So back to the original topic, I want to see a Rebel Operative of Ackmena. She could lure the Imperials in with her siren song, and buff the Rebels with her bardic arts...
https://starwars.fandom.com/wiki/Ackmena
So back to the original topic, I want to see a Rebel Operative of Ackmena. She could lure the Imperials in with her siren song, and buff the Rebels with her bardic arts...
https://starwars.fandom.com/wiki/Ackmena
1 hour ago, arnoldrew said:You think changing him from - to 4 courage would be an upgrade?
You'd get the benefits of cover from suppression you don't get now.
I don't know that some of the posters would ever be happy. Most seem to want Vader to be Sabine with more wounds and 6 red dice on a lightsaber, a 1 man army that eliminates 6-7 units a game without dying but only costing 150pts
Edited by buckero014 minutes ago, buckero0 said:You'd get the benefits of cover from suppression you don't get now.
I don't know that some of the posters would ever be happy. Most seem to want Vader to be Sabine with more wounds and 6 red dice on a lightsaber, a 1 man army that eliminates 6-7 units a game without dying but only costing 150pts
Yeah it can be hard to put a character like Vader into a board game becuase he has achieved the proportions of a mythic figure. Like we all know that characters like chewbacca and han solo pose no threat to him whatsoever, but since it is a war game we have to have stats where chewie and han can take Vader down in a fight.
1 hour ago, buckero0 said:You'd get the benefits of cover from suppression you don't get now.
I don't know that some of the posters would ever be happy. Most seem to want Vader to be Sabine with more wounds and 6 red dice on a lightsaber, a 1 man army that eliminates 6-7 units a game without dying but only costing 150pts
Those are all good points.
22 hours ago, KarlVonCarstein said:That would be cool. They were called drop troopers so maby they get a rapid reinforcements style deployment all the time. They're supposed to be really good at it, so maby they even get an action on the turn they deploy. Seems like it would be fun.
Be interesting to see those mechanics introduced into the game on a unit. I personally would like to see them on Clone Paras, but make sense on Rebel drop troopers as well.
20 hours ago, buckero0 said:You'd get the benefits of cover from suppression you don't get now.
I don't know that some of the posters would ever be happy. Most seem to want Vader to be Sabine with more wounds and 6 red dice on a lightsaber, a 1 man army that eliminates 6-7 units a game without dying but only costing 150pts
I think Vader is fine being Speed 1 and having no range, but he needs to be SUBSTANTIALLY harder to kill for that design to work. He's just far too easy to chip down while playing keep away and doesn't even survive 1v1 encounters with other Jedi particularly well who always get to engage him on their terms. To be as limited as he is, he needs to be durable enough that he can act as a board control and bully piece that significantly impacts the game without actually needing to get to melee and attack. That's his role thematically and one he can't really fulfill by simply having a couple extra wounds.
27 minutes ago, Alpha17 said:Be interesting to see those mechanics introduced into the game on a unit. I personally would like to see them on Clone Paras, but make sense on Rebel drop troopers as well.
I think you could do both. Though the idea of using other deployment rules gave me an idea for making other versions of generic commanders.
It probably wouldn't be all that generally useful, but it might be interesting to have generic commanders that can bring a few extra command cards for like, 5 extra points on the model. An example using paratroopers/droptroopers could be a Logistics Expert who can choose during deployment to set aside a single Trooper Unit and then play a "Reinforcements" command card that brings that unit onto the battlefield with an active order. Then, Paratroopers/Droptroopers could gain Infiltrate when deployed this way, or simply be allowed to be put within range 1 of another trooper unit.
It's the kind of thing I don't think would ever be added to the game, but might be a fun idea.
Previous comment submitted twice for some reason
Edited by evo454On another note, I would live to see Fantasy Flight embrace the Skirmish rules a bit more and maybe make some smaller armies based around skirmish specifically. That's where you could get native units like Wookiees, Gungans, Tusken Raiders, etc. and possibly throw in pirates and Sequel Era stuff too. If they based it around the Skirmish rules, then you wouldn't need so many units to round out an army.
