|
Dulkor posted:I'd rather see something like that as an EPT or mod with a PS minimum. Imagine a bunch of low PS pilots moving then firing on one of your aces before they even get a chance to move away or declare an action. Put it on just one or two ships in the 5-7 ish range though, that could be less destabilizing. Depends on the opportunity cost of what they lose to get it. Yeah, to me this sounds more like a unique pilot ability or something akin to Corran Horn's "make an extra attack at the end of combat, then skip your next normal attack." As an ability you could give to pilots, even one with a minimum Pilot Skill threshold, I have a feeling that this could easily get out of hand. DJ Dizzy posted:Is it possible to make a decent list using the following models: VT-49, Tie Phantom/Defender/Interceptor? I want to say probably even though I have little experience playing as Imperials so far. I got beaten by someone flying the Decimator and three unupgraded TIEs, and that was with him forgetting to use Ysanne Isard's ability for the entire game. I would guess that using a high-cost TIE as a "wingman" could prove a delicate balancing act since if the Decimator winds up as the only target it could be easier to damage race it if it happens early enough, but maybe a Phantom with cloaking shenanigans could be a way to go. Here's a list I just slapped together off the top of my head: "Echo" -Veteran Instincts -Advanced Cloaking Device -Recon Specialist Rear Admiral Chiraneau -Expose -Ysanne Isard -Mara Jade -Weapons Engineer -Dauntless In fact I might give this a try myself.
|
# ? Apr 20, 2015 07:52 |
|
|
# ? Jun 1, 2024 06:19 |
|
Poopy Palpy posted:My question was regarding the YT-2000. I don't doubt that the k-wing can fill an interesting position, but the freighter well is running pretty dry. Since Emon Azzameen is a S&V pilot, I would imagine that if they released a YT2000 it would also be a S&V ship instead of a Rebel ship.
|
# ? Apr 20, 2015 07:59 |
|
Aristocrat posted:Since Emon Azzameen is a S&V pilot, I would imagine that if they released a YT2000 it would also be a S&V ship instead of a Rebel ship. Could be both. There's precedent for ships to be playable under more than one faction since S&V opened up the Headhunter, Y-Wing, Firespray, and HWK for cross-faction use, and I'd honestly like to see them do more stuff like that. But I agree with the sentiment that "yet another large base modified freighter" isn't something the game is currently crying out for.
|
# ? Apr 20, 2015 08:04 |
|
I would much rather they released another round of Rebel/Imp Aces rather than new ships of any kind. But FFG gotta get paid.
|
# ? Apr 20, 2015 08:08 |
|
Endman posted:I would much rather they released another round of Rebel/Imp Aces rather than new ships of any kind. But FFG gotta get paid. If they weren't putting a TIE Advanced in with the Raider I think a TIE Advanced + TIE Defender aces box would have been neat.
|
# ? Apr 20, 2015 08:18 |
|
Endman posted:I would much rather they released another round of Rebel/Imp Aces rather than new ships of any kind. But FFG gotta get paid. Well sure, I'd like that too. More X-Wing/Y-Wing love, a two-pack of Imperial somethings. More X-Wangs period, is what I'm saying. Also they've put up details of Armada Wave II on FFG's site. It all certainly looks neat but $50 for an ISD scale model? Yikes, and here I thought I was spending too much money on plastic toy spaceships.
|
# ? Apr 20, 2015 08:30 |
|
I'm really really hoping there's some kind of X-Wing fix packaged with the K-Wing. An upgrade card of some description, I mean.
|
# ? Apr 20, 2015 09:15 |
|
Endman posted:I'm really really hoping there's some kind of X-Wing fix packaged with the K-Wing. An upgrade card of some description, I mean. That would be really annoying. They just need to do more Aces packs and leave the fixes for those.
|
# ? Apr 20, 2015 12:30 |
|
For Rebels the E-Wing, X-Wing, and Y-Wing all need fixes. The X-Wing doesn't need new pilots. It makes sense to put an X-Wing fix in with the K-Wing. We've already seen the Interceptor fix dropped into Scum.
