Custom Card League Season 1 review (and planning for season 2)

By Babaganoosh, in X-Wing

With Alpha Strike you could run 3 PS4 gunboats with HLC, modular launchers, Plasma Torpedo, FCS, and Alpha Strike and LRS. That's 6 4-dice attacks the first round of combat, with focus (TL early, focus round of combat) to modify the torpedoes and TL from FCS to modify the HLC shots. That'll take a ghost or decimator off the board no problem. And could probably take off a soontir or defender. Has decent odds of killing almost any ship you can get in your sites at range 2-3 of all 3 ships. And they'd be a lot easier to maneuver than triple uboats with being small-base. And afterward you're still left with HLCs on all 3 ships, making them a fair bit more dangerous than the 2 dice primaries uboats have after spending torpedoes.

Yeah, alpha strike can't be a card in its current state.

I'll post detailed rules about how we handle season one cards pretty soon. The amount of new upgrade cards we add to season one ships (fixes, essentially) is going to be very limited, probably 0-1 per ship.

With Alpha Strike you could run 3 PS4 gunboats with HLC, modular launchers, Plasma Torpedo, FCS, and Alpha Strike and LRS. That's 6 4-dice attacks the first round of combat, with focus (TL early, focus round of combat) to modify the torpedoes and TL from FCS to modify the HLC shots. That'll take a ghost or decimator off the board no problem. And could probably take off a soontir or defender. Has decent odds of killing almost any ship you can get in your sites at range 2-3 of all 3 ships. And they'd be a lot easier to maneuver than triple uboats with being small-base. And afterward you're still left with HLCs on all 3 ships, making them a fair bit more dangerous than the 2 dice primaries uboats have after spending torpedoes.

Keep in mind though, that you are suggesting a list with 24 health behind only 1 agility.

Another problem with alpha strike is that it's just an EPT; it could go on any number of ships. Very dangerous card, I think.

While we're on the subject of cards that may or may not be reasonable...

XVtjD5y.jpgr6uzO9k.jpg

Slotless, Any Rebel Shield regeneration. It has a nasty drawback and takes your action to use, with a hefty point cost... but still. Thoughts?

With Alpha Strike you could run 3 PS4 gunboats with HLC, modular launchers, Plasma Torpedo, FCS, and Alpha Strike and LRS. That's 6 4-dice attacks the first round of combat, with focus (TL early, focus round of combat) to modify the torpedoes and TL from FCS to modify the HLC shots. That'll take a ghost or decimator off the board no problem. And could probably take off a soontir or defender. Has decent odds of killing almost any ship you can get in your sites at range 2-3 of all 3 ships. And they'd be a lot easier to maneuver than triple uboats with being small-base. And afterward you're still left with HLCs on all 3 ships, making them a fair bit more dangerous than the 2 dice primaries uboats have after spending torpedoes.

Keep in mind though, that you are suggesting a list with 24 health behind only 1 agility.

24 health honestly isnt that bad. A lot of lists arent going to kill an 8 health ps4 ship before it can fire in the first round. Meaning even if it dies before shooting the next round it still got its alpha strike off. And even if thats all it does, 3 alpha strikes is probably going to leave yur opponents list in a lot worse shape than yours will be in.

While we're on the subject of cards that may or may not be reasonable...

XVtjD5y.jpgr6uzO9k.jpg

Slotless, Any Rebel Shield regeneration. It has a nasty drawback and takes your action to use, with a hefty point cost... but still. Thoughts?

Definitely should at a minimum be limited to a single ship. And probably not give an extra modification on top of itself. No way this should be allowed on any ship that can already get regen from another source.

