Scythe Squadron was trained to fight within the confines of the DSII. Since we will never get that at 1/270 scale, the next best option is to have them interact with obstacles:
Scythe Squadron was trained to fight within the confines of the DSII. Since we will never get that at 1/270 scale, the next best option is to have them interact with obstacles:
I like the cards but shouldn't the title say at range one instead of within to be useful?
3 minutes ago, Magnus Grendel said:
- The Scythe Squadron Title should be "Imperial Only". That immediatley locks out both the TIE/fo and TIE/sf and the Rebel TIE fighters like Ahsoka Tano.
I think the first order counts as imperial I think you need to say Galactic Empire only, also thanks for the math!
I like these as a bit of a nice buff, though I think that the generics don't really add something, so I'd just make them all unique.
Are these really the guys that chased the falcon into the asteroid field or the pilots who had to learn from those numbnuts' mistakes?
55 minutes ago, tsondaboy said:I like the cards but shouldn't the title say at range one instead of within to be useful?
28 minutes ago, Magnus Grendel said:
- Yes, otherwise you're needing to be 'entirely within' range 1, as if you were deploying.
- That said, 1 point for a stress-less, action-less extra attack die is a lot of bang for your buck. Normally, an extra attack die costs a lot more:
- Flat extra attack die with no strings attached
- TIE fighter > TIE interceptor upgrade - 6 points
- Heavy Scyk title & Mangler Cannon - 6 points
- Heavy Laser Cannon - 7 points
- Harpoon Missile + extra munitions/scavenger crane - 6 points
- One-use or trigger-dependent extra die
- TIE fighter > Backstabber upgrade - 4 points
- Opportunist - 4 points
- Harpoon Missile - 4 points
- Even allowing that it's a 'fix card', a 3-5 point discount (depending on how easy you think it'll be to trigger) is a big deal.
- Given that it represents firing on a target as they're vulnerable squirming around obstacles, would it not make more sense to trigger when the target is within range 1 of an obstacle? Making it a sort of inverse debris gambit.
Fair enough on all accounts:
As far as reversing debris gambit, I guess it think of it as "these pilots are trained to work in close spaces," thus they like to zip in close to asteroids for protection/advantage.
Edited by Darth Meanie26 minutes ago, ficklegreendice said:Are these really the guys that chased the falcon into the asteroid field or the pilots who had to learn from those numbnuts' mistakes?
The lore is that they were deployed in the Anoat system to clear asteroids, then were reassigned to the DS. So, both.
34 minutes ago, Magnus Grendel said:
- By comparison, paying 15 points for scythe veterans....I'm not so sure it's a price I'd pay. The problem is that there is already Black Squadron for a point less - enough to pay for Crack Shot or (rather embarrasingly) the Scythe Squadron title. More significantly, 16 points per ship is the '6 ship limit', meaning if you take Scythe Squadron Veterans with the Scythe Squadron Title, they're limited to only free EPTs.
- Of course, the default EPT for a Scythe pilot should be Trick Shot, because if the title triggers there's a good chance that will too - and suddenly you're looking at 4-dice attacks from TIE fighters.
- Mianda's abiltiy is okay - it's basically Dash Rendar's (crew) ability, though, and more importantly locks out the potential to trigger trick shot.
- Hebsley is good. Is that 2 defence dice instead of 1 for being obstructed, though, or 2 dice as well as the 1 for being obstructed? (for a total of 6 evade dice!)
- Wording on the pilot abilities needs tweaking. Where possible copy and paste the phrasing of other cards - "at range 1", "cannot be obstructed", etc.
If I make Veterans PS 4, then they are no different than Black Squad. If I make them PS 5 for the same price, they replace Black Squadron. Sadly, they might jut be a flavor card that folks use for scenario play (although I really don't consider this a bad thing).
2 instead of 1. Max 4 defense dice. Should I restate it "double your defensive bonus for obstructed attacks?"
What about this?
21 minutes ago, Darth Meanie said:What about this?
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I'd probably make him between 2 and 8, personally. He shouldn't be an Academy TIE, nor Darth Vader.
1 hour ago, Yakostovian said:I'd probably make him between 2 and 8, personally. He shouldn't be an Academy TIE, nor Darth Vader.
Maybe 0 and 8. The idea was that he is the ultimate flexible blocker anyways, because he still shoots at 5-7.
Edited by Darth Meanie2 hours ago, Darth Meanie said:The lore is that they were deployed in the Anoat system to clear asteroids, then were reassigned to the DS. So, both.
It was actually TIEs from Howlrunner's own Obsidian Squadron (stationed aboard Captain Needa's
Avenger
) who chased the
Falcon
into the asteroid field. Indeed, even "Obsidian Squadron Pilot" features art of the TIE Fighter in an asteroid field. For what it's worth, "Winged Gundark" and "Nightbeast" were also members of Obsidian Squadron, and they along with Howlrunner were present on Bespin when the Imperials took over Cloud City (since the
Avenger
accompanied the
Executor
there). Obsidian Squadron was specially modified and trained for atmospheric maneuvers and combat.
Of course, it's all Legends now. But at least in Legends, the TIEs in the Anoat/Hoth asteroid field had always been four members of Obsidian Squadron.
3 hours ago, AllWingsStandyingBy said:It was actually TIEs from Howlrunner's own Obsidian Squadron (stationed aboard Captain Needa's Avenger ) who chased the Falcon into the asteroid field. Indeed, even "Obsidian Squadron Pilot" features art of the TIE Fighter in an asteroid field. For what it's worth, "Winged Gundark" and "Nightbeast" were also members of Obsidian Squadron, and they along with Howlrunner were present on Bespin when the Imperials took over Cloud City (since the Avenger accompanied the Executor there). Obsidian Squadron was specially modified and trained for atmospheric maneuvers and combat.
