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Everything posted by Axelius
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Just bumping my own post to update that the BTL-S3 became recanonised in the latest Poe Dameron comic.
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Yeah, the dial seems a bit too good. I'd make the 1's only be green banks and white turns. Have all green 2's and all white 3's plus T roll and kturn, as well as white 4 and kturn. That way it has better performance than the TIE at lower speeds, as welm as Trolls, but still lack the 1straight and lose the 5 forward. Could be an interesting nimble little ship. Engine boost and Autothrusters on ALL the things!
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Well, technically there is also the Advanced Proton Torpedo, but that has the downside of needing an EPT (which the Y lacks) or a support ship to activate. What I'm starting to think of is something along the lines of the Advanced Homing Missiles, a torpedo with three dice that causes one faceup damage card (or two if large). Could also be a good candidate for use with munitions failsafe and chips.
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I don't like limiting a card like that for no reason other than locking it off from one specific ship, especially when I find it hard to rationalise from a thematic point of view. Because I don't want to remove the turret, just limit it. I also want to stay within the concept that ship variants are titles or modifications while armament variants are slot upgrades. As the main concept of the S3B is the replacement of the main armament with heavier cannons, that's a variant to me, and as such a title. Probably true, took the precaution to rather overprice, than underprice and thought it brought it roughly equal to the X-Wing, problem is ofc that the X-Wing isn't worth its points. While that is probably true, again, I dislike having to design around one specific card, especially when it otherwise seems fair. If I had to take a competitive TLT list into account the card is impossible to price. At 1 it can still be included and the loss of Unhinged/R2 isn't too big of a deal. At 2 it is only one point cheaper than a normal hull upgrade, but with a hefty downside. As the card is originally intended for Co-op campaign play (in which I as the primary Y-Wing player has denounced the TLT) I don't feel like trying to get entangled in that mess. Especially when we must consider that the Y-Wing doesn't really see any use outside of being a cheap TLT carrier. Shhhhh!
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Well, the Empire's a big place so there's sure to be some kind of such unit at some place. IMO the most likely craft would be the TIE Advanced and the Aggressor, both have hyperdrives, improved survivablity and capacity to carry ordnance. The TIE/PH and TIE/D are both too expensive and in too high demand by the conventional forces. While the Advanced and the Aggressor didn't see widespread adoption they were still produced in some numbers and could easily be imagined to find its way into the hands of such forces. After all, Darth Vader used an /x1 himself and the Inquisitors used TIE Advanced /v1s.
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Well, X-Wing minis a firm both Legends and Canon game anyway, with ships and characters from both. As for the concept of "no BTL-B", my stance on the issue is that until Canon says anything that contradicts it, such as in Legends the sole Y-Wing survivor of Yavin was Keyan Farlander, in Canon it is Evaan Verlaine. So far Canon hasn't said that the CW Y-Wings aren't BTL-B, so that's what I go with. The only thing that is confirmed is that the A4 is a variant and that it lacks the gunner position of the earlier variants, which fits more or less with the previous narrative. We know that there are at least two other variants, the one used in the Clone Wars (presumed BTL-B) as well as the ones "liberated" in Star Wars Rebels that has the cockpit of the earlier variant, but the turret of the later ones (my headcanon is that this is the BTL-S1 which was what the BTL-B once was wrongly referenced as). In X-Wing this is reinforced by having the A4 be locked in the front position, thus indicating that the stock model is some other variant, most likely the S3 as that fits with Legends specs. Told you 'bout the nerd-cascade...
