Wow! Awesome work. I enjoyed the Vong books. Please keep up the great job and take the hate with a grain of salt.
Yuuzhan Vong Ships, Read Before Hating
8 hours ago, Sciencius said:Just the name "Vong" seems so un-STARWARS'ey , makes me think of a Chinese Kung-Fu B-movie; expecting to hear things like: "Chop Chop Mistar, me gonna make U bleed sooo haaaard" and then a lot of really bad Kung Fu stunts follows.... perhaps in a kitchen among chefs cooking alot of nudles... so no, not the Vong please.
True dat!
Who came up with this “Vong” nonsense anyhow
On 2016-01-22 at 4:24 PM, Kaimuund said:Can't fault you for that. There aren't a lot of fans of the Vong.
I LOVE THE VONG!!! There, i said it. I would 100% like to have them as a new faction. I think theird ships would open up a great deal of original upgrade/abilitie options: DOT dmg, original maneuver options, etc.
Edited by Thormind5 minutes ago, Thormind said:I LOVE THE VONG!!! There, i said it. I would 100% like to have them as a new faction. I think theird ships would open up a great deal of original upgrade/abilitie options: DOT dmg, original maneuver options, etc.
Yep what you said, I agree and think they would be sweet. But I feel like people keep wanting random SW Galaxies releases forever instead haha. One day maybe we will expans the eras to include CW, KOTOR and the classic NJO era. Sigh, I can dream haha.
Nice! Here's my take on the Vong:
More pics:
Here's the mission I designed based on the first encounter in Vector Prime:
The Skirmish at Helska IV marked the beginning of the Yuuzhan Vong War. Arriving at the Helska system, unaware of the Yuuzhan Vong presence, Kyp Durron, Miko Reglia and the rest of the Dozen-and-Two Avengers headed into the Battle of Helska against the Praetorite Vong.
MISSION SETUP
Rebel: 125 squad points consisting of Kyp Durron, Miko Reglia and any non-unique pilots flying any combination of the following ships:
- B-wings
- X-wings
- Z-95 Headhunters
- A-wings
Yuuzhan Vong: 100 squad points
The players take turns placing six asteroid tokens from the core set in the play area. Players cannot place an asteroid token at Range 1-2 of any edge of the play area or at Range 1 of another asteroid token.
The Rebel player places his ships within Range 1 of the Rebel edge.
The Yuuzhan Vong player places his ships within range 1 of any edge. He cannot place a ship within Range 1-3 of a Rebel ship.
The Yuuzhan Vong player has the inititative.
SPECIAL RULES
Yuuzhan Vong ships use Dovin Basal tokens, much like HUGE ships use energy. Focus, evade and stress tokens do not affect Yuuzhan Vong ships.
Yuuzhan Vong ships gain Dovin Basal tokens in the following manner:
- 2 Dovin Basal tokens for a green maneuver
- 1 Dovin Basal token for a white maneuver
- 0 Dovin Basal tokens for a red maneuver
Activation Phase
1.) Reveal Dial
2.) Gain Dovin Basal tokens: Gain Dovin Basal tokens according to your maneuver. The maximum number of Dovin Basal tokens that a Yuuzhan Vong ship can gain per round is 2. Unused Dovin Basal tokens are discarded during the End phase.
3.) Allocate Dovin Basal tokens: Allocate Dovin Basal tokens by placing them on any cards requiring Dovin Basal energy for activation.
4.) Move
5.) Use Dovin Basal tokens: If allocated, use Dovin Basal tokens to perform a Boost action and/or a Shield Boost action (if equipped).
The Shield Boost action lasts for the duration of the round (unless removed by a hit) and expires during the End phase if unused. To use the Shield Boost action again, another Dovin Basal token must be allocated to it.
Combat Phase
A Yuuzhan Vong ship may attack with its primary weapon or, if allocated, use a Dovin Basal token to use the Dovin Basal Tractor Beam (if equipped).
