One for today:
The Defender starfighter (bad name) is a strangly looking ship, but it would have the best maneuver dial ever, with all sorts of crazy maneuvers (including t-roll, s-loop and white k-turns).
Edited by OdananOne for today:
The Defender starfighter (bad name) is a strangly looking ship, but it would have the best maneuver dial ever, with all sorts of crazy maneuvers (including t-roll, s-loop and white k-turns).
Edited by OdananOne for today:
The Defender starfighter (bad name) is a strangly looking ship, but it would have the best maneuver dial ever, with all sorts of crazy maneuvers (including t-roll, s-loop and white k-turns).
But it is still ugly and you can't out fly THAT!
Man, I love the creativity of your ideas. Never thought of land units in X-Wing, but they make sense when you consider how the fighters can work in-atmosphere and I think you made them work about as well as they imaginably could.
X-Wing "fix":
This is the fix the X-Wing needs (and that I want to see for real). Is the thinking that it would even apply to those X-Wing pilots that already have an 'Elite' slot? I.E. Give them two, ala an A-Wing with the 'Test Pilot' title?
Edited by Dr Zoidberg
X-Wing "fix":
This is the fix the X-Wing needs (and that I want to see for real). Is the thinking that it would even apply to those X-Wing pilots that already have an 'Elite' slot? I.E. Give them two, ala an A-Wing with the 'Test Pilot' title?
I don't know. 2 Elite slots might be too much, isn't it? (and it would take away the A-Wing exclusivity) If so, I need to review the wording.
Reviewed (but I think the wording could be better)
Reviewed (but I think the wording could be better)
Definitely better this way. Having aces taking 2 free epts would be too much i think
Man, I love the creativity of your ideas. Never thought of land units in X-Wing, but they make sense when you consider how the fighters can work in-atmosphere and I think you made them work about as well as they imaginably could.
I need to make a whole new system for the movement, but yes, land units are doable.
And some guys take this very seriously . How they did it: here .
Just a proof of concept and the last pilots I make (I accidentally deleted my Photoshop file):
I really like the modification bar for the EPT.
I really like the modification bar for the EPT.
I don't know if it currently fits with the upgrade card art style, but at least I didn't need to write a text like "your upgrade bar gains the EPT upgrade icon" in every card.
Another idea popped into my head this morning for the TIE Avenger. Well its a child of the advanced so it keeps the sh*tty 1 banks only
to add something new : the "Scissors Bank"
To perform a Scissors bank use the corresponding turn templates.
Place one end against the side of the chosen maneuver direction. Like your doing it with a barrel roll it can be anywhere on the side of the shipbase
The other end must always face forward in the flying direction.
Then the player hold the template in place, moves the ship to the forward facing end of the template and slides the rear guide of the ship into the template
This might add interesting flight planning. Maybe it could be white without being too obscene
Sorry if I'm late to the discussion.
I just wanted to tell you that I play with this exact same maneuver as a "fix" for the X-Wing since the beginning of the year (I've posted it in a thread at BGG: https://www.boardgamegeek.com/thread/1391797/past-mistakes-plus-x-wing-fix-side-slip-maneuver ). It has been pointed out that this is the same as going forward and barrel rolling, but that's not true, particularly at distance 3. It is however similar to doing a 3 turn and changing it 90º to the front; however, I really like the way it is drafted here (and it's the way I play) because it helps you when you're navigating through asteroid fields. You can suddenly stop right in front of an asteroid and yet escape unharmed by doing this maneuver. It did the trick back then when I wanted a fix for the X-Wing (the problem I face now is that I don't want this out of the game, but now we have Integrated Astromechs to do the job... so it would be nice to see the maneuver in another ship).
I agree however that the maneuver is better if left white; otherwise, it is too restrictive and won't see much use.
Well, I just wanted to add my experience on the matter.
Another idea popped into my head this morning for the TIE Avenger. Well its a child of the advanced so it keeps the sh*tty 1 banks only
to add something new : the "Scissors Bank"
To perform a Scissors bank use the corresponding turn templates.
Place one end against the side of the chosen maneuver direction. Like your doing it with a barrel roll it can be anywhere on the side of the shipbase
The other end must always face forward in the flying direction.
