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John Victor

Discussion  - 
 
The Warp Core Breech podcast just released our best and worst awards for 2015.

What do you all think of our results?

http://warpcorebreachpodcast.libsyn.com/
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John Victor

Organized Play Events  - 
 
Played the TCW3 yesterday. Pulled the Vulcan booster:
Prototype 01 [24]
- Gareb (Captain) [3]
- - Shinzon (Gareb) 9 (Captain) [0]
- - - Rebellion [6]
- Cloaked Mines [3]
- Reinforced Hull Plating [3]
- Disruptor Pulse [5]
Ship Total: 44 SP

Regent's Flagship [32]
- Mirok 4 (Captain) [1]
- Worf (Admiral) [2]
- - Yellow Alert [2]
- Aft Phaser Emitter [1]
- Romulan Security Officer [2]
- Romulan Security Officer [2]
- William T. Riker [4]
Ship Total: 46 SP

Resource: Officer Exchange Program [0]
- Romulan Faction
- Mirror Universe Faction


I fully expected to go 0-3 because I just did not like my fleet. but I went 2-1 instead.

Firstly I'll say Mirok and Prototype were so nice to have. And other than facing another Prototype in my first match, I was the only one repairing damage. In fact, I think we were the only two players to even have the ability to repair (ignoring those who brought Borg because Regeneration never gets used).

First game was a bit of a chess match as we were careful with our maneuvers and focused on the sphere to keep our boosters alive. Especially important for her since she pulled the Interceptor. I took the sphere in the second round by giving up the first shot so she'd weaken its hull. The Interceptor put a hurt on the Seleya, but didn't kill it. So it killed the Interceptor. And that was the only loss.


Second match was close the entire time. He came at me with a beefed up Excelsior and Worf on the Maht-H'a. Luckily he pulled Nunk's Marauder. Which was the first ship to fall after he took down the sphere in round 2. Seleya was next. Then Worf. Regent was on it's last leg, but I was able to put a warp core breach on Excelsior. The very next round was the last, and he rolled the crit.


Third round was brutal. I flat out played it badly, but I'm never sure how to play against DS9. He also brought the Yeager and pulled Romulan. Yeager and DS9 were his torpedo boats, and he brought the High Yield Torp resource to make sure they hurt. I'd never been in a match where torpedoes had been used so effectively. And I wish I 'd realized that the sphere only effective primary weapon range bonuses when I built my fleet. I went after the sphere, and that was my mistake since he ignored it. I placed Seleya first, and he placed DS9 and Belak next. So what I should have done is placed my other ships in the other corner and slow ran Seleya. Then I would have pulled him away from being holed up in the corner with the station, otherwise he would have given me the sphere. I did kill the Yeager, but he still wiped me out.



From what I heard, there were a lot of close matches today. This turned out to be a really good and fun OP.
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John Victor

Discussion  - 
 
The next top list on the podcast I was part of was about our greatest achievement in 2015, and goal for 2016.

My biggest achievement last year came as a total surprise. Q-Continuum Month 2, the one with the moon and the mission tokens, was the first OP I ever went 3-0. With each match being a fun combination of maneuvering, attacking, and gathering tokens, it was really a fun and intense event. And Q-Continuum was the first tournament I won. And I believe it came down to the last match.

So my goals for next year are the same. Go 3-0 in an event. And win a tournament. They don’t have to be the same one this time. I just want to make sure our venue stays interesting. And grab a bunch of glory for myself.
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John Victor

Discussion  - 
 
Another Top list we've done on Warp Core Breach is Top Admiral.

There are several good admirals on my list. I’ve used some, had some used against me, and others I just really want to use because I think their ability is that good.

Usually when I see my opponent running an admiral, I’ll say “interesting”,  or “I see what you're doing “. But there’s one admiral, played as admiral or captain, that strikes fear because I know it’s going to wreck a ship, maybe my fleet, and whatever synergy I’ve tried to build.

Gul Madred.

This guy is just brutal. He'll wipe out a low captain, who you brought specifically for their ability. As an admiral, he has a good shot at taking out a high captain. But as a captain, he can be beefed up in skill to the point that he takes out almost any opposing captain without effort!

Pair him with Li Nalas…you win. Or, against that, just surrender and save an hour of your life. 
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John Victor

Discussion  - 
 
I've been really remiss posting my Warp Core Breach segments on here. Time to rectify that.

