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About xero989

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  1. I am trying to find an image that someone posted of the page with all the rules, but the basics are something like this. You cant have more than 5 experience worth of abilitys, you can't have more than one ability at the same teir in the same tree, you can take abilitys from different trees. Again that is just vaguly the rules I remember from the photo I can't seam to find anymore.
  2. We get 4 one for each command plus an Espeanoge and Logistics tree.
  3. If people that get paid to wright have spelling/grammar issues it makes me feel a little better about my short commings. Hopefully this means RitR will drop sooner than latter hoping late this month earlier next.
  4. I see your point. 16 points to chew through a good chunk of squadrons is a good investment for the points and engineering commands are very useful and Ravager I only find works when you get to add 2 dice.
  5. I definitely agree that Ravager+linked trubolaser tower+H9+Kallus is the way to delete a squadron. However Annihilatetor can do some nice things on a Kallus+Palpatine+quad laser turrets aces will really burn though their token really fast and Then Annihilatetor can help with very consistent 2+ damage. My biggest issue is its cost and how inflexible it is as it only helps if there are squadrons.
  6. Out of curiosity where did the SSD place?
  7. I am fairly confident the lucrehulk will just be a large ship. the size of the modle would be if you put a pencil on the tip of an ISD and spun it in a cricle. It creates a circle that could fir 2ish ISDs and for armadas sliding scale that is more than acceptable. while big I dont see it having an issue fitting on a large base.
  8. I would like to see the dorrean gunship and AFMK I for the rebels. Carrak support vessel for the Empire and I guess something else to even the out the ship count. Another squadron pack would be nice with gunboat, tie hunter, and tie punisher for empire, and u-wing, K- wing and something eles for the rebels. It would give a since of complteness at least for me, to each faction.
  9. So I did some rough math in the past about this in the past but now I actually compiled the numbers. So if we take the average squad to squad damage factoring in native rerolls form abilities like swarm etc. And add them all together divide by the total number of squadrons we get an average damage of 2. If we do the same thing for accuracies we get .67 accuracies on avrage but if we factor out squadrons not capable of gettin accuracies we get .75 as the avrage so we will use that. So your average squadron will deal 2 damage and generate .75 accuracies so let put that up against howlrunner. So with two damage and generating an accuracy on 3 out of 4 attacks we can kill howlrunner in 3 attacks and that is not bad, but if the accuracy fails on even one of the 3 attacks well we will have to make a 4th attack. This means howlrunner if you don't get an accuracy she can take up to 4 attacks to kill that makes her as durable as 2 tie fighters and she gives you a cool ability that can add up to being more dice than you lost out on by taking her and not 2 generic ties. Lets look at a 5 hull double brace ace. Here your accuracies are completely useless, unless you get two but we are stiking with overall avrages so 2 damage will be braced to one over and over again. Meaning it will take 5 attacks to kill this guy compared to 3 for his generic counterpart. Lets look at one more exsample 4 hull scater ace so if our first 3 attacks get us that accuracy we can still kill this 4 hull in one go, but if one misses an accuracy we are back to the same place we where with our 3 hull scater ace it will take at least 4 attacks. Where agian on average a 4 hull generic squadron will take 2. It would appear the reasioning to give most aces deffinse tokens is so they can survive 2 more attacks than their generic counterpart this makes since as its not super fun to get character sniped. However because scater is a bit more luck baised and so can be frustrating to deal with if you're unlucky on a few rolls making one 3 hull squadron take 5 attacks to kill, its diffintly furstrating. So what I think needs to happen is take away the randomness of the scater token. Some have said to just make it so scatter reduced the damage to 1 however this puts the scater aces at a disadvantage from the double brace aces as a 3 hull sacter ace will only be able to survive at most 3 attacks one more than a generic but double brace aces will still have a near guaranteed 2 more attacks to kill. Because of that I think that would create an imbalance in the game as imperal squadrons would diminish and reble aces would rise. This would also not address the issue of ace durability as the double brace aces are the same. For me I dont know what the best solution is but here are a few ideas. first "when a squadron spends a deffinse token it is discarded instead of exhausted" and "when a squadron spends the scater deffinse token reduce the damage to 1" this makes Sloane a little scary, but also nerfs her aces as well so not sure on that. This approach Makes it possible for aces to die in just as attacks as it takes to kill a generic if you get the accuracies on the turns you need them if not the aces tokens will buy them at most one turn. Another idea "Squadron deffinse tokens do not unexust." This does not effect the durability of squadrons, but of you do get unlucky you at least softened their defense. Again sloan could make this scary. Cap on the number of points or how many aces you can take. Not my first choice, but it is there. Increase the cost of aces. Generics are fine where they are as ir is hard to get more than 8 squadrons activated each round so making generics cheeper wont **** as they will still be out classed by aces. Add more upgrades that benefit generic squadrons/more hate for aces. These are really the only ideas I have to address the issue, but its time for bed now.
