Why "Rebel Veterans" is a hard choice.

By rafcpl6868, in X-Wing

3 hours ago, FlyingToaster said:

Except they open the S-foils as they start their dive.

Good point. I guess the whole topic is moot, since the pilots saw more merit in the increased firepower and shielding that open S-foils provided over extra speed.

3 hours ago, Ram said:

This is a fun subject for sure!

If I was to make a Rebel veterans, this is what I would do:
* Make it an E-wing/Y-wing set. We have loads and loads of pilots for T65, T70, B:s and A:s. We need some variations on the E and Y.
* Add a -1 cost astromech. Something like "Pre-mounted astromech, -1 point, your 1-3 straights are green (maybe even that the 1 banks are too)". This would make it possible to run 5 T65s, start helping with the fact that the standard E is overcosted and also help the Y-wing with adding a few more greens.
* Add a title for the E-wing, something like "Non-optimized/Unconfigured E-wing, -2 points. You can equip this title only if you are not an unique pilot".
* Add a 3-4 point astromech (perhaps 2 points) or some other rebel unique feature that somehow in a fair and non-OP way promotes small group formation flying. Perhaps something like "Shared shielding (astromech/whatever). Once per turn, all ships with <this> can reduce its agility with 1 to increase the agility of another ship with <this> within range 1 by 1".
* Some other little thing that can boost the E:s and the X-wings a bit. I think someone suggested something like a title that lets you equip two modifications with the cost of 3 or less. Then at least Wedge could get IA and Vectored thrusters at the same time.

But maybe those ideas are a bit too weak, IDK.

Maybe this would be op, but how about a 1 point non-unique astromech that works kinda like attani , where each friendly ship range 1-2 shares a pool of shields. Something to the degree of;

When you are hit by an attack, you may cancel any number of hit (not critical results as there needs to some sort of drawback to it), for each result canceled you must remove 1 shield from a ship at range 1-2 with this upgrade.

I love this idea but biggs doesn't need 12 more health per game. Maybe it can be a once per round type of thing.

Edited by rafcpl6868
On 2017-04-30 at 2:48 PM, rafcpl6868 said:

Maybe this would be op, but how about a 1 point non-unique astromech that works kinda like attani , where each friendly ship range 1-2 shares a pool of shields. Something to the degree of;

When you are hit by an attack, you may cancel any number of hit (not critical results as there needs to some sort of drawback to it), for each result canceled you must remove 1 shield from a ship at range 1-2 with this upgrade.

I love this idea but biggs doesn't need 12 more health per game. Maybe it can be a once per round type of thing.

Yeah, those are good thoughts. It is a tough balance due to Biggs. Like you, I would love some squad based durability, but I dont want to make Biggs even better doing it.

For the X-wing, another idea that I know several people has been toying with is something with the S-foils. My take on it has basically been "Sfoils in attack position: When attacking, roll one additional attack die, when evaluating the result choose one die not to be included in the result/ Sfoils in transport position: Treat 3 and 4 straight and 2 banks as green." and the choose the setting at the start of each turn.

I am happy with the "attack position" one, but not the other... What would happen if the ship was given the evade action in the action bar when the wings are folded in? Or perhaps even a +1 agility? That should make them more jousty.

(Side note: Giving evade action is one of my fix ideas for the Khiraxz as well, a missile slot upgrade that adds the evade action (0 points). That and another upgrade that adds 2 hull in the missile slot (2-3 points). The Khiraxz is supposed to be adaptable... :) )

On 27/04/2017 at 11:21 PM, Reiver said:

It kinda confuses me why people keep trying to make X-wings tougher still than even IA gave them. The idea of handing them evades etc was a perfectly solid suggestion before the modification was released, but now we have it... why? 6HP behind 2 evades is within spitting distance of equivalent durability to 8 HP behind 1 agility, aka, x-wings with IA are nearly as tough as a B-wing. That seems like it should be sufficient, if only they did enough.

What I'd really want is some sort of firepower upgrade - give the enemy a reason to fear that three-die, single-token attack. There's plenty of much, much stronger firepower out there already, so it'd be nice to buy a jouster with the express purpose of it being scary to joust with, you know?

This. The X-Wing is a "superiority starfighter" and needs to be scary face-on.

I'm actually working in that direction for the last few days.