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Hmm, I get your point, but that would lock it off from Scum Y's as well, which isn't optimal. I'm already thinking of making the upgrade worse, primarily by having the focus be spent, give it a minor die modification and like the Unguided Rockets limit other die modifiers. That said, it really is a problem with the Jumpmaster and not the card itself, and since we're already in homebrew territory... well, eh. I agree, in my opinion the big problem with the Y in normal play is the lack of EPTs, which isn't a problem in HotAC since you gain those as you play. Since the stuff I've made have primarily been for this co-op campaign mode pilots weren't as big of a priority, although I do know a few names that I would like to see in a Y-Wing, among them Norra Wexley and Evaan Verlaine. Also Pilot abilities are IMO a bit harder to put values on, which is one reason I've stayed away from it. You're probably right about the cost, and it might be fair to bump both of them down to 0. For the Courier I was trying to compare it to the Bomber losing more effective slots with the TIE Shuttle, but it's probably true that the turret hurts more. On the other hand you're still able to combo it with an astromech, which can be pretty powerful. As for the S3B I was sort of working backwards from the Outrider which has a rather hefty price, although it is fair to say that it has a cost for a different purpose, but there you still lose a turret primary for it. My original version had the price at 3 and instead of removing the primary attack, it removed the turret slot and made it possible to use the primary out of arc at range 1-2, effectively giving it a Dorsal. However, I wasn't happy with that, so I went with this instead. As for the cannon slot I think you're underestimating it, since except for the Scyk and the YT-2400 all ships with Cannon slots have 3 primary attack, while the Y has 2. This means that a weapon such as the Mangler cannon is a straight up upgrade on all ranges and that the HLC could be a viable option. Furthermore you can still use the cheaper turrets to fill in the blind spot of the HLC. I think an S3B with R3-A2 and Flechette cannon could be a viable alternative to the variant with A4 and TLT, while keeping the option of out-of arc firing. Thanks, that's what makes me want to do them. I've also really been wanting to make a BTL-B card, but then the question comes up, what is really different about it and the normal Y-Wing. As well as the question, is the "normal" Y-Wing the S3 or... just some generic variant? And then it just a big nerd-cascade from there... As for other cards, we haven't really done any other ships. I made these as a reaction to finding tons of variant X-Wings and A-Wings, as well as some B-Wings and Headhunters among the custom cards other people had done for their HotAC campaigns, but there was little love for the Y-Wing (although I did see a nice forward/aft deflectors card and an S3 variant that I kinda liked, so that's why I didn't really do them).
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Made a thread for it, to not go offtopic.
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So, I was asked in another thread to share some of my primarily Y-Wing themed upgrade cards I've made for our Heroes of the Aturi Cluster campaign. As such, they aren't necessarily particularly balanced for competitive play, but I'll hope that you'll enjoy them anyway. Also, feel free to critique them and suggest improvements (although I withhold the right to ignore any opinions as I please ). First out is the S3B, based on the Y-Wing variant that shows up in the old Star Wars: Battlefront games. While sources aren't particularly clear on the exact specifications of it, the interpretation that I went with was that it had its medium laser cannons exchanged for heavier Particle Cannons and its Ion turret exchanged for a self-defense laser turret. Inspired by Outrider I took the opportunity to exchange the primary weapon for a Cannon slot, somewhat balanced out by the inability to take heavier turrets, such as the Ion or TLT. Realistically speaking, I don't think many would go for both TLT and a cannon, but still. Next up is the Courier, an uncommon after market modification that like the TIE shuttle variant of the Bomber, exchanges the ship's secondary weapons for the ability to carry passengers. Could make the Y-Wing into a fun little support ship with the ability to combine both crew and astromech. Requested by another person on the HotAC facebook group, this is a more dedicated munitions carrier like the TIE Bomber, inspired by the "Heavy Y-Wing" from the Star Wars Age of Empires clone Battlegrounds. It would probably not win any games in a tournament, but could be a fun thing to add to the table with the ability to take Long Range scanners. The BTL-Y3 is a ship in the fan Star Wars Infinites (alt history) setting Father and Sons of the Sun by Shoguneagle on deviantart, from where the artwork is taken. The idea is a lighter ship, inspired by the original Y-Wing concept art, making for a ship that is a somewhat better dogfighter putting it somewhat in line with