What if it was cool to get killed?
What if it was cool to get killed?
Fel’s Wrath will one day dominate the meta!
Tel Trevura wants a word.
Dead Man's Switch is cool, I hear.
So is Scavenger Crane.
34 minutes ago, Hawkstrike said:Tel Trevura wants a
wordeulogy.
FTFY.
25 minutes ago, skotothalamos said:Dead Man's Switch is cool, I hear.
So is Scavenger Crane.
Well, yeah, they exist. And y'all forgot Natasha's Pup, too.
I think it could be explored a lot more.
On a more practical note, does anyone think my ideas have balance issues?
If anything, they're probably a little underpowered, especially the focus one. Many if not most ships will already have performed a focus action when something near them dies.
At that short range, just giving out tokens is probably fine. It's a one-off ability that costs you an entire ship, it's allowed to be badass.
HotR Chewbacca also has an 'on destruction' ability.
I think the problem with designing lists around such an ability is that they're innately either ignored by turreted ships or are incredibly overpowered with huge effect areas. Dead Man's Switch, for instance, would have been fantastic in the wave 1-3 meta due to the jousting focus, but as soon as Fan Han entered the fray it was all over.
Problem with Death rattle abilities is that they are pretty much Once Per Game and on top of that unlike Nerfed Biggs you don't exactly have control over when they triggered. IF your opponents is good, he can work around them easily (Like having a Green Squadron finish off Fells Wrath).
Deathrattles need to do one of two things
Overloaded Ordnance Pods
TIE bomber and TIE punisher only. Limited .
When you equip this card, place 2 ordnance token on each equipped Bomb Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead.
When you are destroyed, roll 1 red die for each unused Ordnance token. All ships at Range 1 suffer any hit and crit result rolled.
Torp slot, 2 pts
A bomb only, explode-y EM.
It would make the bomber a bomber also.
On 4/28/2018 at 1:28 PM, Jadotch said:Fel’s Wrath will one day dominate the meta!
It would only take one word to make Fel's wrath not completely awful and maybe in fact actually good.
When the number of Damage cards assigned to you equals or exceeds your hull value, you are not destroyed until the end of the NEXT Combat phase.
Edited by Jo JoGreat little idea there- as someone playing a lot of silly stuff, I'll try them out as soon as I convince someone to let me. Shouldn't take long.
I especially like that they're chosen with fitting OT flavour, this always works wonders for my enjoyment. The only adjustment I'd make is the points- Wampa, Night Beast, Dark Curse come to mind as an Apples-to-Apples comparison, as does Dutch for PS/points.
Shaving off 1-2 points seems more "on curve" for their respective ships, and would allow others to take some more gear. Helping others by being s*it is already the theme here, so I can't see it hurting. But, hey, like
that
will suddenly matter with these pilots
On 4/28/2018 at 4:41 PM, thespaceinvader said:If anything, they're probably a little underpowered, especially the focus one. Many if not most ships will already have performed a focus action when something near them dies.
Well, if you think Tiree is going to die, then you don't focus. This would give your fleet 2 actions that round. If your opponent realizes this, does he let Tiree go? Tactical decisions are good.
8 hours ago, Marinealver said:Problem with Death rattle abilities is that they are pretty much Once Per Game and on top of that unlike Nerfed Biggs you don't exactly have control over when they triggered. IF your opponents is good, he can work around them easily (Like having a Green Squadron finish off Fells Wrath).
Deathrattles need to do one of two things
- Be a 0 point investment so they don't add to your opponents MOV
- Be an ability you can trigger your self (self destruct). They still have to be cheap in order to be useful because with that mechanic and current tournament set up you are just giving MOV to your opponent.
I realized that both of these pilots were 1 point over what they should have been for their PS. Yes, the ability would be "free."
Functionally, it should be a little bit like flying a generic with a tiny end perk, or a discarded upgrade. And I totally disagree with the self-destruct. Suicide squads should not be part of the game for thematic reasons, and predictability (I destroy Tiree now) lessens any dramatic tension/tactical guessing (Is this the round Tiree bites it? Should I TL and hope I earn the Focus from his loss??).
3 hours ago, Jo Jo said:
It would only take one word to make Fel's wrath not completely awful and maybe in fact actually good.
When the number of Damage cards assigned to you equals or exceeds your hull value, you are not destroyed until the end of the NEXT Combat phase.
Or: Once per game, when you are destroyed, you may immediately perform an attack.
On 4/28/2018 at 4:22 PM, Darth Meanie said:What if it was cool to get killed?
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In theory I love the idea of more death abilities. Where it gets hard to make them work is when at set up, your opponent simply says, "Well, I guess I attack that ship last," which is what I would do against Tiree and Tanbris. There almost needs to be a double threat; a ship that has a good ability while alive and has a really good one-time ability when it dies. Then it becomes more of a decision for both players.
For Example a Pilot with this ability (just for the sake of argument, not sayin' this is balanced in any way):
So if your opponent leaves this ship alone, it can continue to aid your other ships but if he attacks the death ship, he risks a retaliatory shot. Your opponent can try to use tactics to kill the death ship at a time when none of your ships will be able to shoot back due to arc, of having used gunner, etc. while you can try to fly in a way that you always have a gun in a position to cover the death ship.
I can't forget good ol' Red 5:
And more silliness:
10 minutes ago, pickirk01 said:In theory I love the idea of more death abilities. Where it gets hard to make them work is when at set up, your opponent simply says, "Well, I guess I attack that ship last," which is what I would do against Tiree and Tanbris.