EDIT: here are some upgrades of my upcoming Rebel Veterans custom expansion:

4_upgrades_by_odanan-db80ycl.jpg

Edited by Odanan

An improvement to the offensive jouster capabilities would be nice for the x-wing. Funny, I always thought the "Fearlesness" scum only ept was a nice jouster-like upgrade, unfortunately, it is overshadowed by the mindlink ept (also) scum only,

Something similar but different would be a x-wing "Rogue Sq" title:

"When attacking an enemy ship at range 3 and inside the firing arc of that ship you may add one hit result to your dice"

We don't need more offensive creep. Don't add more hits or red dice. Make the 3 red dice more reliable, probably with an S-foil title

S-foils, Dual card, Title, X-wing only, 0 pts

Attack mode:

When attacking you may change a blank result to a crit, if you have a target lock on the defender. You may flip this card at the start of the Activation phase.

Travel mode:

You may treat all your straight maneuvers as green. You may flip this card at the start of the Activation phase.

7 hours ago, Odanan said:

This. The X-Wing is a "superiority starfighter" and needs to be scary face-on.

I'm actually working in that direction for the last few days.

EDIT: here are some upgrades of my upcoming Rebel Veterans custom expansion:

4_upgrades_by_odanan-db80ycl.jpg

I like most of these. Easy Trick on Wedge with crackshot would be pretty **** mean with that title. Old Astromech is a good idea for a 0 point astro, situational and not very powerful but a good AI combo.

I would alter Heroic Sacrifice though. Self damaging to deal more damage feels kind of Imperial to me (I get what you were going for but I'm talking pure mechanics). Also it could be broken with rebel shield regen. I would make it unique and have it work like 'Fel's Wrath' pilot ability.

Or maybe 'When you are destroyed without fleeing the battlefield, before you are removed from the play area, you may perform a primary weapon attack. When performing this attack you may change all of your <eyeball> results into hit results'

I don't get this whole "Biggs is stopping FFG from fixing the generic x-wing" nonsense. Same thing for Corran. FFG has already released several upgrades that are restricted to a certain pilot skill. Just make the fix "pilot skill 4 or lower" and voila, generics boosted without breaking the already strong named pilots.

guys, the solution to avoid the biggs over-power is to put a simply condition: "this upgrade card can't be equipped if your PS is 5 or lower" like black one :)

i propose again my idea:

a title for x-wing like this: S-Foil, double card, S-foil close change your agility value with your attack value, after you execute a green or white maneuver you may flip this card. S-foil open when attacking change one blank result to focus. After you execute an attack you may flip this card. You can't equipe this card if your PS is 5 or lower.
cost... 2 maybe?

Edited by superluke29

Something that would make list building better for the t65 would be

"rouge squadron" title

you may equip salvaged astromechs, if you do, you cannot equip astromechs. You may equip "scum only" upgrades. No illicit or anything. But it creates greater possibilities. Fearlessness and r4for example, etc.

Edited by rafcpl6868

For the past few months the the majority of my lists have included at least 2 T-65's, for the most part it's been 3 rookies with R2 and integrated and they are not the pushovers people seem to think they are!

I do agree that they could do with a small offensive buff but everyone that has flown against me has commented that the rooks have lasted a lot longer than they thought they would.

A personal preference would be something to buff them whilst they're in formation as I always fly them in a pinwheel. A title along the lines of 'When attacking, you may change one blank result to a hit result for every other X-Wing with this title within r1 which has the defender in arc. No more than 2 dice can changed this way.'

Too much? I don't think so when you take Defenders into account and it makes the X-Wing what it should be, a jousting space superiority fighter.

6 hours ago, KommanderKeldoth said:

I would alter Heroic Sacrifice though. Self damaging to deal more damage feels kind of Imperial to me (I get what you were going for but I'm talking pure mechanics). Also it could be broken with rebel shield regen. I would make it unique and have it work like 'Fel's Wrath' pilot ability.

How sacrificing yourself feels Imperial? ;)

Here is my second pass, regen-safe:

x_wing_miniatures___custom_elite_upgrade

26 minutes ago, Odanan said:

How sacrificing yourself feels Imperial? ;)

Here is my second pass, regen-safe:

x_wing_miniatures___custom_elite_upgrade

Leave no survivors!

There is a very real possibility of anything with 3 hull being immediately killed by this card. I think it would be better as:

Heroic Sacrifice (EPT, 2 points)

When attacking you may add 2 [crit] results to your roll. If you do so, discard this card and assign facedown damage cards to this ship until you have 1 fewer than your hull value.

Note that if you already have a direct hit you will be killed by this, since your "damage" equals or exceeds your hull value, despite only having HULL-1 damage cards. Thematically, a pilot can sacrifice him/herself at anytime, but it makes the most sense when you are about to die. I took of the faction restriction because Imperial have their heroes too.

By wording it this way you give A-wings access to it without killing themselves in the attack, while making it a lot less valuable on a Rey/Finn build (the place my mind immediately jumped to for this card), and making it less of a "my tank now has guns" card and more of a "my blocker isn't really a blocker, you know?" card.