Of course, it's all Legends now. But at least in Legends, the TIEs in the Anoat/Hoth asteroid field had always been four members of Obsidian Squadron.
All true, so I guess it is more likely the Obsidian pilots wapped asteroids.
The lore puts Scythe Squad in the Anoat Sector as well, working on asteroid mitigation. Then they wound up at DS2 for the Battle of Endor.
Sometimes I wish XWM cards had lore on them. I mean, who didn't scream Oi Oi Oi when they summoned
And I agree, Sarkli can't block Vader:
14 hours ago, CMDR Ytterium said:I think the first order counts as imperial I think you need to say Galactic Empire only, also thanks for the math!
I like these as a bit of a nice buff, though I think that the generics don't really add something, so I'd just make them all unique.
Correct. I was thinking of Krennic's restriction but got myself the wrong way around.
14 hours ago, Darth Meanie said:What about this?
![]()
Rewording:
"At the start of the activation phase and at the start of the combat phase, you may choose any Pilot Skill between 0 and 8. Until the end of the phase, treat your Pilot Skill as this value."
Otherwise, I can choose to treat my pilot skill as 8, then 7, then 6, then 5, and so on, firing in each step!
Edited by Magnus Grendel
Actually, thinking about the Scythe Squadron title, it might be worth keeping more or less as is.
1 point might be too cheap for generic Scythe Squadron pilots, but for Scythe Squadron Veterans, it's fine. What you might want to do is nail it to them and their betters:
6 hours ago, Magnus Grendel said:Correct. I was thinking of Krennic's restriction but got myself the wrong way around.
Rewording:
"At the start of the activation phase and at the start of the combat phase, you may choose any Pilot Skill between 0 and 8. Until the end of the phase, treat your Pilot Skill as this value."
Otherwise, I can choose to treat my pilot skill as 8, then 7, then 6, then 5, and so on, firing in each step!
OK, I guess I need a FAQ
During the activation phase (ONLY), you may choose any Pilot Skill between 0 and 8. Until the end of the phase, treat your Pilot Skill as this value."
Move when you want; shoot on 5.
Edited by Darth Meanie
8 hours ago, Magnus Grendel said:Correct. I was thinking of Krennic's restriction but got myself the wrong way around.
Rewording:
"At the start of the activation phase and at the start of the combat phase, you may choose any Pilot Skill between 0 and 8. Until the end of the phase, treat your Pilot Skill as this value."
Otherwise, I can choose to treat my pilot skill as 8, then 7, then 6, then 5, and so on, firing in each step!
1 hour ago, Darth Meanie said:OK, I guess I need a FAQ
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During the activation phase (ONLY), you may choose any Pilot Skill between 0 and 8. Until the end of the phase, treat your Pilot Skill as this value."
Move when you want; shoot on 5.
Actually, I think your wording is pretty good. It says nothing about the rest of the round, so the shooting scenario doesn't seem like a valid interpretation to me.
20 minutes ago, Yakostovian said:Actually, I think your wording is pretty good. It says nothing about the rest of the round, so the shooting scenario doesn't seem like a valid interpretation to me.
I was kinda thinking of the adage "Do what the card says to do and don't do what the card doesn't say to do" but @Magnus Grendel has been magnificently helpful, so I didn't want to sound snarky.
Besides, a couple extra words for clarity is never a problem (and a lesson FFG should probably take more to heart).
Edited by Darth MeanieLate reply, but I kinda like it.
Here's what I'd do, though: I'd treat Scythe Squadron as a more limited resource than Academy or Black Squadron. If anyone remembers the old Decipher Star Wars CCG, that used to use * for unique cards, but ** and *** for cards which would be limited in the number you could have in play, or play during a turn. The X-Wing Equivalent would limit some ships to 2 or 3 per squad, and have a handy notation for other ships. So I might make the PS 5 Veteran into a ** ship (at 14 points rather than 15... I think the named pilots can probably be a point cheaper, too), so you could only fly two, and the PS 2 Pilot into a *** ship. So you wouldn't be able to run a full swarm of them and they wouldn't entirely invalidate Black or Academy TIEs, but they'd be better if you are only running a few.
Wouldnt the Scyth Squadron title be better as something like Dash Crew? Attack while in dangerous terrain?
4 hours ago, theBitterFig said:Late reply, but I kinda like it.
Here's what I'd do, though: I'd treat Scythe Squadron as a more limited resource than Academy or Black Squadron. If anyone remembers the old Decipher Star Wars CCG, that used to use * for unique cards, but ** and *** for cards which would be limited in the number you could have in play, or play during a turn. The X-Wing Equivalent would limit some ships to 2 or 3 per squad, and have a handy notation for other ships. So I might make the PS 5 Veteran into a ** ship (at 14 points rather than 15... I think the named pilots can probably be a point cheaper, too), so you could only fly two, and the PS 2 Pilot into a *** ship. So you wouldn't be able to run a full swarm of them and they wouldn't entirely invalidate Black or Academy TIEs, but they'd be better if you are only running a few.
This would be a great idea, not only for ships, but upgrades as well. Harpoon Missiles and TLTs would be great examples of cards to toss a couple of "limited but not unique" dots on.
2 hours ago, Rakaydos said:Wouldnt the Scyth Squadron title be better as something like Dash Crew? Attack while in dangerous terrain?
Well, the TIE Fighter could use an offensive boost. Consider it a "they jumped us from behind an asteroid" mechanic.