Top OP Prize Ship.

While the hosts counted down their top 3 ships, we contributors provided our #1s.

For me, That's the USS Hood.

It’s a great pack with only one iffy card, and brought something much needed to the meta.

The Excelsior class is just solid. The Hood’s ability, while situational, isn’t bad.

DeSoto is only skill 4, but easily fixed with an Admiral or Fleet Captain. Even without, his ability is great for building a slippery ship, which lower skilled captains need. I love using him on Voyager with Refit Chekov, Hood Riker, and another crew for that 3rd reroll..

And Hood Riker is probably one of the most played crew upgrades, at least in our venue. His economy is better than TOS Sulu, so he’s a bit of a no-brainer.

Systems Upgrade and Type 8 Phasers are where this ship shines. They make older and weaker vessels competitive. Type 8 can cross faction, so D’Deridex and others can throw 4. And being non-unique is why people so badly wanted multiples of the Hood, and the price on auction sites soared.

Even Tachyon Detection Grid is useful, just very situational for its price. Great against permacloak fleets, which were all the rage back in the day. But the meta has shifted, so you don’t see them as often. Yet, if you can pull it off, you could decimate an entire cloaked fleet in one round. At least make them think about splitting their forces to avoid it. A bit behind the meta times. But not a bad card, in and of itself.

Despite that, though, the rest of the pack is at worst solid, and, in my opinion, fantastic.
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John Victor

Discussion  - 
 
TCW 3 is coming up in a few weeks, and I'm already thinking up fleets.

The obvious choice is to bring self-repair abilities. But I've been getting beat up by high skill captains and their abilities, so I'm thinking of sneaking a small ship with Gul Madred in just to use as a captain killer.

My original fleet was just two strong ships:
Prototype 01 [24]
- Gareb (Captain) [3]
- - Shinzon (Gareb) 9 (Captain) [0]
- - - Rebellion [6]
- Cloaked Mines [3]
- Disruptor Pulse [5]
Ship Total: 41 SP

Regent's Flagship [32]
- Mirok 4 (Captain) [1]
- Worf (Admiral) [2]
- - Yellow Alert [2]
- Impulse Drive [3]
- Aft Phaser Emitter [1]
- Romulan Security Officer [2]
- Romulan Security Officer [2]
- William T. Riker [4]
Ship Total: 49 SP

Resource: Officer Exchange Program [0]
- Romulan Faction
- Mirror Universe Faction

Fleet Total: 90 SP


But I could squeeze in a bug ship with Madred instead, and knock down Gareb's skill to fit it in the fleet:

Prototype 01 [24]
- Gareb (Captain) [2]
- - Romulan Commander (Gareb) 7 (Captain) [0]
- Cloaked Mines [3]
Ship Total: 29 SP

Regent's Flagship [32]
- Mirok 4 (Captain) [1]
- Aft Phaser Emitter [1]
Ship Total: 34 SP

5th Wing Patrol Ship [22]
- Gul Madred 7 (Captain) [5]
Ship Total: 27 SP

Resource: Officer Exchange Program [0]
- Romulan Faction
- Mirror Universe Faction

Fleet Total: 90 SP

Generated by Utopia
http://comatoes.github.io/staw-utopia/


And I'm also debating whether to take Worf or not if I go with the strong fleet. The advantage obviously that he can grant extra attacks to the Prototype (and to the Interceptor, in case I pull it). But a different admiral might be better since he'll be useless if Prototype is taken out.
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John Victor

Discussion  - 
 
So, I didn't get a chance to record for episode 21 of the Warp Core Breach podcast. Or talk about my what card or card combo is my nemesis.

Figure I'll just do that here, then, since I won't be limited to just the top of my list :p

There have been a few combos I've not enjoyed facing down. Gul Madred and Li Nales is scary. And I've had Goval thrown into the mix, which is especially brutal.

Cloaked Mines are always a huge annoyance.

Hathaway Riker and Worf are a recently hard combo to get around. Riker makes small ships playable, and Worf keeps them alive.

But right now, Ahab Picard with Magnetometric Guided Charges on a scout cube is the bane of my existence. It doesn't help that the player who runs it also packs on things like Improved Deflectors or Hood Riker.

If someone has a counter to Mag Charges, I'd love to hear it.

So what do you all hate seeing on the other side of the table?
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John Victor

Organized Play Events  - 
 
Anyone going to regionals next month?

