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Everything posted by Nightshrike
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That's sound logic to me, though I viewed this as more of an X-wing counterpart than a B-wing counterpart, but I guess that's where I'm missing things, because it is effectively just a different sort of cannon battery. And with the HLC, it will want to stand off at distance where it gets full damage and the enemy can't roll extra dice, and the speed of the unhinged astromech as well as the barrel roll and evade will help it in that. So, really, if it keeps at range three, it is rolling 3 greens against incoming standard attacks, and has the evade token up, which is a pretty snazzy combo.
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Absolutely incredible job painting these. I too never liked the IG-2000, but I may have just changed my mind looking at your repaints.
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Love these! Can't wait to get my Scyks repainted. Of course, I'll have to find somebody to do it, I'm a lousy painter.
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I feel like 3 puts it up in the "super-fighter" realm again, but yeah. I don't really have people to playtest with, so I look forward to your tests! Because of the cannon upgrade? It's the same stat-line as the TIE advanced, and it has the same action bar. So, while definitely mounting cannons is nice, is it a game breaker? Anyway, I'll see how it runs with 2 to start, it may be that I just love green dice too much. Edited to say: With the evasion action, maybe 3 is too much, as the Scyk doesn't have the evasion option, so on a turn where you evade, you've essentially got a better chance to evade than does the Scyk, because one of your evasions is guaranteed. The only downside was I really loved using target lock + cannon on the Scyks to almost guarantee damage each turn. So, not having target lock on the Dunelizard is a disadvantage for damage output.
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I still would want the 3 agility, but I really like your design, Tipperary, and I will playtest that card when my Dunelizard mini comes in from Mel.
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That's a fair point to consider, Radarman. Though Tipperary's Dunelizard dial seems really limited. Maybe that changes when you run with the unhinged astromech, but what about running without it?
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It's beautiful! It's got such a great generation 1 jet fighter look to it. If you check out early jet designs like the MiG-9 or the Yak-15, or the He-162, or the P-59 Airacomet or the Gloster Whittle, you can see the clear influences in the Dunelizard. I think it's the most Star Wars looking of the extended universe ships.
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And I have to add, based on this regression (accurate??): https://community.fantasyflightgames.com/index.php?/topic/72935-reverse-engineered-squad-point-formula/ The expected cost of the Dunelizard on the card would be 9.5 points, not 19. Adding 1 agility bumps it to 17.5, which is much closer to the mark.
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Yeah, but it's not a B-wing, it's a medium fighter. I don't see why you would give something that amounts to a stripped-down X-wing with a big engine a falcon dial, 3 attack, or 2 agility. It does overlap with the Scyk somewhat, but the ship is, itself, a variation of the Scyk. Since it is a medium fighter, I don't actually think we'll be seeing a crew slot with it, though I wouldn't mind, but if we don't have one in Y-wings, I doubt we'll get one in the Dunelizard. However, if we do have a crew slot, that gives the option for gunner, and all those rerolls would give the ship a very substantial difference in terms of its effective firepower, whatever the actual firepower rating.
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I still think it needs 3 agility if we're going 2 main gun. It makes sense given its Scyk heritage, and while some people have commented on it as "looking" unwieldy, so does the TIE fighter for that matter. As far as actual payload, the Dunelizard is far lighter than the X-wing, and is actually lighter than the A-wing (no concussion missile launchers standard), so it should be 3 agility.
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Yeah, hockey is almost as cool as figure skating!
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While I'm waiting for FFL to create a Dunelizard, I'm definitely going to make a card to play with one informally. I think I'll try out the different options we're discussing to see how play-balanced they are. I like the 2332 stats, and I like barrel roll, evade, and focus on the action bar. If we leave out target lock, but allow it to slot cannons without costing anything, then we're talking about a ship that can get some pretty good firepower fairly cheaply. You think a 19 point minimum cost is what you would go with? Would that be PS1? PS2? What do you think PS7 or PS8 should cost? If we're talking 19 points minimum, that's 23 points for mangler cannons, just 26 for HLC, so pretty decent value. If we throw in the astromech slot, is that a two point ability? One point? I like the dial with the 3 hard turn, and the s-loop, that gives it more maneuverability than an X-wing, which I think is reasonable given the lower base damage, and the higher agility listed on the card.
