Jump to content

Rakky Wistol

Members
  • Content Count

    4,917
  • Joined

  • Last visited

Posts posted by Rakky Wistol


  1. It's not the sole reason not to do...no no no.  It's just that anything that EXTRA that manipulates the way the current points are done is an added level of difficulty IN DESIGN AND IMPLEMENTATION that makes it more difficult moving forward.  If you're not already a wargamer when you enter this game it has a large learning curve with all the options already;  I am seldom in favor of not doing something just because it will make it "easier for beginners".  That's not a problem for me either.

     

    For a game with little to no real errata, no bannings, and still some room to grow within the current context, it would just be a shame to have to veto new ideas in the near future based on releasing something like this too early.

     

    I love the idea overall but think it either needs to fit within the already established rules of the game (titles/crew/upgrades) to be released at this time (or any time soon.  ~ another year) or wait until options are running thin to introduce a new way to manipulate the current, generally balanced rules.  And do it because it improves some lacking part of the game or increases options... not just for fluff or because it would be fun/cool.


  2. I would rather see it as a balancing and option increasing addition rather than a fluff one.  As previously stated, FFG has done an awesome job with balance but that makes the few omissions/overcosts glaring;  this could be the fix or this could be the thing that finally breaks balance (especially if xwings are getting better)... FFG is the game company to do it right, from what we've seen so far, but I'm not totally convinced it's what is best for the game AT THIS MOMENT. 


  3. At the Italian regional I played this 7 ships:

     

    Academy x 4

    Backstabber

    Interceptor x 2 (Alpha Squadron)

     

    where are you from Andrea?

    Might go 1 alpha and a Howlrunner.  Your opponent should be distracted by Howlrunner enough to leave the interceptor alone for a round and if not you just earned yourself 3 dice for the round instead of 2.


  4. Another option is:

     

    Krassis + HLC = 43

    Kir = 24

    Scimitar + Missile = 21

    Academy Tie = 12

     

    Certainly makes Krassis the main target but Kir gets a little easier to lock on early and I don't think the academy blocking is going to do anything worthwhile though.  I'll play both a few times but suspect the 3 ship loaded is going to be better.


  5. Here is something I drew up today:

     

    99/100pts

    Jonus: 22

    Scimitar + Missiles = 21

    Scimitar + Missiles = 21

    Simitar + Proton Torp =20

    Black Squad + Squad Leader/ Draw thier fire = 16/15

     

    You still have 4 bombers and 3 "missile" shots and black squad plays defense or hands out an action.  It's certainly an all in on engagement round type of squad.  If your missiles don't hit then the dice aren't with you this time and you're going to have a rough go.  There are still 26 hit points to chew through but you're going to be fighting an uphill battle at only 2-3 attack dice and 2 evade.

     

    I think I like Jonus with something, scimitar with missile and bomb x2, and an interceptor more but it'll require lots of playing to get a feel for it. 


  6. It's a nasty list that I always hate to see across the table.  I am curious how you're flying too and/or about your competition level; especially since you've been cryptic about how you are so different than everyone and that is your key to victory.


  7. I like the title card route.  You pay but you pay mabe a bit less than you usually would (also allows for zero cost "improvements" to some less played ships).

     

    I could also see 1 use, aka "Discard this card..." squad cards.  Again, you would have to follow restrictions and pay a little but any pilot in the squad could use the benifit (either single single use or more powerful "until end of round" use).

     

    Both options could be used, shouldn't power creep anything too much, add flavor and replayability, and allow for some "fixing" of some ships. 


  8. Maneuver against no one and play against everyone (even your buddy's 8 year old!).  You can't ever over practice your placements and playing against anyone will make you more prepared for every kind of play and every shift in play.  Seriously, I learned more from playing against that kid than against his dad.


  9. A friend of mine came up with a similar list, except he had marksmanship on mauler instead of vet instincts and swarm tactics.  I absolutely annihilated this list with  2x Blue Squadron w/ HLC & 2 Rookie.  I flew a slow 2x2 box formation into the asteroids to break up his formation.  He delayed the engagement until round 4, doing some "fancy" flying with Howl, DC and NB while Mauler and Backstabber swung wide to flank.  Everything did not go as he had foreseen.

    Not sure how (since you had HCL's and wanted it) or why he would do that.  Flanking is nice sometimes but the entire point of howlrunner and swarm tactics is everyone stays together and everyone acts at the same time.  Flanking is a valid tactic but, especially by"fancy flying" he just negated 6pts of his list and his biggest offensive threat.  Swarm did it's thing by taking out a rookie before he could fire... with Mauler and Backstabber probably could have taken out another entire ship too, or at least got it down to killable next round before it got to act.

     

    I like the 6 tie aces list a lot (especially when you're not playing dead serious).  It reward good maneuvering and tactics and can just be a BEAST some games.


