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brupl

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  1. Like
    brupl got a reaction from Kanawolf in Thoughts on how to improve the A-wing in 2.0   
    Hi y'all,
    Back in 1.0, there was the great Finger Four Formation by Jonathan Scott.
    A list consisting of RZ1-A wings, 4 Green Squadron Pilots, each equipped with Push The Limit, Wingman and Hull Upgrade.
    It wasn't a super great list in the TLT heavy meta, but for me, it felt like the heart of the game:
    formation flying, pilots in their fast zipping spaceships, pushing their agile ships & themselves to the limit, all while looking out for each other, wingman style.
    Plus it was a rewarding list, if you put in the effort.

    I'm really happy with 2.0 in general, but I find it a bit sad that the RZ-1 A-wing lost most of its viability, along with most low to midrange initiative, high agility, low health ships that don't have a rear facing arc or a 3 attack dice front arc. At this point, I don't think that a point reduction could fix the problems the chassis has without rendering lower tier ships in general less viable.

    Therefore, I would like to propose a card that could be a tribute to Johnathan Scott and his Finger Four Formation for RZ-1 A-Wings.
    For this card, I had several ideas.
    What do you guys think?
     
    First idea:
    A-Wing Wingman
    Talent slot, RZ-1 A-Wing only,
    At the start of the Combat Phase, you may remove a Stress Token from another ship at range 0-1 that has an equipped 'Wingman' card.
    If you did not remove a stress token from the ship, it may gain an Evade token.
    Adds Barrel Roll to Red Focus linked action.
    11 points
    => this leaves room for 7pts, adding up to a total of 50pts per green Squadron Pilot (with Wingman & Juke for example)


    Second idea: 
    A-Wing Wingman:
    Talent slot, RZ-1 A-Wing only,
    When a stressed friendly ship with an equipped Wingman card at range 1 attacks or defends, it may spend one of its stress tokens to change one blank result to a hit or evade result.
    At the start of the Planning Phase, you may remove a Stress Token from another ship at range 0-1 that has an equipped 'Wingman' card.
    Adds Barrel Roll to Red Focus linked action.
    11 points 


    Third Idea:
    Talent slot, RZ-1 A-Wing only
    A-Wing Wingman
    Friendly ships at range 1 that have an equipped 'Wingman' card, may treat your focus tokens as if it were their own calculate tokens.
    At the start of the End Phase, you may remove a Stress Token from another ship at range 0-1, that has a 'Wingman' card equipped.
    11 points
    EYJUcF-mQUVnHrS5O0qtsVeM8LoHzvY1MDQOLBQsK_A.mp4
  2. Like
    brupl got a reaction from GreenDragoon in Thoughts on how to improve the A-wing in 2.0   
    Thanks @GreenDragoon, you get my point.

    Maybe I should have named the thread:
    Thoughts on how to bring a somewhat effective Finger Four RZ-1 A-wing list to 2.0

    I had a lot of fun, exciting, and very close matches with the Four Fingers in 1.0 and wanted to share the nostalgia of being able to have that, but envisioned in 2.0.
    Though I like where this discussion ended up going.
    You bring some excellent points to the table, @GreenDragoon.
    I look forward to your further analyses of other lists & hypothetical improvements to the game.
    Kind regards


