If Yuuzhan Vong were added to the game, what do you think their faction would do?

By Matanui3, in X-Wing

It would sit in unopened boxes on local game stores everywhere.

Its not a race a ton of people in general like from the lore for one. More importantly, their bio-tech is so different from any other power in the SW universe that it would be hard to get the ship types and upgrades right. Almost everything they use would have to be a Vong specifc slot so they could not use any of the current upgrade types nor could other ships use theirs. If nothing else, this would be seen by many as a cash grab to get people to buy all new stuff that does not work with thier existing fleets.

Edited by pickirk01
Have had some coffee now...
13 minutes ago, Tyhar7 said:

I find it strange with all the hate for the vong.

My honest opinion was is was very refreshing to have a new race that caused the Jedi and the galaxy a threat instead of being a repeat of the Sith, or the darkside, rising up a mighty empire to topple the republic once again.

First off, I enjoyed the series. I used to work for a large book store and we had signings with R.A. Salvatore and James Juceno (both great guys by the way). They said it was originally supposed to be a 25 or 26 book series but was cut down for two reasons, prequel stuff coming out, but also the series was not doing as well as was hoped.

I just think that to do justice to them as a faction, there would be too many new things to bring in. With the Coral skippers for example, the main way to defeat them was to force them to allocate power faster than they could by shooting multiple low powered shots at them. It forced them to use their power defensively so they could not fly fast or strip your shields. I think to do justice to this would greatly over complicate this game. You would have to give them charges for everything they do and would almost be forced to give a stutter fire option to most other ships in the game. I think that stutter fire would then devolve into the new TLT and no one wants that.

39 minutes ago, pickirk01 said:

First off, I enjoyed the series. I used to work for a large book store and we had signings with R.A. Salvatore and James Juceno (both great guys by the way). They said it was originally supposed to be a 25 or 26 book series but was cut down for two reasons, prequel stuff coming out, but also the series was not doing as well as was hoped.

I just think that to do justice to them as a faction, there would be too many new things to bring in. With the Coral skippers for example, the main way to defeat them was to force them to allocate power faster than they could by shooting multiple low powered shots at them. It forced them to use their power defensively so they could not fly fast or strip your shields. I think to do justice to this would greatly over complicate this game. You would have to give them charges for everything they do and would almost be forced to give a stutter fire option to most other ships in the game. I think that stutter fire would then devolve into the new TLT and no one wants that.

I guess one way to handle it could be to give the coral skippers very low stats, but a large pool of charges to share among everything. So they would have 1 attack, but an ability like, "When you attack, spend up to two charges to add that many red dice," and no shields, but the ability, "When hit by an attack, you may spend one charge to cancel all damage or tokens from that attack. If you do not, take a face-down damage card."

Then your pseodo-TLT could have the text, "When each attack hits, cancel all damage. This still counts as a hit." That way, it would do no damage to non-Vong ships, though it may still do "on a hit" shenanigans against other lists.

With stuff like this, the Yuuzhan Vong would be a faction that hits hard and takes on anything early, but quickly runs out of steam if they can't win in the first few rounds. Of course, with all the special rules required and such a swingy play style, I still think they'd do much better as a scenario or campaign faction.

14 minutes ago, JJ48 said:

I guess one way to handle it could be to give the coral skippers very low stats, but a large pool of charges to share among everything. So they would have 1 attack, but an ability like, "When you attack, spend up to two charges to add that many red dice," and no shields, but the ability, "When hit by an attack, you may spend one charge to cancel all damage or tokens from that attack. If you do not, take a face-down damage card."

Then your pseodo-TLT could have the text, "When each attack hits, cancel all damage. This still counts as a hit." That way, it would do no damage to non-Vong ships, though it may still do "on a hit" shenanigans against other lists.

With stuff like this, the Yuuzhan Vong would be a faction that hits hard and takes on anything early, but quickly runs out of steam if they can't win in the first few rounds. Of course, with all the special rules required and such a swingy play style, I still think they'd do much better as a scenario or campaign faction.

All good ideas except I dont like that it complicates a game that is already getting too complicated.

I am only speaking for myself, but I find the most fun in this game when there are several ships that have one or two upgrades max. I was very glad to see the end of 1.0 and the two ships with 13 upgrades lists and do not want to return to that.

14 minutes ago, pickirk01 said:

All good ideas except I dont like that it complicates a game that is already getting too complicated.

I am only speaking for myself, but I find the most fun in this game when there are several ships that have one or two upgrades max. I was very glad to see the end of 1.0 and the two ships with 13 upgrades lists and do not want to return to that.

My earlier suggestion was a coral skipper that had agility that was like "Predictive shot". You only rolled defence dice equal to the amount of hits you received.

Then the Dovin Basil acted like a built in "Snap Shot in V1" against anything with shields actioned by a reoccurring charge.

So they would be 2/*/4 with a 1 charge snap shot against shields. BR, Focus, Evade, Red boost. 25 points base I1 ship.

