Ideas for Imperial revival

By Deimos, in X-Wing

Imperials have all the tools they need to win.

In general they just rely too much on the highly fickle green dice.... this lack of consistency means they can struggle to win 8-9 games out of 9 you need to win most events... but I would guess (unconfirmed) that they win a reasonable proportion if games in total.

So for the 5% realistically trying to win a major event they are a risk... and not faction of choice. For the rest of us, they are just fine.

And vader is cool... you know he is!

On 2017-05-15 at 3:35 PM, KommanderKeldoth said:

How 'bout this? Two birds, one stone.

R5-J2-Front-Face.jpg

This is such a great idea! Hull regen instead of shield regen. I love it!

On 2017-05-15 at 4:29 PM, Rakaydos said:

The only thing imperials need is mindlink to get the x7 treatment and the jump increased in cost.

nope, Sabine/kwing will still be there. Shadowcaster will still be dominant, even without mindlink. What will happen is a major rise of the rebels.

Edited by Thormind
3 hours ago, Thormind said:

nope, Sabine/kn will still be there. Shadowcaster will still be dominant, even without mindlink. What will happen is a major rise of the rebels.

The next step there IS making advance slam work like expirimental INterface- stress IF you take the extra action.

Cost INcrese on R2D2 and biggs rounds out the rebel nerfs. Nothing huge like x7, because rebels had less far to fall.

25 minutes ago, Rakaydos said:

The next step there IS making advance slam work like expirimental INterface- stress IF you take the extra action.

Cost INcrese on R2D2 and biggs rounds out the rebel nerfs. Nothing huge like x7, because rebels had less far to fall.

1. Mentioned earlier (somewhere else) but making a K-wing take a stress for advanced slam is way too much overkill. Far from balancing it makes the cost too adv. slam too high. You already give up your attack, no reason to make them do a short maneuver next round.

2. R2D2 is already restrictive, making all the ships that want to regen go at most speed three, and speed two for the most part (Yes, ARC can go to speed four but that requires taking a crew that most everybody won't) and only get one shield back. It is in effect, a way to negate rebel otherwise terrible survivability.
If you want to nerf R2-D2 don't cost increase either.

3. Biggs is another symptom, not a problem. the problem is alpha strikes and the massive number of red dice in the game right now. A 25-cost way to mitigate that is not the problem. If you try playing a list without biggs, you'll probably just end frustrated, same with a nerfed R2-D2.

1 hour ago, Rakaydos said:

The next step there IS making advance slam work like expirimental INterface- stress IF you take the extra action.

Cost INcrese on R2D2 and biggs rounds out the rebel nerfs. Nothing huge like x7, because rebels had less far to fall.

Just add: you cant drop a bomb after a SLAM. Problem solved. With Sabine bombs are actually better than regular attacks. If you cant do one, why are you allowed to do the other...?

4 hours ago, Do I need a Username said:

1. Mentnoned earlier (somewhen else) butitmaking a K-wing take a stress for advanced slam is way too much overkill. Far from balancing it makes the cost too adv. slam too high. You already give up your attack, no reason to make them do a short maneuver next round.

2. R2D2 is already restrictive, making all the ships that want to regen go at most speed three, and speed two for the most part (Yes, ARC can go to speed four but that requires taking a crew that most everybody won't) and only get one shield back. It is in effect, a way to negate rebel otherwise terrible survivability.
If you want to nerf R2-D2 don't cost increase either.

3. Biggs is another symptom, not a problem. the problem is alpha strikes and the massive number of red dice in the game right now. A 25-cost way to mitigate that is not the problem. If you try playing a list without biggs, you'll probably just end frustrated, same with a nerfed R2-D2.

1) ITs already a point cheaper with better action selection compared to EI... giving IT EIs stress cost IS only fair.

2) a 1 point cost INcrease on R2d2 IS a very small nerf. Corran ends up costing 50 INstead of 49, Norra/poe, same deal.

3) biggs has been the core of rebels since the Three Amigos list back IN wave 1. Raising his cost lets him keep his powerful ability, while allowing the rest of the xwings to be made playable.

28 minutes ago, Rakaydos said:

1) ITs already a point cheaper with better action selection compared to EI... giving IT EIs stress cost IS only fair.

