I honestly haven't seen a Gallant Haven since my first wave 1 friendly...
But the way fighter tactics are going I think it might be worth reconsidering!
It is. Stick Jan and some X-wings next to GH and they become very tough indeed.
I honestly haven't seen a Gallant Haven since my first wave 1 friendly...
But the way fighter tactics are going I think it might be worth reconsidering!
It is. Stick Jan and some X-wings next to GH and they become very tough indeed.
I honestly haven't seen a Gallant Haven since my first wave 1 friendly...
But the way fighter tactics are going I think it might be worth reconsidering!
I think the overall decline in GH came with the abundance of rhymer/fireballs. Everybody and his dog is bringing rhymer, so what use has a title that covers squadrons at distance 1 when all bombers strike from distance 3. From what I see you need proactive strategy as a rebel to counter rhymer, and sitting tight to GH waiting for somebody to engage next to your big buddy is all but proactive..
I honestly haven't seen a Gallant Haven since my first wave 1 friendly...
But the way fighter tactics are going I think it might be worth reconsidering!
I think the overall decline in GH came with the abundance of rhymer/fireballs. Everybody and his dog is bringing rhymer, so what use has a title that covers squadrons at distance 1 when all bombers strike from distance 3. From what I see you need proactive strategy as a rebel to counter rhymer, and sitting tight to GH waiting for somebody to engage next to your big buddy is all but proactive..
Exactly. Rhymer is kind of lame in that he breaks a basic premise of the game. GH is also kind of lame, IMO a desperate "fix" to the overwhelming Imperial first strike capability (6 blue + swarm).
There are definitely some oddly-costed items in the game. If I was king of FFG for a day* here's what I'd do, preferring points changes when possible but errata when necessary...
Imperials
Rebels
Generic upgrades
And... that's it. It's mostly a fun mental exercise because I know full well these won't be changed (with the slight chance of an errata/FAQ here or there) and I still love the game anyways.
*Yes, random internet-dweller, I know I'm stupid, I know I'm wrong, I know it's a good thing I'm not king of FFG for a day. Thank you for your helpful comments. ![]()
Good job Snipafist!
For the Dominator, I've used it quite effectively back in Wave 1, but on a VSD 1 rather than a VSD 2. It might seem odd, but it really brings something to the VSD1 : the ability to not only fire at longer range than he actually can but also the ability to get good support dice with the blue dice (accuracies, reliable damage, etc). With Tarking allowing it to repair 3 shields a turn, you're likely not losing out much in terms of sustainability compared to a regular VSD and you can push more damage. I like megamen's analysis that the Engineering Command becomes a better concetrate fire command, allowing you to spam it with comfort and choose every turn which one is more important.
Devastator is hard to price but I'm sure it's got some value, somewhere. Probably not as a centerpiece tank though, perhaps more as a flanker because it will have more opportunities to use its front arc.
I really think TRC is way undercosted compared to let's say H9 Turbolasers. The fact that you don't have to sacrifice a hit and can use redundant tokens make flanking Corvettes very scary. I've switched to lots of squadrons to specifically deal with them.
I find Expanded Launchers on the pricey side as well.
I'm shocked no one has mentioned Han Solo Millennium Falcon. It's the best squadron in the game, when cost isn't considered, which is always has to be, so I consider Han to be the worst squadron in the game. 26 points is way too much!! He should have been 23-24, or he should have Bomber (my preference). It's Han!!!!
I agree with a lot of the suggestions above, especially for the cards that rarely see serious play. I would love to use some of these card (see below) but they are unusable for their price. Unusable in competitive play at their cost and with the current card selection:
Each to their own.... Having faced the falcon a fair bit I wouldn't say hes over costed at all!
Dominator I find is great on a VSD1. For the same price I think I prefer a VSD1 with dominator over the VSD2, just because it adds so much flexibility in side and rear arc coverage to a ship that is almost destined to be outflanked.
Speaking of a VSD2, that's the one I think is over priced. So many times I prefer a VSD1 with a range of upgrades over the massive premium for the 2 version.