     
  3. Like
    brupl reacted to Target_2.0 in Thoughts on how to improve the A-wing in 2.0   
    I recently tried 3 greens (outmaneuver/predator) plus protorp Luke.  Opposing squad was Vader, Deathrain, and a couple named TIES.  Opposition green dice were slightly above average and led to an extremely frustrating night.  I couldn't push damage with outmaneuver and predator and blocking on Vader.  I even failed to push damage through on the punisher and with Luke's Torps.  All in all a bad night.  May try outmaneuver/crack next time. 
  4. Thanks
    brupl reacted to GreenDragoon in Thoughts on how to improve the A-wing in 2.0   
    You are in a what-if thread here. The title is literally "thoughts on how to improve the A-wing". As I mentioned earlier, I think a single A-wing is already decent and does not need much improvement if any at all. Jake, Arvel and a phoenix are good. Good enough. Because they are not primarily in a list to deal damage. They can only be used in mixed lists where they add a support/control(blocking!) element.
    But if you want to improve Awings to a point where they are good at dealing damage, and if you want to improve Awings to be usable in a mono or near-mono list, as the OP wanted with the thread before we derailed it so much, then it makes sense to talk about what would be necessary. That leads to my conclusion that, right now, there is nothing clever list building can do to give them more of a fighting chance.
    The discussion is in as much interesting as it should give us an idea when to revisit the mono list. A cheap snapshot would be such a case, or a rebel howlrunner. And I still think that mass selfless is less stupid than it looks. Also a mix with Z95s, or with Luke, might be something to try once the point costs come down.
  5. Like
    brupl reacted to Blail Blerg in Thoughts on how to improve the A-wing in 2.0   
    Hey I think you mean well. But if I recall you’re new here right? 
    we in xwing have a beautiful tradition of adoring and allowing single ship type lists. It’s a point of honor for this game to be able to field some very odd lists and still be tier2 competitive at least. saying that anything should not be allowed to be t2 competitive with the right list building just because it’s a certain ship is wrong and a poor understanding of balancing for diversity and the concept of ship flight patterns.  The exceptions are for things that are frustrating to play against: like 5 ion. This is also talking about making bad lists good, not about needing t1 super conpetitive overpowered or frustrating lists. 
     
    armada is horrifically bad at this. So please don’t bring any of their concept of balance over to xwing. Xwings balance has always been better, is better and is still better for diversity and win rates. 
     
    really good players also get heavily practiced with some very odd builds until they learn how to make it work even in the face of odds that don’t. This is why xwing is very interesting: the changes in flight pattern drastically can overcome imbalance at the highest skill ceiling level. A combination of reasonable practice, and excellent in game execution allows one to beat both pure-overwhelming-planning/practice and numeric/literal-stat imbalance. 
    this is also not true of many other games and is a fundamental tenet as to why xwing is a GREAT game even if it has its flaws (namely too much impact via pilot skill and too much design dependency on pure efficiency compared to encouraging better flying) 
  6. Like
    brupl reacted to theBitterFig in Thoughts on how to improve the A-wing in 2.0   
    Veteran Turret Gunner used to be 6 points; that's the kicker.  Y-Wings weren't quite as cheap, but you could run 4 with VTG and one with just a Turret and no Gunner.
    It was bad, in a different way.
  7. Like
    brupl reacted to Blail Blerg in Thoughts on how to improve the A-wing in 2.0   
    thanks. 
    (Also not to confuse anyone, but things like 1.0 Sfoils-FAA, which I enjoyed, were also too complex. I did not appreciate that level of complexity from FFG, even though I completely welcomed the the fixes and our 5X overlords. I know that contradiction can be hard to understand.)
    Man I miss playing this game. 2 die ships. Now I'm excited to try them. 
     
    Been trying to make Z-95s work before the fire nation attacked. 
  8. Like
    brupl reacted to Boom Owl in Thoughts on how to improve the A-wing in 2.0   
    The underlying issue is there to many cheap aces that aren't even remotely afraid of 2-3 shots from 2 dice with a focus. 
  9. Like
    brupl reacted to GreenDragoon in Thoughts on how to improve the A-wing in 2.0   
    As mentioned elsewhere I think intimidation Arvel is pretty good, and so is Jake. The phoenix with intimidation is also an amazing blocker that improves other attacks. I don't understand why a single Phoenix is unplayable at 29 but good at 27. That is nonsensical to me because it depends so much on the rest of the list. If it were true then you could already now make a version of that hypothetical list and replace something with a -2pt alternative and it should still be pretty ok. Ok enough to run successfully at small events.
    And to go back to the topic:
    The reason I didn't pick up on the wingman idea is because in my opinion that does try to recreate a very specific list instead of improving a ship. There is no reason to believe that A-wings with wingman would be any good. Also, later versions of the original finger four(five), as soon as snapshot was released, did even better without wingman. Still bad, but better. So I tried to pick up the underlying issue instead of a very specific, superficial fix.
  10. Like
    brupl reacted to GreenDragoon in Thoughts on how to improve the A-wing in 2.0   
    I mean... i did mention bodies as a form of force multiplier. FOcho is quite a bit more than 6. The other places for FOs are fillers, and they get the extra oomph by pilot abilities (scorch, rivas if not used as support) and FO is at least an option.
    2dice attacks need some force multipliers. Numbers are one. RZ1s have nothing so far, that's why the generics do not work in numbers at the moment.
  11. Thanks
    brupl reacted to GreenDragoon in Thoughts on how to improve the A-wing in 2.0   
    because it looks awesome and I love it. The game is more fun when stuff you like is also somewhat decent. For some odd reason, mass Awings have been popular for years.
    There are underlying reasons of course, but that's the crux of it. I love the ship.
  12. Thanks
    brupl reacted to Hiemfire in Thoughts on how to improve the A-wing in 2.0   
    1. Expands player base beyond just the card/ability combo subset by providing at a minimum a mid level option. 
    2. Uniform squadron theme (a dislike of lists consisting of a hodge podge of chassis being a sub set of this reason, another is a RP leaning toward logistical consistency w/n the same squadron), ease of memory (helps to streamline tactical thinking if all your ships are the same), some just think extremely highly of RZ-1s and want to fly only them.
  13. Like
    brupl got a reaction from BCooper85 in So talk to me about K-Wings.   
    I love Esege.
    My favorite list in 2.0 so far is:

