23 hours ago, Odanan said:But these are not exactly meta pilots, right?
It would be crazy overpowerd on Vader i guess...
23 hours ago, Odanan said:But these are not exactly meta pilots, right?
It would be crazy overpowerd on Vader i guess...
24 minutes ago, xstormtrooperx said:It would be crazy overpowerd on Vader i guess...
Until some murdered him for having on ion.
42 minutes ago, xstormtrooperx said:It would be crazy overpowerd on Vader i guess...
I don't know, ACD only adds the critical hit to primary attacks, so I think Vader's primary attack is still better than this.
37 minutes ago, Kieransi said:I don't know, ACD only adds the critical hit to primary attacks, so I think Vader's primary attack is still better than this.
Good point!
Also, @Odanan , I really like the card and it seems very well-balanced as is. It is very cleanly and concisely worded, and really adds a boost to 2-attack ships without adding a real benefit to higher attack ships (without overly restricting squadbuilding).
It's just me, but what if you increase the cost back to two and add
"This attack ignores weapons disabled tokens."
"If your primary weapon value is two or lower, you may add range bonuses to this attack."
I'd love quintuple GUNBOATs with this to be decent, and I also think that this way you could still fit seven TIE Fighters with it (so 1 vs. 2 points isn't a problem). At first thought, Mauler Mithel would seem overpowered with it, but I also think that Mauler Mithel isn't really worth it unless he gets two four dice attacks out of it (because that range one is so hard to line up and at the cost he's competing with Scum's N'Dru, who can much more easily line up a massive 4+4 dice attack with Cluster Missiles.) Also, two 2-dice attacks are still very hard to hit a lot of ships with now. 3 dice at range 1 might help make it meta-viable.
Edited by Kieransi14 hours ago, Kieransi said:"This attack ignores weapons disabled tokens."
"If your primary weapon value is two or lower, you may add range bonuses to this attack."
TBH that would work well as it's own card I think, this would be better as either a cannon, missiles (less inclined because we have unguided) or torpedo. maybe turret with ((in arc only) Also less inclined because sync turret).
stuff like this and Odanan's Rapid fire would really help lower powered ships.
I prefer buffing the older ships; via new releases that make them more interesting by changing their role or how they play.
Although Vader might not like it very much since its a primary, other Advanceds with AC instead of ATC might like it.
However, I agree, this isn't a fix for 2 primary weapon ships. It is just a 2 attack secondary weapon that works.
I don't think it should be a secondary weapon. I think allowing it to get range bonuses and additional dice enhancements should be the point. Those pilots and cards supposed to be better than your average guy. I would hate it if using these weapons would only work for the average guys, and not the especially shooty ones.
The TAP for example is not a great ship, adding something that buffs them attack wise would be great (since they are overpriced, and don't even have double EPT like A-wings). However, a fix should not make the basic TAP-s better at shooting than the Inquisitor. Anything they get, so should he.
What if it gave 2 jam tokens? At first it seems like less, until you realize you are sacrificing 2 token actions(or more because they stack indefinitely)
51 minutes ago, MandoBard said:What if it gave 2 jam tokens? At first it seems like less, until you realize you are sacrificing 2 token actions(or more because they stack indefinitely)
The Rapid Fire upgrade should buff the offense of the N-1 and other 2-attack ships without setting them up to die for it. 2 Jam tokens is a great way to get single action ships killed.
Edited by jmswoodJust make it like this,
Rapid-fire Laser Capaciters: dual card- 1 point Modification small ship only
Side one: Attack 2 range 1-3: Perform this attack twice, then flip this card. You may not equip this card if your attack value is 3 or higher.
Side two: Action: flip this card. You may not equip this card if your attack value is 3 or higher.
Edited by BadMotivator5 hours ago, BadMotivator said:Just make it like this,
Rapid-fire Laser Capaciters: dual card- 1 point Modification small ship only
Side one: Attack 2 range 1-3: Perform this attack twice, then flip this card. You may not equip this card if your attack value is 3 or higher.
Side two: Action: flip this card. You may not equip this card if your attack value is 3 or higher.
Simpler than the dual card I designed. Making the recharge an action would almost certainly staple this card to PtL. It would be less viable on pilots without EPT.
Maybe the N-1 could have a title that flips the Rapid Fire dual card for free. Then other ships can use Rapid Fire with the action to flip, and the N-1 does it better, because N-1.
Naboo Defense Fleet (title, 1 point) “You must equip the Rapid Fire Capacitors upgrade, paying the squad point cost normally. After you execute a maneuver, if you are not stressed, you may flip Rapid Fire Capacitors.”
Edited by jmswood5 hours ago, BadMotivator said:Just make it like this,
Rapid-fire Laser Capaciters: dual card- 1 point Modification small ship only
Side one: Attack 2 range 1-3: Perform this attack twice, then flip this card. You may not equip this card if your attack value is 3 or higher.
Side two: Action: flip this card. You may not equip this card if your attack value is 3 or higher.
Make it a Cannon with 'when equipping this card you may treat this as a Modification upgrade if your aattack value is 2 or lower' and you've got my vote. Linked Rapid Fire Scyks, and a useful cannon for the Gunboat.
You wouldn't need to staple it to PTL, though on an Ace it would be a good combo.
I was thinking more of a swarm style list with a lot of TIEs who would simply take every other turn to perform modded attacks, or just rely on weight of unmodded dice.
Edited by BadMotivator
fun fact: unmodded dice hate people.
11 hours ago, BadMotivator said:You wouldn't need to staple it to PTL, though on an Ace it would be a good combo.
It would be functional, but not good. PtL ships are better off using actions to reposition or modify dice. Adding more demand to action economy without increasing supply is a recipe for mediocrity or worse.