If the shield drain upgrade is equipped, a Yuuzhan Vong ship may also, if allocated, use a Dovin Basal token to remove one shield token from an enemy ship it is attacking at Range 1. The shield token is removed before defense dice are rolled. A Yuuzhan Vong ship may strip a shield token and fire its primary weapon or use its Dovin Basal Tractor Beam in the same round.
OBJECTIVES
Rebel Victory: Destroy all Yuuzhan Vong ships. If Kyp Durron is the last remaining Rebel ship, he may flee off the Rebel edge for a draw.
Yuuzhan Vong Victory: Destroy all Rebel ships.
Edited by weisguy119
6 hours ago, GILLIES291 said:Yep what you said, I agree and think they would be sweet. But I feel like people keep wanting random SW Galaxies releases forever instead haha. One day maybe we will expans the eras to include CW, KOTOR and the classic NJO era. Sigh, I can dream haha.
I'm happy for Vong, Legacy, Old Republic, Clone Wars and any other Legends ships in the game. There'll definitely come a point when most of the new Canon ships have been produced and they can only resort to more Legends ships from other eras to incorporate. Regardless, it'll mean the game will continue to grow and seeing as it's currently one of the most popular miniatures games out there I can't think of them ending it any time soon.
You put a lot of effort in your cards, but I think by giving them "regular" upgrades, you are losing a great opportunity here. These ships need to be totally different of the "mechanical" ones, with completely new organic upgrades.
1 hour ago, Odanan said:You put a lot of effort in your cards, but I think by giving them "regular" upgrades, you are losing a great opportunity here. These ships need to be totally different of the "mechanical" ones, with completely new organic upgrades.
Mine run on Dovin Basal tokens and have a Dovin Basal Tractor Beam, Dovin Basal Shield Drain, Dovin Basal Shield Boost, Dovin Basal Boost Action and a Yammosk Link Upgrade that allows you to change 1 defense die per round to an evade. The Coralskippers get 2 Dovin Basal tokens for green maneuvers, 1 for white maneuvers and 0 for red maneuvers. This is to stimulate that Dovin Basals are living things that get stressed the more you push them. I also made a custom damage deck that includes cards that can stun or damage the Dovin Basals and can sever the Yammosk link, causing the Coralskipper to lose the evade die manipulation ability.
Edited by weisguy1198 hours ago, weisguy119 said:Mine run on Dovin Basal tokens and have a Dovin Basal Tractor Beam, Dovin Basal Shield Drain, Dovin Basal Shield Boost, Dovin Basal Boost Action and a Yammosk Link Upgrade that allows you to change 1 defense die per round to an evade. The Coralskippers get 2 Dovin Basal tokens for green maneuvers, 1 for white maneuvers and 0 for red maneuvers. This is to stimulate that Dovin Basals are living things that get stressed the more you push them. I also made a custom damage deck that includes cards that can stun or damage the Dovin Basals and can sever the Yammosk link, causing the Coralskipper to lose the evade die manipulation ability.
Now that's interesting. So, these Dovin Basal tokens are something like the epic's energy?
4 hours ago, Odanan said:Now that's interesting. So, these Dovin Basal tokens are something like the epic's energy?
Yes. I posted pics and the mission I designed for my Coralskippers in a previous post in this thread. The pics contain photos of the custom damage deck and the cards and dials I made for the skips and the XJ X-wings. The mission details explain how my Dovin Basal system works. It's much like HUGE ship energy.
I've just started getting back into reading the old EU books, largely because every time I see or hear about the sequel trilogy, it leaves me feeling that George Lucas is tied up and wrapped in duct tape in J.J. Abrams' basement.
I would MUCH rather see the Vong than the First Order Imperial Reboot & Repaint. (Don't get me wrong, I like the look of some FO ships, but I'd rather treat them just as Imperial Special Forces.)
A little late getting back.
So there are two takes on these guys:
1. Campaign based villains - like for Heroes of the Aturi Cluster - which it seems weisguy119 used.
However, I feel that, at least in that case, it makes them very complicated to run, and makes them very difficult to balance if you want to use them in a standard format, or in a larger game. In Weisguy119's case, his new X Wing's are going to absolutely demolish those coral skippers, and having only the base skipper to work with leaves very little versatility, basically equating it to an awkward TIE Swarm. I think this could be usable in a campaign sense, but for any other kind of format, it wouldn't work out well.