    Esege with Perceptive Copilot, Advanced SLAM, Seismic Charges
    Wegde with Proton Rockets, R4, Afterburners, Servo
    Kullbee Sperado with Cloaking Device, Proton Rockets, R4, Servo

    Really mobile list! Not a tournament winner per se (it can go wrong very fast), but when flown right, it can be really good and it's so much fun to fly.

    Key to this list is hanging around some densely placed rocks, staying in range 2 of Esege for his two focus tokens (his advanced SLAM makes this relatively easy) & trying to pull the enemy towards you/the rocks.
    If they follow Esege, great, he's only support. Also: he's really hard to pin down (I love SLAMming), plus he likes to stay close to asteroids so he can use his seismic charges to damage the enemy or clear the field for his 2 friends, if necessary.
    He's never done much damage in a game with his 2 dice turret, even if he still had a focus token left for his attack, but hey, he's mostly/only there for delivering those focus tokens.

    Kullbee is fun too:
    cloaks in turn 1, decloaks in round 2, makes for some nice mobility/unpredictability early game,
    Boosting + focus + 3 attack dice is always an option and the protorps are sweet, especially with Esege's focus tokens hanging around.
    If Kullbee is cought in a pile of range 1 fire, cloak him, get 4 evade dice in total, use Esege's 2 focus tokens on the green dice & watch your enemy growl with frustration as Kullbee evades a lot of those incoming hits.

    Wedge is a beast if you can get a fast lock & shoot the protorps with a double mod thanks to esege's focus.
    The afterburners are great when you need them. His ability is great, especially when delivering 4 proton torpedo hits/crits to a squishy ace: ultimate brutal.
     
    Apart from Esege, I would argue that K-wings are indeed pretty ****.
    Still love the design though.
  14. Like
    brupl got a reaction from Bucknife in Thoughts on how to improve the A-wing in 2.0   
    @dezzmont gave a great analysis!
     
    again, @dezzmont beat me to it (thanks dezz), these are the excerpts:
    and:

    Apart from these issues I feel RZ-1 A-Wings in general face, I was also looking for a way to pay tribute to the Finger Four A-Wing list, and how a similar 4 RZ1-Awing list could be made viable in 2.0.
    Removing a stress token in the End phase from a friendly Wingman in range 1 stays close to the original Wingman talent, yet I fear this would not be enough to make a 4 RZ1-A-wing list viable, hence the three different ideas for an added ability.
    This added ability in 1.0 was Push the Limit, but let's not make that mistake again, so I made up some alternatives in the original post.
    An counter argument for one of these alternatives was this:
    My reply:
    Well, it works for Defenders... They're very solid, yet beatable.