the X-Wing. It has a slightly worse dial and still has the lower attack, but tries to make up for it with stronger shields and the turret slot. Also, the artwork was too gorgeous not to use. Another fighter variant of the Y-Wing, this one entirely made by myself before I did the Y3, which I probably perfer. The thought about this one is that by removing and replacing the torpedo launchers, space is made to improve the laser cannons and equip a missile launcher, more suited to shoot down small craft. What if your Y-Wing still had its hull plating? When I posted this on facebook this was at the same time the most liked and the most controversial. Many thought that the loss of the k-turn was a death knell for the Y-wing when beset by TIEs, and that you "might as well just grab the hull upgrade". At the same time, many liked the idea of having the hull plating still on, and I'd prefer for it to actually have the effect of giving the plate-less a clear advantage in performance. As it was designed with HotAC in mind this modification would optionally be an autoinclude and not take a modification slot, but I guess that for normal play it would be reasonable to add "You can take up to two modifications." or somesuch. As for why use this artwork instead of the BTL-B? Well, I liked this one still keeping to the original trilogy's "chunkiness", as well as keeping my option open for making a BTL-B card. The BTL-A4 LP (Long Probe) was a recon variant of the BTL-A4 that saw some of the longest service in the New Republic fleet of all Y-Wing variants. Equipped with improved engines, hyperdrive and endurance it filled the remaining area in the former co-pilot seat with powerful scanners and sensors. While the ship was supposed to be replaced by the T-65BR "Snoopscoot", it only did so partially, as the older A4LP still performed admirably. As for the card itself, I like it. The concept is simple, to give the Y-Wing access to some of those juicy systems upgrades, but does give up the modification slot for it. Additionally I like that it forces the player to use the BTL-A4 title. While not a huge penalty, it is a soft limit, preventing things like 360 TLT with Fire Control System, as well as combining it with the other titles I've made such as the S3B. Bombers are getting the Bomblet generator. Missiles are getting the Unguided Rockets, why shouldn't torpedoes have something like it? Energy Torpedoes are the kind of torpedoes equipped on the Trade Federation Vulture Droids. Functionally they are similar to Plasma torpedoes, but do not have the guiding shell. Instead a generator is installed in the torpedo tube that like the laser cannons draws from the power of the ship to recharge. The torpedoes are dumbfire and theoretically infinite (as long as the ship has fuel), but takes time between salvoes. Well, as I just mentioned, almost all torpedoes are homing, but some are more homing than others. This one is effectively a proton torpedo, but with a reduced warhead, replaced by a more intricate guiding system. Now that I look at it, it might very well warrant an extra point or an effect like removing a crit to make it more in line with the Proton Torpedo, but as a concept I like it.
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No hyperdrives on an interceptor? There's an easy fix to that: the Gozanti Cruiser. The Empire has always had a thing for specialisation, and as such it doesn't seem likely that they would, like the pseudo-insurgency organisations that the Rebellion and First Order are, use multi-role detached units to serve as both ground and space operatives in any large capacity. However, from what we've seen in Star Wars Rebels the Gozanti Cruiser would be well suited, and seems to be used, as a counter-insurgency and special operations vessel. They are common in the Empire, and as such won't raise an eyebrow about their presence, and could possibly even operate incognito. Their innards are highly customizeable and could easily carry a small complement of troops for ground combat and specialist equipment, such as slicer electronics. Oh, and also, the Royal Guard ties were upgraded to have hyperdrives to be able to act as independent escorts of the Emperor's personal lambda shuttle, so there is precedent for that.
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Don't have a template, but Strange Eons is a program for custom card making with a pretty much complete set for making X-Wing stuff. Been using it to make custom Y-Wing titles and torpedoes for our HotAC campaign.
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will we see a First Order Star Destroyer in Wave 3
Axelius replied to jarmus mrawn's topic in Star Wars: Armada
I wouldn't say so, HWK-290 was released as the first rebel ship with a crew slot opposite the Lambda as the first Imperial ship with a crew slot. Ofc, HWK-290 was pretty sub par while the Lambda at least was fat. And while HWK was the first EU ship to be released, it was at least the same era, releasing Finalizer without any rebel TFA ship would be akin to just releasing the X-Wing T-70 for X-Wing, but not the TIE/fo. -
Been considering a CR90 Ackbar Swarm myself... Just need about 5 more CR90s...
