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geek19

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  1. He looks like hes about to start doing card tricks. "The nine.... of staves!" (Audience applauds)
  2. Hot take: Gallant Haven is a better ship for a squad fleet than any MC75
  3. They had marketed it as this WHOLE NEW ERA for star wars, but like, nothing changed between it and the stuff that came before. They killed off Chewie sure, and Anakin, but everyone else that died was a bit player at best. So no one of note died. Add to that the fact that YV as described are so 90s they should be wearing backwards baseball caps. They're really into PAIN and SUFFERING and have tattoos and darkness and arent in your Force, maaaaaaaan. Combine it with the fact that their existence gave Thrawn fanboys even more to worship him for and I just thought it was bland. Here, we set up Jacen as evil for.... reasons! And a whole bunch of characters that you didnt like in here now are really going to be important! Pass.
  4. The Yuuzhan Vong weren't good though. Like, as a concept even.
  5. While you and I ascribe to this, is that really the best plan for brand new people? How would you prioritize total upgrades? Would you run upgradeless on any ships? IF ONLY THERE WERE A PODCAST WHAT COULD ANSWER THIS!
  6. https://cannotgetyourshipout.blogspot.com/2020/06/2-rebellion-2-rim-basic-fleet-building.html The first article is away!
  7. I think if you're going to do it, you make a ship without a turbolaser slot for the empire. Specifically because as i realize Vader and con fires means 4 rerollable red and ewwww. Romodi its potentially 5, just need an officer to shove on these things for vader to kill. Anything cheap enough for SFO and Slaved is potentially terrifying even if you add no other upgrades. Heck, even then without the turbolaser slot Romodi makes it 4 dice, and ick. Especially if you throw in any blue dice and DCaps. There's just a lot of minefields for potential negative player experiences in there.
  8. Sure, so, if we pretend we just port a Scout Hammerhead over to the Empire we get something like the below. [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Darth Vader (com) ( 36 points) - Avenger ( 5 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - XI7 Turbolasers ( 6 points) - Spinal Armament ( 9 points) - Entrapment Formation! ( 5 points) = 184 total ship cost Hammerhead Scout Corvette (41 points) - Slaved Turrets ( 6 points) = 47 total ship cost Hammerhead Scout Corvette (41 points) - Slaved Turrets ( 6 points) = 47 total ship cost Hammerhead Scout Corvette (41 points) - Slaved Turrets ( 6 points) = 47 total ship cost Hammerhead Scout Corvette (41 points) - Slaved Turrets ( 6 points) = 47 total ship cost Gozanti-class Cruisers (23 points) - Suppressor ( 4 points) - Comms Net ( 2 points) = 29 total ship cost So it's 7 activations and each of those hammers throws 3 red (if its NOT con firing, and with EF and a solid nav chart, they are). So it's 4 red and a free reroll every time because they're 47 points, who cares. You can lose 2 and table someone and still get a 306 point win (and that assumes no points from your objectives, either!) Mind you, i just threw this together quickly, and you could optimize it even more if you wanted to, but it's an example. You can achieve similarly with Palpatine and Officer Vader on the Gozanti choking out whatever Skilled First Officer you throw on the ship just to ensure you're getting damage out. Palps has such an oppressive ability that he's costed as expensively as he is, and if you had a way of doing multiple sources of damage repeatedly in one turn.... that's why the most successful Palp builds (IMO) have been things with a bunch of squads just to repeatedly hammer you and your tokens all on one turn. Vader its a different but similar boat in that if you have a "disposable" defense token for the reroll, (points at Arquitens and contains for example), your damage floor is a bit higher than expected from the ship normally. If you look at your standard Vader admiral ships they have a token they don't mind spending once or twice for that damage. THEORETICALLY you could port it over and upcharge it I guess, but how much do you upcharge it, AND how much do you then run the risk of the Empire bleeding into the Rebellion as a playstyle/faction? Arqs are upcosted sideways Nebs, but they live a bit better (running away you say?) and are trying to do different things enough (Arqs seem more harassers and just constant damage over time IMO, Nebs decided they want to be David and go fight Goliath). How do you port a CR90/HH over and get it in a similar role (Harasser that runs and harasser that takes 2 shots to die from an ISD, so go down swinging) for the Empire AND keep them unique as a faction? Not sure, really. If you want to get use out of Palpatine (not that you were asking, but I talk to them enough about these commanders that they're worth mentioning) I'd hit up @rasproteus or @duck_bird.
  9. I mean, you already have the red dice flot that sees more use than a combat GR. Romodi doesnt help the equation either, as these become 2 dicers then. With easier access to offensive retrofit slots (aka Dcaps) its iffy adding in blue dice too. What all that means? It means I'm not a designer and dont envy whoever has to thread the needle hahaha.
  10. The main issue restricting design space with an Imp small is the 2 guys running the Empire. Palpatine with (let's say) a scout slaved turrets hammerhead equivalent and SFOs and officer Vader could take out almost any ship. Same with admiral vader and no SFOs. Red dice for imperials come in either expensive neb equivalents (arqs) or issues with squishiness (Cymoons). To get something cheap youd likely have to outfit it like a torp hammer without the ordnance slot (1-1-1, maybe similar for the sides). No ordnance slot because then it replaces the Raider.
  11. I'll give you 3 Biggs and this half eaten pack of Oreos for a Garm rookie card.
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