  10. It would be fun to build a list around putting mines on sapce wheals to deliver the playload. Something like this. Assault: Marked For Destruction Defense: Abandoned Mining Facility Navigation: Dangerous Territory MC75 Armored Cruiser (104) • General Dodonna (20) • Strategic Adviser (4) • Flight Controllers (6) • Proximity Mines (4) • Electronic Countermeasures (7) • External Racks (3) • Leading Shots (4) • Quad Battery Turrets (5) = 157 Points MC30c Torpedo Frigate (63) • Sabine Wren (4) • Ordnance Experts (4) • External Racks (3) • Admonition (8) = 82 Points GR-75 Medium Transports (18) • Ezra Bridger (3) • Comms Net (2) = 23 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Comms Net (2) = 27 Points Squadrons: • 2 x VCX-100 Freighter (30) • Gold Squadron (12) • Ketsu Onyo (22) • Lando Calrissian (23) • Shara Bey (17) = 104 Points Total Points: 393 Just something a threw together dont actually like dangerous territories as much but you have a small bid for second and if someone makes you go first you have so much power to leverage objectives into your favor with the mines and Stratigic. Seams fun at the very least.
  11. I think what we know of the stats it does reflect that it has 6 shields in the front 4 on each side and to me it looks like double digit hull but I can't quite make it out looks like 7 or 8 dice out the front 5 on the sides so the ship seams more defensible than an ISD and is ether puting out as much or more firepower than and ISD with a double arc. It can go toes and because of what appears to be heavy deffinses and at leat on par firepower it seams more than capable of taking out an ISD fairly comfterbaly one on one.
  12. Sorry if I missed this somewhere, but now that we hav a ship that can take more than one fleet command, and two navigation fleet commands exist: Take Evasive Action, and Entrapment formation would spending a single nav token in the ship phase trigger both? I can see both sides. Because the only stipulation for each card is that you spend a nav token at the start of the ship phase, and by spending a nav token you satisfie both cards stipulations. However I can see the side of at the start of the ship phase each card performs its own check so evasive action triggers in the ship phase I can discard it or spend a token I spend the token Evasive Action triggers, spend a token or discard this card, I discard the card. I think it is the latter because Evasive Action and Entrapment Formation trriger at the same time, the ship phase you choose what effect to resolve first, so each resolves its own Independent check, but I have slight doubts so I am wanting to know if there is a consensus on this.
  13. Got a very simaler list. Assault: Most Wanted Defense: Capture the VIP Navigation: Dangerous Territory SSD Assault Prototype (250) • Moff Jerjerrod (23) • Admiral Ozzel (2) • Damage Control Officer (5) • Emperor Palpatine (3) • Gunnery Team (7) • Leading Shots (4) • Overload Pulse (8) • Quad Battery Turrets (5) • H9 Turbolasers (8) • Ravager (4) = 319 Points Gozanti Cruisers (23) • Darth Vader (1) • Comms Net (2) = 26 Points Gozanti Cruisers (23) • Admiral Titus (2) • Slicer Tools (7) = 32 Points Squadrons: = 0 Points Total Points: 377 Ozzel and JJ make it so I dont care about deployment just drop in the center and adjust at the start of first turn. This also makes the list super aggressive right out of the gate. I have deleted 3 ships at the top of turn one its hilarious.
  14. Looking at the new squadrons this week and my first impressions of them. https://nichurz.wixsite.com/mysite/blog/new-faces-at-the-mos-eisley-spaceport
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