|
# ? Apr 20, 2015 13:40 |
|
Endman posted:I would much rather they released another round of Rebel/Imp Aces rather than new ships of any kind. But FFG gotta get paid. Aces require much less additional capital since the mold shapes are already there. We buy them up anyway, especially if they will feature the rogues (rogue one, anyone?) and a certain furry pilot.
|
# ? Apr 20, 2015 13:55 |
|
Chill la Chill posted:Aces require much less additional capital since the mold shapes are already there. We buy them up anyway, especially if they will feature the rogues (rogue one, anyone?) and a certain furry pilot. Yub yub, commander.
|
# ? Apr 20, 2015 14:25 |
|
alg posted:well, you see, by printing the K-Wing they didn't print my dream ship, the H-Wing:
|
# ? Apr 20, 2015 19:20 |
|
The little one in the back is for an astromech after the Droid Union got fed up with R-units always having their domes exposed in pitched space battles.
|
# ? Apr 20, 2015 19:23 |
|
Kai Tave posted:The little one in the back is for an astromech after the Droid Union got fed up with R-units always having their domes exposed in pitched space battles. Size of back of starfighter : fifty square feet of surface area. Size of R-unit dome sticking out: a third of a square foot of surface area Most likely place fighter will be hit after shields are down: R-unit dome
|
# ? Apr 20, 2015 20:00 |
|
Cobbsprite posted:Size of back of starfighter : fifty square feet of surface area.
|
# ? Apr 20, 2015 20:55 |
|
Some details on Wave 7. K-Wing does indeed get SLAM as a unique action, a double move which disables your weapons. Can also pack infinite ordinance between its slots and Extra Munitions upgrade to double their uses. https://www.fantasyflightgames.com/en/news/2015/4/20/hit-them-hard-and-fast/
|
# ? Apr 21, 2015 00:10 |
|
HidaO-Win posted:Some details on Wave 7. Ha! I was just thinking that this could be a good boost for munitions, an upgrade that essentially doubled the uses you could get out of them to make them more points-efficient. I don't know precisely how useful it'll turn out to be, but drat if it doesn't make me want to try some ordnance-focused builds. Also Hound's Tooth let's you escape into a custom Headhunter after it blows up
|
# ? Apr 21, 2015 00:21 |
|
The Hound's tooth is pretty interesting- it has a 180 degree turret, 3 crew slots (along with a cannon and illicit slot). The Hound's Tooth title allows you to 'escape' into a z-95 after the ship is destroyed, and Bossk's ability looks very strong (can cancel a crit result to add 2 hit results). Other cards that can be read: Glitterstim: 2 point Illict upgrade, at the start of combat, discard it and take a stress to change any focus icons to hits/evades until the end of turn. Advanced SLAM: 2 point modifcation, lets you take a free action after you SLAM if you didn't overlap anything. Sarmhan fucked around with this message at 00:27 on Apr 21, 2015 |
# ? Apr 21, 2015 00:22 |
|
Rejoice, the X-Wing is no longer the only small ship with neither boost nor barrel roll! e; Punisher comes with a card that has the Defender as art on it, so maybe that's a Defender fix. e2; said card looks like it's Defender-only too. Lemon-Lime fucked around with this message at 00:31 on Apr 21, 2015 |
# ? Apr 21, 2015 00:25 |
|
I'm gonna have to put SLAM SECTOR on the k-wing now.
|
# ? Apr 21, 2015 00:26 |
|
Was really hoping that Extra Munitions would be a 0 cost Modification that read "You cannot perform 4 or 5 speed maneuvers. When you would discard a [ordinance] card you may discard this card instead." Still, good to see ordinance getting some love.
