Let’s think of ways to help the Empire

By Fuzzywookie, in X-Wing

56 minutes ago, Vineheart01 said:

i still find it hilarious how people say the Punisher even with LWF is a paper airplane and dies in a second, yet the Scurrg is somehow tough to crack
Scurrg is fixed at 1agi w/o bodyguard around and it only has +1 overall hp. Thats not tankier....thats squishier when factoring LWF. 9HP 2Agi > 10hp 1Agi.

Deathrain survives quite a lot for me now. And the way he works i dont care how beaten up he got, long as he survived. The amount of times he had 1 hp left and still caused a ton of pain because he didnt die is absurd.

Turret

The difference is a turret, which makes the mentioned arcdodging much, much easier.

Removing the turret slot from the Scurrg would be a killing blow. As it would be to many ships with turrets, by the way. That's part of the reason why I mentioned two measures to weaken them on the previous page. That would massively level the playing field again.

I think the empire needs there version of the shadow caster; a solid large base ship. NOT A SHUTTLE FFG AM WATCHING YOU. we don't need more shuttles.

23 hours ago, Vineheart01 said:

They need something to reflect the proper training their pilots all go through. It makes no sense that generic random idiots in scum/rebels can outfly the snot out of an academy graduate.

Should just introduce a new slotless upgrade thats empire only to reflect this training. Given that most of the imp ships simply dont have upgrade options TO BEGIN WITH its a good move in more ways than one.

Title: 2 pts, PS = one less than highest PS value on your list that is in play.

So Vader with a TIE swarm could be leading his 501st into battle and they would be PS8 while following his lead.

5 minutes ago, the1hodgy said:

I think the empire needs there version of the shadow caster; a solid large base ship. NOT A SHUTTLE FFG AM WATCHING YOU. we don't need more shuttles.

So a Firespray with a mobile arc aka semiturret?

1 minute ago, GreenDragoon said:

So a Firespray with a mobile arc aka semiturret?

Or something new; but it has the quadrants so whack a mobile arc token in a pack and give it a repainted firespray (Kath colours). would be a super cheap way for FFG to please fans.

Edited by the1hodgy
35 minutes ago, the1hodgy said:

Or something new; but it has the quadrants so whack a mobile arc token in a pack and give it a repainted firespray (Kath colours). would be a super cheap way for FFG to please fans.

Sorry, I was unclear. The Shadowcaster is almost identical to the Firespray. The differences in slots are tiny* and just based on how the game evolved. The cost is exactly or almost exactly the same (both PS7 are e.g. the same).

The main difference is that the Shadowcaster has a mobile turret. That means that asking for a "empire version of the shadow caster" would give us a ship that's extremely similar to the Firespray, but with a mobile arc or turret (or at worst a 180° arc) and modernized slots.

Of course imperials lack a crew as good as latts razzi, but the bad crew is another widely noted problem for imps which I also mentioned on page 1 of this thread.

Edit: and inbefore the inevitable "2 Illicit with Glitterstim is not tiny". Yes, I know, the effect is huge. But the Firespray has 3 secondary weapon slots which are just outright bad on such a ship, while the illicit slot is great. What I'm talking about however - and why I call the difference tiny - is that the slots were (for the Firespray somewhat) valuable when the ships were made. Good options for these slots are what makes the difference. But these options can change. A Firespray with a turret, a reasonable title instead of more ordnance and a Harpoon would be interesting. A Firespray without a turret is not. Again it boils down to the turret.

Edited by GreenDragoon

Reactive Plating (0) - Modification

Imperial Only

When you are dealt a Damage card that is not dealt by an attack inside the opponent's firing arc, you may discard this card to discard that Damage card immediately without resolving its effect.


How's this? Helps TIE swarms with turrets, harpoons and bombs without making them stronger against standard ships too, and gives a nice small buff to any Imperial ship with an unused Modification slot. Top stuff like NuNuNuQD can't fit it (QD wants LWF, Nus need LRS), and aces would greatly prefer Autothrusters, so it should only help stuff like TIE Fighters and TIE Bombers.

modification slot is too busy for imps as it is thanks to TIE Only stuff.

