if you are playing Soontir and someone has you in arc, you have messed up somewhere. Barrel roll and boost can be invaluable if it takes you out of arc. The only ships you them have to worry about are PWTs at range one, but with Autothrusters you can mitigate that. Boo hoo, you might take one damage...perish the thought that Soontir should be vulnerable.
[CCL] 181st Tie Intercepter Ace Halfpack
Alpha Squadron was part of the 181st, too. Look it up.
This may be but FFG implemented them as the absolute beginners in Tie Interceptors and they still need to earn their stripes, as well.
So, title card: awesome, but only with PS4 and above.
Is that supposed to be a thematic issue, or a narrative one?
PS3+, so soontier's boss can take the title, and there's a distinction between alpha, avenger and Saber.
if you are playing Soontir and someone has you in arc, you have messed up somewhere. Barrel roll and boost can be invaluable if it takes you out of arc. The only ships you them have to worry about are PWTs at range one, but with Autothrusters you can mitigate that. Boo hoo, you might take one damage...perish the thought that Soontir should be vulnerable.
Or you dun got blocked. Then your token stack is gone.
Any ship that gets blocked is vulnerable. A big strategy in the game is action denial through blocking. Prediction is a key component on the game. Why should Interceptors get special dispensation?
Any ship that gets blocked is vulnerable. A big strategy in the game is action denial through blocking. Prediction is a key component on the game. Why should Interceptors get special dispensation?
Because they are lots of Points in only 3 HP. This makes them UNUSUALLY VULERABLE when a block happens.
This title takes away defence we've gotten used to (with Royal guard) but makes it less vulnerable to blocking. Not invincible- it's still only 1 token, and a token that still has to play with fickle greens, at that- but less vulnerable.
I found it pretty easy to kill Soontir in the hands of an average player - since Soontir came out til today.
I want to keep Alpha Squadron in the 181st.
My argument is that since the title costs points, it costs them as much as a set of autothrusters to become the Best Blockers in the 181st- Ships that can boost or barrel roll into a possible blocking position and still have a defensive token.
That puts Avenger squadron at "Pay 2 points to avoid predator and PSkill those vulnerable to predator", not much of a role.
Saber Squadron is still the cheapest EPT generic.
The alternative is to raise the title to "PS3+", making Alpha Squadron dedicated blockers, Avenger squadron the lowest PS in the 181st, and Saber Squadron the cheapest EPT generic, and also in the 181st.
There you go.
Do you have an idea for Fel's Wrath - if you could reprint his card?
There you go.
Do you have an idea for Fel's Wrath - if you could reprint his card?
I'd have to ask the League Organizer if I'm allowed to, but yea, there's no way to "patch" his ability with a card.
Quality of life point cost reduction. While at 2 points the Autothruster Saber with Adaptability was a thing, at 1 point, the saber gains the ability to take PTL (and my Panels card) at 25 points, or Autothrusters/Crackshot.
I still dont want to make it PS3+, just because the Avenger Squadron is at an awkward point cost. For the cost of the Elite slot and 1 PS, the Avenger comes in at just barely too much for a 5 ship list. The PS1 Alpha squadron could bring a 5 ship list, at the cost of being vulnerable to Predator.
I could see it as PS3+ if the title cost 0 points- then the 5 ship list is available to the poor Avenger squadron- but that opens the Saber Squardon to taking Expertise/Panels, PTL/Mk2, or exotic builds like Elusiveness/Autothrusters, using the title's stress cancelation to use the card multiple times a round.
...I think I talked myself into a 0 point version, but I just know people are going to scream bloody murder about the intercepter's free stuff.
Since you are so dead set on turning them into defenders at least make them gain a focus if they are unstressed, especially if you are reducing the point cost
Possibly, though Im cautius about putting an obvous weakness in a ship that already dies to bombs, Wampa, Ten Numb, 4-5 die attacks, zuckuss, and One Lucky Crit.
Edited by RakaydosJust like most other small ships?
Just like most other small ships?
There's a difference between an Xwing's 5(6 with IA) HP and an interceptor's 3. Even the Awing, Heavy Scyk and Protectorate Fighter are less vulnerable to bombs with 4 health each. The Tie Phantom and Tie Advanced Prototype are not only tougher but are more resistant to crits, thanks to half their health being shields.
The ONLY ships as easy to kill with agility-bypass attacks are cheap swarmcraft- Light Scyks and Tie Fighters.
Rather than doing anything about that, I am leaving that hole wide open, with the exception of BMST, which the stress relief portion of the title helps with almost entirely by accident. That is the weakness of this title.
The unstressed part still isn't an obvious weakness since it works with itself, but it makes it a much more balanced card and gives it a different feel.
New title idea to get
5 x Alpha + PTL
or
4 X Saber + PTL + AT
on the table:
181 Fighter Group
title; Tie Interceptor only
Your upgrade bar gains an additional EPT slot.
-1 point
5 hours ago, Oberron said:The unstressed part still isn't an obvious weakness since it works with itself, but it makes it a much more balanced card and gives it a different feel.
It does complicate the timing issue, though. hmm...
--Check stress- Tetran Cowell, Stay on Target, Kturns, Debris
--Perform Action- Rage, Lt Lorir, Daredevil, Push the Limit
--Start of combat- /wingman/,
--When attacked- Elusiveness
--When attacking- Opportunist
Either it's [Start of turn], [After Check Stress], or [Start of Combat].
[Start of Turn] means that forced stress will ALWAYS shut down the token, but that maneuver based stress (Debris, Kturns, Stay on Target) can fail and you keep the token THAT round. (but lose it next round)
[Start of Combat] and [After Check Stress] both get a chance to recover from last round's stress. [Start of Combat] takes a risk on all stress producing non-combat EPTs and abilities, as well as ThermalDetonator mines, and red maneuvers. [After Check Stress] puts an exception for Action-based stress.
I didnt think I'd do this, but after analysing all that, I'm leaning toward keeping it "At Start of Combat" for focus generation, even with an unstressed requirement.
One more bump here, then I start putting the full expansion together.