4 hours ago, pickirk01 said:

It would sit in unopened boxes on local game stores everywhere.

Its not a race a ton of people in general like from the lore for one. More importantly, their bio-tech is so different from any other power in the SW universe that it would be hard to get the ship types and upgrades right. Almost everything they use would have to be a Vong specifc slot so they could not use any of the current upgrade types nor could other ships use theirs. If nothing else, this would be seen by many as a cash grab to get people to buy all new stuff that does not work with thier existing fleets.

You could easily say that for most of the upgrade types, the Vong are just using biotech that does the same job, so you could still use all of your generic upgrades.

5 hours ago, pickirk01 said:

It would sit in unopened boxes on local game stores everywhere.

To be reasonable, that is not the case. Heck if the Vong were sold in WotC and their awful game then it would sell in stores. It is just for the majority of us would never pick it up and a few of us would even quit and sell our collection. $tar War$ still sells units, sure it is not a sure ca$h cow as it used to be with things like Star Wars Galaxies, EA Battlefront 2, and the Solo movie, but Episode 9 will still sell in theaters. The only question is how much, and it isn't too skeptical to make conservative estimates. But to say it won't sell and people everywhere across the globe would be burning game and hobby stores to the ground for even carrying them, is a bit of hyperbole.

Edited by Marinealver
1 hour ago, Marinealver said:

To be reasonable, that is not the case. Heck if the Vong were sold in WotC and their awful game then it would sell in stores. It is just for the majority of us would never pick it up and a few of us would even quit and sell our collection. $tar War$ still sells units, sure it is not a sure ca$h cow as it used to be with things like Star Wars Galaxies, EA Battlefront 2, and the Solo movie, but Episode 9 will still sell in theaters. The only question is how much, and it isn't too skeptical to make conservative estimates. But to say it won't sell and people everywhere across the globe would be burning game and hobby stores to the ground for even carrying them, is a bit of hyperbole.

Yeah I replied too quickly (see my edit that says, now I've had coffee). And I actually really enjoyed the book series but just my two cents; I really don't like the concept of them for this particular game.

In fact I was a little disappointed that they divided the Rebels/Resistance and Imperial/First order into separate factions and REALLY thought they jumped the shark with the prequel factions. 3 factions was plenty, 5 is a not my ideal but acceptable, 7 is getting a bit silly and more would be a horrible idea.

Edited by pickirk01
5 hours ago, pickirk01 said:

All good ideas except I dont like that it complicates a game that is already getting too complicated.

I am only speaking for myself, but I find the most fun in this game when there are several ships that have one or two upgrades max. I was very glad to see the end of 1.0 and the two ships with 13 upgrades lists and do not want to return to that.

Understood, but that's why I thought they'd be better as a scenario/campaign faction.

As an example of what I was thinking about, in the last days of the Legend of the Five Rings CCG, there were a couple sets called Siege sets. These had one villain player play against up to three allied players. The villain had a special deck with many powerful cards, while the allies could use standard decks.

So yes, they'd be more complex than the other factions, but I'd think they'd also not be for standard play.

3 hours ago, pickirk01 said:

Yeah I replied too quickly (see my edit that says, now I've had coffee). And I actually really enjoyed the book series but just my two cents; I really don't like the concept of them for this particular game.

In fact I was a little disappointed that they divided the Rebels/Resistance and Imperial/First order into separate factions and REALLY thought they jumped the shark with the prequel factions. 3 factions was plenty, 5 is a not my ideal but acceptable, 7 is getting a bit silly and more would be a horrible idea.

Understandable, 3 seems to be the perfect balance in different factions for character selections. Look no further than Starcraft. 4 you might get a faction that finds itself ignored. However as the unit selection pool of a faction tends to grow it tends to become too much. In a way I sort of want to see Star Craft split into 6 factions with the 3 Brood Wars faction vs the SC2 factions. But again how were they going to add in the prequel ships? The only one we got was the Arc.

The other solution is well subfactions but again just like 1st edition how does the game mechanics allow it. And what is the difference between a new sub-faction and just a new faction. The 1st edition subfactions were nothing more than just the back of the card, so that doesn't work. Yet in warhammer Blood Angels are just as different from Dark Angels to require 2 different codexes even though they are part of the Space Marine Faction. It is tricky to make a set of list selection rules that exemplifies a theme ore persona that a player connects with while keeping it in line with the myriad of other established factions in a expanding game.

10 hours ago, pickirk01 said:

Yeah I replied too quickly (see my edit that says, now I've had coffee). And I actually really enjoyed the book series but just my two cents; I really don't like the concept of them for this particular game.

In fact I was a little disappointed that they divided the Rebels/Resistance and Imperial/First order into separate factions and REALLY thought they jumped the shark with the prequel factions. 3 factions was plenty, 5 is a not my ideal but acceptable, 7 is getting a bit silly and more would be a horrible idea.

I really like the idea of 7 factions for the simple reason of game development. They are no longer constrained by certain cards helping each other unless they want them too now. 3 Factions was restrictive and I am glad they split them up.