Jump to content

SirCormac

Members
  • Content Count

    463
  • Joined

  • Last visited


Reputation Activity

  1. Like
    SirCormac got a reaction from Caimheul1313 in A Tabletop Admiral survey of some kind...   
    I have thoroughly loved using TTA for years now, but I did see one function on another list builder that I liked. Sometimes I will add 2-3 squads of something, and then realize that I wanted them all to have an upgrade. Right now, in TTA, I have to eliminate them down to 1 squad, and then add the upgrade, and then duplicate them again. In this other list builder, they had a check box for adding the upgrade to all of the squads of that type if you wanted. I don't know how that would be possible given your layout, but it would be a nice convenience to have (perhaps a checkbox at the top that assumes when you make a change to 1 squad, you are making the change to all squads of that type, and you can uncheck it?)
  2. Like
    SirCormac got a reaction from RyantheFett in RRG 2.0 meta prediction thread   
    Agreed. Other than the soft win of GAR being brought into line, the Empire definitely got the raw end of the deal here. The Empire was the weakest faction, and was desperately clinging to Shores/Mortars to be relevant, and these got nerfed. While I understand why they were, the Empire didn't get the real buffs it needed for this nerf to be justified. Shores/Mortar are still the cheapest way to put Corps units on the table, but now the empire has to pay a tax to do that. So while other units got cheaper, that cheapness barely compensates for the price hikes. Many of the lists I've been toying around with are barely cheaper if at all then before the change, and truly competitive lists are now over 800 points (and this in a meta where the Empire was fighting to just be relevant). One list I had with the ATST was 800 points before the changes, and I was hoping the changes would free the list up to make it more competitive. The list is now 799, lol. This is not an edge case scenario either. Another example is double Bounty. Boba is 15 points less! Yay! 3x Shores/Mortar are 15 points more...Yay! It's a wash. If Double Bounty wasn't competitive before, it won't be now, because it costs literally the same. And remember, if you take something other than Shores/Mortars, you are paring MORE, which means you are paying WAY more than before the RRG comparatively. Whereas Shores/Mortar was 120 points before, 2 Stormies with the T21 now (a pretty solid squad) are 136. No matter what you do, the Empire is being taxed to put Corps units on the table. Empire lists are still going to be dependent on 2-3 sets of Shores/Mortars, and that's now 10-15 more points, making the point cuts in other areas relatively meaningless.
    Also, I feel the Empire needed some card changes, which they did for Rebels (Surge-Crit for T-47; Range 4 for Vets; Scale, Duelist, and Lethal for Wookies; Lethal for Chewie), but they gave the Empire none of these. The EWeb needs Range 4 to be meaningful. The ATST needed a reworking of it's weapon ranges, and probably costs (all the weapon upgrades should be 5 cheaper). Vader needs something, ANYTHING, other than costing less and still sucking as bad. From day one people have noticed how poorly he functions, not simply that he was a steep price to pay. He does not function. Now he does it for less. Yay! It's always a bad sign for a unit if it NEEDS to take an upgrade to function. You want to take upgrades to make something awesome be more awesome, not pay a tax to make a unit usable. Endurance is stapled to Vader and Dewbacks to make them functional, and Saber Throw, Reflexes, and even Push are on Vader mainly to make him function (Normally Push is amazing, but on Vader it's main use is to pull guys closer with one move left so you can actually get into melee, thus it functions more as a 'fix' card on Vader than a 'power' card as it does on other Jedi).
    Really, the only Imperial List that got any real points reduction is if you lean heavily into Vader and Dewbacks. While I believe that Flame-Dewbacks may have a place as a flanker in a list with another major threat, leaning on them in a Vader list remains to be seen to be viable. The only other list that got significant reductions would be an Iden list that goes Triple Full Scout (saves a whopping 36 points), but it remains to be seen if this is viable in anyway. They hit like a truck but die as fast as that same truck on fire falling off a cliff.
    In short, I feel the game is approaching a point where a 2.0 is necessary. Alot of the Empire units need major redesigns. Boba Fett needs his cards to be upgrades, and needs cards that given him action efficiency. Veers 2 Pip sucks in 99% of lists. Vader needs a massive overhaul and rethinking. The ATST probably needs red dice saves (adjusting health accordingly) and both the ATST and the tank need the Critical keyword to make it possible to choose a different pilot than the Surge-Hit guy. Things like the Rocket Launcher needs a keyword like Pierce but only for vehicles. Scouts need to be exciting the way the new Special Forces are, and really should have Red dice (they are wearing more armor than the ISF who get semi-surging Red dice). And finally, both the Rebels and the Imperials need an identity, something across all lists. GAR has it's token sharing, CIS it's order passing. The Empire needs something like this. Most units in this game have an analog in the other factions, so faction identity in legion can't really be tied to units, but needs to be something 'above' units, like it is in GAR and CIS. Anyways, this was a bit of a tangent/rant, and I love the game, but am hoping that the move to AMG may result in a 2.0 that addresses these concerns.
