Announcing: Custom Card League Season 2

By Babaganoosh, in X-Wing

A couple last minute "check my math" entries I may use with an N1 starfighter.

9mtiYxH.jpg
Obsolite before even Phantom Menace, the R1 was notable for using an off-the-shelf Reactor Maintinance droid chassis, hardened against all forms of radiation.
Taller than most astromechs, I thought about making this N1 Naboo Starfighter Only- a droid to fit the N1's decapitating droid slot.
Mechanically, all the R1 does is get shot and not care. You effectively get an extra defence die once per round, after your shields are down- but the attack still counts as hitting, and if you prevent any damage with it, you get a stress.

cwTyhPf.jpg

Chopper was one of the last C1 models when he was recovered from a clone wars Ywing bomber on Ryloth. As a 0 point astromech, it has a once per game effect. I could have made it discard, and that's a resonable "balance" decision to have made- I preferred to let it use it's "free Adreniline Surge" effect, THEN get blown up by Integrated Astromech.

Is this good? (second part of my Phoenix Squadron "Aces" Expansion)

x_wing_miniatures__b_wing_upgrades_by_od

Edited by Odanan

Is this good? (second part of my Phoenix Squadron "Aces" Expansion)

x_wing_miniatures__b_wing_upgrades_by_od

Same problem early versions of my own CBC had- it's better at alpha-ing down Tie Intercepters than killing Decimators.

Is this good? (second part of my Phoenix Squadron "Aces" Expansion)

Same problem early versions of my own CBC had- it's better at alpha-ing down Tie Intercepters than killing Decimators.

Indeed!

Here is a revised version (completely based on your ideas):

x_wing_miniatures__b_wing_upgrades_by_od

Issues:

- I wanted the Multi-Cannon to be exclusive to a ship with the Blade Wing Prototype mod. Right now it isn't.

- Might need a "limited" or some people will take two Multi-Cannon cards in the same ship. Originally, the weapon used 2 cannon slots, and maybe I should return to that.

Edited by Odanan

cwTyhPf.jpg

Chopper was one of the last C1 models when he was recovered from a clone wars Ywing bomber on Ryloth. As a 0 point astromech, it has a once per game effect. I could have made it discard, and that's a resonable "balance" decision to have made- I preferred to let it use it's "free Adreniline Surge" effect, THEN get blown up by Integrated Astromech.

What if you removed the once per game requirement but had it deal a facedown damage card for each stress token on it?

Can we put a common upgrade card on two separate submission ?
I made a System Dual Card that's I like on both of my Ewing Ace pack and my Nubian Stiletto. So can I submit both with 1 common upgrade card ?

Interesting question; I'll say that yes you can, but if both of your submissions move into the final phase, we'll move the card to just one expansion so we consolidate development on it.

Interesting question; I'll say that yes you can, but if both of your submissions move into the final phase, we'll move the card to just one expansion so we consolidate development on it.

That's what i initially thinking :)

cwTyhPf.jpg

Chopper was one of the last C1 models when he was recovered from a clone wars Ywing bomber on Ryloth. As a 0 point astromech, it has a once per game effect. I could have made it discard, and that's a resonable "balance" decision to have made- I preferred to let it use it's "free Adreniline Surge" effect, THEN get blown up by Integrated Astromech.

What if you removed the once per game requirement but had it deal a facedown damage card for each stress token on it?

Here's a version that works better with my N1's shielld/hull ratio.

c8OVhit.jpg

The voting on Season 1 cards is complete (has been for a while). Thanks to all the participants from the season 1 tournament who voted!

Here's the verdict on season 1 cards:

SHIPS:

TIE Avenger: Revise

Assault Gunboat: Revise

Sorosuub 3000 yacht: Revise

V-wing: Revise

PILOTS:

Keep: Myn Donos, Ooryl Qrygg, Rogue Squadron Ace, Savan, Talonbane (Sviper)

Revise: Yrsa Haru,

Remove: Aeron Azzameen, Shara Bey (A-wing)

UPGRADES:

Keep: Aegis flares, Whistler

Revise:custom job, Jayhawk, R5-M12, Lock-threat warning sys, R4-A14, concealed warheads, adrenaline stims, TIE/sa

Remove: Jabba, Z-95 AF4, Death mark, underslung blaster, hutt cartel, Lt. Blount, torp loadout, R9 astromech

More details on how we'll be doing the card revision will be coming. Generally speaking, you'll have the opportunity to submit a revised version of cards that were voted to get revisions. If any of those cards don't have a revised version submitted, they'll be removed from the extension. If there are no revised versions of a card that have an overall positive vote rating, that card will be removed.

