[CCL S2] InterceptorMad's Work

By InterceptorMad, in X-Wing

Hey all. Thought I would have a go at the CCL this season and I am loving coming up with card ideas. Now whether they are any good or not is where I need you guys. I FEEL that I've been pretty balanced and fair with abilities and costs and 'downsides' for things. But I am looking for any criticism you may have. Nothing gets better without other eyes to check it :) I've also (I think) aired on the higher side with card costs. So some extra eyes on what people think things are worth would be ace.

So here are the Y-Wing Aces pilots and upgrades I have. I've gone for the max amount of each card so far, so if something isn't working with a pilot or upgrade I can drop one or two.

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Have at it guys! I'm not sold on some wording here and there so feel free to suggest things.

Edited by InterceptorMad

I really like the ability of Old Astromech and I think that it is well costed.

Text-wise on it though, you don't need the Rebel Only as no other astromech has it and you shouldn't need the last sentence. There isn't any affects that remove tokens from cards so you shouldn't need to say that you can't do it.

I really like the ability of Old Astromech and I think that it is well costed.

Text-wise on it though, you don't need the Rebel Only as no other astromech has it and you shouldn't need the last sentence. There isn't any affects that remove tokens from cards so you shouldn't need to say that you can't do it.

Cheers! Yeah that was one I wasn't sure on. Wanted to make sure it was clear that you couldn't take stress off it. But it doesn't really need it. And the Rebel-only (like other things like that) are just future-proofing really. just in case :P

Updated it in the OP.

Edited by InterceptorMad

I think Alliance Workhorse needs some work. It's basically a 1point cheaper hull upgrade with a downside. I don't know about you but I have never seen a Y-Wing with a Hull Upgrade. With divert power being a mod as well I can guarantee workhorse would never be used.

Also for the cost I think Homing Torpedoes need a little something. Reduce the cost by one or range 1-3 possibly? I like that they don't spend the TL but a 3 die attack doesn't do a lot anymore. You could up the attack by 1 and still be good other than stepping on Proton Torps but no one uses them anyway.

I really like the expansion as a whole though. Good work!

This is one of the most well-rounded expansion ideas I've seen. Great job not creating anything completely useless or needlessly overpowered. Very well done.

Really like this, solid work.

R5-G4 seems slightly strong, as that's a lot of potential damage mitigation. My recommendation would be to drop it to 2 points, then have it flip the card facedown without resolving its effects. Probably not strictly necessary though.

Thank you all for the comments, and the praise. You always feel you are being fair with abilities and points but you don't really know till others see it. Glad I'm not off my rocker :P

Will be re-doing Homing Torpedoes and Alliance Workhorse based on feedback. They were two I wasn't 100% happy with anyway, but now I have actual reasons and feedback.

Really like this, solid work.

R5-G4 seems slightly strong, as that's a lot of potential damage mitigation. My recommendation would be to drop it to 2 points, then have it flip the card facedown without resolving its effects. Probably not strictly necessary though.

Isn't one of the droids very similar to that? R5 astro lets you do that in the end phase without a roll for a point. Maybe drop it to only mitigating the damage on a hit result, and if it does you receive a stress? I think that would be ok for 2 points and a unique droid. But let me know what you think.

Isn't one of the droids very similar to that? R5 astro lets you do that in the end phase without a roll for a point. Maybe drop it to only mitigating the damage on a hit result, and if it does you receive a stress? I think that would be ok for 2 points and a unique droid. But let me know what you think.

True, its easy to forget how bonkers better the Astromechs are to the equivalent Salvaged Astromechs. Compare R5 Astro to Salvaged Astro, which your card seems to fall between.

Right so I have dropped Alliance Workhorse entirely. Wasn't really finding another Y-Wing only 'fix' that worked or that you'd drop the titles or the dual card for. The max number of 'fix' cards is 3 anyway, so I didn't have to have 3.

And these are my updates of R5-G4 and Homing Torps.

