Scum "aces" and other idea

By Lycia, in X-Wing

i bought pretty much every thing from the new wave (3 viper, 1 most wanted, 1 IG, 2 M3A) and i already had 3 Z95, 1 hwk, 1 fire spray, 2 Y wing...

i've to say, star viper with autothruster did pull out better than i expected, even my ywing did better while i didn't used the new bomb load or title ! The new boba has killed 3 interceptor without loosing a single hull point...

the M3A have a huge potential but i didn't try it yet (mostly because i'm not a swarm player) and i didn't tried their hwk, z95 or IG yet.

Ig, mostly because i've only one and it sound like a troll to play it without another IG.

but i already have some idea to expend this faction...

1) Agressor : a new unique title : i don't have a clear idea on what it should be, maybe something like a defensive ten numb (when you defend, the first crit result you should suffer is canceled) or something that would make it more interesting to put 2 canon (cost 0, reduce the cost of all canon by 2(or 1...)), i dunno... but i'd like to be able to play the agressor alone with a small swarm (let say 4 M3A or 4 Z95) or even with 2 star viper.

2) Starviper xyzor : i'm a bit dispointed by xyzor, the lack of tanky ships (nothing even close to the falcon or decimator) make it too expensive for what he's...

Adding a new big ship (mandalorian ? would make it better)

3) Ywing : the bomb load out could allow the ywing to come back, but i'm not a big fan of bombs and if they become a bit stronger against swarm, autothruster make them weaker vs arc dodger (interceptor, a wing, vipers, agressor) and they are still weak vs the falcon or the outrider.

no real idea there... maybe an equivalent to the Chaardan refit (limited) would allow a more versatile ywing ?

4) For Mandalor :

If we ignore epic scale, Empire and rebels have both 9 Ships while the scum are at 7 (included 3 rebel and 1 imperial), i want to see new ships in each factions, but scums need a bit more (like wave 7 and 8 should be 1 imperial, 1 rebel, 2 scum) and with the mandalorian mercenaries (aces), a first wave with 2 mandalorian ship would be nice.

I suggest :

A)

the Tra'Kad

http://starwars.wikia.com/wiki/Tra%27kad

http://www.skywlkr.net/idc/expansions/downloads/lotf2/full%20set/set%20images/redesigned/Tra%27kad_Support_Craft.jpg

this ship is ugly... it's even on it's description, but he have multiple advantages that clearly make it powerfull

-Hull made out of Beskar ore : a lot more resistant than an identical hull made in another ore (see cards sugestions in point 5)

-Mechanical controls : even if ionised, he's still controllable ! ( let's say red become impossible, white become red and green become white while ionised)

-While using mechanical control, it's invisible to sensor : could start with a cloack token (without the possibility to do a cloack action) or something else nasty

-Use of multiple turrets (first large ship with a "360° turret" for scum)

(would be quite close to the decimator)

B)

The Bes'uliik

http://starwars.wikia.com/wiki/Bes%27uliik

http://www.skywlkr.net/IDC/expansions/downloads/lotf2/promos/preview3-besuliikstarfighter.jpg

this ship move like a Tie, is more resilient than a x-wing and can be used as a bomber !

i would make it a 3 atk, 3 def, 2 hull (4 with beskar) 3 shield with 1 crew member/canon/missile/bomb upgrade

5) "aces" : <Mandalorian Mercenaries>

out of the 7 ships, 2 are made by mandalmotors but none of them have mandalorian pilots...

if we add my two suggestions it would make 4 mandalorian ships, but the 2 existant one doesn't have mandalorian pilots...

I'd like to see the mando taking a bigger part on this game and i believe that an "aces like box" would be the perfect pretext for it...

new mando pilotes (1 mercenary mando with elite, pil value 4; 3 new named) for the star viper and the M3A

I'd like to see some mandalorian upgrades that require a mandalorian pilote or at least mandalorian thematic.

-Beskar'Kam : modification, mandalorian only, +2 hull, when you're dealt face up damage card, you can suffer a stress to flip it facedown : 6 Points

famous mandalorian from expended univers :

Goran Beviin (TraKad)

Gotab (M3A or star viper)

Jaing Skirata (M3A or star viper)

Mirta Gev (Basuliik)

Scum'll probably get more bounty hunters and the various commerical starfighters not used by the Rebels or Imperials.