Edited by Babaganoosh
4 hours ago, Babaganoosh said:

More details on how we'll be doing the card revision will be coming. Generally speaking, you'll have the opportunity to submit a revised version of cards that were voted to get revisions. If any of those cards don't have a revised version submitted, they'll be removed from the extension. If there are no revised versions of a card that have an overall positive vote rating, that card will be removed.

Revised Assault Gunboat here (at least my take on it): all ships had an increase of 2 squad points and the system upgrade was added. (also, new title, upgrades and pilots)

Revised TIE Avenger here: maneuver dial completely remade and titles revised.

EDIT: Hold on. I will review the entirely TIE Avenger. 1st, remove the fandom character (Sedaya) and her Squadron and replace for legends counterparts. Second, replace the Nerwal's name for his nickname (and gave him another ability). Here are the reviewed pilots:

x_wing_miniatures__tie_avenger_pilots_by

Now the reviewed upgrades:

x_wing_miniatures__custom_tie_avenger_up

Edited by Odanan

I think I'll have a go at the Tie Aggressor as a 4th entry to up the Imperial numbers.

On 2/9/2017 at 4:20 PM, Odanan said:

Revised Assault Gunboat here (at least my take on it): all ships had an increase of 2 squad points and the system upgrade was added. (also, new title, upgrades and pilots)

Revised TIE Avenger here: maneuver dial completely remade and titles revised.

EDIT: Hold on. I will review the entirely TIE Avenger. 1st, remove the fandom character (Sedaya) and her Squadron and replace for legends counterparts. Second, replace the Nerwal's name for his nickname (and gave him another ability). Here are the reviewed pilots:

x_wing_miniatures__tie_avenger_pilots_by

Now the reviewed upgrades:

x_wing_miniatures__custom_tie_avenger_up

TIE/Ad is very much a huge no for me.

Adding a weapons slot, and a far, far superior version of R2-D2 that isn't unique for only 4 points is absolutely insane.

R2-D2 only triggers on green maneuvers; for an X-Wing, that's a total of 4; all 1 speeds, and 2 straight. For the TIE/AD, that's like, 9 maneuvers if i remember correctly, 4 of those being turns. Did i mention that it's not unique? It's already bad enough that Empire token stacks better than nearly every faction, but that on top of regen, with linked cannons doing a tractor beam into primary weapon attack. It'd be absolutely unbeatable. I mean that very seriously; Focus+Evade+Palp+Regen+Tractor+Primary attack every single turn. It has the firepower of a TIE/D with the damage dodging potential of /X7 for a cheaper price point than either one for equivalent pilot skill. Imagine 3 of them.

TIE/x2 is fine, though.

TIE/AD is really the only thing that needs to change.

Edited by Razgriz25thinf
5 hours ago, Razgriz25thinf said:

TIE/AD is really the only thing that needs to change.

What if you needed to assign a weapons disable token to your ship in order to regain the shield?

5 minutes ago, Odanan said:

What if you needed to assign a weapons disable token to your ship in order to regain the shield?

No, cause you can still token stack and run away, then come back and keep fighting. Besides, i'm pretty fine with Regen being almost exclusively a Rebel thing. Cause nobody uses Gonk anyways.

I'd honestly say ditch regen and go for something else. Rebel Regen is already really good as-is, Imperial Regen would be way, way better than that thanks to high AGI and lots of access to dice mods PLUS generally better ship mobility.

7 hours ago, Razgriz25thinf said:

No, cause you can still token stack and run away, then come back and keep fighting. Besides, i'm pretty fine with Regen being almost exclusively a Rebel thing. Cause nobody uses Gonk anyways.

I'd honestly say ditch regen and go for something else. Rebel Regen is already really good as-is, Imperial Regen would be way, way better than that thanks to high AGI and lots of access to dice mods PLUS generally better ship mobility.

One more try:

ugrade_custom_tie_ad_by_odanan-daywpfa.j

You give up your action for a 37,5% chance of recovering 1 shield. Is that still OP?

