Jump to content

frep

Members
  • Content Count

    70
  • Joined

  • Last visited

Everything posted by frep

  1. frep

    Aces Wishlist

    If I were to design an aced pack for each of the factions I would probably do something like these. Oddly enough I'm terrible at thinking up unique pilots so I've amused myself with hypothetical titles and upgrades Rebel Aces II (Y Wing and X Wing) Includes a 2 BTL A4 titles for Y Wings A new 0 Point astromech that allows you to acquire your target locks at the start of the combat phase Rogue Squadron pilot PS5 EPT (X Wing) Hammer Squadron Pilot PS5 EPT (Y Wing) Imperial Aces II (Bomber and Defender) Includes 2 titles, one a new Tie Defender only title which reduces the cost of modifications by 4 points ie free engine upgrade- 0 points Second one is small base only, (Hero of the Empire), gain the EPT upgrade token, may not be equipped if your Pilot skill is 2 or lower or if you already have the EPT upgrade token. 1 pt (meant to stealth buff other lackluster ships like Lt. Lorrir). New Ordnance- Multiple Warhead Launcher. Takes up a Torpedo and Missile slot. Attack Target Lock, Range 2-3, 3 dice, when attacking you may turn one *hit* result into a *critical* result. Does not require you to flip the card facedown. Not sure on cost for this one but probably have to be moderately expensive, 5 points maybe. It's like a less versatile mangler after all. Scum and Villainy Aces Pack (Scyk and Star Viper) Scyk only modification (Expanded Launchers) if your ship is equipped with a Missile or Torpedo assign one Ordnance token to that card- 0 points Starviper only Title (Ace Custom) your ship gains an illicit upgrade slot- 0 points (undercosted I know but the Viper itself is somewhat overcosted)
  2. As cool as the sensor slot is for the advanced, I think it's not wise to fill it with anything other than advanced targeting computer or accuracy corrector. Those two upgrades are basically the only way to solve the advanced lamentable firepower. Proton rockets aren't a terrible way to pack in mire firepower bur they are pretty situational
  3. Post raider I'd be temper to say tempest, throw on an accuracy corrector and evade every turn. Try to stay out of range 1 and the tempest would eventually wear the ties down I think.
  4. I'd really love to see the XG-1 Star Wing (Imperial), Tie Avenger (Imperial) and R 41 Star Chaser (Rebel/Scum), Cloakshape fighter (Scum) and maybe the T Wing (Scum) added to the game. The issue I am finding with more expansions is that the Rebels seem to be largely tapped out, I can easily think of 4 more Imperial small base ships and there's plenty for scum but other than the kinda debatable R 41 the only of ship I can think of is the H Wing and honestly it doesn't seem to be at all different from the K Wing in terms or role. Plus it's really really goofy looking
  5. What are folks thoughts on costing these pilot abilities? Normally I'd say that some of them would merit a premium over the standard pilot skill/cost progression, but since the Defender is somewhat overcosted I don't think it's necessary to have the premium in this case.
  6. PS 7, EPT 37 "At the start of the End Phase, you may spend 1 Shield Token to remove all Stress Tokens from your Ship." PS 5, EPT 35 points "When you have at least one Stress Token assigned to your Ship, increase you Primary Weapon by 1 (To a maximum of 4)" These two pilots are designed to take advantage of, or mitigate, the Defenders suboptimal dial when it comes to shedding stress. The one pilot can be pretty gross with PTL but in order to pull off that particular combo he's really limiting his maneuver choices and is stuck with that awkward PS of 5
  7. I wouldn't make the BTL-S3 a title, I'd make it a Y Wing only turret card, that reads Your Upgrade Bar gains a crew icon. Just slightly less wordy that way and keeps the title slot free for something else in the future
  8. Thougj I would argue that a weak dial for the K Wing just makes this TLT an even more attractive option. Personally I'm hoping for a defenderish dial, lots of straight ahead speed and limited maneuverability at low speeds.
  9. frep

    Wave 7 Article is up!