Beyond that = basically everything Snipafist said!
Point Defense Reroute i'd definately consider taking time if it was 1pt maybe even 2pts
Point Defense Reroute i'd definately consider taking time if it was 1pt maybe even 2pts
Except for Rhymer. If he did have that stupid ability there would be a couple of cards that could be considered (PD reroute at 2-3 pts, QLT)
Each to their own.... Having faced the falcon a fair bit I wouldn't say hes over costed at all!
Dominator I find is great on a VSD1. For the same price I think I prefer a VSD1 with dominator over the VSD2, just because it adds so much flexibility in side and rear arc coverage to a ship that is almost destined to be outflanked.
Speaking of a VSD2, that's the one I think is over priced. So many times I prefer a VSD1 with a range of upgrades over the massive premium for the 2 version.
Beyond that = basically everything Snipafist said!
If the VSD-II had speed 3 at -/I/- or something...then it might be worth it. But not now.
I'm shocked no one has mentioned Han Solo Millennium Falcon. It's the best squadron in the game, when cost isn't considered, which is always has to be, so I consider Han to be the worst squadron in the game. 26 points is way too much!! He should have been 23-24, or he should have Bomber (my preference). It's Han!!!!
I agree with a lot of the suggestions above, especially for the cards that rarely see serious play. I would love to use some of these card (see below) but they are unusable for their price. Unusable in competitive play at their cost and with the current card selection:
- Han Solo Millennium Falcon
- Redundant Shields
- Phylon Q7 Tractor Beams
- Ruthless Strategists
- Independence
- Warlord
- Point Defense Reroute
- Gallant Haven
Redundant Shields seem kind of pricey...you get 1 shield back per round, but chances are small that you've lost any in round 1 and in round 6 it's too late to matter. So it's MAX 4 shields back. Maybe they priced it at 8/Defensive/Modification because it has strong synergy with say MC80 Assault, Raymus (or Garm maybe), Engineering spam, backed by Engineering Team and Redemption? Possibly some Projection Experts as well? That's 5 shields restored, plus a couple transferred. Together with ECM to ensure brace (and maybe Blissex to restore it if lost?) it could make such an MC80 a pretty tough nut to crack.
Redundant shields at 8 is overpriced by min 2 points.
Wulff is 7 points. With an engineering token + Wulff you get the same benefit as redundant shields AND you can use Wulff for boosting Nav / Squadron / Concentrate fire tokens if you don't need the +1 shield. So same effect + more flexibility and at a lower price.
One could argue quite reasonably, that it is even more overcoasted because of the other cards that can be used in this slot.
One unexplored reason for the cost is a Raymus / Wulff + Redundant Shields for +2 shields per round. But given XI7s + Intel Officer / accuracy really limit damage mitigation, the benefit of super shield regeneration is dubious.
The overcosting could also be that Wulff is unique and Redundant shields is not.
Plus, Rebels have more use out of it.
I honestly haven't seen a Gallant Haven since my first wave 1 friendly...
But the way fighter tactics are going I think it might be worth reconsidering!
I think that it was because many people used the Gallant Haven "unoptimally" (god I hate the word, especially when I say that).
Even though it's a squadron upgrade, it actually doesn't benefit the AFMK2 B carrier as much, but works better with the AFMK2 A that will actually want to be closer. With the AFMK2 B wanting to stay at long range and spamming squadron commands with the fighters being further out, they don't benefit from the GH as much. It's a counter intuitive upgrade, but I've used it to good effect in Wave 1 along with Gunnery Team to be able to shoot both from the best arc in anti ship and the widest in anti fighter barrage. With 2 B-Wings including Keyan, it's a pretty scary all around boat !
While Paragon feels more effective on an AFMK2 B, due to being at long range being easier to throw a double arc with the way the MK2's arcs are set up.
Redundant shields at 8 is overpriced by min 2 points.
