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kmanweiss

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  1. kmanweiss

    Hypserspace Squads

    It makes sense, and I could even accept it as a gameplay element, but the game wasn't prepared for such a feature and many of the current fighters don't have hyperdrives. Z95s (unless retrofitted) and many of the TIEs don't have hyperdrives. You'd be granting a considerable amount of power to the other ships that do have hyperdrives. Keep in mind that hyperdrive capable ships don't pay a price for that ability since it's never used. This becomes a very one sided benefit to rebel players who already have very strong fighter squadrons. All those speed 2 and speed 3 fighters now have a lot more flexibility. Those slower bombers also have a lot more security since they no longer have to worry about engaging fighter screens on the way to targets. I'd be concerned about the abuse of this ability with some of the objectives also. Combining it with Interdictors and the right squads could create and interesting scenario also. Either deploy at speed 0, or deploy next to my hyperspace squadron drop point. I like the idea, but the devil is in the details here and it could create some imbalance issues along with some exploitative play styles.
  2. kmanweiss

    Gladiators and early wave ships

    The only reason these ships don't see as much action as they did was because there are more options, not that there are better options. Sure, VSDs were your only carriers at one point, but better options for that came along. New upgrades gave it a new lease on life. CR90s are still nice little ships that can play many roles and are solid filler material. Nebs were always title specific ships. Glads still back a solid punch and Demo is still very powerful. The problem was that in Wave 1, we didn't have options. AFMk2 was the only non-yavaris carrier, and also the biggest thing the rebels had. Now other carriers have appeared, and bigger ships have become common. The AFMk2 is now what it always was, a mid weight brawler. We just forced it to play other roles that it wasn't necessarily cut out for. Same with the other wave 1 stuff.
  3. I've always thought that the weakness comes from it's side arcs. Solid forward firepower, but in a narrow arc. Those side arcs are huge, and weak. Giving it too much more offensive power makes it a really risky glass cannon. I'd think a defensive retrofit is a better option. ECM to make sure you don't get your tokens locked down. Early warning system would really help to protect that gigantic exposed flank as you are trying to maneuver. Redudant shields (ok, not a great one maybe) to help regen those shields. Heck, even RBD is pretty good. Weak shielded arcs but a decent hull value means that if they don't kill you outright, you likely have some damage you could dump. If you also included a cheap title that added a redirect defense token (for say 5 points), or an even cheaper one that allows you to swap a defense token for a redirect (say 1 or 2 points), then that defensive retrofit could include Advanced Projectors. So there ya go. Give it a cheap title that gives you redirect and toss on a Defensive Retrofit slot. Now you have a ship that may see the table more often (even the support version!).
  4. kmanweiss

    Theory Crafting the Maxima

    I don't like asymmetry either...unless it makes sense. The YT1300 makes complete sense if you understand how it works and what it was designed for. The bridge being on the side of the freighter makes complete sense. This design doesn't seem to have any reason for it though. Now if they come up with a valid reason, I don't mind. It does however make itself noticeably different than other imperial designs (while maintaining the distinct imperial feel) making it easier for us as consumers to identify it. So I strangely don't outright hate it. Some reason for it would be appreciated though. Does the ship have light weaponry so typically brings along an escort ship that rides close to the upper hull on the opposite side? Was it originally to have 2 bridges on two separate towers? One to handle ship based commands while the other is a dedicated fighter command deck, but they cut corners during construction and just subtracted a command tower?
  5. kmanweiss