I'm thinking about it because they're actually having a tournament near me. Not sure what to take, thought. It's a 90 point build, with a 40 point booster (probably a TCW booster). Straight joust with no obstacles.

I have a feeling Borg and shuttlecraft will make appearances, but I'm not that good at using Borg. And I'm not a fan a shuttles, especially with just 90 points to work with. Although, the Delta Flyer might be worth it. Especially if it can put some upgrades on the booster.
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John Victor

Discussion  - 
 
My 4th and latest segment on the Breach just went up. It's about tweaking the OPs and their rules.

Lately I've been hearing complaints about OP events being just jousts. Even though they have mission elements, those can pretty much often be ignored, which boils the OP back down to straight jousting. 

Hasn't always been the case, though. Some OPs have had refreshing twists. The Borg collective tourneys had 3rd party enemies and semi-cooperative play. The Arena OP broke up the joust, and made it essential to play to the theme.

But the truth is, those have become the exception. So what can we think of for WizKids to add some spice to our tournaments? What tweaks can we use at our own venues to do the same thing?

Well, the easiest change is adding more obstacles. Throw two planets close enough together and swarms can’t run side by side, and that’ll help break up jousts. Or maybe a handful of debris or asteroids that slowly move, like the Pegasus scenario. Obstacle tokens that provide different effects like gravity (slow ships down depending on range, things like that). All these changes not only bring something we don’t usually see in events, they help make those smaller, more maneuverable ships, that never get much play, appealing. Hey, with tokens everywhere, that Interceptor 5 that never leaves the box, but can park itself on top of an obstacle without penalty, starts looking good.

Now, imagine having matches with 3, or even 4, players at the same time. True, could be difficult to design and run. Have to make sure everyone has the same setup, same opportunities to interact with mission elements. But what a whole new dynamic those kinds of matches would bring. If nothing else, imagine the chaos and fun of a 3 or 4 player deathmatch.

Now I'm not necessarily saying we should change official events by throwing in our own obstacles and whatnots. But maybe we host our own side events. Say when a store needs to clear out extra boosters or prize ships. Then we can do whatever we want. Make up our own missions. This would sure help break up the jousting feel, if WizKids never get around to mixing things up themselves.

And if we want to make changes to official matches, they don’t need to be drastic. We can fairly easily make official OPs better by just ramping up the integration of event elements. Make the bonuses worth more points, so then there's more incentive to go after them. No one wants to risk getting table wiped just to go after 40 points. One of the great things about Q Continuum Month 2 was that the obstacles not only broke up that straight jousting, but getting mission tokens became very important in some of our matches.

But, we can still get those mission tokens into play without even a single point change. In fact, we started doing this at our venue, and it’s brought renewed vigor to our play.  The tournament winner still gets a prize ship, just like normal. But instead of the other ships going to second and third place, or the redshirt, we’ve changed it up. Now, after giving out that first place ship, we give the second ship to the player with the most mission tokens. Then, for the remaining players, we treat each token they collected as an entry into a drawing for the last ship. And there are a lot of other ways we could divvy the ships. However it’s done, though, it keeps players from being knocked out early. And that helps keep people feeling competitive. Because we've all had that demoralizing feeling when you know there's no way to come back and win anything, but you still have to keep playing. 


Then there are house rules. We could probably get into a whole litany of house rules. But I think I’ll save those for another time.


So, part of this list is things I'd love WizKids to begin adding to the OPs. But there's no reason we can't make our own adjustments to keep things fresh and fun. As long as you keep thinking outside that box.
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John Victor

Discussion  - 
 
My third segment for the podcast is another ship build.

The Independent faction hasn’t been getting a lot of love in recent waves, so we’re going to give them something they need: a battleship. Because other than the Soong, they don’t have a heavy hitting tank.

This’ll be another Next Gen ship, but we’ll have to take some liberties since it’s wasn’t completely fleshed out for our needs in its lone episode. I don’t know how WizKids would handle it, but we’ll just make some logical assumptions...and create a Husnock Warship.

This ship is beefy. 6 Attack, 1 Agility, 5 Hull, 6 Shield, for 36 SP, Only has  a Front 90 arc since that’s all we saw. Standard action bar like a Fed. 1 crew, 2 tech, 2 weap. Generic drops a shield and tech. It maneuvers like the Sovereign with speed 2 red turns.
Text: “You may Target Lock a ship at Range 1 in your forward firing arc as a free action.”