Wulff is 7 points. With an engineering token + Wulff you get the same benefit as redundant shields AND you can use Wulff for boosting Nav / Squadron / Concentrate fire tokens if you don't need the +1 shield. So same effect + more flexibility and at a lower price.
One could argue quite reasonably, that it is even more overcoasted because of the other cards that can be used in this slot.
One unexplored reason for the cost is a Raymus / Wulff + Redundant Shields for +2 shields per round. But given XI7s + Intel Officer / accuracy really limit damage mitigation, the benefit of super shield regeneration is dubious.
Like you said, redundant shields competes for the defensive retrofit which is already highly contested with ECM (most useful all-purpose def retrofit, hands down) and AP.
Redundant shield does nothing against that superlucky volley roll that smites you instantly. It also does not help much if an enemy wants you dead and focus fire from more than one ship on you. On a side note, it even does little if you survive that superlucky volley with a few HP, as one single shield brought back will not make a difference.
Only real benefit of redundant shields would be small volleys sprinkled on you over the course of a game. Not going to happen.
Snipa- I actually disagree with a bunch of your choices, but I love the thought you so clearly put into it so you get a like from me.
My personal number one pick for something that desperately need a recost is Cluster Bombs. Why in gods name would I spend five points on this dumpster fire of a card? Maybe at 2 or 3 it could give value.
If the VSD-II had speed 3 at -/I/- or something...then it might be worth it. But not now.
On a side note, I'm expecting an engine upgrade card (likely a Modification, as all cards that affect base statistics have been Modifications) as an Offensive Retrofit at some point which would likely be worded in such a way that it was more beneficial to slow ships (like an MC80 or VSD) than it was to already-fast ships (like an ISD or Assault Frigate or the like).
Even then, I'd probably just slap it on a VSD-I given the huge points disparity between a VSD-I and VSD-II, but who knows?
Snipa- I actually disagree with a bunch of your choices, but I love the thought you so clearly put into it so you get a like from me.
My personal number one pick for something that desperately need a recost is Cluster Bombs. Why in gods name would I spend five points on this dumpster fire of a card? Maybe at 2 or 3 it could give value.
Hey it's okay to disagree. This is largely just a dreaming-it-up kind of thread anyways, so my feelings aren't hurt and I appreciate the polite sentiment
.
Cluster Bombs is a dumpster fire all right. A points reduction (like you and I mentioned) would see it used occasionally in an unfilled Defensive Retrofit slot (which are increasingly rare these days, particularly on larger ships). I'd prefer some kind of errata where the effect would be lessened (down to say 2, maybe 3 dice) and required the card to be exhausted to use so it could be consistently useful against individual squadrons over the long haul, but that's some pie-in-the-sky thinking right there. As it is, it's basically just binder/bin fodder.
After another game today, I'm really starting to think that large ships should have had been given more thought to their points or their current stats.
Due to how the game mechanics are in terms of pure defense, which favour a high number of attacks over strong powerful attacks due to how defense tokens work, I'm not sure that the large ships have a real niche except to waste fleet points ![]()
To be fair, I only ever see them make their points back as carrier ships and that's really about it ![]()
EDIT : To further detail my point, so we're relatively clear on what I meant, a large number of attacks is one of the most interesting things you can get in a fleet due to how they organically ignore or force the expenditure of defense tokens or force the opponent to take the damage in order to keep his defense tokens.
The larger the ship, the more points it will burn in relation with the fleet, so the less total number of attacks you can get. Moreover, since their arcs are bigger, it's more difficult to force the opponent to eat double arcs. The less total number of attacks you can get, the more difficult it is to go around defense tokens. But since large ships can throw a larger number of squadrons, they mitigate that somewhat.
An ISD capable of throwing 5 squadrons is likely to take off 3-4 shields off its target hull zone, then push up its front arc. Paired with HTT, that's the best way to take care of the Brace ships, and their squadrons also help mitigate against the fast nimble ships without Brace.
That's what I meant that their points aren't worth it, except in the case of carriers.
Edited by MoffZen