2 minutes ago, Astech said:

There is a very real possibility of anything with 3 hull being immediately killed by this card. I think it would be better as:

Heroic Sacrifice (EPT, 2 points)

When attacking you may add 2 [crit] results to your roll. If you do so, discard this card and assign facedown damage cards to this ship until you have 1 fewer than your hull value.

Note that if you already have a direct hit you will be killed by this, since your "damage" equals or exceeds your hull value, despite only having HULL-1 damage cards. Thematically, a pilot can sacrifice him/herself at anytime, but it makes the most sense when you are about to die. I took of the faction restriction because Imperial have their heroes too.

By wording it this way you give A-wings access to it without killing themselves in the attack, while making it a lot less valuable on a Rey/Finn build (the place my mind immediately jumped to for this card), and making it less of a "my tank now has guns" card and more of a "my blocker isn't really a blocker, you know?" card.

Loved your suggestion. Will fix it as soon as I can.

7 hours ago, KommanderKeldoth said:

I like most of these. Easy Trick on Wedge with crackshot would be pretty **** mean with that title. Old Astromech is a good idea for a 0 point astro, situational and not very powerful but a good AI combo.

I would alter Heroic Sacrifice though. Self damaging to deal more damage feels kind of Imperial to me (I get what you were going for but I'm talking pure mechanics). Also it could be broken with rebel shield regen. I would make it unique and have it work like 'Fel's Wrath' pilot ability.

Or maybe 'When you are destroyed without fleeing the battlefield, before you are removed from the play area, you may perform a primary weapon attack. When performing this attack you may change all of your <eyeball> results into hit results'

Old Astromech would actually be really baller on Nien Nunb. Push the Limit + Pattern Analyzer. Tallon roll, boost to range one, push the limit focus. It's basically a cheaper targeting astromech for him. Still worse than targeting astro against higher PS opponents, but hey, it's free.

Edited by Zefirus
4 hours ago, Astech said:

There is a very real possibility of anything with 3 hull being immediately killed by this card. I think it would be better as:

Heroic Sacrifice (EPT, 2 points)

When attacking you may add 2 [crit] results to your roll. If you do so, discard this card and assign facedown damage cards to this ship until you have 1 fewer than your hull value.

Note that if you already have a direct hit you will be killed by this, since your "damage" equals or exceeds your hull value, despite only having HULL-1 damage cards. Thematically, a pilot can sacrifice him/herself at anytime, but it makes the most sense when you are about to die. I took of the faction restriction because Imperial have their heroes too.

By wording it this way you give A-wings access to it without killing themselves in the attack, while making it a lot less valuable on a Rey/Finn build (the place my mind immediately jumped to for this card), and making it less of a "my tank now has guns" card and more of a "my blocker isn't really a blocker, you know?" card.

Now I can remove the "Small ship only".

x_wing_miniatures___custom_elite_upgrade

And it's kind of great in A-Wings!

Edited by Odanan

Wait a minute. If the ship is, lets say, Corran Horn with full shield and 1 damage card. How many damage cards he takes? Zero?

2 hours ago, Odanan said:

Now I can remove the "Small ship only".

x_wing_miniatures___custom_elite_upgrade

And it's kind of great in A-Wings!

If it's "sacrifice" it should end in the ship being destroyed, if not, it's just damage. Plus, ships with high hull values would just use this as a weapon. Perhaps it should be X-wing only?

3 minutes ago, clanofwolves said:

If it's "sacrifice" it should end in the ship being destroyed, if not, it's just damage. Plus, ships with high hull values would just use this as a weapon. Perhaps it should be X-wing only?

Ships with high hull values will also suffer from this because then they rely on their shields to save them, which, if you have a high hull value, isn't usually a lot

Corran Horn will never take this card in a serious list - PTL is pretty much stapled to him and, if it isn't, VI is a far better choice than a 1-shot that will probably end up being the death of him.

Quote

If it's "sacrifice" it should end in the ship being destroyed, if not, it's just damage. Plus, ships with high hull values would just use this as a weapon. Perhaps it should be X-wing only?

If you destroy the ship it's a very unwieldy card, as you don't want it on your high-PS aces, nor your mid-PS guys. So you have to have a small generic on the verge of death that doesn't die to enemy fire before taking it's self-destruction shot. I really don't see it being used often when there is crack shot, Snap shot and so on on the same low-PS ships that already work so well.

I suspect that there is a campaign box coming. It won´ t have ships but it will have squadron upgrades for all the OT classic ships, along with the missions. All Rebel and Imperial ships fixed in one, tournament legal, box. Easy!