Then the player hold the template in place, moves the ship to the forward facing end of the template and slides the rear guide of the ship into the template
This might add interesting flight planning. Maybe it could be white without being too obscene
Sorry if I'm late to the discussion.
I just wanted to tell you that I play with this exact same maneuver as a "fix" for the X-Wing since the beginning of the year (I've posted it in a thread at BGG: https://www.boardgamegeek.com/thread/1391797/past-mistakes-plus-x-wing-fix-side-slip-maneuver ). It has been pointed out that this is the same as going forward and barrel rolling, but that's not true, particularly at distance 3. It is however similar to doing a 3 turn and changing it 90º to the front; however, I really like the way it is drafted here (and it's the way I play) because it helps you when you're navigating through asteroid fields. You can suddenly stop right in front of an asteroid and yet escape unharmed by doing this maneuver. It did the trick back then when I wanted a fix for the X-Wing (the problem I face now is that I don't want this out of the game, but now we have Integrated Astromechs to do the job... so it would be nice to see the maneuver in another ship).
I agree however that the maneuver is better if left white; otherwise, it is too restrictive and won't see much use.
Well, I just wanted to add my experience on the matter.
This new maneuver could do well with the TIE Hunter, which is very agile. TIE Avenger in fact should be something between the Interceptor and the Defender (hopefully with the best of both?).
I know people want to add new mechanics for the new ships, but I really want the Avenger, the Gunboat and the Hunter because I love the ships (and the lore behind them), not because of meta or how they will be played.
I needed to do this:
And yes, the TIE Interceptor HAS 6 cannons (only 2 of them are not always turned on).
EDIT: reduced the 2 extra attack for just 1 extra attack.
Edited by OdananEdited by Spaceman91Reviewed (but I think the wording could be better)
I needed to do this:
And yes, the TIE Interceptor HAS 6 cannons (only 2 of them are not always turned on).
6-dice R1 attacks?
really?
with this, who needs the palpmobile?
just take 3
one of which is Karnos
and one-shot anything.
because it's suddenly a HLK+Jan ors attack.
for...erm...30 points?
Hey Odanan i took your terrorizer idea and the boarding pods and fooled around a bit and this is what came out
I needed to do this:
And yes, the TIE Interceptor HAS 6 cannons (only 2 of them are not always turned on).
6-dice R1 attacks?
really?
with this, who needs the palpmobile?
just take 3
one of which is Karnos
and one-shot anything.
because it's suddenly a HLK+Jan ors attack.
for...erm...30 points?
and I thought my custom cards were OP as hell...
Balance could be tweaked (you can always increase the cost, you know)...
I'm just throwing some stuff based on the lore. The TIE Interceptor has the same 2 chin cannons of the TIE Fighter. These cannons are usually disabled because normally there isn't much energy for firing 6 lasers. But, sometimes you can see them working. Actually, the RotJ shows (more than once) the Interceptor shooting the chin lasers:
Hey Odanan i took your terrorizer idea and the boarding pods and fooled around a bit and this is what came out
[cool stuff]
Very good! I really liked your take on the boarding torpedo mechanic.
But... who is Galak Beto?
just a radom name because we really don't know anything about pilots of this fighter
Edited by Taiowaa
X-Wing "fix":
This is the fix the X-Wing needs (and that I want to see for real). Is the thinking that it would even apply to those X-Wing pilots that already have an 'Elite' slot? I.E. Give them two, ala an A-Wing with the 'Test Pilot' title?
I have been trying to think of a good way to do a "Rogue Squadron" title and while I like the picture, I was thinking what made them more then just really skilled pilots was how well they worked togeather. I was thinking something like how the IG-2000 boosts other IG-2000's
T-65 Xwing only "When you are Range 1-2 of another friendly ship with the Rouge Squadron title, when attacking or defending, you may change 1 blank to a (Hit) or (Evade). This dice can not be modified again"
Give it a "0" point cost as you already have to buy 2 X-wings, but it would buff them in the way I feel Rogue Squadron pilots would help boost eachother.
Edited by Salted DiamondRogue Squadron should be about teamwork (but not necessarily swarming). Like sharing action economy (the whole joke in the books is piggybacking TLs :D)
It should be something unique, and not just something similar to previous fixes.
That's an interesting approach. I like it!
Miscellaneous ships:
Upgrade cards:
Wow! It looks like someone in FFG in watching this thread!
Edited by Odanan