Why do I insist on this? Because the Empire IS the super power of the galaxy. Their elite ships have the most advance technology and shields (TIE Phantom, TIE Defender, TIE Avenger, Missile Boat). Refusing to give the Empire a regen because of "thematics" is simply wrong.

2 hours ago, Odanan said:

One more try:

ugrade_custom_tie_ad_by_odanan-daywpfa.j

You give up your action for a 37,5% chance of recovering 1 shield. Is that still OP?

Why do I insist on this? Because the Empire IS the super power of the galaxy. Their elite ships have the most advance technology and shields (TIE Phantom, TIE Defender, TIE Avenger, Missile Boat). Refusing to give the Empire a regen because of "thematics" is simply wrong.

This is probably the closest you can get. Especially by making it an action, and one that might not even work. I'm still not 100% on board, given that it's not unique, but i think here it's usefulness is dubious enough that someone might use it only for the cannon slot. My #1 complaint was that for the same cost as R2-D2, you were getting a vastly superior non-unique version of R2-D2. Here, it's looking more like R5-D8, just for shields instead, and for 1 extra point adds a tractor beam or your other cannon. which, balance wise, i'm alright with.

Gameplay wise with faction identity i still really don't like giving Empire regen, as it's basically the only special thing that Rebels have to themselves anymore, it's the one thing that makes them stand out. Simply for the sake of preserving faction identity in-game, i would not introduce this as a card. For that reason, i still can't say i would vote to approve this card. It's not OP anymore(i would still playtest the hell out of this just in case and see what happens), but gameplay > fluff as FGD would say, and this card represents fluff > gameplay.

Edited by Razgriz25thinf

Regen in general is a very dangerous mechanic, and personally one that I do not like to deal in. This doesn't look so bad as far as regen mechanics go, but be very careful!

3 hours ago, Razgriz25thinf said:

This is probably the closest you can get. Especially by making it an action, and one that might not even work. I'm still not 100% on board, given that it's not unique, but i think here it's usefulness is dubious enough that someone might use it only for the cannon slot. My #1 complaint was that for the same cost as R2-D2, you were getting a vastly superior non-unique version of R2-D2. Here, it's looking more like R5-D8, just for shields instead, and for 1 extra point adds a tractor beam or your other cannon. which, balance wise, i'm alright with.

Gameplay wise with faction identity i still really don't like giving Empire regen, as it's basically the only special thing that Rebels have to themselves anymore, it's the one thing that makes them stand out. Simply for the sake of preserving faction identity in-game, i would not introduce this as a card. For that reason, i still can't say i would vote to approve this card. It's not OP anymore(i would still playtest the hell out of this just in case and see what happens), but gameplay > fluff as FGD would say, and this card represents fluff > gameplay.

This make the ship quite unique. It's like a shark that will strike hard and escape to the edge of the map to recover itself. I look forward to see it on the table.

7 minutes ago, Odanan said:

This make the ship quite unique. It's like a shark that will strike hard and escape to the edge of the map to recover itself. I look forward to see it on the table.

Still, though... 3 ASVs with TIE/AD, adaptability, linked cannons, and tractor beam is a stupidly good PS5 ship shooting at a -1 AGI target with 3 attack dice that also has the ability to regenerate. This kind of thing is the EXACT SAME problem i had with Gunboats last season. Personally here's my suggestion:

Take the regen half of TIE/AD and make a new, unique title with that ability on it. That way only 1 ship can ever regen in an Imperial list. You can even make the regen easier to do, but it should never be non-unique.

Edited by Razgriz25thinf
38 minutes ago, Razgriz25thinf said:

Still, though... 3 ASVs with TIE/AD, adaptability, linked cannons, and tractor beam is a stupidly good PS5 ship shooting at a -1 AGI target with 3 attack dice that also has the ability to regenerate. This kind of thing is the EXACT SAME problem i had with Gunboats last season. Personally here's my suggestion:

Take the regen half of TIE/AD and make a new, unique title with that ability on it. That way only 1 ship can ever regen in an Imperial list. You can even make the regen easier to do, but it should never be non-unique.

I think I agree that regen should not be on a generic ship. If you can guarantee that your last ship will have regen, you put yourself in a very good position

35 minutes ago, Babaganoosh said:

I think I agree that regen should not be on a generic ship. If you can guarantee that your last ship will have regen, you put yourself in a very good position

Yeah.