21 minutes ago, evo454 said:On another note, I would live to see Fantasy Flight embrace the Skirmish rules a bit more and maybe make some smaller armies based around skirmish specifically. That's where you could get native units like Wookiees, Gungans, Tusken Raiders, etc. and possibly throw in pirates and Sequel Era stuff too. If they based it around the Skirmish rules, then you wouldn't need so many units to round out an army.
Naboo guards, gungans and qui gon vs darth maul and b1s. Stop the thematic whingers
2 hours ago, evo454 said:On another note, I would live to see Fantasy Flight embrace the Skirmish rules a bit more and maybe make some smaller armies based around skirmish specifically. That's where you could get native units like Wookiees, Gungans, Tusken Raiders, etc. and possibly throw in pirates and Sequel Era stuff too. If they based it around the Skirmish rules, then you wouldn't need so many units to round out an army.
subfactions would be great for that
essentially a subfaction would just be a new faction with just a few models that would be ideal for skirmish
but then you could also use those models with their parent faction in larger games
so like hutts for imperials
gungans for GAR
geonosians for CIS
etc...
thats the direction id like to see the game go in: adding one subfaction to each faction.
On 8/31/2020 at 11:46 AM, arnoldrew said:You think changing him from - to 4 courage would be an upgrade?
it would 100% be an upgrade. he would get +1 cover from suppression. and stormtroopers would still be highly unlikely to panic with 4 courage.
it would help a little with keeping vader alive. But that still wouldnt fix Vader to the point where he feels right.
I think Commander Vader should get uncanny luck 1-2 so he can reroll some of his saving throws. That would make him harder to kill. The problem with Vader is that he's so slow he often gets caught out in the open and that makes him entirely dependent on making his saving throws which makes him very luck based. Uncanny luck 1-2 would decrease the luck factor with the saving throws. Vader would still very much be killable but he wouldnt die in two turns of being attacked like he does now. I also dont think saber throw should use up a force slot on Vader. Its not fair that Vader has to waste a force slot on saber throw when most other jedi get built-in ranged attacks and Vader is already low on slots as is since he doesnt get a command, gear, or training slot.
I think Operative Vader is mostly fine other than the fact spur is an absolutely infuriating keyword. Spur definitely needs some changes. For the dewback's sake too. Although I also wouldnt mind if operative vader also got uncanny luck 1-2 to help with his survivability.
Vader just needs that extra bit of survivability to help him out with his area denial role.
Edited by Khobai27 minutes ago, Khobai said:I think Operative Vader is mostly fine other than the fact spur is an absolutely infuriating keyword. Spur definitely needs some changes. For the dewback's sake too.
Spur just needs to require taking a suppression to increase your speed for the turn so it doesn't cost 2 suppression to double move with it.
37 minutes ago, LunarSol said:Spur just needs to require taking a suppression to increase your speed for the turn so it doesn't cost 2 suppression to double move with it.
Yeah but why not just make Operative Vader speed 2 at that point? whats the point of making him suffer the suppression? It doesnt add any interesting element to the game.
There needs to be some benefit to having spur over having speed 2 otherwise operative vader is just straight up worse than any character that has actual speed 2, like operative luke.
Now if operative Vader had a keyword like danger sense X that triggered off suppression tokens that would make sense. because then he could put the suppression tokens to work. That would make spur way more interesting.
Thats how spur needs to be fixed. It needs to give a benefit that speed 2 doesnt get instead of being straight up worse than speed 2.
Spur probably costs less than speed 2, but that doesnt make spur interesting, because anyone would gladly pay more points for speed 2 if they could. spur needs some kindve additional benefit that makes it interesting just so you dont just feel like youre getting cheated out of speed 2. It feels really bad the way it is now.
Edited by KhobaiI would hope that Spur costs less than a permanent point of speed. The on demand cover is useful though.
3 hours ago, Khobai said:Thats how spur needs to be fixed. It needs to give a benefit that speed 2 doesnt get instead of being straight up worse than speed 2.