Pretty useful when you’ll be throwing 7 dice.


Now comes our assumptions since we didn’t see captain or crew. So we’ll take our cues from other factions.

Husnock Commander 
5 SP, Skill 7, 1 Elite Talent, Independent, Unique 
“Disable this card to avoid spending a target lock to fire a secondary weapon. You may then spend the target lock to reroll the results of the attack. If you reroll, place an Auxiliary Power Token beside your ship.”

A bit ofsynergy with the ship text there.


Now, one thing we did learn is the Husnock had a Hideous Intelligence, so that’ll be our first Elite Talent. 6 SP, Independent, Unique 
“During the planning phase, after all maneuvers have been set, discard this card to target up to three ships within Range 1-2. Look at the dials of all the ships. You may change the speed of each ship by 1. You cannot select a red maneuver or a maneuver not on a ship’s dial. For each ship’s dial changed after the first, place an Auxiliary Power Token by your ship.

You may change your ship’s maneuver.”

The last line is separate, so if nothing else, you can just change your maneuver. But this card’s power is setting up your opponent. That’s why it’s such a pricey discard.


Our second Elite Talent is Razing Fire. Another 6 SP, Independent, Unique 
“When attacking with your primary weapon, discard this card and disable at least two shields. For each pair of shields disabled, target an enemy ship in your forward firing arc. Immediately make an attack against each ship. You cannot take or receive any free actions, or make any other attacks, this round.”

Free attacks of at least 6 dice each is easily worth a 6 point discard.


Our crew is a Husnock Warrior, 3 SP, Independent 
“ACTION: Discard this card to target a ship at Range 1. Roll 3 Attack dice against the target ship. These dice cannot be modified, and the target ship rolls no defense. For each critical result, disable a shield on the target ship. If all shields become disabled, also disable the captain, or one crew of your choice, on the target ship.”

Basically a way to set a ship up for the attack round.


Tech time.

Configuration Upgrade, 5 SP, Independent
“Add +1 to your ship's Hull and Shield.
Every time you defend, you may place one Auxiliary Power Token next to your ship to reroll one blank result up to two times. 

This upgrade costs +4 SP for any ship other than a Husnock ship. No ship can have more than one Configuration Upgrade.”

The fluff here being that, when the Enterprise encountered the Husnock ship again, it was bigger and badder.


Full Speed 
Tech, 3 SP, Independent
“If you reveal a straight maneuver this round, you may disable this card to add 1 to your ship’s speed. Treat this maneuver as a white maneuver.”

Great way to make that 6 red into a 7 white.


Last tech is Feedback Wave, 4 SP, Independent
“When an attack is declared against your ship, and you have any active shields, you may immediately discard this card before the attack is rolled to cancel one damage from the attack and inflict the remaining damage on the attacking ship instead of yours. Your ship rolls no defense against this attack. All critical results are treated as hits. 

This card costs +3SP for any ship other than a Husnock ship.”

Basically a modified version of the Borg Feedback Pulse.


Finally, two weapons, starting with Antiproton Beam
6 Attack, 6SP, Range 1-2, Independent
“ATTACK: Spend your Target Lock and place three Time Tokens on this card. 

You may convert one battlestations to a hit result, and you may reroll one blank result. 

You may fire at an enemy ship in range, not in your forward firing arc, with - 3 attack dice.”


And Particle Weapon, 4 Attack, 5 SP, Range 1, Independent 
“ATTACK: Disable this card and place and Auxiliary Power Token beside your ship to make this attack. 

Instead of inflicting damage, each critical result disables a shield on the target ship and is resolved before any hits. If all of the target ship's shields are disabled, any remaining critical results damage the hull as normal. The opposing ship rolls no defense against this attack. 

You may fire this weapon in any direction.”


And that’s our ship. Feel free to try it out and make changes. Be sure to let us know what changes you think make the ship more playable while keeping it balanced. In the meantime, keep thinking outside that box.
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John Victor

Discussion  - 
 
My second segment for Warp Core Breach:


This time we'll look at something that’s a Must Have due to high demand. I can’t believe this ship still hasn't been announced. Despite, or maybe because of, it’s single Next Gen appearance, it would be instant collectible. Now there’s your hint. Some of you have already guessed it.

We'll be building our own...Enterprise-C.

