I was actually referring to the general idea that amount of cannons has anything to do with attack dice.
First Attempt at D-Wings
For most numbers I agree. But 2 guns appears to be the baseline. As stated...there is NO 2 gun ship at present that doesn't have 2 dice, period. I suspect stuff is balanced around that baseline number.
Originally I was comparing this to an X-wing. Then I thought it might compare better to a B-wing. But really it is basically a hybrid of both + a rear firing arc.
I like the idea, but it fails the primary critical for a new ship IMO. It replaces previously existing ships. The biggest problem with it is that it has EVERY utility upgrade slot. The next closest ship (in utility upgrades) would be the shuttle, people love the shuttle despite the fact that it sucks in so many other ways.
I focus on what the ship is supposed to be, a small fighter with a rear arc. That buy itself is huge. I don't know much about the lore of the D-wing. But I think you need to reduce it to droid, crew, or systems upgrade. Also reduce the firepower to 2.
No i agree with the printed costs more. Again, I think your costs are wayyy too inexpensive. Wayy. Like four points? ^^.
What I don't like so much is the overlap with the E wing. It has similar stats (2 agility vs 2 hull).
I get that, but let's be honest, before long, you're going to have overlap and one of my previous comments was how in ship design, let the stats be similar, just give it an ability that makes it unique (the rear arc in this case).
The slots are similar, but astromech and crew are a absolute no-no design wise. I can't remember exactly why. Someone else might be able to point that out. Some combo is really irritating.
I guess that this is one of those moments where art imitated Wookieepedia. The D-Wing had room for both a pilot and another crewman (gunner/scanner/bomber/etc.) and hyperdrive capability hence the astromech (see pics). I don't know about the broken combo of a crew/astromech, I just went by the ships design more, I guess.
Captain Lessa's ability is underwhelming. Maybe it should just say that you never discard it, even if you do hit.
The TL mod is underwhelming, and not that interesting.
Underwhelming? Maybe, but I figured building in an upgrade card (Munitions Failsafe) as an ability and allowing a different upgrade for that slot is a direction that the game could eventually go. The TL ability I wanted to try out as it would be a deterrent for anyone who wanted to target lock him, knowing that he would be target locked onto them immediately as well and with the rear arc could beat "Whisper" into submission :-)
I love all of the upgrade cards, but if rethink the pilot abilities. Also, you there is a missile icon but you included Advanced Torpedoes.
Oops... wrong card... I'll change it to concussion missiles.
I agree it should be Attack 2 going by fluff. The game is MOSTLY consistent that 2 guns = 2 firepower (thought not fully....see Firesprays for example). Unlike the Firespray (in Episode 2 for example) there is nothing to suggest that these 2 guns are especially noteworthy, so they would seem to be along the lines of Tie Fighter/Bomber/Advanced, Y-Wing, A-Wing, Z-95, and so on.
I went with a 3 ATK arc forward and back because there most often was a gunner aboard whose sole mission was to make space debris of other ships, so given that the Firesprays had rapid fire turrets (see Jango/Kenobi space battle) compared to the blaster cannons of the "wing" ships, it only seemed balanced (canon-wise) to give 'em a 3.
So, needless to say, I'm thankful for all of the input and it seems to be the consensus that the printed costs are more realistic, so, the generator got one right, lol. Again, I'm relatively new to the game, so I'll keep learning and playing. I've heard from you all that the pilot skills aren't amazing, but while they aren't amazing, I think that they are useful and don't unbalance the game. Still, are there suggestions for more interesting pilot abilities with this ship? Oh, and here's the Wookieepedia article over the D-Wing if anybody would like to peruse it...
http://starwars.wikia.com/wiki/D-Wing_Space_Superiority_Fighter
Thanks mates!
I absolutrly need to know where you're getting the card art/templates/etc for my own custom card making.
Cart Art - www.google.com :-)
Templates - http://cardcreator.atelierdufaucon.com/
Reference material - my brain and starwars.wikia.com
Play on, brother!
^
This is all kinds of wrong.
How do you explain the defender? It has six. As does the interceptor.
The HWK also defies your explanation. 2 lasers, 1 Attack. The y wing has 2 lasers, yet 2 attack.