  3. Sad
    SirCormac reacted to costi in RRG 2.0 meta prediction thread   
    My community is mostly enthusiastic about the Empire changes so far. I give them 2-3 weeks before reality sinks in.
  4. Like
    SirCormac got a reaction from riker2800 in RRG 2.0 meta prediction thread   
    Agreed. Other than the soft win of GAR being brought into line, the Empire definitely got the raw end of the deal here. The Empire was the weakest faction, and was desperately clinging to Shores/Mortars to be relevant, and these got nerfed. While I understand why they were, the Empire didn't get the real buffs it needed for this nerf to be justified. Shores/Mortar are still the cheapest way to put Corps units on the table, but now the empire has to pay a tax to do that. So while other units got cheaper, that cheapness barely compensates for the price hikes. Many of the lists I've been toying around with are barely cheaper if at all then before the change, and truly competitive lists are now over 800 points (and this in a meta where the Empire was fighting to just be relevant). One list I had with the ATST was 800 points before the changes, and I was hoping the changes would free the list up to make it more competitive. The list is now 799, lol. This is not an edge case scenario either. Another example is double Bounty. Boba is 15 points less! Yay! 3x Shores/Mortar are 15 points more...Yay! It's a wash. If Double Bounty wasn't competitive before, it won't be now, because it costs literally the same. And remember, if you take something other than Shores/Mortars, you are paring MORE, which means you are paying WAY more than before the RRG comparatively. Whereas Shores/Mortar was 120 points before, 2 Stormies with the T21 now (a pretty solid squad) are 136. No matter what you do, the Empire is being taxed to put Corps units on the table. Empire lists are still going to be dependent on 2-3 sets of Shores/Mortars, and that's now 10-15 more points, making the point cuts in other areas relatively meaningless.
    Also, I feel the Empire needed some card changes, which they did for Rebels (Surge-Crit for T-47; Range 4 for Vets; Scale, Duelist, and Lethal for Wookies; Lethal for Chewie), but they gave the Empire none of these. The EWeb needs Range 4 to be meaningful. The ATST needed a reworking of it's weapon ranges, and probably costs (all the weapon upgrades should be 5 cheaper). Vader needs something, ANYTHING, other than costing less and still sucking as bad. From day one people have noticed how poorly he functions, not simply that he was a steep price to pay. He does not function. Now he does it for less. Yay! It's always a bad sign for a unit if it NEEDS to take an upgrade to function. You want to take upgrades to make something awesome be more awesome, not pay a tax to make a unit usable. Endurance is stapled to Vader and Dewbacks to make them functional, and Saber Throw, Reflexes, and even Push are on Vader mainly to make him function (Normally Push is amazing, but on Vader it's main use is to pull guys closer with one move left so you can actually get into melee, thus it functions more as a 'fix' card on Vader than a 'power' card as it does on other Jedi).
    Really, the only Imperial List that got any real points reduction is if you lean heavily into Vader and Dewbacks. While I believe that Flame-Dewbacks may have a place as a flanker in a list with another major threat, leaning on them in a Vader list remains to be seen to be viable. The only other list that got significant reductions would be an Iden list that goes Triple Full Scout (saves a whopping 36 points), but it remains to be seen if this is viable in anyway. They hit like a truck but die as fast as that same truck on fire falling off a cliff.
    In short, I feel the game is approaching a point where a 2.0 is necessary. Alot of the Empire units need major redesigns. Boba Fett needs his cards to be upgrades, and needs cards that given him action efficiency. Veers 2 Pip sucks in 99% of lists. Vader needs a massive overhaul and rethinking. The ATST probably needs red dice saves (adjusting health accordingly) and both the ATST and the tank need the Critical keyword to make it possible to choose a different pilot than the Surge-Hit guy. Things like the Rocket Launcher needs a keyword like Pierce but only for vehicles. Scouts need to be exciting the way the new Special Forces are, and really should have Red dice (they are wearing more armor than the ISF who get semi-surging Red dice). And finally, both the Rebels and the Imperials need an identity, something across all lists. GAR has it's token sharing, CIS it's order passing. The Empire needs something like this. Most units in this game have an analog in the other factions, so faction identity in legion can't really be tied to units, but needs to be something 'above' units, like it is in GAR and CIS. Anyways, this was a bit of a tangent/rant, and I love the game, but am hoping that the move to AMG may result in a 2.0 that addresses these concerns.
