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AmPm

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Everything posted by AmPm

  1. AmPm

    ARC 170s (again)

    Parts would be an issue, but doesn't it have a pretty bad crew requirement? To be clear, I'd like it regardless (though I'd rather have V-Wings) 3 Person crew, not that bad really. The forward gunner is optional. I would probably represent it with a rear arc (2 dice) and a crew option. The parts are the iffiest part, but that is more than explainable by Outlaw Techs and so forth. Hell, people put new parts in starfighters all the time (see Modifications/Illicit).
  2. AmPm

    ARC 170s (again)

    The ARC-170 seems perfect for a pirate ship, fast and agile enough to escape larger ships, adaptable, rugged, and most importantly packs the punch to take down freighters quickly. The only thing that might make it hard is original parts, but Scum doesn't care about that.
  3. AmPm

    ARC 170s (again)

    The ARC-170 should be more akin to an HS-129, ME-410, IL-2, etc. Also, 20 and 30mm cannons were common air to air weapons throughout the war...
  4. AmPm

    ARC 170s (again)

    Well given the arc would be imperial it would mean all three factions would have astromechs. No, no it really wouldn't. It'd be mostly Rebel. The ARC-170 was phased out of The Empire. Bigtime. I still vote Scum. It wants to be a modified ship for a bounty hunter or pirate. Big enough to carry some extra gear and cargo, small enough to escape notice.
  5. AmPm

    ARC 170s (again)

    The draw is that it is Star Wars. Honestly, I would be perfectly happy seeing some of the earlier era ships. If I don't like the ship, I don't buy it. I always hated the B-Wing, it was a terrible design, so I don't own any. At least the ARC has some style to it and looks like a competent fighter/bomber. Dem turbolasers...
  6. AmPm

    ARC 170s (again)

    ARC would be such a perfect Scum ship...
  7. I really wish the M3A was better, such a waste to throw a bunch of points onto it...
  8. AmPm

    ARC 170s (again)

    Because Star Wars. It doesn't care about internal logic or consistency because it is science fantasy.
  9. AmPm

    ARC 170s (again)

    Ah Star Wars. Technology really hasn't advanced for 30,000 years.... I would take prequel ships over the random EU bull/SWG/Pulled out of ass ships. I'm looking at you Scyk....
  10. I suggest getting 2. The Z95's and Y-Wings alone are worth it. The cards you'll want, and Scum does love it's swarms.
  11. Some of the non-generic pilots are only 1 point overcosted instead of 2, but that should not be an issue. Vader also was less overcosted than generics and he still gets the full 4 points discount... Yes, but Vader is also probably a bit too strong for his points now, and the named X Wing pilots aren't nearly in the same position that pre-X1 Vader was. For example: the proposed 2 point discount on Astromechs for the X Wing brings Luke + R2 in at 30 points. That strikes me as being a tad too cheap. Biggs could pick-up R7 for free, which would almost certainly make him one of the most valuable 25 point investments in the game. Hobbie would get R3 for free. Tarn + R7 - already a strong option - goes down to 23 points, almost as cheap as a basic B-Wing. Why would I run a pair of Rookies for 42 points when I could run an even beefier Biggs and/or Tarn for 47 points? Yea, I was considering that as well. The issue, is they tried to make the base ship good through pilots. So the ship stats are still terrible, but the pilot skills are great. Really, the extra 2 points per X-Wing means you can pick up an additional 6pts of something in a Wedge, Wes, Biggs build. Tarn + R7 is pretty nice, if they don't pop him early, but the difference between 23 and 25 again, is minor. Not applying it to named pilots also means that pilots for the X-Wing that are not very good, will still be poor choices even after the "fix". Biggs is just a whole separate issue, you don't take him for his ship, just his ability, the same really goes for all the X-Wing pilots to a lesser degree. If you could cram Biggs onto a B-Wing, it would be done in an instant. It could just apply to generic droids, but that leaves Tarn as possibly too strong (if they ignore him till end game). But let's look at an example. Wedge, Luke, Biggs. It basically just lets you cram a Hull Upgrade on Biggs, and 4 points of Mods onto the other 2. Maybe Engine upgrade for Luke and R2 so he can Green Straight 2 and boost. Stronger? Yea. Stronger than BBBBZ? Doubtful. Stronger than 4xTIE Advanced with Advanced Targetting/Accuracy Corrector? Probably about equal. Seems pretty reasonable really. As to why take 2 Rookies at 42pts when you can have Biggs and Tarn for 47? Because they fit perfectly into that point gap leaving you with an initiative bid. And they can take a droid to make them useful...
  12. I... what? You went through my post history? To discover a single post where I talk about B-wings aaaaaaand what exactly? I love that you just through that out there. Because you came in simply to say, "X-Wing is fine, B-Wing OP." In truth, the B-Wing is just about right. The X-Wing is too expensive for what it is capable of. The easiest way is either a title that just drops the price (though if it sacrifices an upgrade slot it hurts using those more), or, ideally, decreasing the cost of something that should be a standard piece of equipment for the X-Wing, the astromech. This not only allows flexibility based on the astromech used, but leaves more space for things like Ordnance or Modifications. Instead of limiting it to generic pilots, I think having it only at -2 to the cost of the droid would work nicely. It just allows you to run 3 named + EPT/Mods, some generics with upgrades, or fit a useful X-Wing into more squads without it just being fodder.
  13. AmPm

