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Darth Sanguis

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About Darth Sanguis

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  • Birthday 10/17/1989

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  1. Darth Sanguis

    Upgrades on Squadrons

  2. Darth Sanguis

    Upgrades on Squadrons

    This point still applies. As a self proclaimed "Jankmaster" and someone who has run the pulsetap many MANY times I will assure you, the raider is not the way to deliver the OP. A.) Easy target, even at red range. -picking off raiders is pretty easy, with so many ships having dice modification the lack of redirects really makes this ship vulnerable. All it takes is 6 damage in one zone. A couple of TRC 90s, a solid shot from an Mc80, a quick blast from an mc30 (Heck I've sank one with an akbar mc75 broadside) B.) Weak damage output - A few blue dice is extremely weak damage output. Even if you're just trying to deliver an OP shot, most enemies will ignore the raider completely and focus the ISD as the obvious threat and source of damage output. If you're gonna bring a ship to deliver a PT, BRING ENOUGH SHIP. (That was one of the first things I learned). C.) One shot one trick pony. -Because the only conceivable way to run a raider for a PT is to use the D-caps, get the OP, and GTFO before it gets targeted, it's a massive point sink and waste of space. You have exactly one shot before either losing 59 points or never using it for the rest of the game. At 59 points I'd almost rather take my chances putting Boarding Troops on a Quasar and use that to deliver a tap. Never the raider. Not for a PT. Besides, the squads I'm proposing are MUCH more efficient. For just 7 points more you could get 2 OP squads. They attack at close range so barring Mothma, the opponent can't just cancel or force a reroll on the crit. Over their collective attacks they have a peak damage output of 6 per round against ships. They have a total of 10 hull which is 2 more than one hull zones worth of shields and the raiders hull combined. They have complete freedom to navigate depending only on range bands. I'd rather have 2 or 3 of the proposed fighters over a raider or two any day. Even if they end up costing more. lol
  3. Darth Sanguis

    Upgrades on Squadrons

    Yeah, I may be making a thread encouraging squadron play, but honestly more than 4 squads on the board and it feels tedious to me lol Sloan works, but not as well as you'd think for a PT too much has to be invested in squadron pushers and anti squadron to get your squads through their squads.... just meh. lol That said I am serious when I say it's not just for the PT, I like the idea of a 2 or 3 squads with some high threat ordnance or ions like HIES or ACMs, or maybe 4 or so with MS-1s...
  4. Darth Sanguis

    Upgrades on Squadrons

    well, honestly I'm looking for an IMP version... IT HAS NOTHING TO DO WITH WANTING TO MAKE THE PULSE TAP GREAT AGAIN!! I promise.
  5. Darth Sanguis

    Upgrades on Squadrons

    While I hear what you're saying... scenes like this are also cannon.... Squadrons are a real threat. And I wanna be able to put overload pulse on one to do this in-game lol
  6. Darth Sanguis

    Pro-Imperial Anthology Film?

    I think it could be an interesting take on the Star Wars universe. Everyone just accepts the Empire as this nasty organization that is filled to the brim with your stereotypical mustache twisting evil bad guys. Thousands of star systems and literal billions of crew members and soldiers and there weren't any decent people in the entire military? Even if the Empire is supposed to be a fictional parallel of our worlds Nazis, even the Nazis had people who were eventually recognized as "righteous among nations"[1] The thought of a story centered around a person or even a group of people lulled into the Empire by the zeal of patriotism after the clone wars and the desire to keep the people they love safe, with the growing ethical conflict of keeping people safe from real terrorist acts against Imperial civilians and the increasingly diabolical actions of the Empire's command structure would be a HELLA compelling story. Even if the protagonist made the morally wrong choices, it would give so much more depth to how an empire tagged as "evil" could last so long and the everyday struggle of those who got caught up in it. I'd be interested if it was done right... BFIIs campaign was a near miss.
  7. Darth Sanguis

    Upgrades on Squadrons

    Unfortunately, as I have said many times, this is not a precision game. It has all the elements of a precision game, but with the aforementioned imperfections in the active game state, manufacturing defects -not just on their ship tokens but measurement and movement tools- and the lack of reliable materials used for products. You gotta take the game with a grain of salt. If only they'd release a console or PC based digital version. They be able to maintain a precise game state.
  8. Darth Sanguis

    Upgrades on Squadrons

    I mean, it could be part of why squadron play has sped up, all our locals use 'em.... but without proper insight I wouldn't wanna credit 'em. All I can say is they're handy AF.
  9. Darth Sanguis

    Upgrades on Squadrons

    I made a system like this when I was complaining about squads back in 2017, very hard to track which squads have what on the field though, especially if you're running a lot of 1 fighter type but in different groups of keywords.
  10. Darth Sanguis

    Upgrades on Squadrons

    Not a bad idea
  11. Darth Sanguis

    Upgrades on Squadrons

    I honestly understand where this is coming from, but I'm not convinced it's 100% of the picture any more. Locally we've had max squadron builds come out a bit more lately after wave 7 created a squadronless meta here. Heavy squadrons don't seem to be the cause. If anything, I'd say more ships seem to slow games more than the squadron play. If anything, from what I've seen, it's a solid combination of player familiarity with their squads, the number of ship activations and number of squadron activations. We have a players that run 2 ISDs and full 134 and blow through games where others have 7 activations and either no or a small fighter compliment that takes the full allotted time in matches.
  12. Darth Sanguis

    Upgrades on Squadrons

    I'M NOT SHAMELESSLY SELF PROMO- **ahem** I mean, no. Jokes aside it was a neat discussion about the ability to run a cluster of squads with Overload Pulse instead of trying to rely on a raider or wasting an entire VSD, INT or ISD just for OP... We expanded from there. I still like the idea, I don't think aces should be be the only access to the upgrades, they should just be the most efficient.
  13. Darth Sanguis

    Upgrades on Squadrons

    I guess I just don't see squadron play as terribly complicated. It's all just range bands. With the right tools it goes pretty smoothly. At least for me.
  14. Darth Sanguis

    Upgrades on Squadrons

    I mean, I get what you're saying. Many aces give you the chance to bring 1 of these effects to the field... that's dandy and also not what I asked. Nim brings one copy of NK-7 to squadron play, Luke brings 1 copy of APTS, Jonus brings one of H9s/HO now where are the other 2 or 3 squads that do the same thing per ace?
  15. Darth Sanguis

    Upgrades on Squadrons

    I would be curious to see what you mean. The turbolaser, ion, and ordnance slots are almost entirely committed to dice modification either by adding dice, adding crits or changing the effects of their defenses. Is there an upgrade that prioritizes more than the rest for each slot?
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