  5. Like
    SirCormac got a reaction from costi in RRG 2.0 meta prediction thread   
    Agreed. Other than the soft win of GAR being brought into line, the Empire definitely got the raw end of the deal here. The Empire was the weakest faction, and was desperately clinging to Shores/Mortars to be relevant, and these got nerfed. While I understand why they were, the Empire didn't get the real buffs it needed for this nerf to be justified. Shores/Mortar are still the cheapest way to put Corps units on the table, but now the empire has to pay a tax to do that. So while other units got cheaper, that cheapness barely compensates for the price hikes. Many of the lists I've been toying around with are barely cheaper if at all then before the change, and truly competitive lists are now over 800 points (and this in a meta where the Empire was fighting to just be relevant). One list I had with the ATST was 800 points before the changes, and I was hoping the changes would free the list up to make it more competitive. The list is now 799, lol. This is not an edge case scenario either. Another example is double Bounty. Boba is 15 points less! Yay! 3x Shores/Mortar are 15 points more...Yay! It's a wash. If Double Bounty wasn't competitive before, it won't be now, because it costs literally the same. And remember, if you take something other than Shores/Mortars, you are paring MORE, which means you are paying WAY more than before the RRG comparatively. Whereas Shores/Mortar was 120 points before, 2 Stormies with the T21 now (a pretty solid squad) are 136. No matter what you do, the Empire is being taxed to put Corps units on the table. Empire lists are still going to be dependent on 2-3 sets of Shores/Mortars, and that's now 10-15 more points, making the point cuts in other areas relatively meaningless.
    Also, I feel the Empire needed some card changes, which they did for Rebels (Surge-Crit for T-47; Range 4 for Vets; Scale, Duelist, and Lethal for Wookies; Lethal for Chewie), but they gave the Empire none of these. The EWeb needs Range 4 to be meaningful. The ATST needed a reworking of it's weapon ranges, and probably costs (all the weapon upgrades should be 5 cheaper). Vader needs something, ANYTHING, other than costing less and still sucking as bad. From day one people have noticed how poorly he functions, not simply that he was a steep price to pay. He does not function. Now he does it for less. Yay! It's always a bad sign for a unit if it NEEDS to take an upgrade to function. You want to take upgrades to make something awesome be more awesome, not pay a tax to make a unit usable. Endurance is stapled to Vader and Dewbacks to make them functional, and Saber Throw, Reflexes, and even Push are on Vader mainly to make him function (Normally Push is amazing, but on Vader it's main use is to pull guys closer with one move left so you can actually get into melee, thus it functions more as a 'fix' card on Vader than a 'power' card as it does on other Jedi).
    Really, the only Imperial List that got any real points reduction is if you lean heavily into Vader and Dewbacks. While I believe that Flame-Dewbacks may have a place as a flanker in a list with another major threat, leaning on them in a Vader list remains to be seen to be viable. The only other list that got significant reductions would be an Iden list that goes Triple Full Scout (saves a whopping 36 points), but it remains to be seen if this is viable in anyway. They hit like a truck but die as fast as that same truck on fire falling off a cliff.
    In short, I feel the game is approaching a point where a 2.0 is necessary. Alot of the Empire units need major redesigns. Boba Fett needs his cards to be upgrades, and needs cards that given him action efficiency. Veers 2 Pip sucks in 99% of lists. Vader needs a massive overhaul and rethinking. The ATST probably needs red dice saves (adjusting health accordingly) and both the ATST and the tank need the Critical keyword to make it possible to choose a different pilot than the Surge-Hit guy. Things like the Rocket Launcher needs a keyword like Pierce but only for vehicles. Scouts need to be exciting the way the new Special Forces are, and really should have Red dice (they are wearing more armor than the ISF who get semi-surging Red dice). And finally, both the Rebels and the Imperials need an identity, something across all lists. GAR has it's token sharing, CIS it's order passing. The Empire needs something like this. Most units in this game have an analog in the other factions, so faction identity in legion can't really be tied to units, but needs to be something 'above' units, like it is in GAR and CIS. Anyways, this was a bit of a tangent/rant, and I love the game, but am hoping that the move to AMG may result in a 2.0 that addresses these concerns.