The outrider has 4 lasers. 2 attack. The phantom has 5 lasers. 4 attack. The x wing has 4 lasers. 3 attack.
Defender has 4 laser cannons and 2 ion cannons. EXPLAINED.
Interceptor has 4 laser cannons as standard. It can be equipped with 6 but that is an exception to the standard model. I assuming the one we fly around has the 4. EXPLAINED
HWK-290 doesn't come with any armament, but you can add a turret. The 1 attack die was merely to make it have something I guess. EXPLAINED
The Outrider has 2 sets of twin Blaster cannons. 4 in total. But like I said with the Falcon, you can really only bring to bare one turret on a target unless it is right **** in front of you. EXPLAINED
Phantom and X-wing fall in line perfectly too.
I said "generally amount of cannons/blasters = attack dice" Not a complete one for one. I know that the 4 X-wing cannons don't equal 4 dice (it does at range 1 though). In reality its more like: amount of lasers/blasters/pew pew pew = 0.75 attack dice rounded up.
Now when it comes to secondary weapons its really just for balancing purposes.
Edited by Jo JoFor most numbers I agree. But 2 guns appears to be the baseline. As stated...there is NO 2 gun ship at present that doesn't have 2 dice, period. I suspect stuff is balanced around that baseline number.
H. W. K.
you seem to keep missing that part, repeatedly, as if you don't want to see it.
E-wing and B-wing both have 3 blasters.
ANYWAYS: you guys are ignoring something important. The individual strength and power of the weapon system installed.
A 20mm cannon is bigger than a 50 cal, and hits harder and flies straighter and reaches longer!
The B-wing has large lasers compared to something like a TIE fighter! Its less on the amount, and more on the size and caliber i think. I view that it is a coincidence that ships with 2 guns have 2 attack dice so far, there are only 6 examples of that so far (TIE Fighter, bomber, x1/ and A-wing, headhunter, Y-wing), (Yt-2400 breaks that trend).
For a star wars example, I bet that the individual lasers that make up the quad gun on the falcon are weaker than the B-wings bottom pod cannon. That's why they are in a blister of 4 of them, to put out a higher rate of fire. Then the attack strength averages out.
It also matters on how advanced the weapon system is. The TIE fighters weapons are small, compact, and energy efficient, but also have the luxury of having high quality materials and precision mass production and high quality blaster gas. The Z-95 has big, clunky blasters that probably hit harder than the TIE fighters, but are lower quality, cycle slower, and aren't as accurate. Thus they average out the same at 2, despite being larger and more impressive.
Crew and Astromech don't go well together.
R2D2 + Nein Numb - gain a shield every time you do a straight
or
R2 + Nien Numb - all 1,2 and straight are green for 2 points
R5-K6 + C3PO, get a free TL every time you spend one
R5-D8 + C3PO, repair 1 hull every round no matter what
R5-P9 + Recon Spec, focus every round and recover a shield every round. Or better yet spend 2 focus for 2 shields
For most numbers I agree. But 2 guns appears to be the baseline. As stated...there is NO 2 gun ship at present that doesn't have 2 dice, period. I suspect stuff is balanced around that baseline number.
H. W. K.
you seem to keep missing that part, repeatedly, as if you don't want to see it.
No, you keep missing the part where I say THE HWK DOES NOT HAVE 2 GUNS. It has zero stock, and like many freighters can be modified. The turret underneath on the model is in fact...the turret.
But i'm out...if you aren't going to even do the courtesy of checking the responses and the source material, i wont respond ![]()
Crew and Astromech don't go well together.
R2D2 + Nein Numb - gain a shield every time you do a straight
or
R2 + Nien Numb - all 1,2 and straight are green for 2 points
R5-K6 + C3PO, get a free TL every time you spend one
R5-D8 + C3PO, repair 1 hull every round no matter what
R5-P9 + Recon Spec, focus every round and recover a shield every round. Or better yet spend 2 focus for 2 shields
Might want to go and re-read some of the cards...
Anyways, its stuff like this:
R2D2 Crew + R4-D6 Astro: limits the damage you can take, and ontop of the regen, its bad.
Gunner + R3-A2, sure you take 2 stress, but so do they. Combo it with flechette torps.