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Inb4 Thrawn is Snoke.
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Maybe they're having the Ton Falk in Wave 3 and don't want people getting ideas...
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will we see a First Order Star Destroyer in Wave 3
Axelius replied to jarmus mrawn's topic in Star Wars: Armada
Armada might not need rules tweaking and such, but it's not for the sake of the game they would make a new Core, it would be for the sake of getting new customers. Take advantage of the new stuff that is up on the screen in this moment. And releasing standalone TFA ships doesn't make much sense, as people have noted having the one new ship with a bunch of 30 year old relics just doesn't rhyme well. If they have a core pack they avoid that problem. Just like X-Wing it can be compatible, and you can mix-n-match as much as you want, but I'm betting that if they release TFA ships, it will come with a Core package. -
will we see a First Order Star Destroyer in Wave 3
Axelius replied to jarmus mrawn's topic in Star Wars: Armada
I think a problem with Ep VII is that they'll likely want to have a specific Core Set, as they have done for X-Wing. But I think it might be a hard sell to have the FO Star Destroyer as the main piece there, as it will likely be a large base ship, like the Imperial. However, I wouldn't discount Ep VII to have some large scale space battles in which they cram in a couple of ships that could fit the bill, but I'm not surprised that it hasn't shown up in the trailers either. The Rebels have the Empire using the Arquitens Light Cruiser and rebels using Pelta class frigates, so I'm gonna guess that they will be the next two small ships for the respective factions, possibly together with Gozanti and GR75 transports. What the factions need now, though, are more medium based ships, I wouldn't be surprised if the Venator is going to be the Empire's addition, but the rebels don't have anything as clearly "rebel looking". -
So they don't synergise in particular with one objective card and the cheapest Rebel commander. Wow, such downsides. And while the X-Wing still makes a better escort, Escort only comes into play when the bomber is already engaged, which means that it is unable to move and fire on the targets they are intended for. Instead the A-Wing's superior speed allows it to intercept enemy formations before they reach the bombers. Meanwhile, Rebels don't have the Synergy specials that might need escorting, as Imperials do, and two of the most attractive ones to escort, Wedge and Luke, both have Escort and can't be escorted. And while Counter might work best against TIEs and weaker fighters, it allows it to stand on equal footing with an X-Wing should the A-Wing get the initiative, which it likely will, given its superior speed. Compared to a Y-Wing it reshuffles two hull into two speed, loses Bomber and Heavy for Counter 2 and gains one anti-squadron die. All for one point. They are not "the best fighters in the world", but they are affordable, fast and do just about everthing just about good enough.
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PDR makes a blue die go from 50% hits to 62.5% hits. On Black-Blue it means you go from 87.5% to 90.6% chance of at least one hit and from 37.5% to 46.9% for two hits. I mean, I guess it isn't terrible, but the fact that it only works at Close Range is the problem. You will still only have a single 50% chance hit at Medium Range. And the thing is, will those 10pts you spent on PDR and QL be more effective than getting a fifth TIE?
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He's still spent some $80 for a total of 88pts. Compare that to $40 for 72pts in an Assault Frigate.
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They're more likely to release a new card with a similar but better effect for a similar cost
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I've used H-9s in the past, with limited effect. Isard I considered including in a fleet. Once. Still better than Point Defense though. I think Point Defense could shine on a Squadron-hunting Raider with the title and with your Flagship VSD with "Warlord" and Gunners. Only if you run Raider II, and then only on one of its two dice, since the black die will hit anyway on crits. And that remaining die only increases accuracy with 12.5% (from 50% to 62.5%). Doesn't feel worth 5 points.
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If anything I'd keep Luke in that case, as he is the bombiest of them
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How in the ever-liveing-**** did you manage to add two red dice to a side arc that started with medum range to begin with? Asuming your oppponent realized that you were restricted to med-long range, of course? -diet- and assuming I know how to spell th eword assume with 3 whiskeys and a strong beer running interference? He didn't, which was why he wanted Enhanced Armament so he could. Except he can't, as we concluded in this thread.
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I too dreamed this dream.