  6. Thanks
    SirCormac got a reaction from tdcthulu in RRG 2.0 meta prediction thread   
    Agreed. Other than the soft win of GAR being brought into line, the Empire definitely got the raw end of the deal here. The Empire was the weakest faction, and was desperately clinging to Shores/Mortars to be relevant, and these got nerfed. While I understand why they were, the Empire didn't get the real buffs it needed for this nerf to be justified. Shores/Mortar are still the cheapest way to put Corps units on the table, but now the empire has to pay a tax to do that. So while other units got cheaper, that cheapness barely compensates for the price hikes. Many of the lists I've been toying around with are barely cheaper if at all then before the change, and truly competitive lists are now over 800 points (and this in a meta where the Empire was fighting to just be relevant). One list I had with the ATST was 800 points before the changes, and I was hoping the changes would free the list up to make it more competitive. The list is now 799, lol. This is not an edge case scenario either. Another example is double Bounty. Boba is 15 points less! Yay! 3x Shores/Mortar are 15 points more...Yay! It's a wash. If Double Bounty wasn't competitive before, it won't be now, because it costs literally the same. And remember, if you take something other than Shores/Mortars, you are paring MORE, which means you are paying WAY more than before the RRG comparatively. Whereas Shores/Mortar was 120 points before, 2 Stormies with the T21 now (a pretty solid squad) are 136. No matter what you do, the Empire is being taxed to put Corps units on the table. Empire lists are still going to be dependent on 2-3 sets of Shores/Mortars, and that's now 10-15 more points, making the point cuts in other areas relatively meaningless.
    Also, I feel the Empire needed some card changes, which they did for Rebels (Surge-Crit for T-47; Range 4 for Vets; Scale, Duelist, and Lethal for Wookies; Lethal for Chewie), but they gave the Empire none of these. The EWeb needs Range 4 to be meaningful. The ATST needed a reworking of it's weapon ranges, and probably costs (all the weapon upgrades should be 5 cheaper). Vader needs something, ANYTHING, other than costing less and still sucking as bad. From day one people have noticed how poorly he functions, not simply that he was a steep price to pay. He does not function. Now he does it for less. Yay! It's always a bad sign for a unit if it NEEDS to take an upgrade to function. You want to take upgrades to make something awesome be more awesome, not pay a tax to make a unit usable. Endurance is stapled to Vader and Dewbacks to make them functional, and Saber Throw, Reflexes, and even Push are on Vader mainly to make him function (Normally Push is amazing, but on Vader it's main use is to pull guys closer with one move left so you can actually get into melee, thus it functions more as a 'fix' card on Vader than a 'power' card as it does on other Jedi).
    Really, the only Imperial List that got any real points reduction is if you lean heavily into Vader and Dewbacks. While I believe that Flame-Dewbacks may have a place as a flanker in a list with another major threat, leaning on them in a Vader list remains to be seen to be viable. The only other list that got significant reductions would be an Iden list that goes Triple Full Scout (saves a whopping 36 points), but it remains to be seen if this is viable in anyway. They hit like a truck but die as fast as that same truck on fire falling off a cliff.
    In short, I feel the game is approaching a point where a 2.0 is necessary. Alot of the Empire units need major redesigns. Boba Fett needs his cards to be upgrades, and needs cards that given him action efficiency. Veers 2 Pip sucks in 99% of lists. Vader needs a massive overhaul and rethinking. The ATST probably needs red dice saves (adjusting health accordingly) and both the ATST and the tank need the Critical keyword to make it possible to choose a different pilot than the Surge-Hit guy. Things like the Rocket Launcher needs a keyword like Pierce but only for vehicles. Scouts need to be exciting the way the new Special Forces are, and really should have Red dice (they are wearing more armor than the ISF who get semi-surging Red dice). And finally, both the Rebels and the Imperials need an identity, something across all lists. GAR has it's token sharing, CIS it's order passing. The Empire needs something like this. Most units in this game have an analog in the other factions, so faction identity in legion can't really be tied to units, but needs to be something 'above' units, like it is in GAR and CIS. Anyways, this was a bit of a tangent/rant, and I love the game, but am hoping that the move to AMG may result in a 2.0 that addresses these concerns.
  7. Thanks
    SirCormac reacted to Darth Sanguis in RRG 2.0 meta prediction thread   
    I agree with everything in the post.

    That said, this is gonna be a hard sell.  The game is 2 and a half years old. If people rage-quit X-wing after 5+ years of collecting over a new edition, there's a good chance Legion would suffer similarly. 


    I'm hoping AMG takes a more methodical approach to balance. I understand that the rapid release schedule made it more difficult to really nail down a perfect balance, but I think in their passion for the game the dev team missed the mark altogether and the errata changes are only going to get bigger.  We're already changing key components on unit cards, how long before we have to start hole punching upgrade slots off of unit cards? Legion is facing all the same issues late game X-wing was in about a third of the time. 


    I'm not looking forward to watching the local Imperial players slowly realize that the errata didn't help anywhere they needed it to. Some were already at a breaking point with how bad imperials were against clones and droids, I'm concerned this might cause them to sell out. 