    Pie Rats

    Looking at running some Scum lists that are not large ships or warthogs. N’Dru Suhlak [Lone Wolf, Hull Upgrade] (22) Black Sun Soldier [“Hot Shot” Blaster] (16) x 3 Laetin A’shera [“Heavy Scyk” Interceptor, Stealth Device, Heavy Laser Cannon] (30) Worked pretty well in a test game last night vs Dash & Chewie, not sure how well it would do vs TIE's yet. I was considering changing out Laetin for a HWK with Ion/Tact.
  14. It's pretty easy to add new Astromechs though, and some that would be free can help out. You can practically add an Astromech to do anything, Boost for Stress? Fine. Allow S-Turns? Sure. Barrel Roll? Ok. Force an Opponent to Reroll 1 Evade Die? Sure. What's nice, is that they could really boost X-Wings through astromechs and an astromech cost reduction title while leaving the costs balanced for use on Y's and E's. Ah so now the B-Wing is the problem... That makes zero sense. The X-Wing is not only incompetitive when compared to the B-Wing but compared to most ships in this game. If you look at his recent posts, he has one asking for help vs B-Wings in his local meta.
  15. You could do something like this. You can downgrade to pirates, but it doesn't really get you anything useful. Guri [Predator, Virago, Autothrusters, Advanced Sensors] (39) Black Sun Soldier [Feedback Array] (15) x 4
  16. Doesn't really fix the issue, the base X-Wing is overpriced slightly, however FFG obviously don't want people to run 5 Rookies. I still think the solution is a title that reduces the cost of Astromechs by 2-3 points, giving every X-Wing an upgrade (based on droid) and keeping in line with the fluff. It allows those points to be spent on Modifications or pilots instead.
  17. This is a topic that comes up a lot. Also, yes, yes it is time. Would honestly be happy with a reduction in Astromech costs for them, something like -2 or -3 to the cost of the droid. Would help them a little bit, while feeling proper and not just making the ship more powerful.
  18. I think the Z95 is just a superior ship for the points. The Scyk is fun, but overpriced and goes down pretty fast. For the same price as a naked Scyk you can get a Z95 with Feedback! Of course, I also haven't found a reason to put cannon's on them...
  19. For an online game with people you don't know, who don't know each other, and that you want to get moving quickly, definitely pre-build Hell, if you have players that are completely unfamiliar with the game and rules you should pre-build. Regiment Creation is not just for the players, they should sit down with the GM and work it out together, otherwise someone is likely to end up in a game they don't want to play. If your GM isn't interested, the game is going to go downhill. I'm planning on starting a game this spring with new players, some with no 40k experience at all, so the regiment world and type will be predetermined, then they can pick out equipment, training, etc., by going through a "Basic Training" course and seeing how things work.
  20. This all assumes they get the jump on Dark Eldar, seems unlikely, or let him succeed a bit. That's when they start hunting him specifically. Mandrakes, packs, etc. I'm sure the Dark Eldar can field their own assassins, who are much more terrifying than an IG sniper.
  21. What does he have that allows him to instantly kill anything? Second, if he has a sniping weapon, just have them ambushed, they are no good close in. You could also give the enemy a sniper, that or suppressing fire. For Dark Eldar, what about Grotesques, or those Mandrakes sneaking behind Imperial lines. Wyches would give them hell too. So many choices to challenge the players with. In fiction, I don't image that Dark Eldar need a lot of shouted orders, they have been fighting together for so long they can probably function without a lot of direction.
  22. I didn't read the whole thread, but Stalingrad from 1993 is a fantastic film if you want the real Grimdark.
  23. I was discussing this a little bit in another thread, but I was taking it off topic. So I figured I would start a new one. I was considering a basic Success, Partial Success, Fail, flowchart style for the Missions, if you fail at this one it leads to this, one, if you win you could turn it around, etc. Then have their objectives be things that will tie into the overall results on the front. Didn't take that bridge? The enemy armor crosses it hitting your Regiment in the flank. How do you guys structure your games? How much of an impact do you give your players?
  24. Plausible deniability. Hard to deny Inquisitorial Stormtroopers with their armor all cover in the big ][, much easier to deny some rowdy veteran mercenaries who have no official affiliation with the Inquisition. Just because Inquisitors CAN do things, doesn't mean they want to be seen to do something, or have it lead back to them. I figure their politics are even more brutal than those of the Imperial Guard or planetary governments. On top of that, veteran guard bring all sorts of skills, least of which is NOT coming from what amounts to the Imperial Military Academy. I imagine Stormtroopers are indoctrinated, but also very proper. They aren't likely to slum it up with the locals, or blend in at all. They may have qualms taking action against the Ministorum, or other Inquisitors. TL;DR Inquisitorial Stormtroopers stick out like a sore thumb.
  25. AmPm

    OW in the Reach?

    I don't mind doing something more structured, it takes a lot of the work out of it for me if I don't have to make up entire cities on the spot =) I'm trying to figure out how much of the silly military stuff to mix in, stupid dares, games, etc. Soldiers aren't all that serious in their downtime, so I wanted to model that a bit. I doubt it has changed much in 38,000 years. Back on topic. I think I will start them in the Reach. Orks, Traitors, Chaos, Dark Eldar, are all there. I can incorporate Genestealers pretty easy, as well as all sorts of other xenos threats. The plus side is it is not as instantly fatal as the Jericho Reach. If we want to move it's easy enough to have them pulled for R&R and diverted into the Reach instead of getting some time off.
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