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Currently now working on a Scimitar Assault Bomber set. Won't post that till I'm 100% happy with the Y-Wing though.

This is the best CCL stuff I've seen so far. Prices look fine. I'd fly those!

Thank you very much! Honestly very surprised by the praise I've had. This is the first time I've made any custom stuff. Addicted now, been making random pilots/upgrades too just to get ideas flowing.

Edited by InterceptorMad

So here is the next project: Scimitar Assault Bomber.

As it is a custom ship, I'm not as sure on things as with the Y-Wing. So I am very much looking for feedback on ship stats, dial and points costs.

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I also did a few upgrades for the set, with the title being the 'auto-include' optional card you can design (like the Arc or SF titles)

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What do we think?

Edited by InterceptorMad

I'm thinking these pilots might have some trouble cutting the mustard-

The Scimitar needs to be able to attack with ordnance to be worth anything (you can't field enough of them to do much damage with their primaries). Right now we have a few ordnance fixes to work with:

1. Munitions Failsafe: lame by comparison to EM nowadays

2. Extra Munitions: fixes 'single shot' problem

3. Guidance Chips: damage buff to adjust for lack of dice mod due to TL use to fire

4. LRS: fixes inability of low-PS ships to acquire TL

5. Deadeye: fixes TL requirement by replacing with focus requirement (eliminates need to predict enemy movement and set up shots in advance)

We saw powerful ordnance carriers (probably too powerful) in the Deadeye-scouts that were recently nerfed. They were powerful because of a combination of factors: Bulkiness (to survive long enough to launch), Deadeye (to allow for flexible target selection), good dice modification (from salvaged astromechs and GC), slot capacity for EM (mitigating cost of ordnance), and a turret primary weapon (supplementary shots when enemies are outside primary arc/inside min range).

Now, with all those factors weighing in their favor, deadeye scouts were deemed one step too high on the power curve. On the top tables, they performed well but were not supremely dominant. I would say they were about equal on the power curve to the other top archetypes of their day. I think they're a good starting point to build a good ordnance carrier. I use the deadeye scouts as a measuring stick.

Here's what I'm seeing for your scimitars in terms of ordnance:

Generic Scimitars:

LRS or GC?: LRS is better, since they need a way to reliably get TLs for the first engagement. But it telegraphs your target.

no deadeye

No viable backup weapon (except maybe bombs, which are expensive)

Bulky

EM capable

Overall impression: Not a good toolkit for ordnance delivery. LRS is practically mandatory to offer a decent chance to fire ordnance in the first exchange, but allows enemy to react, reducing reliability. LRS use prevents use of GC to increase damage potential. Dice modification on attack usually limited to focus token only (except for homing missiles).

Ayer:

LRS or GC?: Either could work, depending on enemy PS levels. GC may be better overall, but is still risky.

no deadeye

No viable backup weapon (except maybe bombs, which are expensive)

Bulky

EM capable

Ability not good for torps/missiles

Overall impression: A little better than generics due to PS jump, but might be better off using bombs instead of missiles and torps.

Marro:

LRS or GC?: GC for extra damage.

deadeye capable

No viable backup weapon (except maybe bombs, which are expensive)

Bulky

EM capable

Ability decent for torp/missiles, but getting a stress token doesn't seem good, based on the dial. May not be worth the cost to trigger in many cases.

Overall impression: OK, but probably not good enough to compete. Ability to take deadeye is nice, but is not as important as it is at lower PS levels; at PS8 you can acquire TL reliably in the same turn as you fire. Other EPTs to boost damage output or PS may be better. GC will boost damage output nicely. Cost will be prohibitive; minimum for the ship with decent missiles is 32 points, and you probably want to spend a few points on EPT and maybe a crew. Expected cost is around 35 points for two good missile attacks, but after that it will be hard to deal significant damage.