    Other Factions

    Producing any new faction instantly runs into a problem. Competing with existing factions. Each faction has 9+ ships and 12+ squads. They also have 10 commanders and a smattering of faction specific upgrades. This provides you with a ton of flexibility and a wide range of fleet building opportunity. Lets go out on a limb and say they put out a faction specific wave with 4 ships, and a squadron pack. Keep in mind that you'll likely get 1 small, 1 med, and 1 large ship along with a flotilla. You'd be extremely limited in what you could actually field. Your tactics would be limited and predictable. Beyond that, people not buying into that faction would be upset at being ignored for a wave. Future waves would be further reduced in per faction material, and would likely need to focus heavily on the new faction for several waves to catch them up. You are much more likely to get new trilogy factions, or even possibly prequel trilogy (this has it's own set of issues however), but only as extensions of the existing factions, not as separate self contained factions.
  6. Partial point gains from damaging ships is problematic. The Imps tend to have more hull while the rebels have more shields. Any rule that favors a standard damage rule or % damage rule that only includes hull value is going to be weighted in favor of one faction or the other. Beyond that, it could possibly have some effects on the meta.
  7. kmanweiss

    Star Wars: Legion with Corellian Conflict

    Lets really get the ball rolling... Star Wars Rebellion - This is our high level stuff. We assign points to each unit in the game to represent points for the other games (armada, legion, etc). Each system in Rebellion is represented by a CC campaign where each system in CC actually represents a planet or moon in the Rebellion system. The points from the Rebellion game are used to draft Legion and Armada forces. Control of a system is only won if you control both space (armada) and ground (legion) of a planet (system). When squadrons in Armada become engaged, X-wing is used to resolve this. If within range 1 of any Armada ships, then X-wing Epic rules/ships are utilized. When missions are played in Rebellion, they are resolved using Imperial Assault missions. When heroes clash with one another in Legion, Star Wars Duels is used. So, ultimately when forces in Rebellion move to a new system, and entire CC campaign begins for control using Armada and Legion forces which are further broken down into X-wing and SWD as needed, while the Rebellion missions are being handled in IA. All in all, a single game of Rebellion should only take about 7 years to complete. Any rules disputes are decided by double elimination tournaments of loopin' chewie. "BUT WHAT OF THE DOWNTIME!" you scream? Just have someone running a SW RPG campaign that players can drop in and out of on the fly. Problem solved. This game would require 26 people however. You need your 4 Rebellion players, 10 IA players, 6 Armada/Legion players, 2 x-wing players, 2 SWD players, 1 GM for the RPG, and finally an arbitrator to oversee the loopin' chewie brackets. Can't some people handle more than one role? ABSOLUTELY NOT! A chain of command must be preserved in order to strengthen the theme of the entire event. Cosplaying your role is encouraged (X-wing players wearing Imperial and Rebel pilot outfits for instance). All Imperial players are required to use a slight British accent, while Rebel players must speak with an American accent. Allowances could be made to reduce rebellion, IA, and Armada/Legion player numbers, but this can affect play quality, so do so at your own risk. IA for instance is supposed to be 1v4 with the defender always playing the imperial side in a campaign setting. However, you could reduce this to a 1v1 competitive setting with each die that you could bring to a mission roll being instead representative of points for the IA match. Again, gameplay can be negatively affected by this, but if reducing the required numbers of players from 26 to a bare minimum of 16 helps make the game more playable, then such concessions should be considered. On the other hand, each leader in Rebellion could be assigned an entire 'play group' including all players below the rebellion level. With this in mind, you could recruit a total of 356 players for a true military conquest style game. While requiring considerably more people, we find that the game plays out much quicker this way as multiple campaigns can be playing out at the same time making the Rebellion turns go quicker. At this point, some players find it easier to just simply LARP the battles, so feel free to get creative.
  8. kmanweiss

    Evaluation: TR90a vs HIE90b

    Obviously HIE can outdamage XI7s in gross damage, but it's awfully limited. HIE requires a crit (blue to be specific), XI7 doesn't. HIE requires an exhaust, XI7 doesn't. HIE only has an effect against shields, so it's not very useful if shields are already stripped. HIE is more expensive than XI7. HIE requires you to be closer to the target while XI7 can be used at long range. It's really an apples and oranges type of thing. XI7 is used to drill down on one specific zone. Dig past the shields, into the hull, and maybe land a crit of some sort. HIE is meant to spend a crit to do wide spread shield stripping. XI7 is great for just wasting smaller ships and giving smaller ships the ability to get past larger ships defenses. HIE is for stripping shields to allow others to get damage on the target. XI7 is meant for coordinated attacks against the same hull zone. HIE is meant for just mass attacks from any angle. On the surface it appears to be a APT vs ACM kind of thing, but it really isn't. I'm not saying HIE is bad or worse than XI7s. HIE are powerful, and a really solid slot for Ions finally, but the number of differences between XI7 and HIE make them pretty difficult to compare.
  9. kmanweiss

    What will Wave 8 bring?