    I hope so! Modification that makes all 1 or 1 or 2 turns green. Like the Astromech that does the same. If this turns out to be true it makes the defender very viable
  10. That's actually a perfectly elegant fix for teh X wing, I'm a big fan
  11. Very much enjoying the podcast, I'm a bug fan of the WWPD podcast network, mostly BAR and the LRDG but even though I don't play FoW I do still check out the occasional New From the Front. It's nice to hear content from you guys for a game I'm actively playing for a change, much as I like FoW and Bolt Action, there's not a huge community where I am.
  12. I was working on a tie Avenger earlier today but I lost my draft Eta Squadron Pilot - PS 1, 21 points Stats were 3/3/2/2 Action bar was Focus, Target Lock, Evade, Barrel Roll. Upgrade bar: 1 missile Dial was 1: W forward, W banks 2: G forward, G bank and W turn 3: G forward, W bank. R K turn and S loop 4: White straight 5: White forward It's a fairly capable, and crowded dial but. The normally pretty predictable 3 K turn is made much more interesting with the S loop options. I was trying to avoid falling into the same design space as the interceptor, but I'm not sure if managed it or not. Right now it's a slightly less mobile, non auto thruster capable interceptor with slightly more survivability, more offence and a strange dial.
  13. In going to probably go with 2, and another regular bomber (which will bump me to 8) to fit my OCD need to have even numbers of ships. Reminds me I need another of each of the current YTs.
  14. If the K Wing tried to rely on its turret in this new auto thrusters meta it'd simply get obliterated. A 2 dice turret on a small base ship, with presumably poor maneuverability is not going to be a problem. A weak turret is very thematic for a heavy bomber, but it'll be relying on ordnance to do real damage.
  15. frep

    FFG jumps the shark?

    I was originally kinda passed that they went with the Interdictor since I've been waiting for the assault gunboat and it would have been a prime candidate for bringing an ordnance fix. But now having seen the Interdictor from other angles, I kinda like it. However, I think it's about time I gave up hope on the other ship I've really been hoping for, the Tie Avenger. I'm totally ok with both the Scum Ships, though I was hoping for something like the R 47 Star chaser or cloakshape fighter. This next wave is not what I expected but I don't think I can say I'm really disappointed either.
  16. I'd actually really love to see a view of the Punisher from this angle, it's beginning to grow on me a bit. Less Tie Bomber with extra stuff and more like a proper heavy bomber that shares some design aesthetics.
  17. Wave 7 is proving difficult for me to make a guess on, I'm personally banking on the 3 small base release for the next wave though. Assault gunboat for Imperials, Scum with cloaks have, Rebels is the trickiest one as they don't have a really iconic small base ship left. Wave 8 I suspect we'll see a return to large base ships, and perhaps a switch to dual faction releases. A Scum/Imperial Skipray blast boat, the a Scum/Rebel YT 2000. I could even believe in a 7.5 or 8.5 wave of Scum versions of the the two existing CEC ships
  18. I'm not certain if the X wing needs a buff so much as certain other builds need a nerf . I find the fact ships like the Decimator and the YT crowd can arc dodge dedicated dog fighters like the X wing pretty ridiculous, and the reason for that is engine upgrade. I know we'll never see that card being taken away from large base ships but I'd really like to see it limited, perhaps making it so it large ships could only do a 1 straight from the boost.
  19. So third times the charm....Kept accidently closing the window while shifting through tabs.... Sorry about the threadcromancy but after playing some Tie Fighter, thank you GOG, and looking at some of the previews for Scum and Villainy faction, it appears that through the powers of counts as we can field fairly decent proxies for our beloved assault gunboat. I'm personally think Y-Wings with a specific load out of BTL-A4 titles, and Ion turret permanently fixed forward and an R2 astromech to give me a little bit more generous dial than the standard Y-Wing. No of course this is a problem if I'm trying to field the gunboat with other Imperial ships, but so long as you fly a pure Gunboat list, like some sort of independent raiding squadron, no one should really complain. I know it isn't ideal but it does present an interesting opportunity. I am also considering running Tie Avengers as E-Wings, though the fact I have to carry torpedoes instead of missiles does make me a bit sad.
×
×
  • Create New...