  8. Thanks
    SirCormac got a reaction from Darth Sanguis in RRG 2.0 meta prediction thread   
    Agreed. Other than the soft win of GAR being brought into line, the Empire definitely got the raw end of the deal here. The Empire was the weakest faction, and was desperately clinging to Shores/Mortars to be relevant, and these got nerfed. While I understand why they were, the Empire didn't get the real buffs it needed for this nerf to be justified. Shores/Mortar are still the cheapest way to put Corps units on the table, but now the empire has to pay a tax to do that. So while other units got cheaper, that cheapness barely compensates for the price hikes. Many of the lists I've been toying around with are barely cheaper if at all then before the change, and truly competitive lists are now over 800 points (and this in a meta where the Empire was fighting to just be relevant). One list I had with the ATST was 800 points before the changes, and I was hoping the changes would free the list up to make it more competitive. The list is now 799, lol. This is not an edge case scenario either. Another example is double Bounty. Boba is 15 points less! Yay! 3x Shores/Mortar are 15 points more...Yay! It's a wash. If Double Bounty wasn't competitive before, it won't be now, because it costs literally the same. And remember, if you take something other than Shores/Mortars, you are paring MORE, which means you are paying WAY more than before the RRG comparatively. Whereas Shores/Mortar was 120 points before, 2 Stormies with the T21 now (a pretty solid squad) are 136. No matter what you do, the Empire is being taxed to put Corps units on the table. Empire lists are still going to be dependent on 2-3 sets of Shores/Mortars, and that's now 10-15 more points, making the point cuts in other areas relatively meaningless.
    Also, I feel the Empire needed some card changes, which they did for Rebels (Surge-Crit for T-47; Range 4 for Vets; Scale, Duelist, and Lethal for Wookies; Lethal for Chewie), but they gave the Empire none of these. The EWeb needs Range 4 to be meaningful. The ATST needed a reworking of it's weapon ranges, and probably costs (all the weapon upgrades should be 5 cheaper). Vader needs something, ANYTHING, other than costing less and still sucking as bad. From day one people have noticed how poorly he functions, not simply that he was a steep price to pay. He does not function. Now he does it for less. Yay! It's always a bad sign for a unit if it NEEDS to take an upgrade to function. You want to take upgrades to make something awesome be more awesome, not pay a tax to make a unit usable. Endurance is stapled to Vader and Dewbacks to make them functional, and Saber Throw, Reflexes, and even Push are on Vader mainly to make him function (Normally Push is amazing, but on Vader it's main use is to pull guys closer with one move left so you can actually get into melee, thus it functions more as a 'fix' card on Vader than a 'power' card as it does on other Jedi).
    Really, the only Imperial List that got any real points reduction is if you lean heavily into Vader and Dewbacks. While I believe that Flame-Dewbacks may have a place as a flanker in a list with another major threat, leaning on them in a Vader list remains to be seen to be viable. The only other list that got significant reductions would be an Iden list that goes Triple Full Scout (saves a whopping 36 points), but it remains to be seen if this is viable in anyway. They hit like a truck but die as fast as that same truck on fire falling off a cliff.
    In short, I feel the game is approaching a point where a 2.0 is necessary. Alot of the Empire units need major redesigns. Boba Fett needs his cards to be upgrades, and needs cards that given him action efficiency. Veers 2 Pip sucks in 99% of lists. Vader needs a massive overhaul and rethinking. The ATST probably needs red dice saves (adjusting health accordingly) and both the ATST and the tank need the Critical keyword to make it possible to choose a different pilot than the Surge-Hit guy. Things like the Rocket Launcher needs a keyword like Pierce but only for vehicles. Scouts need to be exciting the way the new Special Forces are, and really should have Red dice (they are wearing more armor than the ISF who get semi-surging Red dice). And finally, both the Rebels and the Imperials need an identity, something across all lists. GAR has it's token sharing, CIS it's order passing. The Empire needs something like this. Most units in this game have an analog in the other factions, so faction identity in legion can't really be tied to units, but needs to be something 'above' units, like it is in GAR and CIS. Anyways, this was a bit of a tangent/rant, and I love the game, but am hoping that the move to AMG may result in a 2.0 that addresses these concerns.
  9. Like
    SirCormac got a reaction from werdnaegni in A Tabletop Admiral survey of some kind...   