I think it's a little early to put Scum ships into the Aces repair pool yet, although I do recall a mention of potentially doing some more stuff for the Viper in the distant future in one of the interviews.

Mandalorian ships, we already have two, the Viper and the Scyk. The Besullik is one of Traviss's flying Mary Sues and also 40 years out of era (and luckily blown to shreds by the decanonisation of post Endor).

Nobody's done a discussion on the Syck yet. So I'll start:

Royal Guard 4 dice:

Tansarii Pt. Vet. 17

Predator 3

Heavy Syck Title 2

HLC 7

Hull Upgrade 3

Total: 32

Preferable in a pair. Fill with Torkil Mux and a Z.

This gives you some great slow wheeling firepower and a Phantom catcher.

PTL is also a viable option. Slow roll with the 1 green slights.

Edited by Blail Blerg

well, i think enough time have past since this release...

1) i didn't changed my mind, only one agressor in the list feel like wasting points, maybe i didn't watch enough tournaments, but i never saw a list with only one of them getting one of the first rank.

2) New big ship (YV666) is available, that didn't changed the uselessness of Xyzor, in fact, moving with a large ship is reducing the possibilities of movement. Splitting from the big ship is just like having no pilote ability.

However, i see an additionnal problem i didn't see at the time. Xyzor beeing a bad pilote and the 2 unamed pilotes having no elite upgrade, we have only guri left.

She's good, but her pilote value is a bit low (specially if you consider she's a billion credits robot).

This doesn't allow the ship to be used in a squad of 2 or 3 star viper.

I turned the list i wanted to do to the interceptors because of that.

3)i was kind of right/wrong, the y-wing with bombload is not played, however, the y-wing title made the job.

4)i was right, wave 7 and 8 are made with 2 scum ship.

5) I still believe that a mandoa theme box would be nice to give some love to thoses two underplayed ships.

unamed elite pilotes would give more possibilities to play them.

When the mando build ships, they always make two models of it, one with a bit more speed, fire power and a better hull (beskar kam = mandalorian iron), this might be a strong theme for upgrades and pilotes cards.

Remember that the YT1300 comes with a lighter version (less hull/shields), i think it would be normal to have something similar here.

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Something i wasn't talking at the time (not exactly the topic) is the possibility of a new ace box for rebels. Since they are doing it for imperials... i believe some a-wing (yes, again) and e-wing new pilotes would be nice...

The a-wing is still not very functionnal (never saw one working well since wave 4 or 5 ...)

i always wondered what we could do to get them right.

i believe he's not working only because the a-wing is lacking some mobility (missing the barrel roll) and their attack is a bit to low (4x2 = 8 dmg max / turn vs 3x3 = 9 dmg max and doing more attacks mean having more dodging)

i found the answer while reading the xwing books...

The A-wing Marks 2 ! according to tycho, the wirst a-wing were hand builded a bit everywhere, all a bit customised.

The marks 2 was build by the x-wing builders who wanted to keep the market of the republic star fighters. They are basicly the same as the a-wing Mk1 except for 1 point.

The weaponnery can shoot backward !

635409AWmkII.png

what do you think ? same pilots (+a few new), same abilities, a bit more expensive (+4 points ?) but an auxiliary arc !

Dorset Konnair 27 points, Can start the game docked to a large ship, when undocking, can immediatly get a focus and do an attack (outside of combat phase!).

Tychos Celchu at 30 points and ...

something else i'm thiking about since they release the k-wing is that the slam actions sound like an x-wing action, if you remember, when the xwing close their s-foil (when they look like a z95), they are suposed to go faster but not beeing able to attack for a short time.

=> astromech giving both xwing (t65 and t70) the slam action only after a movement of speed 1 or 2 ? maybe a slam modifications that allow the ship to attack after a slam action but either with a high cost in points or 1 less die when attacking (after all, the power was directed to the engine).

Intensify the shields ! an astromech or an upgrade that allow the ships to get a temporary shield (new tokken, a red shield tokken?), at the end phase, discard this shield token.

something else that would make sense is the illicit upgrade on YT1300 and 2400.

ps : Tie pilote : now, the "40 years latter is out of time period" doesn't work, the new movie is at this period :P

Edited by Lycia