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Posts posted by Ulf Beorstruk
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I have a module for anyone that wants to give it a try.
Dragons of Mandalore
Journey deep into the Mandalore system to meet with an underworld contact and recover a lost technology. Hutts, pirates, warriors and an ancient guardian stand between you and your prize. Go in guns blazing, or use stealth, diplomacy and deception to overcome the Dragons of Mandalore.
https://drive.google.com/file/d/0B_Ialxdpp9QBTHpDaVdTY2ZkSUE/view?usp=sharing
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We took out the flipped order, both moving and shooting in descending PS order.
We also took out all unique cards, and had the winners in absolute order they crossed the finish line, which put an interesting new emphasis on higher PS generics.
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There are definitely cards that you can equip that cannot end up being used in game. Boba was already mentioned. They just don't end up seeing much play. There's no real 'design element' argument to be made there.
As to whether or not its good design...
I quite like the concept, although you could control it a bit more. The flip card idea is one way. It could also copy instead any one crew card of the opponent's choice. Therefore, it they're playing Palp, its on them to run another crew too to protect that investment. Its important, imo, to make sure your opponent has a way to plan around whatever you're bringing if they're clever enough, which is part of why Palp's a bad game design.
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Thanks Hellcat, made them with Strange Eons. The CCL main thread has the links to the downloads and instructions, if you're interested.
I didn't go with the action regen for a few reasons, one of which was precisely because thats already done for Scum in Gonk. As Fighters too, they really need the action for combat, so more expensive and action-free makes them a lot more viable. They also needed the +2 Hull to bring their cost into line with their jousting value.
I will try Scramjets with Autothrusters out, hadn't really considered that. I'm not a huge fan of ATs anyways, so I'm not sure off hand how much that would effect them, but it shouldn't be game breaking.
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Definitely like Sideslip and your Astromechs.
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I've been playing with the titles I posted on the last page, and they've made a huge difference. Genuinely fun to play, makes them viable, but not at all overpowered.
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Great work again!
The sloops might be a bit much on the ship, as that's pretty agile for a bomber. No 1 forward might be tough as well.
Really like the named pilots. Short fuse is a great idea.
The Torpedo seems like it might be a bit weak. Maybe 1 point too expensive.
Magpulse might be too good for its cost, depending on the size of the template plus range 1 all around it could cover a very large area for such a strong effect.
Custom job looks good to me.
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For the first game, do the starter set's Luke vs 2 TIES, swapping Talonbane for Luke if he wants Scum. Get the initial basics of the game down like this.
Then do the 100 point list, Boba+K-fighter+Thug.
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For Draco, you could probably go as far as 'At the beginning of the Combat Phase, assign 1 stress to one enemy ship within Range 1'. I don't think that would be too strong, yet keeps that theme going. You also don't need to call back to whether or not you decloaked that way, which could be relying too much on memory in a later phase.
Yansu I wouldn't keep exploring in that direction. As you said, its dangerous design territory, and would have a really profound impact on the game, shutting down a large portion of viable alternatives. Maybe "When you are declared the target of an attack, if the attacker does not have a focus token, treat the attack as obstructed". Certainly less powerful, but definitely a useful ability in-game and at PS4, forces the other player to make a similar choice to your previous wording but allows them to make other decisions without completely shutting them down as long as they're willing to accept the penalty, and keeps the Nightsisters obfuscation and deception themeing.
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This is a pretty clear-cut example of power creep.
The initial title seems like confusing design to me. As was already pointed out, it makes the existing title obsolete, which is not good design. Then it adds the third red die, which is an extremely strong bonus. Just look at the 'Punishing One' for how that's been costed in the past (albeit on a large PWT ship). Finally, it adds reactive maneuver changing, an extremely strong ability. All of that for 1 point?
The Launcher to me is even more eye-raising. You make every TIE a better ordinance carrier than anything in any of the other factions. There is absolutely nothing even comparable to this upgrade in the game.
Long Range Targeting is absurd. Infinite range missiles plus free LRS? Open up a whole new range for only one faction of the game, plus in the same pack give them cheaper missiles for all TIEs? This is flat out unfair.
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These all just make one faction and ship much, much better than anything else available in the game.
It also absolutely negates the factor of opportunity cost from all of them. If the Launcher didn't have the additional bit of allowing Chimps too, then maybe it would not be so egregious because at least you have to make a choice to have it. If the Avenger were a Advanced-only systems upgrade that worked in conjunction with the x1, so instead of the ATC's auto-crit you got an extra dice and the maneuver changing, that would be an interesting choice. Long Range Targeting completely negates the already existing choice of LRS or Chimps, and gives you an absurd ability that breaks the game, so there's no helping that one.