With Alpha Strike you could run 3 PS4 gunboats with HLC, modular launchers, Plasma Torpedo, FCS, and Alpha Strike and LRS. That's 6 4-dice attacks the first round of combat, with focus (TL early, focus round of combat) to modify the torpedoes and TL from FCS to modify the HLC shots. That'll take a ghost or decimator off the board no problem. And could probably take off a soontir or defender. Has decent odds of killing almost any ship you can get in your sites at range 2-3 of all 3 ships. And they'd be a lot easier to maneuver than triple uboats with being small-base. And afterward you're still left with HLCs on all 3 ships, making them a fair bit more dangerous than the 2 dice primaries uboats have after spending torpedoes.

Keep in mind though, that you are suggesting a list with 24 health behind only 1 agility.

24 health honestly isnt that bad. A lot of lists arent going to kill an 8 health ps4 ship before it can fire in the first round. Meaning even if it dies before shooting the next round it still got its alpha strike off. And even if thats all it does, 3 alpha strikes is probably going to leave yur opponents list in a lot worse shape than yours will be in.

While we're on the subject of cards that may or may not be reasonable...

XVtjD5y.jpgr6uzO9k.jpg

Slotless, Any Rebel Shield regeneration. It has a nasty drawback and takes your action to use, with a hefty point cost... but still. Thoughts?

Definitely should at a minimum be limited to a single ship. And probably not give an extra modification on top of itself. No way this should be allowed on any ship that can already get regen from another source.

What's your reasoning to make it Unique? it's not a ship specific thing, it was called out as a squad command for the battle of yavin, and the Falcon notably used the other side to "hold them off" while plotting a hyperjump. Equipping a 3 ship list costs as much as a Z95.

The problem with denying another modification is that the ships that need it the most have "must-take" modifications. (Integrated Astro/Autothrusters/Vectored Thrusters for Xwing aces, and my new Integrated Weapon Platform for the Bwing aces). Perhaps limiting the price of modifications it can be combined with? 2 or less?

R5P9 is blocked by the action requirement, Miranda needs to attack to regen and R5D6 sucks. And I'm not buying that 8 points (R2D2+Deflector shields) for 2 shields recovered on a turn with no defensive action and no shooting, while being limited to green maneuvers, is a real problem.

Edited by Rakaydos

Just finished an excellent play testing session of my Partisan Veterans expansion with my local X-Wing crew today. Lots of great feedback. Already making adjustments and fine tuning.

With Alpha Strike you could run 3 PS4 gunboats with HLC, modular launchers, Plasma Torpedo, FCS, and Alpha Strike and LRS. That's 6 4-dice attacks the first round of combat, with focus (TL early, focus round of combat) to modify the torpedoes and TL from FCS to modify the HLC shots. That'll take a ghost or decimator off the board no problem. And could probably take off a soontir or defender. Has decent odds of killing almost any ship you can get in your sites at range 2-3 of all 3 ships. And they'd be a lot easier to maneuver than triple uboats with being small-base. And afterward you're still left with HLCs on all 3 ships, making them a fair bit more dangerous than the 2 dice primaries uboats have after spending torpedoes.

Keep in mind though, that you are suggesting a list with 24 health behind only 1 agility.

24 health honestly isnt that bad. A lot of lists arent going to kill an 8 health ps4 ship before it can fire in the first round. Meaning even if it dies before shooting the next round it still got its alpha strike off. And even if thats all it does, 3 alpha strikes is probably going to leave yur opponents list in a lot worse shape than yours will be in.

While we're on the subject of cards that may or may not be reasonable...

XVtjD5y.jpgr6uzO9k.jpg

Slotless, Any Rebel Shield regeneration. It has a nasty drawback and takes your action to use, with a hefty point cost... but still. Thoughts?

Definitely should at a minimum be limited to a single ship. And probably not give an extra modification on top of itself. No way this should be allowed on any ship that can already get regen from another source.

What's your reasoning to make it Unique? it's not a ship specific thing, it was called out as a squad command for the battle of yavin, and the Falcon notably used the other side to "hold them off" while plotting a hyperjump. Equipping a 3 ship list costs as much as a Z95.

The problem with denying another modification is that the ships that need it the most have "must-take" modifications. (Integrated Astro/Autothrusters/Vectored Thrusters for Xwing aces, and my new Integrated Weapon Platform for the Bwing aces). Perhaps limiting the price of modifications it can be combined with? 2 or less?