    I have thoroughly loved using TTA for years now, but I did see one function on another list builder that I liked. Sometimes I will add 2-3 squads of something, and then realize that I wanted them all to have an upgrade. Right now, in TTA, I have to eliminate them down to 1 squad, and then add the upgrade, and then duplicate them again. In this other list builder, they had a check box for adding the upgrade to all of the squads of that type if you wanted. I don't know how that would be possible given your layout, but it would be a nice convenience to have (perhaps a checkbox at the top that assumes when you make a change to 1 squad, you are making the change to all squads of that type, and you can uncheck it?)
  10. Like
    SirCormac reacted to SailorMeni in RRG 2.0 meta prediction thread   
    It is still very early after RRG 2.0 dropped and a lot is in motion. Still, what do you think will be the future meta lists? I'm interested in lists that can succeed on the most cutthroat level and which we will be complaining about in 2-3 months 🙃.
    GAR:
    They lost a lot with the update. The meta-lists did not only lose 30-40 points (~an activation) but also 5-6 Aim Tokens for the alpha strike and standby-sharing for defense. That will shake things up.
    Units:
    - Commander: Rex is still good and will probably lead most armies. But since he lost a lot of punch, Obi-Wan becomes attracive again. I could even see Aayla Secure become a thing.
    - Operatives: R2 will still be a regular but not a staple any more. C3PO will be taken more often. Padme can still share standby, people might make use of that. I could even see her with Aayla Secura as Commander
    - Corps: Phase IIs will still be the go-to guys. But Phase Is with heavies are now in good pricing relative to Phase IIs and will be an alternative to keep activation counts high. Fives in there for courage and order. I could even see clone Captain/Specialist plus DP-23 for Alpa Strikes.
    - Special Forces: Strike teams will still be everywhere. Double-Full ARC is gone, an occasional single one might still be a thing (with Padmes standby for example)
    - Support: The slot remains dead
    - Heavy: Tank is super viable. Mostly paired with Rex or even just Padme.
    Lists:
    - "Rex-Star" will still be a thing, but it will not rock competitive anymore
    - Tank lists will be popular. One Tank with either Rex or Padme (+ R2) and Clones.
    - Obi-Wan will get a come-back. Probably as solo hero (maybe R2) supported by Troops.
    CIS
    They are the big winner of the update. They didn't get changed themselves but GAR was hugely trimmed and also the meta-units of the Civil War factions got slight nerfs.
    Units:
    - Grievous and Dooku will still be equally taken. But we have a new arrival: Tank-Commanders, I think these will be a very popular and successful pick.
    - Operatives: Maul is still mostly unexplored but the possibilities are endless. I think he pairs well with a Tank-Commander so he gets a moving cover making him a bit less terrain dependent.
    - Corps: 6 B1s will still be the standard. There will be the occasional B2, especially after the tactics droid hits the shelves but ultimately coordinate will win here.
    - Special Forces: BX are the most balanced special forces unit. They will be used as Sniper teams, Full squad with sniper and even full naked squads.
    - Support: STAPs will be in many lists
    - Heavy: Tanks will be all over the place
    Lists:
    - Tank lists will be dominant, with either commander or Maul or even no Character at all (once the new generic Command-cards are out), supported by full B1s and STAPs/BX
    - Force Centered lists are an alternative, usind either Dooku or Maul (or both!) as centerpieces, filling the rest with B1s and BX
    Rebels
    They got the most buffs to unused units but I don't think any of those will actually be dominant in competitive play. Rebels got the most buff of Clones getting nerfed (making privious builds viable again)
    Units:
    - Commander: Cassian will still be popular (though he got a minor hit losing turn 0 tokens). Luke will get a comeback (maybe I'm biased here because this is my favorit unit). The occasional Leia might be there as well.
    - Operative: R2 will still be a thing, especially paired with C3PO. Rebels want dodges more than ever. Sabine wil also be more popular again (she got a minor buff with the darksaber discount). K2 is still great in Cassian Lists.
    - Corps: Some minor discounts and rules buff to Veterans. But I fear, 3 naked trooper will still be the go to choice with Medic Droids getting more popular again.
    - Special Forces: Most updates here but probably with little to no impact (I hope I'm wrong though!). Sniper-Teams will remain a staple to Rebels. But I see Mandos strong in competitive. Clan Wren with Sabine is awesome. Still not sold on Regular Mandos but multiples of them have a good alpha stike, target saturation and objective play.
    - Support: Tauntauns will be back! They won with Clone-Castles getting nerfed but they also lost 5 points and extra dodges from scout/Leia-push. AT-RTs are still solid and a cheaper and more reliable option.
    - Heavy: Still a hard pass. We might see the occasional taxi-shannanigans but ultimately they will disappear again.
    Lists:
    - Cassian (maybe Leia) lists with high activation count (R2, K2, 3 naked corps, 2-3 snipers, 0-1 Mandos, 2-3 AT-RTs/Tauntauns)
    - Mando-centered Lists. Leia (maybe generic) plus Sabine and Clan Wren and 1-2 extra Mandos.