Spur probably costs less than speed 2, but that doesnt make spur interesting, because anyone would gladly pay more points for speed 2 if they could. spur needs some kindve additional benefit that makes it interesting just so you dont just feel like youre getting cheated out of speed 2. It feels really bad the way it is now.
I'm not sure about Vader or whatnot, but some keywords are designed from the start to be superior to others. Lethal is a worse form of Pierce, it was made that way (and after Pierce was invented). Scale is just better than both Unhindered and Expert Climber (though they were made before Scale). Coordinate is better than Authoritative (in many circumstances, but not all). Etc.
Of course people would pay for better keywords or stats, they would also pay extra to have black dice (or red dice) to roll instead of white dice. Some units just have drawbacks, like AI. In some cases, this is remedied by upgrades the unit can take, but I digress. I'm not sure why Spur needs to be fixed just based off the fact that it's worse than something it was meant to be worse than.
9 hours ago, Khobai said:Yeah but why not just make Operative Vader speed 2 at that point? whats the point of making him suffer the suppression? It doesnt add any interesting element to the game.
There needs to be some benefit to having spur over having speed 2 otherwise operative vader is just straight up worse than any character that has actual speed 2, like operative luke.
Now if operative Vader had a keyword like danger sense X that triggered off suppression tokens that would make sense. because then he could put the suppression tokens to work. That would make spur way more interesting.
Thats how spur needs to be fixed. It needs to give a benefit that speed 2 doesnt get instead of being straight up worse than speed 2.
Spur probably costs less than speed 2, but that doesnt make spur interesting, because anyone would gladly pay more points for speed 2 if they could. spur needs some kindve additional benefit that makes it interesting just so you dont just feel like youre getting cheated out of speed 2. It feels really bad the way it is now.
It would be cool if they made a keyword that was the offensive version of danger sense. They could call it Aggressive or something. Slap it on a force user only darkside only training upgrade and that would make operative vader even scarier.
Be cool to see
Imperial Mud Troopers.
Rebel Honor Guards
Tam Posla
Somebody in a pilot uniform. A figure for Wedge maybe.
If they ever decide to make a unit that can be both a Rebel and an Imperial, I want Dr. Aphra plus her 2 murder droids as Counterparts . Having her playable on both sides would fit her character pretty well, and she could have some sort of anti-tech/hacking/slicing shenanigans.
I really want to build and paint this:
They should definitely add the murder droids
They could have retinue vader. that would be funny.
Would be cool to see more clones and droids.
It might be interesting to see Rex as a Rebel Operative. He wouldn't have to be much different than Commander Rex, but could have some interesting command cards.
I don't quite know who I would want for Empire if they didn't do Mudtroopers or Doctor Aphra. I still think that it would be cool to get Purge Troopers as a spec ops, but since we just got a special forces unit I doubt we'll get another one right off the bat.
1 hour ago, evo454 said:It might be interesting to see Rex as a Rebel Operative. He wouldn't have to be much different than Commander Rex, but could have some interesting command cards.
I don't quite know who I would want for Empire if they didn't do Mudtroopers or Doctor Aphra. I still think that it would be cool to get Purge Troopers as a spec ops, but since we just got a special forces unit I doubt we'll get another one right off the bat.
Empire needs probe droids. Its one of the last iconic OT movie units they can make.
100% agreed and with the new observation tokens for CIS introduced along with Sith Probe Droids and the predecessor Viper Probe Proid I think it is highly likely.
2 minutes ago, KommanderKeldoth said:Empire needs probe droids. Its one of the last iconic OT movie units they can make.
Thematically, yes, it would be pretty cool, but I can't really think of how they'd be used in the table top. I'm not familiar enough with the observation tokens to make much of a judgement.
I would love to have one if only for the model itself cause I think it would be cool. The imperial Probe Droid is about the size of a person, though, so it couldn't be as small as the Sith probes
I dont see how empire benefits from probe droids either.
Empire would benefit more from something like dark troopers.
the last thing empire needs is more goofy low impact units. they need something thats actually decent and not a complete pushover.
Edited by Khobai