R5P9 is blocked by the action requirement, Miranda needs to attack to regen and R5D6 sucks. And I'm not buying that 8 points (R2D2+Deflector shields) for 2 shields recovered on a turn with no defensive action and no shooting, while being limited to green maneuvers, is a real problem.

The reasoning for making it limited in who can take it is, again, to limit it so it can't be paired with other regen. R5P9 isn't blocked by it being an action, because there's plenty of ways to get focus tokens. PTL, EI, Jyn, Kyle, Rey, etc. On Miranda, she can't double regen with it, but it DOES allow her the ability to run away and regen like other regen ships do. Currently, she can only regen if she's shooting, so if she runs out of combat, it shuts down. This lets her run away to regen as needed while still beinga ble to use her normal regen in combat. AND she could use the other side while she is in combat range to get free evades (essentially. Actually better since they can't crackshot, juke, autoblaster, etc to counter it. And it can get rid of a crit before cancelling hits) instead. There's no barrier to using it with r2d2. Corran doesn't care if he gets a weapons disabled token on rounds that he's already not shooting due to having used his ability the round before.

Take an arc with this, c3p0, experimental interface and r2d2. Now you have a guarnateed evade every round from threepio, a guaranteed regen every round from r2d2 if you're doing greens, AND another guaranteed regen from this or 1+ guaranteed evades from the front side. And you can still focus or TL with Experimental interface. You're doing greens anyway for r2d2. Not to mention if you roll eyeballs on defense and have a focus to convert it after getting threepio's free evade.

Even without the regen the front side is incredibly powerful. If you're up against a tie swarm for instance, you could have the entire swarm in your arc and probably take no damage, or at most a point or two (depending on defense rolls) after cancelling a hit from every shot.

As for "must-have" modifications, I have absolutely no problem with having to lose them in order to get another powerful modification. IA is "must-have" because it increases your health/tankiness. This does the same thing. You don't need both. Autothrusters is similar. Vectored thrusters isn't a "must-have" on anything, though it's certainly a "nice to have". If you want something this powerful, you might have to sacrifice something else to get it.

24 health honestly isnt that bad. A lot of lists arent going to kill an 8 health ps4 ship before it can fire in the first round. Meaning even if it dies before shooting the next round it still got its alpha strike off. And even if thats all it does, 3 alpha strikes is probably going to leave yur opponents list in a lot worse shape than yours will be in.

While we're on the subject of cards that may or may not be reasonable...

XVtjD5y.jpgr6uzO9k.jpg

Slotless, Any Rebel Shield regeneration. It has a nasty drawback and takes your action to use, with a hefty point cost... but still. Thoughts?

The reasoning for making it limited in who can take it is, again, to limit it so it can't be paired with other regen. R5P9 isn't blocked by it being an action, because there's plenty of ways to get focus tokens. PTL, EI, Jyn, Kyle, Rey, etc. On Miranda, she can't double regen with it, but it DOES allow her the ability to run away and regen like other regen ships do. Currently, she can only regen if she's shooting, so if she runs out of combat, it shuts down. This lets her run away to regen as needed while still beinga ble to use her normal regen in combat. AND she could use the other side while she is in combat range to get free evades (essentially. Actually better since they can't crackshot, juke, autoblaster, etc to counter it. And it can get rid of a crit before cancelling hits) instead. There's no barrier to using it with r2d2. Corran doesn't care if he gets a weapons disabled token on rounds that he's already not shooting due to having used his ability the round before.

Take an arc with this, c3p0, experimental interface and r2d2. Now you have a guarnateed evade every round from threepio, a guaranteed regen every round from r2d2 if you're doing greens, AND another guaranteed regen from this or 1+ guaranteed evades from the front side. And you can still focus or TL with Experimental interface. You're doing greens anyway for r2d2. Not to mention if you roll eyeballs on defense and have a focus to convert it after getting threepio's free evade.