11 hours ago, BadMotivator said:I was thinking more of a swarm style list with a lot of TIEs who would simply take every other turn to perform modded attacks, or just rely on weight of unmodded dice.
Swarms already suffer from a lack of action efficiency and dice modification. That’s the reason Howlrunner was so important to the traditional TIE swarm.
On 11/26/2017 at 0:19 PM, Odanan said:New version:
I removed the 2 attack max requirement and reduced the cost. Is it broken in any ship?
I tried this last night; It's good, the 1pt cost seem more in line. I was able to play; 3 games, TIEs and A-Wings again.
Juke, Snapshot - A-Wings, love this card, and choosing the moment to use this is key, if you chose the wrong time to fire this; the 1 forward gets you killed. but if you time it right, (stressed enemy who can't get you next turn) you're laughing.
TIEs love it; but same again it's all about timing; Mauler Mitel; with SnapShot is a machine with this; but after the first game he got focuses fire off board as my opponent was keen not to relive the last game. HLC Dash wasn't a fan of Mauler.
Lost two games and won one . TIEs won and A-Wings lost though it was the closest game with 2 dice ships vs dash in a long time.
41 minutes ago, the1hodgy said:I tried this last night; It's good, the 1pt cost seem more in line. I was able to play; 3 games, TIEs and A-Wings again.
Juke, Snapshot - A-Wings, love this card, and choosing the moment to use this is key, if you chose the wrong time to fire this; the 1 forward gets you killed. but if you time it right, (stressed enemy who can't get you next turn) you're laughing.
TIEs love it; but same again it's all about timing; Mauler Mitel; with SnapShot is a machine with this; but after the first game he got focuses fire off board as my opponent was keen not to relive the last game. HLC Dash wasn't a fan of Mauler.
Lost two games and won one . TIEs won and A-Wings lost though it was the closest game with 2 dice ships vs dash in a long time.
Cool!! Nice to see this in action.
I have questions:
What would it take to make the N-1 a 12-point swarm ship?
Would the resultihg ship still be an N-1?
Here are my thoughts:
Shara, Leia and Soruna flew N-1’s without astromechs, and as far as we know they did not have torpedoes equipped either.
An N-1 only upgrade could give up Astromech and Torpedo for a point savings. I would give it the torpedo and astromech icons, negative squad point value and no card ability.
How many points would that be worth?
Would a PS1 generic N-1 with a net cost of 12 points be balanced against other 12 point ships?
22 minutes ago, jmswood said:I have questions:
What would it take to make the N-1 a 12-point swarm ship?
Would the resultihg ship still be an N-1?
Here are my thoughts:
Shara, Leia and Soruna flew N-1’s without astromechs, and as far as we know they did not have torpedoes equipped either.
An N-1 only upgrade could give up Astromech and Torpedo for a point savings. I would give it the torpedo and astromech icons, negative squad point value and no card ability.
How many points would that be worth?
Would a PS1 generic N-1 with a net cost of 12 points be balanced against other 12 point ships?
They used some generic astromechs.
But I think the N-1 would never be a 12 points ship. For comparison, the TIE/fo PS 1, with similar stats, is 15 points and don't have droid or torpedo. A PS 2 N-1 would be at least 16 points (more like 17).
Edited by Odanan@Odanan I’m too inept to post pictures, but I went back to the comic to verify. When the characters are in the hangar, Shara says she doesn’t see any droids. In the frame where they fly out of the hangar, the astromech socket is clearly empty, then on the next page they are in space with astromechs. I think the editors missed something, one way or the other.
That being said, I agree with your points assessment. What if the points adjustment card gave up a shield too?
7 hours ago, jmswood said:@Odanan I’m too inept to post pictures, but I went back to the comic to verify. When the characters are in the hangar, Shara says she doesn’t see any droids. In the frame where they fly out of the hangar, the astromech socket is clearly empty, then on the next page they are in space with astromechs. I think the editors missed something, one way or the other.
That being said, I agree with your points assessment. What if the points adjustment card gave up a shield too?
I actually think those are port shields put on due to lack of astomechs for atmospheric flight
13 hours ago, jmswood said:@Odanan I’m too inept to post pictures, but I went back to the comic to verify. When the characters are in the hangar, Shara says she doesn’t see any droids. In the frame where they fly out of the hangar, the astromech socket is clearly empty, then on the next page they are in space with astromechs. I think the editors missed something, one way or the other.
That being said, I agree with your points assessment. What if the points adjustment card gave up a shield too?
6 hours ago, MandoBard said:I actually think those are port shields put on due to lack of astomechs for atmospheric flight
Cool!!
Edited by Odanan
Weapons Upgrade (missile upgrade, 5 pts?) small ship only?
increase your primary weapon value by one when attacking from primary firing arc.
(Possibly restricted to att 2 or lower ships, or capped at 3 att max)
Repeating laser cannons (TIE only Modification) 4 pts?
can only equip if att is 2 or lower.
increase primary weapon value by one when attacking at range 1-2.
this would make Backstabber and Mauler extremely dangerous but expensive for 3 hp ships.
3 hours ago, Odanan said:
This is good. It’s viable for every ship with an astro slot, and the Modification restriction makes sense. Maybe even add text to allow ships with the Salvaged Astro icon to equip it.
As for getting the cost of a PS1 down to 12 points, thematically the Rebels should not have a swarm ship anyway. I guess that’s why I’m fine with the generic Z-95’s the way they are. They’re cheap enough to swarm, but better suited for filler than swarming.
I just hope there's a generic bravo squadron pilot.
Rebels already have 3 ships with only unique pilots once the phantom 2 comes out. No need for a 4th.