    You pay 81 points - for the cheapest (initiative 4) Defender, Juke included.
    For this you get:
    Initiative 4
    7 health (4shields, 3hull) 
    3 Attack,
    3 Agility
    Relatively easy conditions to get a free evade action
    Juke
    limited hard turns
    a white K-turn (that triggers the free evade action)

    Now tell me, in comparison to the Defender, at how many points would you set this RZ1 A-Wing:
    Initiative 3
    4 health (2 shields, 2 hull)
    2 Attack
    3 Agility
    A great dial
    Red K-turn & S-loops
    Juke
    With this ability added:
    'Wingman'
    Talent slot, RZ-1 A-Wing only,
    At the start of the Combat Phase, you may remove a Stress Token from another ship at range 1 that has an equipped 'Wingman' card.
    If you did not remove a stress token from that ship, if that ship doesn't have any Evade tokens, it may gain an Evade token.

    Would it be broken to set this build below 50 points, so you could fly 4 of them?

    remember:
    - the Wingman upgrade would be unique to A-Wings
    - no red manoeuvre possible after getting a free evade token from a Wingman at range 1 (the ship would still be stressed)
    - no stress token present = no free evade token gained
    - no stacking evade tokens
    - after executing a (partial) red manoeuvre = add free evade token OR remove stress (both only if there's a Wingman at range 1)
    - 2 attack dice...
  15. Like
    brupl got a reaction from JBFancourt in Thoughts on how to improve the A-wing in 2.0   
    If you change it to
    While you perform an attack at range 2-3, yaddayadda...
    you don't need the charge adjustment.
  16. Like
  17. Like
    brupl reacted to dezzmont in So talk to me about K-Wings.   
    Hard disagree there for a few reasons. For one, because ordinance has more value on 2 attack than 3 attack ships it isn't hard to sorta slide in strong ordinance on ships that need it and weak on ones that don't. For another, being encouraged to fill upgrade slots rather than discouraged makes the game have more axises of balance and variance between ship types.
    The main issue with the K-wing isn't so much ordinance is bad (it really isn't anyway, its one of the few upgrades you can get a lot of value from on non-aces and aces alike), it is that the K-wing is, in reality, not a very good ordinance ship, especially in the rebel faction where the Y-wing is almost a gold standard for being a great torp boat, with a slimmer profile, more base maneuverability, and extremely strong pilots, one of whom has very explicit synergy with torps.
    This makes no sense. If Tragedy sim is such a huge upgrade to bombs to the point the combo would be too strong, but bombs alone would be fine, why is the cost of the sim being applied to bombs? It isn't, and a lot of the best bomb lists in the game's history don't use Tragedy Simulator, and bombs actually do show up from time to time.
    Furthermore, you DO need to work to line up a Tragedy simulator shot, because it still has the main weakness of bombs (requiring a hard read, because your opponent always knows where the bomb will end up if you launch it or drop it) while also occurring in a position that is not as easy to 'trap' someone in. People WANT to stay in rear arcs, it makes it easy to maintain uptime. People don't want to be 5 directly in front of you, so Tragedy simulator doesn't really do much more than forcibly breaks up jousty swarms (to which I say... good) and punishes REALLY sloppy flying (Maybe don't fly directly in front of the bomber?). In reality, that zone the Tragedy simulator controls is essentially your bullseye arc at range 3, which is trivial to avoid, especially vs most bomber chasises.
    It is telling that proton bombs are in the top 10% of upgrades, while trajectory simulator is in the bottom 50%. The value in forcing your opponent to carefully consider entering range 1 rear arc of where you started this turn (literally the best spot you can be in X-wing vs 99% of ships, as it means they can't fire back without stress and without an extreme maneuver you WILL be able to shoot them and continue to chase them) is titanic. There are other problems with bombs where certain ships can use them to effectively shoot both at their final position front and rear AND protect one of their sides by doing a hard turn with a bomb (Why is it always Boba...?) but that has nothing to do with trajectory simulator and has everything to do with a very limited number of ships.
    Trajectory simulator only is a problem when a ship already has a lot of arc coverage, because suddenly that extra danger zone becomes oppressive, but even then arc coverage ships like the Resistance Bomber often choose to not take it on their top lists, which says a lot for how actually not powerful at all it is.