|
# ? Apr 21, 2015 00:33 |
|
^^^I don't think that would make it too worthwhile myself given that it would only give you one extra use of anything whereas with the mod as it stands you could equip something with, say, one torpedo/missile and one bomb and suddenly you have four subweapon uses. It's still situational, and I would have only made it cost 1 point or something since the real cost of using it is that you can't equip any other mods (including Munitions Failsafe). Imagine Emon Azzameen after this. Drop six proximity mines in one game. Lemon Curdistan posted:Rejoice, the X-Wing is no longer the only small ship with neither boost nor barrel roll! Yeah, honestly the new Scum fighter is the only ship in that preview that doesn't excite me. Hound's Tooth has a good firing arc and good upgrade slots and being able to eject into a Headhunter after blowing up may not be a game-changing masterstroke but it's rad as hell, the K-Wing has SLAM, a built-in turret, and a bunch of new ordnance toys as does the Punisher (Ion Bombs with a funky new template! Cluster mines! Hell yes), but the Kihraxz is just sort of...there, I dunno. 3 Attack, 2 Agility, 4 Hull, 1 Shield...so a hair south of a Star Viper which has one more Agility plus Boost and Barrel Roll. On the other hand the two "nameless mook" pilots are PS 2 and 5 which is better than the mook Headhunters or Star Vipers and they look to be cheaper as well, so they could make a good "filler" option for when you want another warm body that's better than a Headhunter. Looks like they get missiles and illicit upgrades, and the most expensive pilot is 29 points for PS 9 and double the effect of ranged combat bonuses both when attacking and defending (i.e. if you're at range 1 you get +2 dice, if you're defending at range 3 you also get +2 dice). Kai Tave fucked around with this message at 00:36 on Apr 21, 2015 |
# ? Apr 21, 2015 00:33 |
|
It looks like there's an upgrade for all TIE models. "Twin (presumably Ion) Engine-something"
|
# ? Apr 21, 2015 00:34 |
|
Hopefully the K-Wing gets something to make it a gunship rather than just a bomb launcher. I want to see what the Twin L ____ Turret is.
|
# ? Apr 21, 2015 00:35 |
|
The Kihraxzsxzcxsz not having any post-dial movement options is an absolute crying shame, because the model itself is nice and that PS9 pilot's ability looks pretty great but will probably be unusable without being able to reposition. 29 points for a 3/2/4/1 with basically no actions is a no-no.
Lemon-Lime fucked around with this message at 00:43 on Apr 21, 2015 |
# ? Apr 21, 2015 00:38 |
|
I see some elite pilot card in the Kihraxz pack that mentions turning something 180 degrees but I can't make it out any clearer than that.
|
# ? Apr 21, 2015 00:46 |
|
Kai Tave posted:^^^I don't think that would make it too worthwhile myself given that it would only give you one extra use of anything whereas with the mod as it stands you could equip something with, say, one torpedo/missile and one bomb and suddenly you have four subweapon uses. It's still situational, and I would have only made it cost 1 point or something since the real cost of using it is that you can't equip any other mods (including Munitions Failsafe). Extra Munitions takes a Torpedo slot rather than Mod slot, so it's only really effective on a loaded K-wing, Tie Bomber, or Tie Punisher. The B-wing and Y-wing can use it to get a second torp shot for 2 points. The Decimator, bomb-loadout Y-wing, and Slave 1 Firespray can use it for a 2-point second bomb shot (but Emon's probably better off with Andrasta). And that's pretty much it! It is nice that you can still take munitions failsafe.
|
# ? Apr 21, 2015 01:24 |
|
Stickman posted:Extra Munitions takes a Torpedo slot rather than Mod slot, so it's only really effective on a loaded K-wing, Tie Bomber, or Tie Punisher. The B-wing and Y-wing can use it to get a second torp shot for 2 points. The Decimator, bomb-loadout Y-wing, and Slave 1 Firespray can use it for a 2-point second bomb shot (but Emon's probably better off with Andrasta). And that's pretty much it! It is nice that you can still take munitions failsafe. Ah poo poo, you're right, I didn't notice that. Hmm. Well on the one hand this means, like you said, that you pretty much have to equip it on a ship that has more than one subweapon slot to make use of it...no double torpedoes on an X-Wing I guess and no six bombs on the Andrasta (oh for what could have been)...buuut on the other hand you still get to use an actual modification along with it which is probably a better tradeoff, and if you use it on a ship like the B-Wing as you point out it's essentially "get a second Advanced Proton Torpedoes for only 2 points" which ain't nothing.