I'm going to give an in-depth breakdown of what Regen for Rebels looks like.

The ability for Rebels to regen shields falls into one of 3 categories; Astromech, Crew, and Pilot Ability. There are 2 astromechs that can regen shields, R2-D2 and R5-P9, 2 crew that can regen shields, Chewbacca and R2-D2, and one pilot that regens, Miranda Doni.

All of these things are unique. Generic pilots can, technically, equip 80% of these regen mechanics, but typically this is not done as the core principal behind rebel regen is keeping something dangerous and powerful on the table longer, and most generic pilots aren't as dangerous as ace pilots. And, simply put, this isn't done because it cannot be replicated. It is easier to tool out an Ace for a particular kind of regen than tool out a generic for a similar price but ultimately less gain in the long-run. There are 3 ships that commonly use the Astromech regen droids, the E-Wing, the ARC-170, and the T-70. All of these have three things in common; Only the highest PS pilot utilizes regen, they all use the same astromech(R2-D2, commonly, with the rare exception of Poe), and they all cost more than 38 points in their optimal builds. This means you cannot have more than 2 ships with Astromech regen on the table at once. Miranda Doni's minimum cost is typically about 37 points, meaning that she cannot be used in tandem with more than 2 other regen ships at once, unless some very serious price skimping is used; And that's arguably less effective than just not doing triple regen at all. In short, it's prohibitively expensive to field effective triple regen lists.

Additionally, these are all different ships, and they utilize strikingly different tactics, making them hard to work together.

What's more, is that these ships aren't particularly fast, at least not naturally. Corran is the fastest; but he requires Engine Upgrade to be as fast as possible. Corran absolutely cannot be put in a list with another regen ship, simply because he's 50+ points just by himself. So, the Regen ships themselves are slow and not particularly hard to corner, especially considering R2-D2 locks them into slow, predictable maneuvers. Not having multiple regen means that if you can eliminate the Regen ship early game by focusing fire on it, then that player's late game is gone, not just simply because the ability to regen is amazing late game, but simply because it's so expensive the rest of the list needs to cut corners just to make it in. ARC-170s also require the use of Biggs, so that's yet another expenditure of points that isn't going into pure offense if you choose to go that route.

The only ship capable of regen that is higher than AGI 2 is the E-Wing. And, again, that costs 50 points just by itself. Also meaning that you can't afford to put in any support or synergistic abilities to provide tokens or other dice mods.

So, back to TIE/AD. For 33 points, you get a statline and action bar identical to the E-Wing, a better dial than the E-Wing, PS 5, Corran-level firepower through tractor beam to attack(per ship), and, of course, triple regen. The reason that nobody used R5-D8 was because for the same price there was much better options for that upgrade slot. But TIE/AD is the best option for that title slot, by far. There's no reason not to take it. Is it broken? Maybe, maybe not. Doesn't really matter; It's stealing the one unique thing Rebels have left except at a much more affordable price point that can be replicated through generic pilots for NO REASON.

And thematically, i'd argue that the Empire, regardless of their "super power" status, still wouldn't be capable of regeneration quite on the same scale. All ships with shields can recover them, but no Imperial ship has an Astromech. Repair droid, hyperspace calculator, and systems operator all in one. Given that turns are roughly a few seconds in the X-Wing game, only Astromechs would be able to organize the energy to be able to so rapidly recover lost shielding. R2-D2 does this by cutting engine power to move it to shields, which is why green maneuvers recover shields, for example. Imperial ships don't have a dedicated droid governing their power systems to so rapidly regen their shields. This is why the only 3 things in the game that regenerate shields are crew(chewbacca, a skilled engineer and repairman), droids, and skilled pilots.

Besides, theres nothing in the source material for TIE Avengers that suggests they recover shields at such a significantly enhanced rate compared to other ships.

Edited by Razgriz25thinf

Well, lets compare the TIE Avenger + title TIE/ad with other ships.

