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CaptainBrochette

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Posts posted by CaptainBrochette


  1. Perhaps on the StarViper, have something akin to the chardaan refit, except using the torp slot? 

    Yes, something like : factice torpedo-tube (torpedo, -1pt) : If you haven't a illicit slot already, you must equip an illictit card (paying the squad point cost as usual).

    that's mean free inertial dampers for non-virago Starvip ... or 1pt glitterstim  :)

     

     

    As for the Scyk. I really don't know. My first thoughts were to add a hull point to the heavy scyk title and then give them scum only weapons? The Discord Missile would be something I could see them using or maybe even a Mag-Pulse Missile which would be like a Tractor Beam version of the Ion Pulse Missile?

    A missile who "if hit, cancel results, then deal 1 damage + 1 tractor token" could be a nice add  :D


  2. Upgrade cards:

    Title- Protector: When attacking, if any fellow protectors are within range one of this ship, you may role 1 extra attack die.

    Well... 1 extra dice for only 1 ally near you... I found it a little bit too good and you will play your fangs by squad of two instead of swarm...

    I think we can look on the Boba skill for the swarm-flavor :

    • Title - Protector (1pt), fang-fighter only :

      When attacking, you may reroll 1 of your dice for each friendly ship with the Protector upgrade card at range 1.


    • Kavil (24), Named Ywing PS-7, 26pts

      - autoblaster turret (2), BTL-A4 (0)

    • Prince Xizor (31), Named Starviper PS-7, 37pts

      -Expert handling (2), Virago (1), Electronic Baffle (1), Feedback Array (2).

    • Kaa'to Leeachos (15), Named Zhead PS-5, 23pts

      - ion pulse Missile (3), Dead's man switch (2), Daredevil (3).

    • Cartel Spacer (14), generic M3 PS-2, 14pts.

    Funny fact: Here, in the south of France, we get a local tournament next week where you bring a list between 98-100pts that will be play by your opponent each round. Useless costing options are prohibited (like extra munitions without other torpedo/missile or outrider without secondary weapon) ^^


  3. why not simply something like ...
    Title or modification : "HWK-1000" (3pts)
    remove your turret slot.

    Increase your attack value by 1. You can attack outside of your firing arc.

    That's look okay and taste like a "fix" (if you compare that to a HWK+dorsal turret)


  4.  

    I'm disagreeing on Boba fett: he can be a viable ship with a navigator on board. You can move out of firing arc or avoid some nasty roadblock. The real problem is the need of space to maneuver and. I think Boba is more a rank C than F. 

    Recently, I get some interesting results (3-1) with a boba Fett list: http://xwing-builder.co.uk/view/465514/team-imperial-fett#view=cards . It was not so bad but gets some trouble with higher PS aces. 

    Y'know, that IS an interesting interaction. So you always choose a bank, if you don't like the way the boardstate plays out first you trigger Boba's ability, then Navigator?

     

    I also like your Boba; Predator+Clusters is a rare interaction, very few ships have an EPT and can take EM and more ordnance. That should be another thing noted in favor of the Firespray. I think Homing Missiles or Concussions would have been a stronger choice, despite the Predator modification, as Boba already rolls 4 dice in close. VI+Concussions would make him about as dodgy as can be and still modify his dice heavily. Also, your list has room for anti-ace tech in the form of OmegaL, with enough points for ZetaL... I actually wanna try it out. Contrary to the expectations of some people here  :P I do like winning with 'bad' pieces.

     

    Yes, in the start of the match, I abuse of blanks maneuver to trigger boba then navigator's ability. Later in the game, i like to alterante with straight maneuver for some "surprise move".

    I will try the VI+concussions, that's sound sweet  ;)


  5. If you put an astromech on a Kihraxz, you get a Dunelizard-like. That's mean we will not see the M4 Dunelizard due to the similarity with the fixed Kihraxz... and that's s*ck, imo  :(


  6. I'm disagreeing on Boba fett: he can be a viable ship with a navigator on board. You can move out of firing arc or avoid some nasty roadblock. The real problem is the need of space to maneuver and. I think Boba is more a rank C than F.
    Recently, I get some interesting results (3-1) with a boba Fett list: http://xwing-builder.co.uk/view/465514/team-imperial-fett#view=cards . It was not so bad but gets some trouble with higher PS aces. 


  7. I’m reading this thread for a while and I’m freshly registered to suggest my idea for the T-65…

    What about to bring only more option on the T65 instead of a pure fix ? I don’t think the X-wing need the same treatment as the TIE advanced or the Awing. Adding a red dice, an [acceleration] action or enhancing the regenerative mechanics to all your generics X-wing would be a little bit too much imao. Why not just bringing a new slot ? Like :

    • TX-65 modified Cockpit (2pts - modification - T65 only) :
      Adding a [crew] slot.
      You cannot equip an [astromech] that cost more than 2pts

     

    The modification slot (instead of the title) and the astromech cost restriction is to avoid a potential build like : Luke + R2D2 (astromech)/IA + Chewbacca … which is a too ****’ powerful regen monster.  And without R2D2, T-65 with just chewbacca + any astromech/ IA it’s a virtual 8HP small  ship with 2 greens who can avoid 2 crit card. So, I think we shouldn’t make this possible ^^.

    That’s let us a large array of build between a casual Rookie + R2 astro + recon spe (25pts), or a roadblocker Rookie + R5-X3 + Zeb (23pts), to a more competitive and (maybe) in the meta Wedges + BB-8 + Crewbacca + predator (38pts).

     

    One of the other interesting thing with this crew slot is the possibility to create a dedicated friend for our beloved wing (Maybe in this rebel vet’ pack ) like :

    • Rebel instructor (2pts - crew - rebel (or T65) only) :
      After you execute a green maneuver, you can acquire a target lock on an enemy inside your firing arc.

     

    That’s way we get an offensive rookie+R2 astro+Reb instructor at the same price of a Blue+FCS. I don’t think the “rebel only” restriction could be a problem on a Bwing/E1 (‘cuz same price as the Bwing+tactician) or on the HWK (who gain an interest in firing with turret in his arc). But I’m a little bit mitigate on the idea of an Rebel instructor on an Attack shuttle. Is it too powerful ? I think that idea need some playtest to apply the more reasonable restriction.

     
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