, no crits, etc.), and will mix in a bit more complexity next time around.
Exact same set-up we used. Little B was complaining about how "powerful" my one X-wing was, until I pointed out that she had the exact same number of HP, it was just split between two ships. After that, she just complained about unlucky dice rolls instead.
Thought about that, but I wondered if that might actually make it more difficult. My brother is bringing a huge storage case full of ships when he comes next month, so we'll see how that goes.When I try again, I think I'm going to try upping the ship counts for both of us so that there's more to shoot at and more blowing up.
Great idea, would love to hear if/how you implement that.Or maybe I'll give my son a ship with a turret so he's more guaranteed to be able to take a shot at my ships.
Same, although I can't help but wonder if the reaction might have been different had she lost.Overall a success, though.
My main worry with the high ship count is making each turn take too long. Maybe 3-4 ships each? Or maybe I'll give him a pair of shielded tough ships and I'll use a bunch of easily destroyed stuff?Skinypupy wrote: ↑Mon Apr 15, 2019 9:57 am
I avoided any special skills on this play, but I might introduce something easy to understand when we try again. The only upgrade card I added was to give one of my son's TIE fighters a shield point.Out of curiosity, were you just using the basic rules? Or did you mix in any of the advanced stuff (i.e. skills, critical hits, stress markers, etc.)?
Same worry here. My son can handle losing a game here and there, but I'm going to stack the deck in his favor for this game at least for the first few times.Overall a success, though.
You're playing with 1.0, right? The 2.0 game makes this aspect a wee bit easier. The maneuver templates have thin white lines running down the center, and the ship bases likewise have centered white lines on each edge. When you need to have a ship back up along a template, you can line up the lines to make sure the ship is centered at any point in a turn template.My biggest challenge was figuring out how to accurately place ships that kept overlapping each other. When two ships end a turn in basically the same spot, it just gets sorta weird.
I have the 2.0 core starter set. I figured out how to use the templates that show where your ship is when you need to take it off the board for an opponent's maneuver, but doing any sort of movement in close quarters still felt really awkward.wonderpug wrote: ↑Mon Apr 15, 2019 10:35 amYou're playing with 1.0, right? The 2.0 game makes this aspect a wee bit easier. The maneuver templates have thin white lines running down the center, and the ship bases likewise have centered white lines on each edge. When you need to have a ship back up along a template, you can line up the lines to make sure the ship is centered at any point in a turn template.
The app is pretty cool and it now has a campaign for the Jabba's Palace (which I'm playing through) and Return to Hoth.Skinypupy wrote:Picked up Star Wars Imperial Assault yesterday and played through the three tutorial missions last night. I absolutely LOVE it! Very easy to learn with a ton of fun strategic elements. Even the basic tutorial missions were thrilling, as I frantically hotwired a door to open while two Royal Guards (who would destroy me) were bearing down on me from the other side of the map. The way this game is integrated with the app is brilliant, and I doubt I’d be half as geeked about it if that support wasn’t available.
I also picked up a fist-sized d20 for the kids, which made our Saturday game of LoD all the more exciting.
About to do the same thing. I've heard enough people complaining about Story 2 being unbeatable with 2 that I'm not even going to try with less than 3.hepcat wrote:Going back to City of Kings this weekend. I think I'll have to run three characters in order to complete Story 2 though.
If you are lucky you will learn that it is completely possible to NOT buy every game that gets mentioned here. The most common posters in this thread go *way* overboard on their game purchases. You need to learn what works for you. I have easily spent $10k on board games in the past 20 years. My current collection of games probably cost me a little less than $1k. Only a fraction of that $9k difference was recovered in resale. The metagame is the hardest game.
Definitely doing better with 3 this time. I honestly don’t think it’s doable with 2.YellowKing wrote: ↑Sat Apr 20, 2019 6:16 pm
I've been contemplating just running some of the single scenarios first just get back into the swing of things.
Vibro blades are for slashing and for stabbing!Skinypupy wrote:Quick Imperial Assault rules clarification I’m wondering if you guys can help with.
The Surge action for one of my weapons reads “+1 (damage icon), Pierce”. Does that comma mean it does +1 damage AND Pierce? Or does it do +1 damage OR pierce?
Thanks for the impressions, daveman. My copy should be here mid-week so I'm looking forward to it.daveman wrote:The short version is, there's a mild deck-building and deck-cycling element to the game instead of dice and we really like it
I thought the MvM review was very thorough, and extremely positive. This one is definitely next on my list.YellowKing wrote: ↑Sun Apr 21, 2019 4:33 pm
I've read and watched several reviews, and the card-based skill test mechanic seems to be a big hit. On paper it doesn't look that interesting, but everyone seems to really enjoy it. I'm guessing that familiarity with your deck and the strategic decisions involved in when and how to use your skills and scouting makes it a deeper mechanic than it appears on the surface.
The only negative I've seen so far from one reviewer was that she thought the skill test mechanic at times overshadowed the theme, so that instead of feeling like you were fighting monsters in Middle Earth it was more like resolving skill tests against generic numbers. However, technically the same criticism could be leveled at Mansions of Madness, and I absolutely love that game.
The BGG ratings have been creeping upward since more people have gotten their hands on it. I don't know how true it is, but someone on one of the FB groups I'm on mentioned that the game was ratings-bombed early by people who don't like app integration.