Awesome. Guess who I would use for all my dirty work.
I would think that ignoring a ship is a bad idea and gives you an excellent tactical advantage over your opponent.
Not to mention that even if what you said is true, suddenly there is a new layer of tactics in a game of kill-them-all: the ship you kinda don't want to kill.
Edited by Darth Meanie
12 minutes ago, Darth Meanie said:Awesome. Guess who I would use for all my dirty work.
I would think that ignoring a ship is a bad idea and gives you an excellent tactical advantage over your opponent.
Not to mention that even if what you said is true, suddenly there is a new layer of tactics in a game of kill-them-all: the ship you kinda don't want to kill.
Ok, I see your counter point. If you build your squad in such a way that your "Death" ship is also your biggest gun, then you can force your opponent to make the hard choice of killing it first and dealing with the one time death ability, or saving it until later and getting picked apart by that big gun.
That said, in your specific examples, you are going to have to show me the list where Tiree or Tanbris are your "big guns" because at first look, neither worries me in a late game situation.
17 minutes ago, Darth Meanie said:I can't forget good ol' Red 5:
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And more silliness:
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Pedrin is Hilarious. So if I kill Pedrin, I might be able to turn your Wedge or Luke into a PS 5, but if I just go after Wedge, I am leaving a 3 red dice X-Wing on the board to keep firing away at me unmolested.
Better yet; say you loaded up the rest of your squad with PS 1 generics and then you fly Pedrin into Range 1 and Target Lock trying to bait the other guy into letting you promote a PS1 to a PS5. But then your opponent uses his PS 3 ship to kill Pedrin and your PS 1 that gets bumped up to PS 5 will now have missed its opportunity during the attack phase and will not get to attack this round.
Add a line to Qorl that says, "even if you have performed a barrel roll action this round," and I would fly him all day long.
This is probably pushing it a bit too far, but. . .
1 minute ago, Darth Meanie said:This is probably pushing it a bit too far, but. . .
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Ok now you are on to something. You want to make your opponent have to really think about weather or not its worth it to shoot you. Make it say, When destroyed perform a 2 straight maneuver...
Now if you make a mistake and are following your squad mate too close, they will want to shoot you, but if you are in a head to head joust with a wounded enemy, they may pass up shooting you to avoid your mutual death ram.
I... actually REALLY like that card!
11 hours ago, pickirk01 said:Better yet; say you loaded up the rest of your squad with PS 1 generics and then you fly Pedrin into Range 1 and Target Lock trying to bait the other guy into letting you promote a PS1 to a PS5. But then your opponent uses his PS 3 ship to kill Pedrin and your PS 1 that gets bumped up to PS 5 will now have missed its opportunity during the attack phase and will not get to attack this round.
Add a line to Qorl that says, "even if you have performed a barrel roll action this round," and I would fly him all day long.
Those PS hijinx are hilarious and something I hadn't considered.
As for Qorl, I
should
specify that, because that is the intention. Pin Ball TIE Pilot (flies by sense of smell). OTOH, since TIEs can get one-shot these days, you may never get a chance to barrel roll.
13 hours ago, Hawkstrike said:Or: Once per game, when you are destroyed, you may immediately perform an attack.
That's okay, but its still wouldn't be all that great. You could be destroyed with nothing in arc, or destroyed before you activate in the combat phase, so you get his standard ability anyway. A lot of times that retaliation attack would be with naked dice too. I rather get another round of Wrath and getting the chance to manipulate the board state. You can basically fly him for a round with reckless abandon. Heck, you'd probably fly him that way even before he dies.
Edited by Jo Jo13 hours ago, pickirk01 said:Ok now you are on to something. You want to make your opponent have to really think about weather or not its worth it to shoot you. Make it say, When destroyed perform a 2 straight maneuver...
Now if you make a mistake and are following your squad mate too close, they will want to shoot you, but if you are in a head to head joust with a wounded enemy, they may pass up shooting you to avoid your mutual death ram.
For the love of all that’s good, this has to be small base only!!! Have we forgotten jumpmasters so quickly?!?!
Edited by PaulRuddSays13 minutes ago, PaulRuddSays said:For the love of all that’s good, this has to be small base only!!! Have we forgotten jumpmasters so quickly?!?!
Yeah, all in on that. Small base only.
13 hours ago, pickirk01 said:Ok now you are on to something. You want to make your opponent have to really think about weather or not its worth it to shoot you. Make it say, When destroyed perform a 2 straight maneuver...
Now if you make a mistake and are following your squad mate too close, they will want to shoot you, but if you are in a head to head joust with a wounded enemy, they may pass up shooting you to avoid your mutual death ram.
Two things. In the lore it says Arval, having taken a mortal wound, flew into the ISD tower. By choice. So I think the "choose a maneuver" supports the lore.
Also, a preset 2 straight removes unpredictability. Now all you have to worry about is a single (avoidable) scenario as opposed to "where is the rest of my squad?"
If anything, perhaps limit it to a green (or non-red) maneuver, since a crippled ship is going to be harder to handle.
6 hours ago, Darth Meanie said:Yeah, all in on that. Small base only.
Two things. In the lore it says Arval, having taken a mortal wound, flew into the ISD tower. By choice. So I think the "choose a maneuver" supports the lore.
Also, a preset 2 straight removes unpredictability. Now all you have to worry about is a single (avoidable) scenario as opposed to "where is the rest of my squad?"
If anything, perhaps limit it to a green (or non-red) maneuver, since a crippled ship is going to be harder to handle.
I would be good with green move upon death.