Even without the regen the front side is incredibly powerful. If you're up against a tie swarm for instance, you could have the entire swarm in your arc and probably take no damage, or at most a point or two (depending on defense rolls) after cancelling a hit from every shot.

As for "must-have" modifications, I have absolutely no problem with having to lose them in order to get another powerful modification. IA is "must-have" because it increases your health/tankiness. This does the same thing. You don't need both. Autothrusters is similar. Vectored thrusters isn't a "must-have" on anything, though it's certainly a "nice to have". If you want something this powerful, you might have to sacrifice something else to get it.

Which is why it costs an arm and a leg. As I said, a 3 ship list could otherwise be a 4 ship list by replacing this card with a Z95.

Your example ARC can soak 3 damage a round as long as it does green maneuvers and doesnt shoot... but that's almost half your list that isnt shooting.

I'm not saying it isnt an extremely powerful card... I'm just saying it earns a 4+ point cost.

Which is why it costs an arm and a leg. As I said, a 3 ship list could otherwise be a 4 ship list by replacing this card with a Z95.

Your example ARC can soak 3 damage a round as long as it does green maneuvers and doesnt shoot... but that's almost half your list that isnt shooting.

I'm not saying it isnt an extremely powerful card... I'm just saying it earns a 4+ point cost.

That same arc can just leave it on the cancel hit/crit side and get basically the same effect while still shooting, and save the regen side for if they're out of combat. Could also do it on Rey with c3p0 and kanan crew + new title. Sloop, clear stress, got threepio and title for evades. Plus rerolls of blanks on offense and defense. And given how ineffective 2 attack dice are right now, a 3 ship list is frequently BETTER than having a z95 as a fourth ship. And a 4 point upgrade isn't going to make the difference between a z95 or not. You've gotta have the other 8 points in there too...

For a comparison, Gonk droid for scum may be a point cheaper and still lets you shoot, but it requires _2_ actions to regen a single shield, takes up a valuable upgrade slot (ton of good crew) and can't be paired with any other regen. There's no reason for this upgrade to ALSO allow an extra modification on top of it's other effects. If you want a good upgrade, you might have to pass up another good one to get it. Shouldn't get the best of both worlds

What about dropping the regen side and moving the in arc damage reduction to the EPT slot, dropping the "extra slot" bit?

It's more powerful than outmaneuver, costs an extra point, takes an action... it may need some extra restructions as well?

XVtjD5y.jpg

Edited by Rakaydos

What about dropping the regen side and moving the in arc damage reduction to the EPT slot, dropping the "extra slot" bit?

It's more powerful than outmaneuver, costs an extra point... it may need some extra restructions as well.

XVtjD5y.jpg

I like it a lot better without the regen side. Though if it's going to be an upgrade that can go on any ship, possibly limit to range 1 or range 1-2 or something? Closest comparison is probably concord dawn protector. It's more expensive and takes an action, but works at any range currently vs only range 1, doesn't require you to be in their arc (if they ahve a turret), straight up cancels a hit or crit (better than a free evade token). As I already pointed out, this makes 2 attack ships even less effective than they already are. The EPT slot (or not adding an extra mod slot) does help at least.

Ooh, another idea for a limitation (whether combined win something above or instead of), make it only work if you have shields. Can't really double front the shields that aren't up at all anymore. Maybe even make it require more than 1 shield (gotta have 2 shields to "double" your front shield value).

Or another one that would be a good counter (and might even let you make it cheaper) is to make it so enemies outside of arc either get to convert a blank to a hit, or add a hit, or even do damage straight to hull ignoring shields (you moved em all to the front so the rear is defenseless).

With the last couple suggestions, you could probably make the action "toggle" the ability. Whether it's a dual sided card or however you wanted to handle it. Action sets deflectors forward, gives you extra defense with a liability or whatever that way until you take another acation to turn it off.