Since this'll be the first ambassador class in the game, it’s interesting to design. Because it’s going to have to sit between the Excelsior and Galaxy classes. So I’m thinking a 26 point ship with 4 attack, 1 evade, 4 hull, 4 shields. Just like the Phoenix. In fact, same maneuvers as a Nebula class. So better turning than an Excelsior, but not as fast as a Galaxy. Standard Fed action bar, forward/rear 90 arcs. 3 crew, 1 tech, and 1 weap. Generic drops a shield and crew.

Ship text? Well, I think it should be a precursor to the 360s of the Enterprise-D and Voyager. So, 
“You may attack outside of your forward firing arc at Range 1 with your Primary Weapon at -1 attack dice, and no range bonus.”

The text fits into the ship’s theme; standing your ground, surrounded by enemies. A theme that continues into her captain and upgrades.

Captain Rachel Garrett 
5 points, skill 7, an Elite Talent, Fed, Unique
“You may field any Federation Elite Talent for -1 SP (min. 2)

If you are in the possible firing arc of more than one enemy ship at range 1, each time you defend this round, roll a total number of defense dice equal to the number of those ships.”

Key word there being ‘possible’. So if they can hit you with a dorsal, aft, 360, secondary weapon, whatever, you get an extra defense die. Basically, the more ships that can shoot at you, the more defense you get, even if they’re not all shooting at you.


We’ll need an Elite Talent fitting for Garrett:
Sacrifice
4 points, Fed, Unique
“If an enemy declares an attack against your ship, you may discard this card and your captain to cancel the attack. The enemy ship may not make any other attacks this round. Each time you defend this round, you may reroll any defense dice you want once.” 


And a talent fitting for the ship called Emergency Repairs
A steep 6 point Fed Unique, but for good reason.
“During the Planning Phase, you may discard this card to flip all critical damage cards and remove all disabled and time tokens from all upgrades. You may also place an Auxiliary Power Token by your ship to repair one damaged shield.”

Basically, this is a reboot card. Probably worth being a 6 point discard.


Crew time.

Richard Castillo
3 points, Fed, Unique
“Disable this card to add +1 to your primary weapon this round.

If your captain is discarded, your ship's skill is 3.

This card may field the ‘Emergency Repairs ‘ Elite Talent.”

Good synergy here with the ship ability and using a captain with Sacrifice.


Tasha Yar
4 points, Fed, Unique. I say Fed because I envision this as first season Tasha, to make up for getting Mirror Tasha on the Prakesh.
“You may disable this card to perform a Target Lock as a free action, even if the target ship is cloaked.
OR
You may discard this card to prevent another crew upgrade from being disabled or discarded. If you do so, add +1 attack die to all of this ship's attacks this round.”


And how about a non-unique Operations Officer
2 points, Fed
“During the Modify Defense Dice step, you may disable this card to reroll one blank defense die one time, even if it has been rerolled. 
OR
During the Modify Defense Dice step, you may discard this card to reroll all blank defense dice one time, even if any have been rerolled.”

No ship may be equipped with more than one Operations Officer. 


And we have one Tech.
Emergency Power
3 points, Fed, non-unique
“Disable this card to ignore one uncanceled damage to your shields. 
OR
Discard this card to repair one damaged shield. You may also remove one Auxiliary Power Token from beside your ship, if there is one.

No ship can be equipped with more than one Emergency Power card.”

Combine this with emergency repairs, and your ship is back in fighting form late in the game.

Lastly, our weapon.
Photon Torpedos
6 points, 4 attack, Range 2-3, Fed
“ATTACK: Spend your Target Lock and place 2 Time Tokens on this card. 

You may convert one battlestations to a Critical. 

You may make this attack from your forward or rear firing arcs.”

2 time tokens means firing every other round. I think that’s worth the price.


And that’s our ship this time. I tried building synergy with the discards and primary weapon boosts. Go ahead and try it out, and let us know what you think, and what you’d add or change. Until next time, keep thinking outside that box.
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John Victor

Shared publicly  - 
 
 
Who is Gov. Gary Johnson? An avid adventurer who is not afraid to cut taxes and balance budgets. Vetoed 750 bills - more than all other Governors combined. Called for the legalization of marijuana as Governor and is still the highest ranking elected official to have ever made such a statement. Gary Johnson is the candidate for President that we know will fight for liberty and US. 

https://www.youtube.com/watch?v=VGq4D5irpKw
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