For those of you who don't know, I've developed a variant of Furball that my FLGS community loves, even though we can rarely play it.
'S called Tag-Team Furball, and I'll post the full rules in my first comment on this thread, if you're interested.
Suffice it to say, it's designed for 3-8 players, and each player has 2 ships of up to 35 points each, which cannot both be on the field at the same time, and the more players there are, the more complicated the asteroid field gets. Oh, and flying off the board is a major mechanic, as that's how you switch ships.
At last night's game, we saw 3 players (it was for a private birthday party), and all 6 ships that hit the table performed as their controllers intended, leading to an epic conclusion.
Team M
Delta + Mangler
Soontir Fel + PTL + Autothrusters + Stealth
Team J
Wild Space Fringer + Mangler + Intel Agent
Luke Skywalker + R2D2 + Lone Wolf
Team Dracon
Palob Godalhi + Opportunist + Blaster Turret + Recon Specialist + Moldy Crow Title + Inertial Dampeners
Etahn A'batht + R5-P9
Main take-aways:
The TIE Defender does not work with a mangler, and I do not know why this was attempted instead of, say, an Engine Upgrade or being Colonel Vessery whose ability works even better than normal in a multiplayer space.
However, in this kind of game, the White 4K and 3 Turns are astonishing, particularly when clearing stress is as simple as fleeing the field and waiting a while for a consequence-free re-spawn.
Still, it was the first ship to be destroyed, as it kept running afoul of Godalhi.
The Godalhi combo is a problem, assuming your opponent cannot generate multiple tokens per turn. Slow play while generating a pit of tokens, and once combat is joined, Target Lock your victim, steal their defensive action away, and stress yourself to roll a 4-die attack at them, using their own defensive token (or your mountain of eyeballs) to improve your survival against their counterattack... The HWK's fragile, but it hurts way more than it takes.
Except against Soontir Fel, who swiftly reduced it to 1 hp. Still, it survived most of the game on that health pool, mostly by disappearing whenever Fel came near.
Fel is nightmare-tier. J and I had to team up until the stealth device was taken out, as the Baron tanked around 17 attacks without taking damage, all while dealing massive damage against us.
The issue is that he's got the mobility and Pilot Skill to ensure that Autothrusters are always active, and that he's got a wonderful shot.
4-5 green dice with Autothrusters and a Focus Token dodge everything, excepting the corner-case of multiple blank results vs absurdly high amounts of rolled damage. I want to see him joust against pre-nerf VI/ACD Whisper. Seriously.
And if it looks like he's in trouble, he's mobile enough to simply disappear from combat.
Fel ultimately survived the fight on 1 hp, as it was called a draw due to being 2 AM.
Eatin' A-boat's ability proved useful in a defensive bent, as an opponent seeking simply to deal damage gets to Crit folks he's pointing at for free, and he's not pointing at himself.
However, R5-P9 was the real star of the ship. A'baht was reduced to 0 shields around 5 or 6 times over the course of the game, only to escape by flying off the edge of the map, safely re-spawning later, and 5 forward + Focus for several turns in a row to get back to full HP.
Moreover, with 3 agility, a Focus Token can also be used to prevent damage if someone does manage to get a bead on you while attempting to regenerate, giving you time to get away and do it properly.
He was eventually killed with all shields remaining, due to the respawn mechanic kicking in unexpectedly early when Fel killed Godalhi.
Luke's story wound up being a cross between Fel and Etahn A'baht: He was incredibly difficult to hit, though more easily hit than Fel, and regenerated quite a lot of health over the course of the game, though not as effectively as Etahn. He wasn't nearly as mobile as either, but kept good center-control and was able to keep Baron Fel in arc more often than not, simply by having angle to do so.
Ultimately, this lead to the destruction of the Stealth Device AND the Defender, as Palob drifted over to Team M's spawn while that fight was going down, to mop up when Fel eventually fled.
Luke was the other ship to survive the game when it was called, and did so with 2 shields and 2 hull remaining.
The Wild Space Fringer was a bit of a surprise. Intel Agent with the large-ship barrel-roll meant that it often had a Mangler opportunity, while dodging quite a few arcs of its own.
Pity that it went up against Autothruster Fel, and J forgot to use the ability more often than not. Still, an excellent proof-of-concept as far as I'm concerned. Easily as good as a Firespray with that loadout, though the Firespray's auxillary arc would have forced Fel to dance a little harder.
The difference between Debris and Asteroid didn't really enter into it, as combat usually didn't occur near where the Debris had been placed.