    Saying the Trajectory Simulator 'needs to be weak' is probably the pinnacle of 1.0 legacy hysteria towards any and all options outside of modding and aces because of how... fundamentally not a problem the upgrade is. It basically doesn't do anything if your opponent has any sense. Is it annoying to be forced to avoid the danger zone? Well, sure, but trying to avoid options that ever disrupt basic game plans at all cost because they are 'annoying' is actually the bad game design, especially in a game where players customize their options: You WANT for players to sometimes be forced to not do the obvious thing of getting aggressive on a chunky bomber and hardcore jousting their face, because if no strategy exists that can say 'no, don't do that, try something else' then the game becomes stagnant.
    I don't think lacking a tragedy sim is the K-wing's real problem (though getting a sensor slot would certainly give you a reason to take it over the Y!), but I also think it is pretty silly to say one of the worse performing upgrades in the game is a design limiter to something that clearly isn't being held back.
  18. Thanks
    brupl reacted to dezzmont in Thoughts on how to improve the A-wing in 2.0   
    To me I think the big problem with the A-wing is that it isn't efficient without the bells and whistles because it HAS to cost a bit more than things like the TIE/Fo, but all of its advantages are pretty de-emphasized in the system's mechanics (ex: Boosting+modding is not generally valuable if you aren't at arc dodging initiatives, upgrades trend towards not moving how powerful a ship is so if a ship is inefficient to begin with it merely is more inefficient with upgrades).
    I don't think mobile arc is the way to go. As a lover of A-wings and someone who tries to fly as many as they can in lists even though they Don't Work the issue comes down, in my mind, to A-wings really wanting upgrades but upgrades not being points efficient. Even 'good' upgrades on A-wings like Snapshot are you investing 25% of the hull's cost into the upgrade and pushing it to prices approaching an X-wing, and two upgrades (assuming you don't value Geenie's initiative, as in a lot of metas 3 initiative isn't that much better than 1, and your second upgrade is crackshot) runs you around 40% of the hull's price! Ouch!
    This is why I think X-wing needs to cleverly bake variable upgrade pricing into the rules in a way that don't make the game too mathy. The A-wing WANTS to be a ship where your trying to run some weird talent combo or a talent and a missile and is a bit 'delux' but it is in this weird points no-mans land when you do that (Is an A-wing with snap and crack actually better than a naked X-wing or even close to as good when almost every list has so much mod power that the snap shot is you rolling dice to miss a ton? The answer may not surprise you!) and fixing it would require prices to get weird for every other ship. This, along with a general inability for upgrades to see play on anything besides aces, makes me think upgrades should be tweaked to be 'presumed there' rather than 'presumed absent' and ships to have baked in free upgrade points, but that is pretty radical. I think it would be better for the game's health overall (It helps make under-performing ships more resilient to points changes to key upgrades for those ships that need to go up because they generally over-perform without having totally different upgrade prices per-ship) but it isn't the only thing that could be done if you didn't want to totally rebalance and redesign list building and every upgrade in the game like some sort of weirdo who hates massive upheavals in a game that needs a steady competitive environment. That may be in X-wing's future at some point, but probably isn't an immediate response to the many problems the A-wing (and the rebel faction as a whole) are facing.
    The not soapboxy problem that doesn't let me get to be grumpy about not being able to do weird stuff with the A-wing is really that the Rebel identity is a totally hot mess far more defined by what it can't do rather than what it can, and the A-wing is a huge casualty of that. Rebels suffer heavily from their faction not really getting new content and its identity being the worst defined from the conversion kit as this grab bag of mechanics and concepts with very overt and deliberate holes left in them to try to create an identity which newer factions lack, meaning they have some serious legacy design flaws.
    1-2 legit aces so rebels could fly a tri-ace list with actual reposition power on most of the list, or which could supplement itself with A-wings that almost hit ace like Jake would help a lot. Rebels didn't get Aces because there was a fear a faction with its teamwork power with aces would be too strong, but that clearly isn't a concern anymore considering that Republic has very similar teamwork potential to rebels but their ace lists really don't utilize those aspects. Turns out synergy is a bit overcosted consistently for rebels due to this fear and rebels lacking really viable arc dodging platforms doesn't make sense, so there is room to print say... an I6 Wedge and Hera, or an I5 Wedge if we assume young Wedge was not as on the ball, give them abilities, mix them with Jake, and basically give Rebels the identity of having the ability to run a 3 mini-ace list inside a list with another named ship of some sort, or even two. Even if the more expensive ship was double Jake's cost (which would make them 5 more points expensive than freaking VADER, so that is extremely unlikely) and the other was half-way between  you would have 38 points for another ship, and more realistically we are talking 50-60 at least, depending on the abilities.