TIE Avenger ODP (+ title TIE/ad) vs. E-Wing Knave (+ R2-D2)

  • Avenger has 1 more PS
  • Same attack, same agility, same hull, same shield, same action bar
  • E-Wing has better upgrade bar
  • Avenger has better dial
  • E-Wing with R2-D2 is much, much better for regenerating (easy to do greens, while Avenger loses an action AND has only 37,5% of chance of regen)
  • Avenger is 2 points cheaper
  • CONCLUSION: considering how the E-Wing was always overpriced, I don't see the Avenger a much better option.

TIE Avenger ODP (+ title TIE/ad) vs. X-Wing T-70 BSN (+ R2-D2)

  • Same PS, attack, shield and cost
  • 1 more agility for Avenger, 1 more hull for the T-70 (plus imuniy to 1 damage if using the Integrated Astromech)
  • Avenger has better action bar
  • T-70 has better upgrade bar
  • Avenger has better dial
  • T-70 with R2-D2 is much, much better for regenerating
  • CONCLUSION: a little advantage for the Avenger? (and the T-70 is not the most meta ship out there...)

Considering neither the E-Wing or the T-70 are meta ships, I don't see the Avenger being OP.

So what if you can take 3 with title to a match? Her regen is very, very uncertain. R5-P9, for instance, is equivalent and much better (for 1 less squad point).

I'm not trying to steal the Rebels' special snowflake, I'm just proposing an Imperial ship that will play differently.

Edited by Odanan
2 hours ago, Odanan said:

Well, lets compare the TIE Avenger + title TIE/ad with other ships.

TIE Avenger ODP (+ title TIE/ad) vs. E-Wing Knave (+ R2-D2)

  • Avenger has 1 more PS
  • Same attack, same agility, same hull, same shield, same action bar
  • E-Wing has better upgrade bar
  • Avenger has better dial
  • E-Wing with R2-D2 is much, much better for regenerating (easy to do greens, while Avenger loses an action AND has only 37,5% of chance of regen)
  • Avenger is 2 points cheaper
  • CONCLUSION: considering how the E-Wing was always overpriced, I don't see the Avenger a much better option.

TIE Avenger ODP (+ title TIE/ad) vs. X-Wing T-70 BSN (+ R2-D2)

  • Same PS, attack, shield and cost
  • 1 more agility for Avenger, 1 more hull for the T-70 (plus imuniy to 1 damage if using the Integrated Astromech)
  • Avenger has better action bar
  • T-70 has better upgrade bar
  • Avenger has better dial
  • T-70 with R2-D2 is much, much better for regenerating
  • CONCLUSION: a little advantage for the Avenger? (and the T-70 is not the most meta ship out there...)

Considering neither the E-Wing or the T-70 are meta ships, I don't see the Avenger being OP.

So what if you can take 3 with title to a match? Her regen is very, very uncertain. R5-P9, for instance, is equivalent and much better (for 1 less squad point).

I'm not trying to steal the Rebels' special snowflake, I'm just proposing an Imperial ship that will play differently.

You can't run 3 e-wings or T-70s with R2D2 though. Ditto R5P9. And the above avenger title isn't limited to greens, so it's easier to run away out of the fight and regen - even with only a 3/8 chance per action to trigger it - then come back. Especially if you have multiple ships you can rotate out.

15 hours ago, Razgriz25thinf said:

And thematically, i'd argue that the Empire, regardless of their "super power" status, still wouldn't be capable of regeneration quite on the same scale. All ships with shields can recover them, but no Imperial ship has an Astromech. Repair droid, hyperspace calculator, and systems operator all in one. Given that turns are roughly a few seconds in the X-Wing game, only Astromechs would be able to organize the energy to be able to so rapidly recover lost shielding. R2-D2 does this by cutting engine power to move it to shields, which is why green maneuvers recover shields, for example. Imperial ships don't have a dedicated droid governing their power systems to so rapidly regen their shields. This is why the only 3 things in the game that regenerate shields are crew(chewbacca, a skilled engineer and repairman), droids, and skilled pilots.

Besides, theres nothing in the source material for TIE Avengers that suggests they recover shields at such a significantly enhanced rate compared to other ships.

Any ship can regenerate shields. It's not something hard to do, actually (it was one of the first things learned by new pilots).

About the source material, there is one reference, actually:

"In X-wing Alliance, the Avenger's speed is significantly toned down. Its maximum shield level is reduced to below that of an X-wing, though it regenerates faster. The TIE Defender's attributes were also similarly toned down for balance issues." (end of this page)