To wrap up, I should say that I think making a *good* ordnance carrier is super-difficult. Powerful ordnance carriers tend to end up being really nasty alpha-strikers, and an alpha strike can feel dirty. I think that's ultimately why deadeye scouts got hit with the nerf bat. Because ordnance is an all-or-nothing proposition (either you have that shot or you don't), balance is super tricky. It's easy to go over the top, but it's also easy to fall short of the mark. FFG has done both, but never really landed in the goldilocks zone.

Edited by Babaganoosh

Yeah with the stats and dial I aimed at between the Bomber and Punisher, but a little more maneuverable and 2 agility.

I totally understand where you are coming from. I'll have to go back to the drawing board and really try and see what would make this ship a good ordnance user.

I am not sure the Afterburner upgrade does anything. If you are stressed, you wouldn't be able to preform the SLAM action, therefor you won't ever have a stress to remove with SLAMing. Unless there is something I am not seeing...

Haha no, you aren't missing anything. Yet clearly I am. What a goof.

Least that opens up an upgrade card and a mod slot.

Edited by InterceptorMad

Yeah with the stats and dial I aimed at between the Bomber and Punisher, but a little more maneuverable and 2 agility.

I totally understand where you are coming from. I'll have to go back to the drawing board and really try and see what would make this ship a good ordnance user.

Good luck! It's not an easy task

I think that Scimitar dial is too good with the SLAM action too. Mainly the issue is in the 3 speeds I think.

I think that Scimitar dial is too good with the SLAM action too. Mainly the issue is in the 3 speeds I think.

What's the specific issue you're seeing? I'm not sure there's a problem, especially since this ship doesn't have a turret. It will be slippery, but needs that primary arc to get shots in, and isn't firing after a SLAM. I actually have much more aggressive version of this on my Scimitar, which has an upgrade allowing it to fire missiles even if it has a weapons disabled token.

Edited by Babaganoosh

Yeah the K-Wing has a decent dial (no reds, big 3s) and the Slam. And that has all the munitions slots (granted it doesn't get used for that as much)

The idea was that this is supposed to be a faster bomber/torp boat. So It can dodge a little better, and it can really turn on it's engines when needed. I'm thinking maybe take the 3-turns off (like a K-wing) and making the Afterburners give you a free evade action after a slam (as it isn't on the action bar) for 2 points. So you can choose between advanced slam or afterburners.

Will have to give it a proper think tomorrow.

Right guys, Scimitar Assault Bomber has been re-jigged. Take a look and see what you think.

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So what do we think? Better at ordnance now? Abilities and card suiting that better?

Edited by InterceptorMad

Inspired by Rogue One (no spoilers, promise), I felt I should switch the Y-Wing aces pack to an X and Y-Wing aces.

Here is what I have for the X-Wing side of the pack. Let me know what you think.

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Hey all. Thought I would have a go at the CCL this season and I am loving coming up with card ideas. Now whether they are any good or not is where I need you guys. I FEEL that I've been pretty balanced and fair with abilities and costs and 'downsides' for things. But I am looking for any criticism you may have. Nothing gets better without other eyes to check it :) I've also (I think) aired on the higher side with card costs. So some extra eyes on what people think things are worth would be ace.

So here are the Y-Wing Aces pilots and upgrades I have. I've gone for the max amount of each card so far, so if something isn't working with a pilot or upgrade I can drop one or two.

Have at it guys! I'm not sold on some wording here and there so feel free to suggest things.

Loved your expansion!

(Luckily I only had started my own Y-Wing "Veterans" expansion when I saw yours - now I don't need to do it anymore)

PS: some images are not loading.

PPS: you could increase the cost of the Old Droid OR make all stress go to it instead of making it optional.

Thank you very much, and no, go for it! It's so much fun even if you end up not entering it into the comp. I have no illusions about winning so I hope everyone enters what they want to make.

Cheers for the heads-up, should be fixed now.

Yeah Old Astro may work a little better if it's a 'must' thing with the stress.

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Liked the ideas but not the negative squad points cost.