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Everything posted by Divad
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While on paper this may look to be the case, someone choosing Bail would gravitate to ships that rely on multiple command dials for maximum effectiveness. Furthermore new upgrades seem to be gravitating more towards needing tokens or commands to use or refresh, which raid hinders. Thus I'd rather see how the next few waves unfold.
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As a side thought, kinda wished Lando would come with a Chewie-Lando commander card so Chewie could have added synergy him too, and not just the big 3.
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It really isn't though. You invest 4 pts (APT) plus 4 pts (OE) plus 8pts (this upgrade) = 16pts. Meanwhile your odds of rolling a Black Critical off 2 black die with rerolls [ie 1 Black die from this upgrade, and 1 from C.F] is 42% [1-((7/8)^4)]. Very unreliable. To make it worse, it has very poor odds of working against targets with Evade. Until you realize the Hardcell would then have no dice from the sides, and thus could only output 1 attack, and you are effectively running a worse Slaved Turrets. I doubt this is their intended purpose. Why do swivel guns boost the range of your proton torpedoes? This game effect would be fine... on another card. I didn't consider this. But again doubt it's efficiency. How likely are you to fit 2 enemies in your nice and wide front arc, then later 2 in the same skinny side arc? Particularly with your opponent knowing you are running GT, thus want to spread out. Then this upgrade provides further incentive to hit multiple arcs. It's just generally outclassed by other upgrades for whatever niche way you intend on using it. With the exception of #3, but that goes against the theme of the card and is fairly luck heavy. Maybe some new ship will love it.
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I've been looking at the Swivel-Mount Batteries as it seems an interesting card and I like the concept of it. However I don't think the overall execution of the card was very good. What are others' thoughts or experiences with it? Is it working for your? To explain the problems, there are 3 ways to use it: 1. Simple buff to a particular firing arc, but otherwise you still fly the same way, still want to double arc, etc. If you double arc (or use an adjacent arc to shoot another ship) you are basically robbing one arc to improve another. A bit of a sideways upgrade for 8pts and a modification slot. Are you better off with Spinals/Enhanced Armament for 1-2 pts more, that add a dice, but don't hurt your adjacent arc. Now you might argue that you can refresh this card to change your buffed arc as required, but again if you are double arcing, that is only a marginal improvement. If you only intend on shooting out of the buffed arc then perhaps slaved turrets are better as don't need to spend a token to refresh and save 2 points. 2. Buff to your strongest firing arc and use twice with gunnery teams. But generally gunnery team ships only have 1 good arc, and are you better off with Spinals/Enhanced Armament to boost that arc? 3. Use to get a blue/black dice to trigger critical effects at longer range. But is this reliable? Furthermore this goes against the theme of the actual card which is about pointing your turbolasers in a different direction, not firing off long range ordnance.
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Long range rebel builds are certainly viable. As mentioned, keeping your small ships cheap is the way to go. TRCs as mentioned are Turbolaser Reroute Circuits, and is probably the only upgrade you'd want to add to your CR90A (a very strong upgrade on them). Other then Jania's Light that is, which is a must on one CR90A. The difficulty will be flying to maintain that medium to long range distance. In any case just experiment with upgrades, and see what works and what does not. And most of all, enjoy the process of this experimentation.
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What if General Weisz gains field commander?
Divad replied to toffolone's topic in Star Wars: Legion
I think adding Field Commander would have been both an interesting way to get the general some play, and also for the ATST itself. Win win. Removing arsenal is basically scrapping the card and creating a completely new one though, which defeats the purpose of this post. Regarding the hypothetical "coordinate vehicle" I don't even think this would be a good option for him or any imperial vehicle pilot field commander to have. As he'd already be paying a heap for his own ATST or Tank, adding a second to coordinate is very expensive with diminishing returns as they'd have to stay close together to coordinate. And speeder bikes are not a good coordinate target as they are too fast and need to flank. -
Don't have much real experience with Yavaris and Nora but in a few practice games against myself I found I'd often strip the shields pretty quickly. The defender wouldn't use redirect unless the damage was going to hull to avoid gifting Nora extra opportunities. Therefore increasing your odds of triggering the crit on the 1st attack, but losing out the chance of triggering twice doesn't seem like too bad of a nerf to me.
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Did they revert the errata stopping Yavaris working with Fight Coordination Team? If so, that would be a significant buff to Yavaris with single dice bombers. In any case, it is only a 5 point title and certainly not useless.
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Regarding FFG's focus on nerfing overpowered cards and seemingly neglecting over-costed ones; they did mention that the RRG is now a living reference similar to X-Wing and Legion. Thus hopefully once the dust settles further point adjustments based on statistics will occur on a semi-regular basis.
