First draft of the Support ship card. Left me know everyone thinks
First draft of the Support ship card. Left me know everyone thinks
Looks very cool.
So I ran a play test of a basic starting mission. Setup was 2 Y-wings, with 2 X-wings coming in on turn 5. Initial observation are...
Edited by Salted Diamond
Remember that dependent on the system we'll use, you might want to invest XP in a wingman as well.
So as I've been working on the support ships cards, I've been thinking on how they will interact in the game. Thinking of the the following rule.
"If the support ship is alive at the end of the mission all eject rolls are treated as being in friendly territory and you may reroll your eject roll."
What do people think? In either setup (swam or Hero), I feel this will work well with game mechanics and will fit with story.
Edited by Salted DiamondSo as I've been working on the support ships cards, I've been thinking on how they will interact in the game. Thinking of the the following rule.
"If the support ship is alive at the end of the mission all eject rolls are treated as being in friendly territory and you may reroll your eject roll."
What do people think? In either setup (swam or Hero), I feel this will work well with game mechanics and will fit with story.[/quote
Makes sense in story, cause in the TIE Fighter game if you completed a mission but got your ship destroyed you were shown being brought back onto the star destroyer via a shuttle and placed into medical care.
So I'm thinking that you get to start with a Lambda (Omicron default), and can upgrade (at point cost) to a VT-49 or Gozanti. You can pool the cost of upgrades so everyone can pitch in (ie 4 players all pay 1 pt for a 4 pt upgrade, and 10 points for new ship? You can upgrade their PS as normal, but they do not gain any extra slots. campaign modification (like EM) will still count as such (so you can get EM for your torps on the VT-49).
So I'm thinking that you get to start with a Lambda (Omicron default), and can upgrade (at point cost) to a VT-49 or Gozanti. You can pool the cost of upgrades so everyone can pitch in (ie 4 players all pay 1 pt for a 4 pt upgrade, and 10 points for new ship? You can upgrade their PS as normal, but they do not gain any extra slots. campaign modification (like EM) will still count as such (so you can get EM for your torps on the VT-49).
The missions I have written outlines for call for either Gozantis for offensive missions, or hanger bays for defensive missions.
So I'm thinking that you get to start with a Lambda (Omicron default), and can upgrade (at point cost) to a VT-49 or Gozanti. You can pool the cost of upgrades so everyone can pitch in (ie 4 players all pay 1 pt for a 4 pt upgrade, and 10 points for new ship? You can upgrade their PS as normal, but they do not gain any extra slots. campaign modification (like EM) will still count as such (so you can get EM for your torps on the VT-49).
The missions I have written outlines for call for either Gozantis for offensive missions, or hanger bays for defensive missions.
I know, but I want the Lambda as a support, not a player craft like you requested the pilot card for. if you had not asked, It was going to be a support only.
Edited by Salted DiamondThe missions I have written outlines for call for either Gozantis for offensive missions, or hanger bays for defensive missions.So I'm thinking that you get to start with a Lambda (Omicron default), and can upgrade (at point cost) to a VT-49 or Gozanti. You can pool the cost of upgrades so everyone can pitch in (ie 4 players all pay 1 pt for a 4 pt upgrade, and 10 points for new ship? You can upgrade their PS as normal, but they do not gain any extra slots. campaign modification (like EM) will still count as such (so you can get EM for your torps on the VT-49).
Where are these missions, posted anywhere yet?
Still back here: https://community.fantasyflightgames.com/topic/195550-villains-of-the-aturi-cluster/page-7
Mission control not cooperating means that I havnt gotten as far as I'd like in actually mapping them.
My idea for the Gozanti campaign in the beginning was that the players need to buy upgrades for it collectively, but I changed it to the ship having the average pilot level of all players and buying its own upgrades by gaining its own XP. If you have a Lambda, you should be able to score quite some assists with it, and if you fly a Decimator or Gozanti as collectively owned vessel, they can shoot down enemy ships allright.
I don't like the support craft gaining it's own exp. If it's going to gain exp and level, then just make it a player ship, which defeats the idea of having the support craft. Just make one person fly it.
I think it's better to start with a naked Omicron shuttle with everyone in TIE/ln's. Make all the early mission take place near(ish) to a friendly base or something. When this doesn't work in the story, they are a long range patrol lauched from a frigate or similar ship.
Edited by Salted DiamondEmpire would need to be careful on mixing pilot skills in certain ways. Imagine a Tie Interceptor with Mauler Mithel and The Inquisitor's skills. 5 dice attacks at all ranges.
