Star Wars Squadrons and it’s Effects on X-Wing

By Gupa-nupa, in X-Wing

On 10/20/2020 at 10:23 AM, CaptainJaguarShark said:

shield projector

Like this?

Adaptive_shields.png

5 hours ago, Hiemfire said:

Like this?

Adaptive_shields.png

well, that's pretty clever, though if it worked the way it does in the video game, it would give extra shield tokens to a ship in your forward arc until the end of the turn.

40 minutes ago, CaptainJaguarShark said:

well, that's pretty clever, though if it worked the way it does in the video game, it would give extra shield tokens to a ship in your forward arc until the end of the turn.

It's a Huge Ship cargo upgrade that exists in 2.0

Epic/huge ship play is so well done and so under-played in 2.0.

22 hours ago, Hiemfire said:

It's a Huge Ship cargo upgrade that exists in 2.0

Yes I know. Which isn't the same thing as what it's in the Squadrons game but close enough to be under the same overall concept of "shields going where they currently aren't at."

But not quite what I'd want, personally, if trying to emulate the video game mechanics.

5 minutes ago, CaptainJaguarShark said:

Yes I know. Which isn't the same thing as what it's in the Squadrons game but close enough to be under the same overall concept of "shields going where they currently aren't at."

But not quite what I'd want, personally, if trying to emulate the video game mechanics.

Okay, was just making sure you were aware and didn't think I'd home brewed it. :D

Edited by Hiemfire

I was wondering this morning whether you could make the trickle SLAM engines for drifting... something like:

- starts with zero charges and generates one per turn

- after a straight maneuver of 3 or faster, you may spend 3 charges to execute a [K-turn of the same speed].

- You may not execute your highest speed [straight] maneuver. If your dial reveals that maneuver, instead execute a red [2 straight] maneuver.

I could be convinced that the last point could only be when you have full charges to drift (slam k turn).

could price by initiative or like ATP and just prohibit 5s and 6s from taking it.

Edited by PaulRuddSays
14 hours ago, PaulRuddSays said:

I was wondering this morning whether you could make the trickle SLAM engines for drifting... something like:

- starts with zero charges and generates one per turn

- after a straight maneuver of 3 or faster, you may spend 3 charges to execute a [K-turn of the same speed].

Nice! Give me 5 of these for my Gunboats!

15 hours ago, PaulRuddSays said:

I was wondering this morning whether you could make the trickle SLAM engines for drifting... something like:

- starts with zero charges and generates one per turn

- after a straight maneuver of 3 or faster, you may spend 3 charges to execute a [K-turn of the same speed].

- You may not execute your highest speed [straight] maneuver. If your dial reveals that maneuver, instead execute a red [2 straight] maneuver.

I could be convinced that the last point could only be when you have full charges to drift (slam k turn).

could price by initiative or like ATP and just prohibit 5s and 6s from taking it.

Amusing how it doesn't work on some ships, like the B-Wing.

6 minutes ago, CaptainJaguarShark said:

Amusing how it doesn't work on some ships, like the B-Wing.

For Ten and Braylen it'd be a 2 straight boost that kicks them mods.

15 hours ago, PaulRuddSays said:

I was wondering this morning whether you could make the trickle SLAM engines for drifting... something like:

- starts with zero charges and generates one per turn

- after a straight maneuver of 3 or faster, you may spend 3 charges to execute a [K-turn of the same speed].

- You may not execute your highest speed [straight] maneuver. If your dial reveals that maneuver, instead execute a red [2 straight] maneuver.

I could be convinced that the last point could only be when you have full charges to drift (slam k turn).

could price by initiative or like ATP and just prohibit 5s and 6s from taking it.

Neat idea. But what is the purpose of keeping it off i5-i6?

36 minutes ago, Hiemfire said:

For Ten and Braylen it'd be a 2 straight boost that kicks them mods.

The way I was reading it, I thought they couldn't execute the 3-straight maneuver whatsoever, not even for regular movement, which keeps them from using the SLAM k-turn, as it requires a 3 straight.

24 minutes ago, CaptainJaguarShark said:

The way I was reading it, I thought they couldn't execute the 3-straight maneuver whatsoever, not even for regular movement, which keeps them from using the SLAM k-turn, as it requires a 3 straight.

From what I can tell the 2 straight happens during the trickle SLAM instead of the k-turn if the revealed maneuver on the dial is of the highest speed for that ship. Your interpretation would require every ship that has this equipped to effectivly loose access to the fastest maneuvers on their dial.

Interestingly, as written, the trickle SLAM k-turn is not red.

Edited by Hiemfire
6 hours ago, Cpt ObVus said:

Neat idea. But what is the purpose of keeping it off i5-i6?

Preventing I5 and I6 dial casual and figure it out later. It’s too close to action SLAM for them to have.

6 hours ago, CaptainJaguarShark said:

The way I was reading it, I thought they couldn't execute the 3-straight maneuver whatsoever, not even for regular movement, which keeps them from using the SLAM k-turn, as it requires a 3 straight.

6 hours ago, Hiemfire said:

From what I can tell the 2 straight happens during the trickle SLAM instead of the k-turn if the revealed maneuver on the dial is of the highest speed for that ship. Your interpretation would require every ship that has this equipped to effectivly loose access to the fastest maneuvers on their dial.

Interestingly, as written, the trickle SLAM k-turn is not red.

@CaptainJaguarShark read it correctly. The fastest straight on your dial is no longer accessible, but because there’s no way to keep players from dialing it anyway, you’ve got to make it fail somehow. If your fastest straight maneuver is red, you can’t do the SLAM k-turn. If your fastest remaining maneuver isn’t a 3 or 4, you can’t SLAM k-turn.

k-turn doesn’t need to be red because you’re doing a 7-9 k and taking the SLAM disarm. If your opponent wants to get out of range, they should be able to in the right turn, and because you’ve lost a maneuver you’re not as good at chasing. Overall this seems fair to me for a modest number of points.

15 hours ago, PaulRuddSays said:

k-turn doesn’t need to be red because you’re doing a 7-9 k and taking the SLAM disarm. If your opponent wants to get out of range, they should be able to in the right turn, and because you’ve lost a maneuver you’re not as good at chasing. Overall this seems fair to me for a modest number of points.

Gunboats rocketing across the map on turn 2-3 to shoot you in the back sounds hilarious. I think that's the only trick you can play around this idea and it's probably niche enough to be okay. Assuming this is a modification upgrade and not a configuration.

55 minutes ago, CaptainJaguarShark said:

Gunboats rocketing across the map on turn 2-3 to shoot you in the back sounds hilarious. I think that's the only trick you can play around this idea and it's probably niche enough to be okay. Assuming this is a modification upgrade and not a configuration.

1d7bw0.jpg