Tactician + R3-A2
Too bad R5-P9 only allows 1 shield per turn, no matter how many focus tokens you have ![]()
(but the R5-D8 works with 3po)
but yeah, its the combination of regenerators with crew that produce evades like lando and 3po is the reason why.
E-wing and B-wing both have 3 blasters.
ANYWAYS: you guys are ignoring something important. The individual strength and power of the weapon system installed.
A 20mm cannon is bigger than a 50 cal, and hits harder and flies straighter and reaches longer!
The B-wing has large lasers compared to something like a TIE fighter! Its less on the amount, and more on the size and caliber i think. I view that it is a coincidence that ships with 2 guns have 2 attack dice so far, there are only 6 examples of that so far (TIE Fighter, bomber, x1/ and A-wing, headhunter, Y-wing), (Yt-2400 breaks that trend).
For a star wars example, I bet that the individual lasers that make up the quad gun on the falcon are weaker than the B-wings bottom pod cannon. That's why they are in a blister of 4 of them, to put out a higher rate of fire. Then the attack strength averages out.
It also matters on how advanced the weapon system is. The TIE fighters weapons are small, compact, and energy efficient, but also have the luxury of having high quality materials and precision mass production and high quality blaster gas. The Z-95 has big, clunky blasters that probably hit harder than the TIE fighters, but are lower quality, cycle slower, and aren't as accurate. Thus they average out the same at 2, despite being larger and more impressive.
I agree with most the stuff you said. The Y-Wing BTL-A4 is packing two heavy-duty long range LASERs. TIEs got better guns than head hunters, elite forces use the latest blaster or LASER weapons. BY ROTJ most elite TIEs have the SFS Ls- 7.2 which is good enough to kill Cap ships and space stations, not instant. TIE Avengers, TIE Defenders, TIE Interceptors carry the full blown SFS Ls - 9.3 LASER cannon. It internally runs more than half the length of the Interceptor pannel if not all of it. The dramaticall shortend one in the X1 is considered heavy weapons and dont do as much damage as the uncut version.
The larger one at the least must be Assault LASERs if not a light or reg turbo LASER.
Its shown one beam shot killing / vaping A and X wings. Its shown one beam shot killing / blasting apart BTL-A4s and S3s. Its shown ripping apart cap ship armour into HUGE HUGE chunks in a single pass. Dont know what it can do to B-Wings BUT IF a single beam isnt enough the craft that carry thelarge version have four of them. A volly of four beams would be a nightmare.
Definitely OP, currently. 3 attack, a rear arc, and the best upgrade slots (being systems astromech and crew). All for 22-26 points on the generic? Who WOULDN'T fly four of these? Definitely needs a nerfing. Or a cost increase, not a decrease.
I see someone else has already pointed out the fact all 2 cannon ships have two firepower and corrected the misconception about the firespray so...i'll get my coat.
Those are tiny little blasters though!
In no way equivalent to the 4 guns on an x-wing.
Those are tiny little blasters though!
In no way equivalent to the 4 guns on an x-wing.
Don't forget their rate of fire they are capable of firing far more often than an x-wing.
Don't forget their rate of fire they are capable of firing far more often than an x-wing.Those are tiny little blasters though!
In no way equivalent to the 4 guns on an x-wing.
So you're positing that the dual dual blasters on a firespray are like one of the quad lasers on the falcon?
The twin laser cannons on each side of the fuselage of the Slave 1 are high-rate cannons.
No i agree with the printed costs more. Again, I think your costs are wayyy too inexpensive. Wayy. Like four points? ^^.
What I don't like so much is the overlap with the E wing. It has similar stats (2 agility vs 2 hull).
I get that, but let's be honest, before long, you're going to have overlap and one of my previous comments was how in ship design, let the stats be similar, just give it an ability that makes it unique (the rear arc in this case).
The slots are similar, but astromech and crew are a absolute no-no design wise. I can't remember exactly why. Someone else might be able to point that out. Some combo is really irritating.
I guess that this is one of those moments where art imitated Wookieepedia. The D-Wing had room for both a pilot and another crewman (gunner/scanner/bomber/etc.) and hyperdrive capability hence the astromech (see pics). I don't know about the broken combo of a crew/astromech, I just went by the ships design more, I guess.
Captain Lessa's ability is underwhelming. Maybe it should just say that you never discard it, even if you do hit.