Was hoping to have the dual side be "Jousting" and "disengaged," but it seems that combo is too good.

Not a fan of Expose-like drawbacks, but might be worth while if it bought a decent effect on the second side.

This is what I'm looking at right now:

cwwKAqu.jpg

(of course, this means Garven Dres needs an EPT)

Edited by Rakaydos

Preview of my Chiss Clawcraft expansion. One of the ones in the running as a submission for me (gotta fix several images):

Jk02b9Y.jpg

My first thought?

Heavy Vanguard with Seismic torps.

My first thought?

Heavy Vanguard with Seismic torps.

Would have 6 shots then never be able to shoot again.

Also changed the wording to you "must" ignore any text telling you to discard to fire. Basically the idea is to be like the Outrider. You get to keep reusing the ordnance, but you're stuck with ONLY that and have no option to fire your primary unless you lose the ordnance to boba fett or something.

Edited by VanderLegion

First glimpse of my Ewing "Aces" pack :

pilots ->

- U1VIJDs.jpg - - - Eo0ldfI.jpg

First pilot he's just a blackmoon squadron with a "stupdly fun" extra ability. The other one, Kasan Moor, can be both an agressive ace and a support who take advantage of a fire-control system.

and upgrade ->

6xybIa2.jpg

Regen droids is, for me, part of the problem to balancing the Ewing without unleash Corran Horn. So, I take the road of swapping this slot. With this "sealed" tech, the lower Ewing pilot come at 25pts with a primed thruster. You can also just slap a Comm relay at no cost and stay at 27pts.

I also tweak the Ewing dial with the title but i keep this for another post ^^

I'll be incorporating BlueFive's idea of two separate competitions; one for best design, and a tournament with the custom cards. The best design competition will be held after the final versions of each expansion are completed, before the tournament begins, and will be a simple popular vote.

We'll be taking submissions in expansion format. I'll release guidelines for submission in a week or two, along with the overall season 2 rules. Each faction will get one new custom ship expansion, and one 'aces pack' expansion.

There will be a limit of two submissions per person. Additional entries per person might be accepted at my discretion, but will have to meet a higher bar for quality (quality being measured in terms of presentation, clear language on the cards, originality, and amount of entries for that category).

For the "aces pack", it's a 1 or a two ship pack ?

(I mean, no a 1 ship pack like the imperial ace, a 1 ship pack with 4 pilots and 3-4 upgrades)

Another problem with alpha strike is that it's just an EPT; it could go on any number of ships. Very dangerous card, I think.

It is. It's also very cheap.

I know it's an overpowered card and it needs review, but I find important to add cards that can fit everywhere to create some new interactions (specially in overlooked ships or combos).

For all that I took a headstart on the rebel ace pack, I'm actually a few cards short, especially for Xwing pilots after Myn gets dropped for being too complicated.

If I made High Yield Launchers Xwing and Ewing only, like Rogue squadron, I could shift to being a Bwing/Ewing pack easilly enough, and still carry my Xwing fixes.

Here's a link to a picture of Kdubb's prize for winning the season 1 tournament: PRIZE

It's not quite finished in that picture, but is coming along nicely.

Here's a link for the current drafts of submission forms: SUB FORMS

You can use those as a general guide for thinking about your eventual CCL S2 submissions.

These are not final, so if you have comments or suggestions, pipe up now. One thing that I'll note now is that normally, large ship and 'medium' small ship expansions (K-wing, starvipers, etc. - the ones that cost $19.99 MSRP) have more upgrade cards included in them. I'm going with a max of 4 (+1 optional autoinclude) new custom upgrades per custom ship to keep the amount of cards we get in submissions more manageable.

Each submission is going to be sent directly to [email protected], and is going to need card images, and files for those cards from whatever card generating software you use - typically strange eons. This is to make it easier for people to edit cards during the open development phase.

Edited by Babaganoosh

Ace pack 3- Most Wanted style.

Epic ship pack-in. (Transport xwing, raider X1, Gozanti Ties)