    This would would be unique and would help Rebels move out of the extremely thematically inappropriate 'blue squadron' space it ended up in. After all, who plays rebels to NOT fly named characters and iconic ships? It would especially be cool and in the Rebel's identity if these were 'support aces' in the vein of Jake, not really getting amazing modding themselves but more focused on trying to harass to help their buddy ship out, creating a sort of dynamic where these ships aren't the real threat but you need to keep them honest and spending focus defensively to stop them from causing your ships to hemorrhage bits of damage, all while some 60-80 points of other ships are trying to get things done.
    The other thing Rebels really don't do well is area passive modding, which is fine because that can be a boring archetype, but it measn that the idea of the A-wing as a budget manuverable/blocky swarm doesn't work. An A-wing that is good at wide passive mods in a way the A-wing wants (ex: Any time a ship in range 3 say... boosts or rolls give it a calculate) so that your A-wings get a little more value would do a lot for the chasis, like making boosting in to land a block less suicidal on a 4 health ship likely in a lot of fire lines, and make the 2 dice attack far more consistent without having to go for an unmodded 3 green defense as your primary way to stay alive (which, obviously, is a losing proposition due to how unreliable unmodded greens are). A big problem with the A-wing is that despite being statistically deeply inferior and priced lower, TIE/lns sorta are low key better because Howlrunner and Iden exist which help make a group of 2 attack 3 defense ships way more viable, and rebels very conspicuously lack 'wide' modding, favoring 'powerful' peer to peer modding (which isn't that great both because it tends to be weirdly priced due to living on I4 ships which have pricing issues, and because its generally better for your entire list to gain the effect of a focus than for one ship to gain a calculate, especially on low dice ships) that the A-wing doesn't particularly want. Some way for rebels to hand out calculates to multiple allies would make the A-wing's nominal boost in defense over the Headhunter more consistent would make it not only a bit more worth it to run it over the headhunter (saving 7 points is titanic, that is, again around 25% of the ship's cost, and easily worth losing the green which is the main real benefit, to put it in perspective if your list has 2 A wings and you have 3 points you can shave anywhere on your list your able to swap those two out to a Headhunter and X-wing to gain a red dice and 2 health) but would make running upgrades on it less... overtly dumb, because you can now expect your A-wings to both do things AND not instantly die!
    These ideas aren't even strictly speaking incompatible, getting more even I4 and I5 pilots for A-wings with remotely useful abilities, and a crew member (Maybe AP-5?) who helps nimble ships nearby would create a neat archetype of 'A-wing Mini aces+command ship.' Bonus points for it helping out another few rebel ships without homes (The VCX, HWK, Sheathipede, K-wing, and YT-2400).
    There are other solutions of course, but X-wing players are leery of ideas that get too... colorful, like double talent slot talents, chasis specific talents, or talents that reward the ship. A good hypothetical talent for an A-wing would be one that awards a strain if you bump the target at any point, so that a team of A-wings can do more offensively and you can get value out of their speed and bumpatude outside of the relatively finicky intimidation. But, again, pricing is a huge issue for these ships, as upgrade costs are proportionally bigger for cheap garbage ships than they are for really strong ships.
    I don't actually think the chasis is THAT off, its just hard to fix with 'passive' tools like points changes. It more is fundementally lacking options. It isn't even like they can't do work (Homing missiles, ion missiles, or magpulse missiles if your into the freaky stuff, I won't judge, are deceptively useful on the chasis) so much as the fact that you are throwing good points after bad if your directly modding each ship individually, and Rebels as a faction... really struggles due to its toolset being underdeveloped.
  19. Like
    brupl got a reaction from Cpt ObVus in So talk to me about K-Wings.   
    I love Esege.
    My favorite list in 2.0 so far is:

