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Autosketch

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  1. There is some spectacular bomber art in there, I wish I could claim some of it! But no, I was just on the one card for that expansion, I'm looking forward to seeing the larger versions.
  2. Haven't asked. The artists are all named on the expansion box however.
  3. It's been a while folks, but I've been busy though! A big thanks given to the fantastic FFG Art Director I worked with, Preston Stone, as well as @Wraithdt
  4. Once I play with a squad enough to like it, I like to make colour schematics: or an older one, for example:
  5. so we've made some early headway into expanding a system where you can have minute differences between starfighter models, and really crack open a ship to multiple variants in firepower, agility, abilities, etc. We've started up discussions in the supremacy discord channel. : https://discord.gg/EdJWWvJ We're not aiming for an X-wing rebalance, but instead a fun cards-only mod that you can play with your regular ships and tokens, requiring nothing more than a set of cards. I think the general idea will always be fewer ships than X-wing, a heavier focus on canon-looking squadrons of similar ships, and of course the key system of being able to take different chasses of each type of ship. We've been bantering around some ideas on the discord channel, some of which involve removing defensive rolls entirely, but instead turning it into an Armada-like system where luck determines how many shots hit their target, and of those hits the defender is forced to spend evades from their "pool" to cancel those hits. So you can either try and wipe out someone's pool in one go, or whittle them down over time. Once the pool is exhausted, hits start creeping through, so for this TIE interceptor below, it can tolerate about two successful hits before it's toast. damage is applied straight, where it chews through armour first, then when armour is exhausted, all cards start being dealt face up. Nothing here is set in stone, but it's a fun meander towards an alternate home-made play-at-home game mode with a strong emphasis on tinkeering with the different chasses of ships historically available, like in this case, there would be a card for the Mk1, the Mk2, the Royal Guard TIE/IN, and others
  6. falls into a similar category as YV fortressing: Moralo Eval, with contraband cybernetics, jabba, and maul. can stop and stop again, and again, 5 times. All the while having a limitless supply of tokens from maul. Now yes, granted, it's limited to 5 turns, but at the same time, that's a ludicrously long time if the ship is in a good position, and you just have to take up the fortress when opportune. And you can stretch it out much longer and keep the tokens down by just dodging off the board edge when your opponent is threatening to get behind you, and just pop out pointing the other way. Not entirely sure how I feel about it as a tactic in a game where every ship is supposed to be moving, but it's certainly doable!
  7. yea, it's a tough call on making it range 1 vs 1-2, it may well need the slight bump, but powerful when it goes off! just pasted in some text and pictures using photoshop, didn't use a template, sorry. yea, that's a neat idea. Something that really pulls weight on the lower PS ships. Gotta be wary of making Palob too good though. This one as it is is probably a phenomenal upgrade for him to take.
  8. Hey folks, We had some great fun in the last two years in our local group drafting homebrew rulesets and scenarios for x-wing 1.0. Some of these included the scenario "X-Wing vs. TIE fighter" : https://citrus7workshop.wordpress.com/x-wing-vs-tie-fighter/ or the full game card replacement ruleset Supremacy: https://xwsupremacy.wixsite.com/supremacy Now that 2.0 has rolled in, mechanics have started to settle, points are out, I think it's about ripe to start tinkering with homebrew scenarios again. I had a huge amount of fun putting these together, and I'm really interested in pulling together some of the neat ideas from these early attempts into something new. Something we experimented with in Supremacy, sometimes nailed, and sometimes missed, was the concept of "chasses", such that individual pilots could hop into different versions of the same starfighter, to fulfill different roles in your squadron. There was a whole slew of ideas in Supremacy and XvT that I'm excited and interested in turning into something new, that fits alongside 2.0 rules. I'd like to continue to develop fan scenarios and modules that, with minimum effort and printing, can be used alongside your miniatures to shake things up a bit from your regular 60 minute 100pt matches. I think with the floating points system in place for 2.0, a "revised points" X-wing probably isn't on the cards or helpful, but developing a "just-for-fun" altered version of the rules to try out when you need a break, just might well be. Things I would like to experiment with in the context of one-shot scenarios, or a fan expansion include: - Pilots semi-separated from chasses (done extremely carefully) - Mission cards, with one randomly chosen for the game at hand, which you have to adapt your game plan to. - Multiple variations of chasses for starfighters. - Exploring concept of squadron-based "flags" to fly. So your squadron path involves picking a Faction, then a Squadron card with specific attributes. - "Hidden actions", possibly involving a card-based system where you specify the action you intend when you pick your dial, as opposed to after it's revealed, to shift more of the decision making towards imperfect information scenarios. In a future setting where you've got a day of X-wing set up with friends, and you're looking for 'something different' to try in the afternoon, what would *you* want to see or be able to do?
  9. Hi folks! I am a little surprised by the apparent ship point evaluations of some of the new resistance pilots relative to similar ships from rebels and imperials. The ships seem better, with higher PS, and... lower point cost? Playtesting against some of these ships has been decidedly one-sided. Take for example, Lu'lo L'ampar, at a measly 38 points, a ps5 ship with effectively 3 attack dice the moment you haven't got it in arc (and with heroic at 39, immunity to blankouts), that can rotate its guns backwards, double reposition, and take on board another EPT. a 40pt saber sq. ace for imperials in a similar role has lower ps, no shields, no ability to rotate guns, no immunity to blankouts, and a poorer dial. a 40pt jake farrell for rebels is also lower ps, no ability to rotate guns, no immunity to blankouts, poorer dial, and weaker guns. were you to look at clearly weaker ships, like the TIE advanced, you can't even get to a similar PS like that until you hit 50 points, for an arguably even harder to use ability to trigger the third attack die. Or take a large ace, like Poe: Ps6 Poe with 4h3s, double repositioning, torpedoes, and a get out of jail free SLAM action comes in for 80 points. A comparable ps6 pilot for imperials in terms of flexibility would have to be supernatural Vader with afterburners, but even here he's already clocking in at 90 points before you can blink. And if you're willing to take Poe to around 90 you can kit him out with stress-dealing for locks, or pseudo-supernatural as well. I'd be curious to hear your thoughts. I'm not convinced some of these ships are really sitting evenly with what we've got, but I'm pretty open to clarifications on why I might be mistaken!
  10. the fonts are definitely fixed! The centring is possibly a bit off. this is what it looks like:
  11. seems this way on both chrome and safari, on mac. the small text seems fine, but all the icons are out of position, and the action icons and the ship stats are all bolded Out of curiosity, is there an easy way for us to be able to tinker with the size or colour of the blue border? I'd love to be able to make it darker. Awesome work! Thanks!
  12. this is great! I'm finding all the fonts in mine however are bolded when I use the generator, is there any way to stop this?
  13. I was having a bash about this afternoon with some of the blueprints for defenders and TIE fighters. The heat modulation pattern is inspired from the dazzle camo patterns first used by David Sutcliffe. On these white defenders, a subtle two-tone scheme might be fun to put together, although would take some serious time with the airbrush! I've found a very fun list to play in 2.0 has been a 196pt triple ship list, involving Rexler Brath with outmaneuver, AS, a delta defender, and Night Beast. Seemed appropriate to find a paint scheme that worked for them.
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