    - Luke Lists with Tauntauns and or Mandos, maybe even Wookies
    Empire
    Also Empire got the main buff from GAR geting nerfed. Apart from distracting buffs, empire also got a 5 point increase in the Shores+Mortar combo as well as 5 points for Aggressive Tactics. 
    Units:
    - Commander: Iden will still be the go-to gal. She does a lot for her points, though she synergizes very little. Veers (and Krennic to a lesser extent) will be the second option for non Iden-centered lists.
    - Operatives: There will always be some Bounty Hunter lists, I doubt that they will succeed on high level though.
    - Corps: Snowtroopers and Stormtrooper heavies getting a discount is nice and all but as long as Shores+Mortar is cheaper than the other options with a heavy, they will remain dominant.
    - Special Forces: 1-3 sniper teams will remain the main special forces unit. Paired with Iden I could see 1-2 ISFs.
    - Support: Probably still rarely used (after initial playing around with Dewbacks).
    - Heavy: AT-ST will see more play. It is still a threat and combined with the all critical corps empire can actually take on armor. There will be some play with the Tank as well (better transport and he got a setup buff so he can overlap the deployment zone, gaining a few inches as well as protecting his weak spots). Who could say no to a mobile flame-thrower? But I don't think it is reliable enough to be a dominant piece.
    Lists:
    - Iden Versio (with or without ISF) and Shoreline.
    - Veers/Krennic gunline (Shoreline, Sniper, 0-1 Deathtrooper, AT-ST or Boba Fett or Speeder Bikes)
    Faction-Tier-List:
    1) CIS
    2) GAR/Rebels
    4) Empire
  11. Like
    SirCormac reacted to Khobai in New RRG   
    the airspeeders effective health is still only 10.5, thats extremely low for a heavy vehicle
    the saber tank is 18, the at-st is 16.5
    I wouldve liked to see the airspeeder's health increased to 8 or 9 (12-14 effective health) as well as giving it outmaneuver and a free dodge token each turn from an ability like agile or defend. that wouldve put it defensively where it needed to be for a heavy vehicle.
     
  12. Like
    SirCormac reacted to Khobai in New RRG   
    GAR is still objectively better than Imperials
    Nothings really improved for Imperials. Shoretroopers got nerfed (understandably so but its still a blow for Imperials). Both Vaders still suck despite being cheaper. the dewback still feels bad being the same cost as tauntauns after you give it compulsory endurance and the cheapest ranged weapon option. The HH12 is still just as useless against heavy vehicles. The AT-ST and Occupier tank are just as impotent as they always were against Saber Tanks, making them cost 10 points less didnt put them on par with the AAT baseline at all.
    None of the Imperials buffs were of any real consequence aside from the Boba Fett cost reduction which actually does make him super playable. I suppose Scout Troopers could also be playable in certain niche lists but the special forces slot is very competitive for Imperials so its hard to say if theyll actually get used.
    They also completely overlooked the eweb, bossk, ISF, and speederbikes too. All those units needed a cost reduction at least.
    Imperials made out the worst of any faction. Which I dont really understand because they were previously the worst faction...
     
  13. Haha
    SirCormac reacted to Caimheul1313 in Doctor Aphra   
    Or ten. And some of them might even be true.
  14. Haha
    SirCormac reacted to ScummyRebel in Doctor Aphra   
    Hondo Ohnaka would like a word with you.
  15. Thanks
    SirCormac got a reaction from weebaer in Looking for more Rebel advice (Op Luke, Wonder Twins, etc.)   
    Seize the Initiative only works on Operatives and Commanders. You'd have to take the Comms guy with an HQ Uplink to get the same effect.
  16. Like
    SirCormac got a reaction from Epik327 in Predictions/Hopes for RRG   
    Vader's so bad that a big buff like that wouldn't make him OP. His offense, until in melee, would still be terrible. His saber throw kills one guy in cover like 50% of the time. The other 50% does nothing but add a suppresion. Also, remember his 1-Pip, to be usable, he needs to take a wound. This means Vader, in reality, has 7 health, unless you want to admit his 1-pip is a worse version of Ambush (in that it only orders Vader and does nothing else). Don't forget, if Vader had Surge-Block, he'd still have 33% of his dice as blanks. Jedi live by NOT being shot. Vader is just terrible design. The game designers under estimated his health pool and the power of being shot at by an entire army for an entire round. 
