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JimbonX

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  1. Just a shoutout. I want buy and play StarCraft the boardgame again. Nowdays it's impossible to get the game for a reasonable price.
  2. Empire: Tie Defender Cannon/primary (Also to Syck and B-wing, T-70). Required a modification slot maybe. Or configuration. After you perform a jamming beam or tractor beam attack, you may perform a primary attack. Tie Interceptor. Soontir is good because he has high initive and gets a focus in bullseye. What can other interceptors add`? Fast, agile and unpredictable. So after perform a attack, if a critical result hit the defender, you may remove 1 stress token. Tie Aggressor Ion overbound. Tie Aggressor is allowed to roll 1 extra die if the enemy ship is ionized. Tie Punisher "Heavy punishment." Spend 1 charge from your secondary weapon you are attacking with, to turn 1 blank result to a eye result. Scum IG" Intelligent Optimize": Each time you are attacking or defending, after neutralize step result, add a calculate token. Falcon (Rebel and Resistance) "Never tell the odds": When receive a stress token, you may roll 1 die to check if you can remove it. On hit or crit result remove 1 stress token. On focus or blank result add another stress token. --- To ships that has red jam and red reload action. A upgrade card that takes a talent slot to turn those to white is definitley needed,
  3. There's tons of ship that doesn't get any play time and some that needs improvement. Maybe these ideas will benefit them and makes them competetive. Rebels: Z-95 (Rebel and Scum) "Hunt for enemies". After you fully execute a maneuver, if you have a enemy ship in your bullseye, you may perform a action from your action bar. Rewards Z-95 to "scout". ARC-170 (Rebel and Republic) S-foils. Roll 1 die less and treat red basic maneuvers as white. Auzituck ´+ Chewie (Rebel and Resistance). Wookie Roar Charge 3***, At the start of Engagement phase, choose a enemy ship in your firing arc at range 0-1, if it's facing its primary arc at you, spend 1 charge and add 1 stress token on it. K-Wing Remove 1 lock after a Slam action. A-Wings "Lure" When a enemy ship is engaging and has you in firing arc, if you have a lock on that ship, spend it and it's forced to attack you instead. Add 1 green die.
  4. No Autoblasters to B-Wing Expansionen. FFS FFG...
  5. Still feels that some ships needs something extra, and lowering points isn't enough. Here's some suggentions: Talent: Intensity - Limited to ships with primary 2. "After the ship boost/barrel roll, it may spend a charge to add a focus, calculate or evade token if those icons are on the action bar. After perform a red maneuver recover 1 charge." Talent: Adaptability - "Your pilotlevel is up by 1/your pilotlevel is down by 1, You may flip this card in system phase" It's limited to ships with talent and can only be equip if your pilotlevel is 3 or lower. Points is set after ships pilot level. Level 3 = 3 points. Configuration: S-foils B-Wing "closed" - Decreace all of your basic red maneuvers to white maneuver, primary is down by 1 and canons can't be used. Even works when having "Damage Engine". Title A-Wing only: Lure Enemy Fighters. At the start of Engagement Phase, if you are at range 1 of a allied ship that's declared as the "defender", spend 1 charge to become that "defender" instead. Like Biggs 1.0. but spend 1 charge for each Engagement phase. Talent: Lightning Reflex - must have boost or barrel roll on actionbar: If the attacker is in your bullseye firing arc, after defending, you may perform a boost/barrel roll. Illicit: Burnout Slam. Spend 1 charge to perform a slam action. 2 charge max. Can't recover. Configuration: Heavy hitter YV-666 only. If defender is in your front firing arc and is a small ship. Add 1 red die when attacking. Title: Ionized overbound Tie Aggressor only. If the enemy ship is ionized and attacking/defending against you, add 1 die to your roll. That's all I can come up with right now.
  6. You're list is limited to number of damage cards. Some list has more then 33 damage point like 3 Scuurg and scum Y-Wing Drea. By limiting to "hull + shield can't excited 33" lists won't be unbreakable... Also morebalanced.