|
# ? Apr 21, 2015 01:29 |
|
Hopefully the munitions fix is a 2 parter that also includes a fix for the action economy around Target Locks.
|
# ? Apr 21, 2015 01:35 |
|
alg posted:Hopefully the munitions fix is a 2 parter that also includes a fix for the action economy around Target Locks. Yeah, this is what I want.
|
# ? Apr 21, 2015 01:46 |
|
Well "Redline", the PS 7 Punisher pilot, obtains and maintains 2 target locks on a single target per TL action. So yeah, probably no overall fix I'm disappointed that Extra Munitions doesn't work with Emon - it would be too hilarious to just fill the field with prox mines (though probably not terribly effective).
|
# ? Apr 21, 2015 01:47 |
|
So what is a good option for organizing all the upgrade cards? At the moment i have all of them organized by type and rubberbanded together but it's still a pain to go through the whole stack to find one particular card for someone
|
# ? Apr 21, 2015 02:09 |
|
HOOLY BOOLY posted:So what is a good option for organizing all the upgrade cards? At the moment i have all of them organized by type and rubberbanded together but it's still a pain to go through the whole stack to find one particular card for someone Ultra-Pro folders are side-loading, so you can put two in a sleeve really easily.
|
# ? Apr 21, 2015 02:11 |
|
alg posted:Hopefully the munitions fix is a 2 parter that also includes a fix for the action economy around Target Locks. Scum get Glitterstim
|
# ? Apr 21, 2015 02:14 |
|
HOOLY BOOLY posted:So what is a good option for organizing all the upgrade cards? At the moment i have all of them organized by type and rubberbanded together but it's still a pain to go through the whole stack to find one particular card for someone I put them in the FFG sleeves and organize them in the mini-baggies supplied with the game. The baggies are large enough to be able to do this with the damage cards but that will rip over time due to removal and insertion. You will have to still look for specific cards but there are so many baggies that I have them separated by type and name. Extras go in the general "useless extra bits" bags like the 50 million proton torps this game comes with.
|
# ? Apr 21, 2015 02:18 |
|
I've just been throwing everything into regular old 9-pocket pages, seems to work just fine.
|
# ? Apr 21, 2015 02:22 |
|
After seeing that I was right about rules for SLAM being added, now I'm just kinda sad we got the Punisher instead of the Missile Boat.
|
# ? Apr 21, 2015 06:06 |
|
Man, I called that Extra Munitions upgrade! Shame that it is a torp slot rather than a modification, but I guess that still allows you to get Munition Failsafes if necessary.
|
# ? Apr 21, 2015 11:30 |
|
Extra munitions is nice, but I dont think it is enough to make missiles or torpedoes viable. On most ships, it really only gives you a couple point discount over taking a second torpedo/missile. And are people really going to spend the 10+ points to put extra munitions and a combination of two missiles/Torps/bombs that it takes to make efficient use of Extra Munitions? I think it makes a little more sense for it to be a modification, as it should render munitions failsafe unneeded. Outside of a flechette gimmick build, are you really going to miss twice and need a third shot? And if you have a combined 4 shots, will you need to worry about missing once or twice?
|
# ? Apr 21, 2015 15:23 |
|
|
# ? Jun 1, 2024 06:19 |
|
As alg said, it's the action economy that's currently the issue. Then again, I like Extra Munitions because I can run silly Rhymer APT/PtL builds and only spend 4 points per APT rather than 6
|
# ? Apr 21, 2015 15:29 |