2) a 1 point cost INcrease on R2d2 IS a very small nerf. Corran ends up costing 50 INstead of 49, Norra/poe, same deal.

3) biggs has been the core of rebels since the Three Amigos list back IN wave 1. Raising his cost lets him keep his powerful ability, while allowing the rest of the xwings to be made playable.

Hmmm, So a way I thought of increasing Biggs cost (something FFG doesnt really like doing with printed costs) without hurting other Xwing pilots in the process, and could be done with a simple FAQ:

So, Biggs cost increases for the amount of ships he is protecting (also hurting MOV as he dies). He is a +4pts in most three ship lists. And +6 in 4 or more lists. Put a maximum on him so he isn't +30 in Epic games :P

Makes Biggs/Kanan (with Shuttle) +4pts as well. Seems fair? Maybe +1 per ship is more reasonable?

Edited by wurms
1 hour ago, Rakaydos said:

1) ITs already a point cheaper with better action selection compared to EI... giving IT EIs stress cost IS only fair.

2) a 1 point cost INcrease on R2d2 IS a very small nerf. Corran ends up costing 50 INstead of 49, Norra/poe, same deal.

3) biggs has been the core of rebels since the Three Amigos list back IN wave 1. Raising his cost lets him keep his powerful ability, while allowing the rest of the xwings to be made playable.

1. The consequence is not getting to shoot. If you want to nerf it, nerf the actions you can take, by making bombs an attack.

2. One point is more than you might think, yet it is also might not be enough, leading to more nerf in the future. What about limiting it to one or two speed green maneuvers, meaning its more limited in use. I still think you are overestimating R2-D2's power, its not that great.

3. I still think a flat nerf to biggs will just hurt rebels too much, as they have some of the worst point to survival ratio in the game right now without him. Unless you fix that, biggs is necessary for rebels to work.

Back on track, I still think the best way to revive imperials is to bring scum into line (by buffing Imps). The JM5k should never have been what it is, and nothing can stop that. Rebels get to deal with it through control (R3-A2 and whatnot), just give Imperials the same options. Remove the "If it does not have one already" from Mara Jade, and then allowing the punisher to attack more, or with more dice.

Edited by Do I need a Username
typo and then thoughts on buffs

I've mentioned this in several other threads about imperials needing help, but I continue to have most of my losses lately be to 3 small ship imp lists. In fact I think I've gone like 1-5 in my last 6 games against them with my main list, and it's also 5 of my 8 losses.

For as frustrated as imperial players might be against certain lists, namely sabine bombers, I feel the same way towards triple imp aces of all their difference varieties.

So again I'll say it's hard for me to feel too sorry for the state of imperials when they are still so good with so many choices against many other list types.

6 hours ago, markcsoul said:

I've mentioned this in several other threads about imperials needing help, but I continue to have most of my losses lately be to 3 small ship imp lists. In fact I think I've gone like 1-5 in my last 6 games against them with my main list, and it's also 5 of my 8 losses.

For as frustrated as imperial players might be against certain lists, namely sabine bombers, I feel the same way towards triple imp aces of all their difference varieties.

So again I'll say it's hard for me to feel too sorry for the state of imperials when they are still so good with so many choices against many other list types.

I pretty much agree with this from the other side. I fly a ton of 3-ship Imperials, and that is really a huge variety of quality ships. There are even plenty of ships in that category that aren't crap vs K-wings. Yes, the archetype struggles on average to K-wing bombers, but in reality is that a major issue? When was the last time triple K-wings did something big? Do they routinely show up in top cuts? Miranda does, but that's just one expensive ship, so you have more options.

If anybody thinks Imperials can't hang with Mindlink Scum on a regular basis, I won't argue that hard, because Mindlink Scum is so crazy efficient and the Jumpmaster is insane. I personally disagree with that assessment, and I think Imperials have some tools to deal with those lists and make it an interesting fight, but it does require more mental effort and preparation.

On 2017-5-19 at 8:55 AM, Thormind said:

This is such a great idea! Hull regen instead of shield regen. I love it!

It is a neat idea. I would like to add some risk to it and make it action discard a face up damage card and action flip a damage card face up

On 5/19/2017 at 6:56 AM, Dave Grant said:

Imperials have all the tools they need to win .

