How to buff Phantoms? Make Cloak work at the beginning of the squadron phase. Maybe swarm too at no cost.
What are some ways to buff the Tie Phantom squadrons? (custom scenairo)
2 hours ago, TallGiraffe said:How to buff Phantoms? Make Cloak work at the beginning of the squadron phase. Maybe swarm too at no cost.
this or ending of their activaton are probably the easiest thing to do, since it only changes the timing og their ability rather than add mechanics or die.
23 hours ago, slasher956 said:Personally I think Cloak should be along these lines.....
cloak: this sqn is equipped with a scatter token.
If you attack then scatter token is discarded.
If at the end of the sqn phase this sqn has not attacked it may recover one green scatter token
Thinking more on this, allow current distance 1 move and recove the scatter token if unengaged?
1 minute ago, EagleScoutof007 said:Thinking more on this, allow current distance 1 move and recove the scatter token if unengaged?
Except that allows you to swoop in, fire, shunt out & then weather 2 return attacks with impunity...
I was going for a bit of lore basis ... in that it takes time for the cloak to re-engage once you've transferred the energy from the guns.
Okay makes sense. I want to try to be thematic with them if I can, but not be too OP for my players. I want this to be fun with some surprises to keep them on their toes. I do really like some of these ideas so far. Maybe Ill do a mix of them.
Throwing a .02 coin here by adding something simple :
Cloak: At the end of the Squadron Phase, you may move up to distance 1, even if you are engaged. While defending, if you have not activated, the attack is obstructed.
Thematically, at the end of squadron phase, you cloak (move) and stay cloaked until you reveal to attack.
Shouldn't be too strong. It just help them survive AA if they don't activate too soon, squadrons are just slightly impaired, and counter is still as effective.
3 hours ago, DoctorJanus said:Throwing a .02 coin here
they stopped making those in €
Edited by GeressenI know a lot of people have been hoping for the eventual inclusion of the Carrion Spike from Tarkin. If Phantoms get a buff, it would probably be as an upgrade card that came with that ship.
Special Forces Coordinator
"Squadrons with Cloak you activate may perform their Cloak move at the end of their activation instead."
X points
8 minutes ago, NightAngel47 said:I know a lot of people have been hoping for the eventual inclusion of the Carrion Spike from Tarkin. If Phantoms get a buff, it would probably be as an upgrade card that came with that ship.
Special Forces Coordinator
"Squadrons with Cloak you activate may perform their Cloak move at the end of their activation instead."
X points
I like the concept but too much token **** to mark which ones have already done their eligible cloak move and thus don’t do it at the end of the squad phase...
... unless you outright give them a second, and that might be a bit much
So I did a play test of my scenario on Friday night. For the Tie Phantoms, I ended up giving them Ceina Ree's ability along with a die reroll while attacking. I did a little write up on the battle report sub forum. I found that they were difficult to kill being obstructed all the time. They're reroll ability might have been too much though, but that's one play test so far. Maybe next time I'll have more than one player.
On 3/7/2018 at 1:18 AM, slasher956 said:Personally I think Cloak should be along these lines.....
cloak: this sqn is equipped with a scatter token.
If you attack then scatter token is discarded.
If at the end of the sqn phase this sqn has not attacked it may recover one green scatter token
I'd like it, but you may also need to add a line that gives it a pseudo-'Intel' capability. IE., "When activating, this squadron may treat enemy squadrons as having 'heavy' unless your scatter token is discarded"
Phantoms should have been the ones to ignore escort, but they jumped the gun and gave it to IG-88.
On 3/7/2018 at 8:01 AM, Darth evil said:how about forgeting about cloak and looking at their stats, in X-wing they have more hull and attack dice than Interceptors, so why in Armada do they only roll 4 Blue Anti-squadron.
Anti-squadron dice aren't about raw firepower. They also reflect how maneuverability affects your ability to get into position for a shot. In X-Wing, the Interceptor has a slightly better dial, and it has Boost.
I like the @Wes Janson approach.
change cloak to this: You are only hit by (crit) results.
reduce the phantom to 3 hull
give the phantom Grit2
then, you turn the current cloak into SLAM for future use.
Edited by FoaS