The TL mod is underwhelming, and not that interesting.
Underwhelming? Maybe, but I figured building in an upgrade card (Munitions Failsafe) as an ability and allowing a different upgrade for that slot is a direction that the game could eventually go. The TL ability I wanted to try out as it would be a deterrent for anyone who wanted to target lock him, knowing that he would be target locked onto them immediately as well and with the rear arc could beat "Whisper" into submission :-)
I love all of the upgrade cards, but if rethink the pilot abilities. Also, you there is a missile icon but you included Advanced Torpedoes.
Oops... wrong card... I'll change it to concussion missiles.
I agree it should be Attack 2 going by fluff. The game is MOSTLY consistent that 2 guns = 2 firepower (thought not fully....see Firesprays for example). Unlike the Firespray (in Episode 2 for example) there is nothing to suggest that these 2 guns are especially noteworthy, so they would seem to be along the lines of Tie Fighter/Bomber/Advanced, Y-Wing, A-Wing, Z-95, and so on.
I went with a 3 ATK arc forward and back because there most often was a gunner aboard whose sole mission was to make space debris of other ships, so given that the Firesprays had rapid fire turrets (see Jango/Kenobi space battle) compared to the blaster cannons of the "wing" ships, it only seemed balanced (canon-wise) to give 'em a 3.
So, needless to say, I'm thankful for all of the input and it seems to be the consensus that the printed costs are more realistic, so, the generator got one right, lol. Again, I'm relatively new to the game, so I'll keep learning and playing. I've heard from you all that the pilot skills aren't amazing, but while they aren't amazing, I think that they are useful and don't unbalance the game. Still, are there suggestions for more interesting pilot abilities with this ship? Oh, and here's the Wookieepedia article over the D-Wing if anybody would like to peruse it...
http://starwars.wikia.com/wiki/D-Wing_Space_Superiority_Fighter
Thanks mates!
Stats being similar is fine. But then of course, you should have costs be similar noooooooo????
Ewing is 27, closer to 26. Not 22. Firespray is 33. Not 22.
Again, a balance point needs to be addressed. If you are new to the game, let us longer time players at least tell you kindly that astro and crew is absolutely one of the most powerful combinations in the game, to the point where NO SHIP CURRENTLY HAS IT, and might even be game breaking.
The fix for the Y wing as descrbied by the design team actively did not try and add a crew to the astromech-taking ship. The findings of the original designers is important to think about.
Innovation is creating something awesome within realistic constraints, not thinking you can do everything you want to do.
The math has been calculated that Munitions Failsafe is underwhelming, it should cost 0 points, or be fixed. Higher PS pilots need abilities to salvage the cost they pay for PS. That's why they have them, and generics don't. Its an artistic balancing.
Nobody takes munitions failsafes anyway because nobody takes missiles and torps. If you want proof go see the Nationals Results and Worlds results. Top 500 or so players in the world. Maybe about 5 lists have one. That's 1%.
I'm not trying to blast you and your designs. I'd love to see new fan made stuff. But I'd love it to be sensible and balanced, versus fan-trumping what we have already.
I totally get that and I really am trying not to defend my choice in a defensive way, but rather, this is why I did it. As jumping to hyperspace isn't really a component of this game, the astromech slot can definitely be dropped. Only aesthetic sticklers will complain then :-)
I agree, ordnance is a joke in the current meta from what I've seen, so I Capt. Lessa's ability is underwhelming in anything but casual play. I do, however, like your idea of a perpetual failsafe, that is, she never runs out.
As far as costs, do you think it needs to be between what I stated versus the printed costs, or are the printed costs closer to being correct?
To be honest, I thought that especially with astromech, the printed costs might even be undercosted. The rear arcs helps a lot and should cost a lot. I would say that the printed costs are a safe bet.
Are you sure you don't want EPTs on your Ps5 and PS7? (I think you might have forgotten them).
Unlimited failsafe actually might make someone try putting ordnance on Lessa. Also, having PS7 and being able to get VI for PS9, means its possible to maybe land a missile on a meta ship, like Fat Han or Whisper. Proton Rockets would be pretty awesome. Assualt missile. IPM.
I'm just saying that the ability you gave was actually a little too weak. Modern design wants decently powerful abilities. Not overwhelmingly powerful, but good.