    Raddus can be powerful, but he's hardly OP. Using Raddus means you are skimping out on deployments which can give a slight advantage to the enemy. You are also shorting yourself on activations each turn until you deploy the ship, again giving an advantage to the other side. You're also clearly laying out your plan for the enemy to respond to. They know which ship has Raddus, and which ship is waiting in hyperspace, and they know how you want to deploy it. By using a fighter screen to prevent deployment, other ships to prevent deployment or block LOS to the main target, or just by simply making sure you don't move into a vulnerable spot, or have a way to move after the deployment, you end up with a lot of potential counters. Once you deploy the ship, it can't act first, so again, your enemy has a chance to avoid it. Beyond all that Raddus is a one shot commander. He has an ability that happens 1 time in the match. If that is prevented or negated in some way, he's a very expensive waste of points. Other commanders are providing benefits every single round, or for 3 rounds, and are much more consistent with their abilities. Raddus is a fun commander, and can really trip things up for an unprepared opponent. I think he'll be a game changer for awhile in tournaments. But I think most good players are going to be able to come up with ways to counter Raddus in most situations making him far less valuable.
  10. I think there are too many factors at play. 1% difference in points is pretty minimal, and can be 1 upgrade. If that upgrade never gets used, then it played no part. A bad die roll can more than make a 1% difference in a game. Superior play and strategy can overcome a large difference in points. I think it would be tough to make any kind of prediction. That 5 or even 10% difference might not matter depending on the objective, the builds, the players, etc. The number of variables in play make it really hard to calculate.
  11. kmanweiss

    What will Wave 8 bring?

    I'm guessing they are scared of flotillas, especially flots that might be good at something. Flotillas being auto-include is part of the problem. Giving people more cheap activation and deployment padding monsters would be problematic, especially if they served a purpose beside padding. True. But X-wing launched Ep8 based stuff a week before the movie came out. So it's not beyond reason to think that Wave 8 could be centered around an upcoming movie.
  12. kmanweiss

    What will Wave 8 bring?

    I think Wave 8 will be centered around the Solo movie. We'll likely have some new characters to draw from, and I'm guessing we'll see some new ships (or old ships that haven't been used for armada yet). It won't be all Solo content, but it will contain elements from the movie. The timing is just about perfect. Movie is releasing 5/18, so we could see a Wave 8 announcement around March, with a release in July/August. I'm going to guess a Rebel medium ship packaged with a new YT1300 with Lando as a pilot. Beckett, the droid and that little cgi critter on the guns will make an appearance also. Not sure on the Imps, depends on if anything interesting is in the movie. The Imp ship may get packaged with some of the new TIEs also.
  13. kmanweiss

    A proposal to help the Victory Class SD

    Glads are actually pretty decent without the demo title....but that demo title is too good to ignore. Most people aren't running more than 1 Glad though. If you want a quick, brawling face puncher for a decent price, you take a glad...and if you take a glad, you take Demo. Nebs on the other hand...they are near worthless without Yavaris or maybe Salvation. You don't take a Neb and add a title to make it better, you take Yavaris and are just forced to take a Neb to put it on.
  14. kmanweiss

    Share your raiding experiences!