2. A fourth faction for 1 on 1, 2 on 2 and epic style games.
I went with the idea of them being similar to regular ships, using 'organic' versions of normal upgrades, and then having their own unique upgrade slot, and a set of unique normal upgrades, like cannons for the coral skippers. This allows them to use some of the 200 existing upgrade cards already in print and makes them similar to Scum in balance set, where they have a unique upgrade that gives them some flavor and different play style, but they aren't an entirely different monster altogether.
In my playtesting, this has worked best. All of my attempts to use other written specialty rules, and to come up some of my own suffer from one of the following:
1. Too complicated - too many points to spread around. Like the 'energy' idea of one of the previous posts, with coral skippers, you now have 6 to 9 ships all with energy build up from moving and expenditures to track that slow the game down without really adding anything meaningful.
2. Too powerful - they give these ships too much versatility or too much durability, and it makes other players struggle too much in taking them down.
3. Too bland - it leaves you with very few options to customize the ships, leaving you with, essentially, a reskinned TIE Fighter swarm.
So I guess it depends on your use. I was looking for a set of ships that could be used as a new faction and brought something new to the table without a complete redesign. This kept them relatively balanced against existing factions, gave them access to some unique upgrades and play styles, and allowed them to utilize the vast plethora of existing upgrades.
Edited by Kaimuund7 hours ago, Kaimuund said:A little late getting back.
So there are two takes on these guys:
1. Campaign based villains - like for Heroes of the Aturi Cluster - which it seems weisguy119 used.
However, I feel that, at least in that case, it makes them very complicated to run, and makes them very difficult to balance if you want to use them in a standard format, or in a larger game. In Weisguy119's case, his new X Wing's are going to absolutely demolish those coral skippers, and having only the base skipper to work with leaves very little versatility, basically equating it to an awkward TIE Swarm. I think this could be usable in a campaign sense, but for any other kind of format, it wouldn't work out well.
2. A fourth faction for 1 on 1, 2 on 2 and epic style games.
I went with the idea of them being similar to regular ships, using 'organic' versions of normal upgrades, and then having their own unique upgrade slot, and a set of unique normal upgrades, like cannons for the coral skippers. This allows them to use some of the 200 existing upgrade cards already in print and makes them similar to Scum in balance set, where they have a unique upgrade that gives them some flavor and different play style, but they aren't an entirely different monster altogether.
In my playtesting, this has worked best. All of my attempts to use other written specialty rules, and to come up some of my own suffer from one of the following:
1. Too complicated - too many points to spread around. Like the 'energy' idea of one of the previous posts, with coral skippers, you now have 6 to 9 ships all with energy build up from moving and expenditures to track that slow the game down without really adding anything meaningful.
2. Too powerful - they give these ships too much versatility or too much durability, and it makes other players struggle too much in taking them down.
3. Too bland - it leaves you with very few options to customize the ships, leaving you with, essentially, a reskinned TIE Fighter swarm.
So I guess it depends on your use. I was looking for a set of ships that could be used as a new faction and brought something new to the table without a complete redesign. This kept them relatively balanced against existing factions, gave them access to some unique upgrades and play styles, and allowed them to utilize the vast plethora of existing upgrades.
The mission and ships I designed were specifically created to emulate the Skirmish at Helska IV from the Vector Prime novel - nothing more, nothing less. Nothing was designed for any other purpose. I tend to design stand-alone missions. My 3-part Battle of Scarif scenario has some ridiculously OP cards that were designed for use in that one specific scenario.
I still haven’t play tested the Vong scenario, as I’ve moved on to other creations, but I’m thinking I might have to restrict the Rebels to 100 points and raise the Vong to 150. This will limit the Rebels to 3-4 ships versus a 6 ship Vong swarm. I might need to tone down the XJ X-wings a bit too. I just beefed them up per canon but it might be too much.
Edited by weisguy119