Hi
We are all waiting for the next point change to help some units that fall short of the mark. However I think the last point change showed that some units might not work even with point reduction unless they get reduced by alot or gain som sort or errata to help it as well. The airspeeder whom I think works fine as a unit now, allthough still suffering from problem with being an expensive single activation that can't interact with alot of objectives. However this is after a huge point reduction on both the base unit as well as the upgrade cards, in addition to extra rules and rules change to wedge.
It's easy to point to a unit and say: This needs nerf or this needs buff. However how it should be done and how it would fit in FFG MO is another thing. I have been working a bit in my head for an expansion pack like the specialist and upgrade packs we've seen before. My thought it to make a mirror expansion for both the empire and rebels and being a very rebel focused player I started in that courner.
I present my prototype for a Rebel fix expansion.
Wookie vibro axe warrior
36/32p
1 red, 1 black
Pierce 1.
After performing a move action, gain spur until the end of your activation
The model is from the wookie expansion with the vibro axe added from the wookie hero in imperial assault. This would give the wookies a close combat heavy weapon option to boos their somewhat lacking dmg potentinal in melee. The second problem is getting into close combat with the wookies using speed 2. I was tempted to just give them spur, but double move speed 3 into engagement is very powerful and I leave that to tauntauns. However I feel spur is a perfect way to boost wookies since it combines with their indomitable rule. I decided to give them spur for only the second move, representing the extra speed of a charge and it can't be used to move faster and then shoot. The point cost is before and after the point change providing the wookies get's reduced in cost. I belive they will, but you can't be sure.
The second upgrade to wookies is to help their survivability with some inspiration from the new BX droids and their shields.
Wookie tribal shields
Gain reliable 1
Gear
0-2p
This dosen't really needs to be a new miniature, but since we going after the template of the previous two expansions this is the way. This picture is from revenge of the sith and could be the template for the model, It is also somewhat represented on the current models. I was thinking of other defence bonuses, but honestly giving them a surge every round will help their defence a bit and don't impact their offense in anyway since they got surge-hit. I think that the point cost could just be 0 since it steals their gear slot where you might put recon intel. Otherwise I would keep it at max 2 points.
What do you think about this, would you buy it?, would it be enough to make wookies somewhat compedetive?
Moving to the fleets.
Fleet officer
20p/18p/16p
Increase your courage by 1 even while this card is exhausted and/or gain sentinel/training slot
Exhaust when resolving a standby action to gain steady.
Fleets have trouble with white defence dice and short range weapons. They need to get close to deal damage and will be under alot of fire doing it. At the same time courage 1 is a big achilles heel since they need to move-shoot most turns to reach a target. Rebel officer helps with the courage problem, but I think we can expand it to boost their keyword ready 1. They also can't take the upgrade card to increase their standby range since they lack a training slot. So my solution is an officer with an added bonus, or if we need to be more different than an officer we can ignore the courage bit and hope the rest works enough. I prefer giving them sentinel from the officer, however giving them a training slot can be used to add it via the upgrade card. This add other options like offensive push. Gaining steady with speed 2 is a massive boost, so I want it to be contained to the standby action and exhaust to use. My plan with this, is that a fleet trooper squad can move and do a standby action gaining their aim token from the keyword. Then they can activate when something moves into range 3 to perform a move + shoot since speed 2 is about the same a range 1. Giving them a threat range of 3 give or take a few mm. I accept that it is a bit messy with all the keywords, but at least this upgrade let's them use their keyword effectively. The points is 20 for the courage 1 + sentinel/training option. 18 for just sentinel and 16 for just training slot. They all have the second part about the steady rule though.
My second one is a similar version, but it will focus more on the use combined with the MPL-57 heavy weapon.
Fleet security personel
15p
Gain sentinel even when this card is exhausted
Exhaust to perform a free standby action
Pretty simple, you gain sentinel and it keeps working even while this card is exhausted. The second part gives a free standby action. This can be combined with the MPL weapon to fire it one turn then the turn after you can move, recover and then perform the free standby. Using sentinel you can trigger standby to fire the MPL launcher since it has range 3. However the MPL is an exhaust weapon which hurts it compared to the scatter gun. Using this personel upgrade you can use it more effectivly and with it's increased range. It can be tuned down with switching stanby action to token, but I like using their keyword since it's the one unique thing they got. I can see chainging the free standby to a free recover before they activate as it will do about the same thing.
So that's the box. 2 fleet trooper models and 2 wookie models to be packaged in one box, with some new upgrade cards. Throw in republic versions of the unit cards for wookies if you feeling crazy.
What do you guys think, would these upgrades make the units more compedetive, overpowered or are they just to complicated and weird?
I used 3 proxy models, one being the wookie unit leader that have a shield on his forearm, the second my officer with calamari head and lastly my commando sabotage model that I have my spare fleet trooper head.