  10. I am in favor of having a low PS tie or 2 for disruptive purposes. Lose a stealth device or 2 and you can get 6 with a few High and a few low.

    Mauler + stealth + swarm
    Howlrunner + stealth + swarm
    Night Beast
    Dark Curse
    Academy Tie
    Academy Tie

    Not as defensive and a little slower but you get a 6 tie swarm and Night Beast and Dark Curse are already extra defensive. Swarm tactics lets your team shoot first more often. Named tie swarm is pretty fun but Howlrunner and Mauler will probably get targeted hard 1st.


  11. Keeping it simpler like the title cards sounds like a good idea.  I like that it goes with a certain ship and it effects that ship and all lower PS pilots.  Should work until end of game though, not just elimination of that pilot. 

     

    That being said, it would probably have to be pretty expensive. 


  12. New abilities come with new named Pilots. 

     

    It's all about translating flavor to game mechanics, they aren't barrel rolling, they are getting tossed around.  I have imagined the effort and it is a lot... but it's in flavor and works mechanically and my character did move insanely large objects when needed, taking dark side points to do so when required (thus "The Gray").

     

    If you're need a  more realistic approach then it's just thrusting the stick suddenly or forcing the rudder instead of the whole ship.  It's not perfect but that's how it would translate.


  13. Crew: Rakky Wistol, Force Adept- When attacking, if any hits are scored, Barrel Roll your target in any direction.

    Awing Pilot: Rakky Wistol, Force Adept- Your action bar gains Barrel Roll

    Awing Pilot: Rakky Wistol, Jedi PS3- Your action bar gains Barrel Roll. You may Barrel Roll in any direction.

    Awing Pilot: Rakky Wistol, Jedi Knight PS5- When declaring the Target of your attack, you may BarrelRoll that Target before measuring Range.

    Tie-Advanced Pilot, Rakky Wistol, The Gray PS6- when you reveal your maneuver dial you may immediate BarrelRoll any ship or Obstacle within range 1 in any direction.

    Crew: Rakky Wistol, The Gray- same as above.

    He was my longest running Star Wars character who specialized in Telekinisis. What he made up for in lack of natural pilot skill he more than made up for with pure Force Power. I also imagine Tractor Beams will work something like this.


  14. PS 1- if they are better pilots than that they would be a academy tie. No boost, maybe BarrelRoll. No target lock.

    Pts- 9

    PS 1

    Att 1

    Agility 2

    Hull 2

    Shield 0

    Actions: Barrel Roll, Focus Fire

    Infantry Key Word

    Infantry- may only make any speed 1 maneuvers. All turn and bank are white, straight 1 is green. Does not take stress tokens from collisions with objects.

    Focus Fire- All units of the same PS who focus on the same target spend thier FF tokens. All of these units must act before any other units are activated and all roll 1 additional att die this turn.

    -------------------------------------------------------------------------------------

    Now it's a less powerful, less maneuverable academy Tie that can still swarm and put the hurt on. Higher named infantry could grant swarm tactics to all infantry at range 1, increase damage or maneuverability, or carry other weapons.


  15. I I was drumming up campaign stuff today myself. I was going to have similar rules for advancing pilots who survive but require them to rebuy fighters that are blown. 1st mission is the same imperial or rebel and decides which star fighter you have available to start with (tie/interceptor/bomber/advanced or awing/ywing/Xwing/bwing). After intial mission determines your "ace" pilot you start with the base model of your ship + 25pts. You can buy other ships or upgrades to your squads. You can also just bank it all. 3 mission types: objective, battle, escape. Killed pilots roll PS Dodge vs difficulty of mission attack to see of they "survive". Any pilot can voluntarily fly off the map (except in escape scenarios) to stay alive but after your "third strike" you get the "cowardly" elite pilot talent until you complete 3 missions without flying off.

    Yep, I got a good start and experience points are pretty well broken down by mission and used to improve along the spectrum like pts from the game (+1 PS is roughly worth 1pt just like the game). I'll post more should I ever get to run it. N


  16. Yeah. We immediately we t to talking about what else to put in the list to not make him priority #1... Both new named Royals seem to be keyed towards "cinematic" so they are not the obvious choice and can still contribute something special. Both will find places on lists but probably less so than initial "wow".


  17. Lots of people do.

    I will likely get campaigns going where you name your pilots and if they survive (both not being shot down and some survival roll) they will get upgrades (if anyone else around here will actually play this game consistently). This would accompany repairing and such. But that is more "custom are than unit.

    Surf the forums and you'll see lots of mods and some custom made ships (usually bigger). Surf the wed and see 3-d printed every kind of ship.

    Good luck and post pics!


  18. How about someone passing him an action?  Cheaply, Black squad + squad leader.  Expensive= Vader.  Midrange Jendon.  Does he need a target lock or extra focus?  If only he had PTL!  There bound to be a pilot eventually that will let non-Elites upgrade into elite status.  When that happens he'll be overkill.

×
×
  • Create New...