Sedaya and Arsenal both seem fine without the upgrades in this pack.
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These missions are hard!
Very good work, very fun to play through. We played with 3 players, and absolutely got our teeth kicked in repeatedly. We had to be very janky to win, taking advantage of the AI and the like.
It might be too hard. We embraced the challenge of it, really got into the spirit of ultra-fragile TIE pilots and laughed it off when we died again, and again, and again. However, for other groups it might get too frustrating too quickly. Especially having just played through HotAC as a Y-Wing, the Tie Fighter felt like porcelain, where an errant range 3 shot could get you at any time. What we decided to do was give everyone Autothrusters as a default starting modification for free, which then got replaced the first time you bought a modification, and that made a big difference.
Great work though, looking forward to future missions.
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The ship's only been out for a week. A week!
Some of us have played with it for quite some time.
I haven't even had a chance to play the Striker and there's already a "fix" thread?
Why not?

What is its intended role?
Cheap aces? we have those and they are better
Arc-dodger? we have those and they are better
Fast flanker? we have those and they are better
Durable jousters? we have those (and the Striker is the exact opposite of durable) and wait for it...
..they are better
Having said that, it is a very fun ship to fly, in casual games.
Have you considered their role as Mario Kart racers?
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Use playing cards, then just print off a list for everyone of what each card corresponds to.
2C - X-wing
3C - Proton Torp
etc
Not the most elegant, but the least amount of work involved.
For more work, but a bit quicker draft, get a pack of cue cards for a couple dollars and then write each ship and upgrade on the cue cards, shuffle and deal out those.
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3 ships is perfectly fine for playing too, so don't feel like you need to do anything too janky to make it work.
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He's just an *******.
You'll find them in all parts of life, including unfortunately the hobby world. Someone who demands that everyone respect him, while giving no respect to anyone else.Tell him clearly, on the off chance that he doesn't know this is how he acts. Then move on if it doesn't get better.
ViscerothSWG and Helias de Nappo reacted to this -
Everything about the Phantoms is way too good here.
Could you go into detail about what is "way too good" and maybe a change?
I don't know what to tell you that hasn't been echoed here already. These are too strong, and that's not bias against the Phantom, its not wanting to see a ship even "arguably" as good as the Defender that can be 4 times as many places.
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Really nice work, like this a lot. I had a couple model kits for the Star Courier at the right scale for X-Wing that we've been using in narrative play, so I might steal a couple of your pilots.
The only thing I'd be concerned about here is Draco, not necessarily from a balance perspective but just because that ability might end up making the game less fun to play against. Not an issue at tournament-level, but in casual games it might be a concern. Same with the probes.
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After letting Rogue One simmer and reading several reviews, I wish they'd just make a 3 hour Star Wars movie of nothing but action and minimal plot. Just make beautiful explosive dogfights and space engagements that cuts between guerilla warfare and ambush/counterattack scenes between the Rebellion and the Empire.
Intercut that with Jedi / Sith lightsaber battles.
http://www.imdb.com/title/tt0361243/
Enjoy
ViscerothSWG and Arttemis reacted to this -
Magnetic airlocks are a thing that exists in this setting.
Stop trying to ruin everyone's good time.
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Everything about the Phantoms is way too good here.
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I like the dials, not sure if that would prove too good on a swarmable ship in practice but its an interesting idea.
PS 1 pilot seems fine, maybe a point too cheap with the better dial and torp compared to a TIE Fighter.
PS 3 pilot, really dislike the EPT on such a low PS generic. Especially with the upgrades you could kit this guy with, (5x PS 3, Refit, Procket, Deadeye, Autothrusters).
Ambush seems like an interesting idea, but poorly worded. Maybe
"You do not take damage from obstacles.
At the end of the activation phase, if your base overlaps an obstacle, you may make an immediate primary attack. If you do, you may not attack again this turn."DFS I like, though again you could clean up the text a little. Putting in commas will make it a lot easier to get the intent across.
"When attacking, if the defender is not in your firing arc, they receive 1 stress token."
Swam Fighter is cool, but again needs a better eye to editing. to* a*
"When defending, if there are 2 or more friendly Vulture-class Starfighters are range 1, you may change one [eye] to an [evade]."
As a general rule of thumb, it should go "[Timing], [condition], [effect]" for better clarity and readability.
The CIS refit is fine, but why change it to the missile now?
Discord Missile and Survivor all seem fine.
Overall, good start on the ship.

[CCL] Hawkbat's Stolen Intercepter
in X-Wing
Posted
So, you'd like a Soontir that can do two actions plus a boost plus gets a guaranteed focus every turn plus autothrusters or free defensive reroll.