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This is really well thought-out. However, I do think they should have 3 hard turns, as X-wings have those, and I think that gives some much-needed maneuverability. After all, the Scyks also don't have 3 hards. I would miss target lock on this ship, as I've found it to be so useful for maximizing damage, but 3/2 evade is sweet. I would give it 2 damage base, rather than 1, though you'd probably almost always run it with cannon. I love the 2 segnors idea though. That's like a crazy-cool ability.
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Those are really interesting ideas. I love the astromech slot idea. I guess another option to distinguish it from something like say the TIE Advanced would be with the dial. If it could pull the same S-loop that some of the other scum ships can pull, now we're talking about a very unique play style. If it has the cannon too, then you've got a mobile gun platform with some funky movements and more survivability than you get out of the Scyk. Of course, the Star Viper already has the S-loop, so there's that...
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The problem with that stat line--that is, the TIE Advanced stat line--is that it doesn't bring enough offense for its price. Although I guess you could give it the cannon slot, price it at about 19 points, and see what happens. That was my thought, giving it the cannon slot, or the same sort of pay for a cannon slot situation you have with the Scyk. And if you have the same barrel roll and evade from the TIE advanced, you have, in my opinion, a pretty interesting mainline ship for the scum, as it keeps with the theme of cannon-based firepower and agility, but it has the shields and the hull to last for more shots than a Scyk. Bit of a thread derail, of course, but there it is.
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I really hope the Dunelizard makes Wave 7. I'll buy like 5 of them for sure, maybe more.
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That's fair enough, Chris. However, I do trust FFL to go through the trouble of play-balancing to some degree, better than I probably would anyway. I would give a Dunelizard something like 2 Firepower, 3 Agility, 3 Hull and 2 Shields, making it a lighter-hitting but more survivable X-wing. Maybe barrel roll while I'm at it? I will definitely have the Mel Dunelizard mini painted up ASAP and I'll post it up on the forums, hopefully it will inspire the game designers.
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I agree with you on the Scyk - I love the looks of them, and I think they look Star Warsy. The issue with the Star Viper for me is that it's too clean in appearance. It wouldn't look out of place in the prequels (though in my opinion, the prequels looked out of place themselves), but classic Star Wars has a very dirty, cobbled-together, wires hanging out, sort of feel to it. The Scyk taps into that in my opinion, with its hilariously big rocket nozzle out the back, but the Star Viper doesn't. I'm crossing my fingers they'll add a Dunelizard to the scum, I love that ship. It has just the right mix of WW2 fighter plane and rotting space hulk to really fit in with Star Wars.
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I think the Star Jewel is by far the best choice. It would be so cool to have that ship in the game, to include Jabba, and frankly I think it may be EU, but it looks super Star Warsy. I think it should be paired with...wait for it...a Dunelizard! If we don't get a Dunelizard for scum at some point, I'm seriously going to cry. I ordered one of Mel's and I'm going to have a cool paint scheme for it as soon as I get it (though obviously I can't play with it since it isn't in the game...yet).
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I won my first X-wing match with Scum the other day. I ran 2 Thug Y-wings with the A4 upgrade and ion turrets to use as jousters, and then three M3-A interceptors, all with mangler cannons for 100 points total. My opponent was running a loaded-out Falcon with Han and Chewbacca as well as Jan Ors in a HWK and a Z-95. My strategy was to take out the Falcon first at all costs, and then to concentrate on what was left. It ended up working perfectly. I dropped the Falcon by the third turn, and after that it was pretty much clean-up. My takeaway lessons from the match were - target lock is so useful on those M3-As with the manglers. That's pretty much the only ability I used with them, even though they can barrel roll (arc dodging didn't play a major role in a match against two enemy ships with turrets). Lesson #2 those 3 evasion dice on the interceptors are fantastic. Lesson #3 being able to change a hit to a crit is so much more useful than I thought it would be. That really made a difference in the match. I may end up running this list at the store championship as I think it gives me some interesting flexibility. I was considering running Laetin Ashera with mangler cannon and four M3-As with ion cannons, but now I'm rethinking that. My Y-wings kept the ions flowing nicely, and it was great to have three ships that just did damage (and always critical damage) when they hit.