    Esege with Perceptive Copilot, Advanced SLAM, Seismic Charges
    Wegde with Proton Rockets, R4, Afterburners, Servo
    Kullbee Sperado with Cloaking Device, Proton Rockets, R4, Servo

    Really mobile list! Not a tournament winner per se (it can go wrong very fast), but when flown right, it can be really good and it's so much fun to fly.

    Key to this list is hanging around some densely placed rocks, staying in range 2 of Esege for his two focus tokens (his advanced SLAM makes this relatively easy) & trying to pull the enemy towards you/the rocks.
    If they follow Esege, great, he's only support. Also: he's really hard to pin down (I love SLAMming), plus he likes to stay close to asteroids so he can use his seismic charges to damage the enemy or clear the field for his 2 friends, if necessary.
    He's never done much damage in a game with his 2 dice turret, even if he still had a focus token left for his attack, but hey, he's mostly/only there for delivering those focus tokens.

    Kullbee is fun too:
    cloaks in turn 1, decloaks in round 2, makes for some nice mobility/unpredictability early game,
    Boosting + focus + 3 attack dice is always an option and the protorps are sweet, especially with Esege's focus tokens hanging around.
    If Kullbee is cought in a pile of range 1 fire, cloak him, get 4 evade dice in total, use Esege's 2 focus tokens on the green dice & watch your enemy growl with frustration as Kullbee evades a lot of those incoming hits.

    Wedge is a beast if you can get a fast lock & shoot the protorps with a double mod thanks to esege's focus.
    The afterburners are great when you need them. His ability is great, especially when delivering 4 proton torpedo hits/crits to a squishy ace: ultimate brutal.
     
    Apart from Esege, I would argue that K-wings are indeed pretty ****.
    Still love the design though.
  20. Like
    brupl reacted to Maui. in The race to the bottom, and how it should be addressed   
    I agree with this 100%.
    I mostly play with high initiative + solid bid, and I don't really like the bid part of it. I think that forcing players to have a reliable plan in place for when they aren't moving last requires much deeper and more interesting strategic thinking than "how many points can I safely bid without seriously compromising my list's effectiveness"
    I believe that eliminating the bid would actually do more to balance high initiative aces than a points increase would.
  21. Like
    brupl reacted to ScummyRebel in The race to the bottom, and how it should be addressed   
    I think the best answer is to have a rotating initiative/first player.
    They gave us a token for this in the core box - make it a step “at the end of the end phase, pass the first player token to the other player”. That way both players get to experience the benefit and the frustration of both ends of the initiative coin. You won’t build your list entirely around “you must go last or die” hopefully, but it’ll still allow you to do some cool arc dodgy-ness on the turns you get that benefit. Plan your turns out knowing when you will and will not have initiative 
  22. Like
    brupl got a reaction from Fippo in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    I've really come to dislike

    Jonus, for his auto rerolls.
    and
    Darth Vader (crew) auto damage.

    Also, alpha strikes. It's just boring.



     
  23. Like
    brupl reacted to svelok in A modest proposal   
    it might not hurt to have most ordnance costs scale with initiative
  24. Like
    brupl reacted to JJ48 in Which is the strongest faction in 2.0?   
    Not really sure I agree that having to spend a token to give the opponent a choice about removing a token is quite the same as not paying anything to remove a token from an opponent AND gain a token himself, but if it's a huge issue, then sure.  Let's figure out how to fix Vader, too.
    Make both of them only trigger if you're not stressed and haven't performed an action that round, so there's an opportunity cost. (Probably 0-0-0 too, while we're at it.)
  25. Like
    brupl reacted to JJ48 in Which is the strongest faction in 2.0?   
    If the ship is "absolutely worthless" without doubling its arc and letting it stack tokens, then maybe it needs a point reduction or a redesign, rather than making upgrades that it can't function without.  You may as well just increase the cost of every HWK and make the title free, then, like Gunboat or X-Wing configurations.  The fact that they didn't do this indicates that the ships are intended to be able to be flown without the title, and if they can't be, then there's a deeper issue.  Palob's ability would still be quite good without the title; he just may need to actually use a rotate action occasionally.
    I just don't see why Kyle's ship should fight for Scum when Kyle himself won't.
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