More than likely the only ships that'd use that is a TIE Fighter and /FO because they generally dont have a mod anyway. Everyone else NEEDS a certain mod that does more work than effectively +1hp for free would do (slightly better than +1hp since you can see the card, potentially dodge a crit)

Which is why i suggested an additional slotless upgrade. Heck even the TIE Only stuff should just be stuffed into this new imp-only slot that isnt on the upgrade bars.

TIE Punisher is one such example of this problem. w/o LWF, its laughably easy to pop given it HAS to fly straight at you to do anything and has virtually no defense. LWF mitigates this alot, but it dumps gchips/lrs off the spectrum. Unless its a title or a new slot all together, any "fix" given to a ship has a chance of kicking another upgrade off which might hurt it more than help.

Well, yeah, my idea was primarily to just help TIE Swarms, but left it open for all Imperial ships because I knew most Imperial ships have other mods they want/need and thus wouldn't buff top Imperial lists.

Imps definitely still need other upgrades like more good unique crew, especially a bomb slot + bomb buff crew like Rebels and Scum get. Depending on what those crew upgrades did, even Imp Firesprays could get something good that works with them. Still haven't flown it yet, but I have a build using a Hux carrier Harpoon Firespray with TLT Aggressors that can push 6 almost unblockable damage a turn + splash with a couple other goodies like either stress or bombs, so good new Imp Crew could give Phantoms, Firesprays and non Palp shuttles a much needed boost.

For example, imagine a unique Imperial crew that functions similar to (or better than) Decoy or Swarm Tactics. You could bring Epsilon Ace and any ship with a Crew slot and EPT for Decoy/Swarm Tactics, then more EPT ships for more Swarm Tactics, and get a full squad of PS12 ships.

Punishers probably just need a 0 or negative cost title that gives them an extra mod slot. Autothrusters would help with defense, Guidance Chips would make ordnance more reliable, and LRS would save an action for focus or boosting when the shooting starts. Or if they really wanted to shove Punishers into the spotlight, give them a second System slot for Advanced Sensors + Trajectory Simulator.

Edit: Actually, this might get what Punishers and some other TIEs need:

(insert flavorful name here) (0) - Modification

Imperial Only, TIE Only

You MUST equip 1 Modification Upgrade card and 1 TIE Only restricted Modification Upgrade card (paying their squad point costs as normal)


Giving QD LWF + Mod or Vader/Inquisitor TIE mk2 + Mod (green 2-3 banks) might be a small worry, but otherwise gives Punishers, Bombers, Phantoms, Aggressors, Strikers and Defenders a nice buff (mostly LWF while keeping their mod slot, but Defenders with TIE mk2s while keeping another mod would be nice). TIE Silencers would get nothing though, so no buff to Kylo.

Edited by Enigami
1 hour ago, Enigami said:

Reactive Plating (0) - Modification

Imperial Only

When you are dealt a Damage card that is not dealt by an attack inside the opponent's firing arc, you may discard this card to discard that Damage card immediately without resolving its effect.


How's this? Helps TIE swarms with turrets, harpoons and bombs without making them stronger against standard ships too, and gives a nice small buff to any Imperial ship with an unused Modification slot. Top stuff like NuNuNuQD can't fit it (QD wants LWF, Nus need LRS), and aces would greatly prefer Autothrusters, so it should only help stuff like TIE Fighters and TIE Bombers.

However something like this combined with say Royal Guard TIE, could stack the or even taking two could be a thing.

3 minutes ago, Ronu said:

However something like this combined with say Royal Guard TIE, could stack the or even taking two could be a thing.

Yeah, the discard indirect damage ability would be a boon to all Imp Generics, though I think aces would stick with Stealth Device + Autothrusters. RGP Interceptors would be cool though. Maybe even could cause a comeback for 4 PTL Royal Guard Interceptors? Considering they'd effectively have 5 Hull each against indirect damage and all.

Half points on ships on all Large ships and small ships with Hull+shields=9 or more. Instantly helps empire. They do damage, but don't survive as well, this way their damage actually means something.

Also I like reinforced plating type of card as a Mod. Maybe 2 points or even 1 pts

Lastly a title that makes empire bombs from that ship add 1 crit result, to any bomb damage.

Edited by eagletsi111
On Tuesday, February 06, 2018 at 8:23 AM, Fuzzywookie said:

Crew. Imperial strategist. 2 points. At range 1-3 choose 1 ship that pilot skill becomes 12 until the end of the round

Yes please. Ps12 generic Phantoms. You could run 3 of them!