  7. Half your list can bump, and fly around a be goofy. That's stupid. Probably time for FFG to change setup phase.
  8. When will FFG ever print a Trench Run?
  9. Why can't the B-Wing use S-foils? B-Wing has laser guided bomb, so how about lock on target and during system phase you spend that lock to place a bomb next to target? B-Wing should be able to attack twice, first 1 weapon that does little damage and adds a effect like ion cannon or jaming beam, then another attack from cannon or primary attack. To be able to do so, you need a lock on defender - FCS would help here... You don't have torpedoes on B-Wing because the B-Wing dies to fast and won't be able to use torpedoes. Also can't reload. Best would be: 1. Red maneuver recover 1 charge on Torpedoes. 2. If defender is in Bullseye firing arc, B-Wing can fire Torpedoes without a lock. Where's the crew/gunner slot on B-Wing?
  10. http://imgur.com/gallery/GfxdW9h Played epic. How we played? Teamplay 800p - Each player having 400p Limited to 3 of same ship and only generic pilots (only 1 pilot with highest initive, others low at initiative 1-2) for each player - yes okay to have 6 gunboats on each team Limited to 3 of same upgradecard (could only have 3 protontorpedo). Naked free of charge Epicship: 1. Energy was used to either recover shield (spend 2 energy to recover 2 shields) or use ships ability, like attack with 2nd primary when using Raider.) 2. Reinforce same as 2.0. Since huge ship has a blue line it's easy to judge zone - check reinforce in Coreset rules or Rules Reference Guide.) 3. Coordinate and lock, same as in 2.0. Initive was switched each turn. So both team has a chance to move first and last. Next time: Huge ship is still free because there's no offical rule on how many points a huge ship has. Huge ship can use 2nd weapon; cannon, missile or torpedoes. You can perform 1 attack from aft and 1 attack from fore. Initive will still switch each turn. But each team move 1 ship at a time, instead of all ships, like chess.
  11. http://imgur.com/gallery/GfxdW9h Played epic. How we played? Teamplay 800p - Each player having 400p Limited to 3 of same ship and only generic pilots (only 1 pilot with highest initive, others low at initiative 1-2) for each player - yes okay to have 6 gunboats on each team Limited to 3 of same upgradecard (could only have 3 protontorpedo). Naked free of charge Epicship: 1. Energy was used to either recover shield (spend 2 energy to recover 2 shields) or use ships ability, like attack with 2nd primary when using Raider.) 2. Reinforce same as 2.0. Since huge ship has a blue line it's easy to judge zone - check reinforce in Coreset rules or Rules Reference Guide.) 3. Coordinate and lock, same as in 2.0. Initive was switched each turn. So both team has a chance to move first and last. Next time: Huge ship is still free because there's no offical rule on how many points a huge ship has. Huge ship can use 2nd weapon; cannon, missile or torpedoes. You can perform 1 attack from aft and 1 attack from fore. Initive will still switch each turn. But each team move 1 ship at a time, instead of all ships, like chess.
  12. Balance ship with points isn't enough, a bad ship is still a bad ship. Still annoyed that there is plenty ships, that is not played because they are bad. Horrible defence with 1 green die, bad dial, bad action bar, bad in almost everything. The B-Wing still doesn't have S-foils mechanic like T-65. Also B-Wing was a very advanced fighter so where's laser-guided bombs and techslot for pattern analyzer or primed thruster? ARC-170 lacks S-foils as well. And is unplayable because it doesn't work as it used to in 1.0. Also Alliance Overhall mechanic with change 1 eye to crit when attacking backwards was a important addition to make ARC-170 scary for ships with no shields. Ships with no boost or barrel roll often dies fast because they can't reposition - reposition has a very big important in playing. It's also why you never see a Ghost, Decimator or YT-666 been played. Red Boost or barrel roll is fine mechanic - can remove modification if unbalanced. Jumpmaster went from been a cheap good ship to be a **** ship in a blink of a eye. Totally unplayabe, also remove white S-loop is a dumb idea... Ships with 2 reds often do little damage. Need something more, not just outmaneuver. Added die in bullseye would help or if having a lock on a defender and spend the lock to block defender from spending tokens in defence. No matter how much balancing is made with points, a bad ship is still bad if it doesn't perform well...
  13. I have a SD that is sized like Raider and call it super small destroyer.
  14. Nothing for transport? 😭 Will give this a try.
  15. Can Redline maintain 2 locks on one same enemy ship? Hopefully FFG can offically state this. Also why can't Deathfire launch when it should be able to launch. A example: Deathfire gets killed by proxymine, Deathfire SHOULD be able to launch a bomb (says so in RRG about launch in system phase + bombs can be launched), then can't launch because FFG offically says Deathfire can't launch. Think FFG needs to rethink about Deathfire.
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