Jump to content

Vector Strike

Members
  • Content Count

    667
  • Joined

  • Last visited

Posts posted by Vector Strike


  1. 9 hours ago, Qark said:

    Hi everyone. The latest version is now available via the links in the original post. A few comments on new changes and how they are handled by the calculator:

    1. Lethal - I haven't included lethal in the calculator. Mechanically lethal is either pierce or an aim token. Working out which is the better option isn't something I am going to program. You can use the existing functionality to work out the averages of each option in any given case.
    2. Marksman - Like lethal marksman allows an attacker with an aim token a choice of how to spend it. Working out the best case based on the individual roll isn't something I am going to program. Instead if you set marksman to 1 and aims to 1 the calculator will always use the aim for marksman. If you set marksman to 2 and aims to 1, one token will be used for marksman. If you set aims to 2 and marksman to 1 one aim will be used to reroll and then one aim will be used to marksman. Marksman upgrades misses to hits before it tries to upgrade hits to crits. I know this isn't ideal in some cases.
    3. Outmaneuver - Should work fine.
    4. Observation tokens - Works fine. Used after aim tokens. Won't crit fish. (Aims currently don't crit fish against armour either).
    5. Force Barrier - Armour, cover, etc is applied first then any remaining hits are reduced, if there are no hits to reduce then crits are reduced instead. I liked @Khobai's idea of the variable damage reduction but I just didn't have time to implement that in the few hours I managed to find to do this.
    6. A reset button, just for @Vector Strike

    Did some basic testing but double check for yourself and let me know if there are any problems.

    Here is the .exe link again if you need it: https://github.com/andrew-s-hart/SW-Legion-Probability-Calculator/raw/main/SW-Legion-Probability-Calculator-master/LegionCalculator/LegionCalculator.exe

    Doing God's work, man! Thanks a lot for this!


  2. 2 hours ago, Geekboy75g said:

    those transport tanks from the phantom menace and a laat

     

    2 hours ago, Lochlan said:

    LAATs are possible (especially since the A-A5 is 4 meters longer*), but the MTT (the transport tank from The Phantom Menace) is 4 times as long as an AAT.  CIS could get the NR-N99 as an open transport, but I'm not sure if they have a canon closed transport that is within the correct scale.

    *Side note: is this the first unit in the game that will have to be massively scaled down?  At 21.4 meters long, it's more than twice the length of the AAT.  

    If GAR gets a LAAT, I'd rather get the HMP for CIS than the snail tank


  3. 2 hours ago, Lochlan said:

    If the list is going to include an actual commander there is almost no reason to include a Field Commander. 

    But there is! An AAT as your secondary commander is much valuable than a generic T-Droid because it contributes quite heavily in the game.


  4. 1. I really like TTA. It's clean, direct to the point, shows the cards and is easy to use. I usually compare it to YASB 2.0 (X-Wing), but I like TTA even more.
    I also hope you'll keep the card database - that's pretty useful!

    2. As others have said, an app and a 'mathhammer' (dice sim) would be nice. Also, make it faster (it takes some time to load)!
    Regarding the Command Cards selection: it would be really cool if they were separated by the units providing them, instead of a unique list:


    TTA-CC-layout.png

    3. I don't use other builders, so can't say much on this matter.


  5. Each B1 box costs 25 dollars, IIRC. A starter set costs 100 and comes with 2. You generally want 4+ B1s, so at least 2 core sets or 1 core set + 2 B1s packs are necessary.

    The first option costs 200 dollars, but you can sell 1/3 of the first one (clone figs and cards) and 2/3 of the second (clone figs and cards, dice, rulers, generic cards, etc). That more or less will bring you back to 100 dollars.
    The second option costs 150 dollars and you can sell 1/3 of the first one. That more or less will bring you back to 117 dollars.

    It doesn't seem much, but if you end up wanting even more B1s (and using 6 of them is quite common), then we're speaking about:

    - 3 core sets: 300 - 1/3 - 2/3 - 2/3 = 135 dollars spent (or close).

    - 2 core sets + 2 B1 packs: 200 - 1/3 - 2/3 + 50 = 151 dollars spent.

    - 1 core set + 4 B1 packs: 100 - 1/3 + 100 = 167 dollars spent.

    Well, 135 to 167 is quite the difference - and you get 3 Droideka units and other 2 Grievous you can sell for collectors or just assemble in different ways. 3 Droideka boxes cost between 75 and 100 dollars. THAT money you'll be saving 100% for each new core set you get.


  6. I think Scum would work better as a bunch of mini-factions with good intrasynergy - i.e. Pyke units have good rules between themselves, but basically no interaction with Hutts, Mandos, etc. to the point of not even giving them orders.


  7. 2 hours ago, Haslamm1 said:

    First look of this is he will be awesome after some practice. He's very vulnerable actually if you make mistakes or expose him, but he is one **** of a hammer if you are smart. Like a real assassin, pick your moment and don't just rush, overexpose and get shot

     

    Not sure he should be red defense die, but maybe in play testing he was just too vulnerable if on white

    I don't think any saber wielder will EVER have white defense die. Perhaps Ezra.

    2 hours ago, Billion Year Old Carbon said:

    I do feel as if Maul should not be too powerful. He proved himself incapable of defeating even Padawan Kenobi and, while he survived this defeat, he remained only as a tragic figure doomed to always be a less-significant part of greater plots and ploys. Though, as a character, this is  where he becomes a lot more interesting.

     

    He killed Qui-Gon Jinn, a Jedi MASTER.

    1 hour ago, Billion Year Old Carbon said:

    No way Maul could take out Neesons.

    But he did!


  8. CIS

     

    As others have said: Droidekas should get a point reduction. -10p, minimum.;I'd even give them Full Pivot while not on Wheel mode or Generator 2.

    The B1 Upgrade box Personnel upgrades need some rework, too.

    - Security Droid: 9p to negate AI: Attack, but exhaustible. Sorry, I won't spend an action for that - and for +3p! It should get Cycle or ditch the Exhaust altogether. The T-Series Droid will cost 18p (twice as much), but has a way better gun, Reliable 1 and no AI: Attack at all times; there's no doubt which one I'd choose (and even yet I'd rather use the T-Series on B2s or BXs).

    - OOM Droid: 12p to increase the Coordinate: Droid Trooper from R1 to R2. Neat ability, but not worth an entire extra B1. Should drop to 9p.

    - The Rad Trooper should also have a bone thrown at it. The weapon is good, but being the most expensive option at R2 makes no one interested in it. -2p would be okay-ish.

    AAT:

    - The anti-cover torpedo is hardly used. Making it 1-3 would do wonders.

    - T-Series Pilot: Bonuses are too meh. Drop it to 3p.

    B2s: the HA upgrade (blast weapon) could get a -2p discount. I hardly use it nowadays.

    All droid troopers: Integrated Comms Antenna is really bad for 3p in a world where the better Long-Range Comlink for 5p isn't taken. 1-2p would be enough.


  9. I live in Portugal and I've been waiting Cad Bane since July. BXs and STAPs never made an appearance here. (all 3 English)

    Oh, I was wrong; they all did... IN GERMAN! 😒

    The distributor is promising English Cad Bane for Halloween, while no word on BXs and STAPs whatsoever. I had to 'bend the knee' and get Spanish ones (which were available since day one, IIRC).

×
×
  • Create New...