Empire would need to be careful on mixing pilot skills in certain ways. Imagine a Tie Interceptor with Mauler Mithel and The Inquisitor's skills. 5 dice attacks at all ranges.
That's half the fun of HotAC, game breaking combo's.
So, heavy pilot skill difficulty ramping.
I don't like the support craft gaining it's own exp. If it's going to gain exp and level, then just make it a player ship, which defeats the idea of having the support craft. Just make one person fly it.
I think it's better to start with a naked Omicron shuttle with everyone in TIE/ln's. Make all the early mission take place near(ish) to a friendly base or something. When this doesn't work in the story, they are a long range patrol lauched from a frigate or similar ship.
Granted, I played this with two players where you pretty easily coordinate on a strategy for the support craft. My reasoning behind the rule is that it's easier to write and balance the rules because it keeps the prices more dependable. The other variants require a lot more playtesting, and it's the worst kind of playtesting because you need to play a whole campaign to see what works.
Empire would need to be careful on mixing pilot skills in certain ways. Imagine a Tie Interceptor with Mauler Mithel and The Inquisitor's skills. 5 dice attacks at all ranges.
Are there more "broken" combinations in the Empire than in the rebel fleet?
I don't like the support craft gaining it's own exp. If it's going to gain exp and level, then just make it a player ship, which defeats the idea of having the support craft. Just make one person fly it.
I think it's better to start with a naked Omicron shuttle with everyone in TIE/ln's. Make all the early mission take place near(ish) to a friendly base or something. When this doesn't work in the story, they are a long range patrol lauched from a frigate or similar ship.
Granted, I played this with two players where you pretty easily coordinate on a strategy for the support craft. My reasoning behind the rule is that it's easier to write and balance the rules because it keeps the prices more dependable. The other variants require a lot more playtesting, and it's the worst kind of playtesting because you need to play a whole campaign to see what works.
The only rule(s) that need to be added is how to buy upgrades for the support ship. All other rules would be the same a the missions where you have a YT-1300. I respect your opnion, and this is not meant to be an agrument, but I do not see how one varient is more balanced then the other.
What I mean is not that one variant is more balanced - something's either balanced or it ain't. My point was that the support ship earning its own XP requires fewer playtesting because we have a frame of reference - the original HotAC system - whereas with a coordinated buying effort, we don't. The end result doesn't differ in terms of "balanced", only how much work it is to reach it.
What I mean is not that one variant is more balanced - something's either balanced or it ain't. My point was that the support ship earning its own XP requires fewer playtesting because we have a frame of reference - the original HotAC system - whereas with a coordinated buying effort, we don't. The end result doesn't differ in terms of "balanced", only how much work it is to reach it.
I understand what you mean now.
Empire would need to be careful on mixing pilot skills in certain ways. Imagine a Tie Interceptor with Mauler Mithel and The Inquisitor's skills. 5 dice attacks at all ranges.
Are there more "broken" combinations in the Empire than in the rebel fleet?
Wampa with Advanced targeting computer is another big one, that comes online at PS4. Kir Kanos in a x7, Lt Lorrir with Epsilon Leader...
Empire would need to be careful on mixing pilot skills in certain ways. Imagine a Tie Interceptor with Mauler Mithel and The Inquisitor's skills. 5 dice attacks at all ranges.
Are there more "broken" combinations in the Empire than in the rebel fleet?
Wampa with Advanced targeting computer is another big one, that comes online at PS4. Kir Kanos in a x7, Lt Lorrir with Epsilon Leader...
I had not though of the Wampa/ATC combo! EVIL, I love it
All I can think of is how awesome you could make missions if there was an Assault Gunboat.
Convoy Rescue.
Hyperspace in and disrupt an attack on a convoy by X-Wings and Y-Wings.
All I can think of is how awesome you could make missions if there was an Assault Gunboat.
Convoy Rescue.
Hyperspace in and disrupt an attack on a convoy by X-Wings and Y-Wings.
What do you mean "if"? I have 2 on order and 1 missile boat already.
*edit* HERE is where to get one. FUD is the way to go.
Edited by Salted DiamondAll I can think of is how awesome you could make missions if there was an Assault Gunboat.
Convoy Rescue.
Hyperspace in and disrupt an attack on a convoy by X-Wings and Y-Wings.
Dont need gunboats if you have a gozanti. Deploy within range 1 of the transport, save the freighters before he rebels kill them.