    Math only takes you so far in a competitive game. Part of the game is to get the other player to tilt. If I do damage to them (hull or shields) and they have an engineering command coming up in a round or two...well, that's part of their plan. They were expecting this. They planned for it. If suddenly they have a raid token that is going to stop that engineering command from triggering next round, do they give up this round's squadron command to clear it so they can repair next round? Or do they push their luck this round and forget the repairs? Now you are getting into their head. This can cause them to question their plans, and can trip them up as they focus on that issue alone and miss other things. This is where raid on fighters becomes fairly powerful. Due to their movement capabilities, they can dart all over the place and affect who you want, when you want. That GR75 is clearly going to push those bombers this round? Nope. I don't know what that ISD is planning this round, but I know in the next round or two he's going to need to repair, nope. Sure, there are counters. Comms net can counter it fairly easily. However that is a fairly large investment to counter a fairly small investment and may require you to activate in a certain order you weren't planning on, and you likely had other plans for that comms net anyways. Sure, that ISD can drop his current command to clean the raid away, but then he just weakened his attack, or failed to command squads, or didn't get to change his speed and position in a way to give him that sweet double arc shot on one of your ships. Raid may not be the most cost effective damage dealer, but it's the cheapest and easiest way to mess with your opponents head.
  15. The point of the ISD is to be a single craft capable of subjugating a single world, or patrol a trade route, or inspect a suspected pirate base, or search and destroy a small group of rebels, or, well, anything. Sure, you could design a better ISD for fighting capital ships, and a better ISD for carrying troops, and a better ISD for carrier duty, or you could utilize specialized ships for those purposes, but why? We need to subjugate this small backwater world. Lets send out a quasar for fighter support, an acclimator to ferry troops, and a VSD designed for capital ship combat....or we just send out a single regular ISD that can handle all those jobs. Specialized units make complete sense when engaged with enemies on par with your own forces. But when you have an overwhelming amount of power, but struggle to produce the resources needed to deploy unlimited strength to every location, the best solution is a single unit capable of doing all jobs necessary. You could design an ISD specifically to fight capital ships, but when the vast majority of your opposition is snub fighters, old freighters, and an occasional small capital ship...that is a lot of wasted resources. It's the same for TIE fighters. The development and deployment of more advanced fighters is kind of pointless. When you spend the vast majority of your time shooting down pirates in janky fighters, or suppressing worlds that can barely put together a squadron of space capable fighters, wasting money on super advance fighters with shields, life support, hyperdrives, etc is a bad idea. In most cases, the TIE fighters are more advanced than their opposition and suffer far greater losses than what they inflict. It's the same reason they don't have specialized troopers. There is no need as the basic stormtrooper is better trained and better armed than 99% of what they face on a day to day basis. Imperial forces were not designed to fight an equal force as there is no equal force. They are designed to suppress lessor forces on the cheap. It's much cheaper to have 1 standard ship that can take out capital ships, fighters, land forces, board vessels, subjugate systems, transport troops, defend systems, enforce blockades, etc. At the height of the Empire, there were 25,000 ISDs. Only 30-40 of which were at the battle of Endor. The Rebels brought basically everything they had to Endor. The Empire should have won. The entirety of the Rebel alliance was at best a match for .0016 of the Imperial supply of ISDs. The Empire just doesn't have a need for highly specialized ships. Beyond that, specialized ships would have made it remarkably easier for the Rebels to oppose them. We need to blockade this planet with fighters to stop trade and force them to join the Empire, send a Quasar. Rebels pop in with a couple CR90s with a handful of Xs and Ys. Blow up the Quasar, strand or destroy the fighters, jump away heroes of that planet. We need to invade and subjugate this planet with ground forces, send in an acclamator with stormtroopers and walkers. Rebels pop in with a couple Nebs and some Ys, pop that acclamator and strand those forces on the system while killing reinforcements and destroying supplies on the ship. Now launch a guerrilla war against the ground forces. You can't pull those kinds of stunts against a single ISD. You need a much larger force to oppose the ISD, and you are likely to suffer greater losses. On top of all that, generalized forces make logistics easier also. Each ISD is basically a small Imperial outpost that has everything you need. ISD in system X, and system Y. Rebels launch attack against system Y. ISD in system X is a day away and can respond. Sector command is a week away in system Z. Core systems with many more resources are 2 weeks away. If that ISD in system X was carrier focused, or capital ship focused, or ground support focused, it may not have the combat capability needed in system Y.
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