In general they just rely too much on the highly fickle green dice.... this lack of consistency means they can struggle to win 8-9 games out of 9 you need to win most events... but I would guess (unconfirmed) that they win a reasonable proportion if games in total.

So for the 5% realistically trying to win a major event they are a risk... and not faction of choice. For the rest of us, they are just fine.

And vader is cool ... you know he is!

Um, not this really at the moment, nope. Imps have been slowly being outclassed in efficiency vs. Scum and Rebs starting at the end of Wave 5, slowly loosing that edge. No Regen, no great synergy, no good dialed big base ships, no TLTs, no awesome crew (post Vader), no Slam, no_____.

but....hey, we love them losers.

But this ? Yessssssss!

Edited by clanofwolves

Bringing back a emphasis on green dice dominance...

Neural Interface

TIE only. Modification.

When defending, if you are not stressed, you may change all your [eye] results to [evade] results.

When defending, y our blank results cannot be modified.

2pts

Edited by ABXY

I was thinking two things:

First, some kind of Advanced Imperial Pilot Training modification that allows the pilot to possibly roll away stress tokens immediately upon receiving them be it self stress or enemy stress. I'm not sure how exactly, like roll a red die and on a hit result that stress token is not assigned or something. This I think could be a freebie, like (0) point TIE only modification . Might give Aces an option in a stress meta and add some viability to TIE swarms. It might be powerful, but not run that often, but the threat of it in lists might reduce stress-hogs and VCXs a bit in the meta.

Second, another Advanced Evasive Maneuvers Training modification that allows the pilot to roll additional green dice when coming into contact with a bomb. This would be especially useful against bombs being dropped on the ship without movement. It seems crazy to think that a highly maneuverable fighter cannot anticipate evade bombs, young Obi Wan did fairly easily even with asteroids to boot. Anyway, I'm not sure how exactly, it would just give Aces a shot at completely negating bombs and effects on them. Maybe your ship needs to have 3 native green dice to equip this modification . This might cost a few like (2) points. Might give Aces of all factions an option, in a bomb heavy meta, to add some viability to vaunted Aces in maneuverable ships. It might be powerful, but not run that often, but the threat of it in lists might reduce bombs a bit in the meta.

At the moment I think the "imperial slot" is the tech slot, they have more and better ships to carry it.

We can start by having an imperial large ship that can actually K-turn.

Oh yes, we do actually have one. but how often do you see it played? Exactly.

2 hours ago, Grivoire said:

We can start by having an imperial large ship that can actually K-turn.

Oh yes, we do actually have one. but how often do you see it played? Exactly.

If the firespray were just a bit cheaper, I think it could work as a run-up-the-middle and occupy board space sort of ship, but its base cost is about what you want its final cost go be, and you don't get much in the way of tricks with it.

Also other than maybe stressbot TLT BTL y-wing, is there a better 25ish point ship in the game than standard loadout Omega Leader??

Insane value for what that ship can do, especially in a meta where most lists are 2-3 ships, usually 4 at most.

57 minutes ago, Biophysical said:

If the firespray were just a bit cheaper, I think it could work as a run-up-the-middle and occupy board space sort of ship, but its base cost is about what you want its final cost go be, and you don't get much in the way of tricks with it.

Totally agree. The imperial FS-31 pilots can have a refresh of sorts..they're inefficient given the mediocre abilities. Scum Kath and Boba is a blatant power creep on their imperial counterparts. While it does make FS playable again, it stays dead in the same faction.

Edited by Grivoire

I've posted some of basically the same ideas flown here in the other thread (deadeye 2.0). I also think that general support (like the title for all TIEs) is good, and crew like Jabba the Hut for imperials would be good (a crew that buffs all ships with a specific condition. For imperials it may be to give extra munitions to all ships).

The problem with imperials is that triple anything is too over represented and anything else besides ~33 ish cost is under represented. This makes facing optimal imperial lists very dull: triple anything. The aggressor, phantom, deci are steps in a good direction.

Among many things, the main weakness of Imperials is the utter lack of options. Imperials don't have access to:

- turrets (at present)

- astromechs

- illicit

- regen

Think of part of what makes the Jumpmaster so good: it's all star upgrade bar. Meanwhile Imps are forced to rely on dials and pilot abilities rather than upgrades.

Edited by Xerandar