    Personally, I'd love to see them fix Vader by reworking him entirely, but I'm guessing that they will just reduce his cost and he'll just suck and be cheaper. I would take Commander Luke over Commander Vader every day of the week, and Vader started at 40 points more expensive!!! He suffers from Big Name Syndrome. He must be good, cause he's Vader! But in reality he sucks. Really, really bad. Any major buff on Vader would only bring him up to snuff, not OP. You could always pump his points back up too, if he actually deserved it 
  17. Like
    SirCormac got a reaction from Epik327 in Predictions/Hopes for RRG   
    I like this idea, would be interesting.
     
    Here I must disagree. Fleet troopers with the Scatter Gun are only 7 more points and hit harder, and they are never taken, because, as you say, they die too quick. Scout troopers with Red dice would hit hard, but still be limited to ground movement. I think it would be very fair. Compare them to Mando's. Mando's don't hit as hard but have crazy defense and mobility. Scout troopers would be more glass cannon but slower. Regardless, it's all moot because they won't fix Scout troopers. 
  18. Like
    SirCormac got a reaction from FriendofYoda in Predictions/Hopes for RRG   
    So as an Imperial player, I am super excited about the RRG update to drop in November that promises to give us a massive re-balance, especially to the older units, many of which, to be fair, were DOA. I know the Imperials the best, so I am just going to go through them, and this is mainly my wishlist, so feel free to include your own.
    1. E-Web: The E-Web has been DOA pretty much from the first moment it dropped, and losing the plodding keyword helped, but not by much. Being able to move and shoot is a critical element to Legion, and it often goes unnoticed how often you need to move and shoot until one pays attention. This is a big part of why exhaust weapons and cumbersome weapons, to the most part, aren't useful. One solution to this would be to remove the Cumbersome keyword from the game and simply make these weapons cost more (or cost what they originally cost), but I think for the E-Web we have a simple, elegant solution: Make the gun range 1-4. It is a heavy machine gun mounted on a tri-pod, it should have better range, but regardless of 'realism', this would make them usable. Being out-ranged by so many things in the game AND being unable to move and shoot to deal with being outranged make it virtually unplayable. I also wouldn't mind a Cover 1 keyword to simulate Sandbags and to help the E-Web with Cover (it often struggles to get into cover because of it's awkward size), but I would understand if they didn't do this. In conclusion, I think the simplest answer is to give it Range 4. I don't think it breaks it, as it still is clunky and fills a support slot (something Empire rarely fills, so it screws up the order pool).
    2. Speeder Bikes: Bikes got a huge point discount a year ago, and they still are way too fragile. It seems that FFG has finally figured out what makes speeders work in STAPs (and to a degree TaunTauns), and it seems a huge part of it is the Agile Keyword. I actually think FFG should change the Speeder X keyword to be like Scale in the sense that it contains other keywords. I think Speeder X should include Agile X, Cover X, AND that your cover can never be reduced below your X (to show it's hard to hit you because of how fast you are going). This would give both Speeder Bikes and the two Rebel Speeders alot of life and perhaps a chance to actually see real play time (The Airspeeder would need Outmaneuver, but with Agile 2, it might not blow up instantly). I'd even be fine if these changes made bikes (or the other speeders) MORE expensive, if it actually made them playable. They just blow up waaaay to quickly against any player who knows what they are doing. They need a buff to defense to put them on par with STAPs, not simply a points reduction.
    3. Dewbacks: Oh boy, these guys were DOA, and how they were playtested side-by-side with Tauntauns will always confuse me. Dewbacks are as bad as Tauns are good. If a Dewback spurs, it is still slower than a Taun (albeit only slightly), but has to gain 2 Suppression to sort of keep up with the Taun, on a unit that will gain a bunch of suppression from a bunch of fire. It HAS to take Endurance to fix it's own problems, while Tauns can take Tenacity to increase damage output, and all of it's weapons are pretty bad and you need to pay for them, while Tauns get an amazing Range 2 shot that complements their charge perfectly. Basically, Dewbacks are a dumpster fire, but you already knew that. Now I think Dewbacks really need a good, range 3 weapon to compliment them (I would LOVE Iden's Repeater for them, 2R 1B 2W, Critical 1, Impact 1), but alas, they have nothing like that right now. I've done alot of thinking on this, and I THINK that their Flamethrower is relatively on par with the Tauns native gun. The Tauns are fast, and Range 2 is no problem for them, and with Sharpshooter 1 and Surging Red dice, it is almost a guaranteed 3 hits past cover, which is amazing. The Flamethrower is more damaging to Infantry squads, but sucks in other situations, and is only Range 1, and Dewbacks are slow and struggle with Suppression. If a Dewback with a Flamethrower cost the same as a Taun (90 points), they MAY see play (or they may still suck too much). The other guns are way worse than what the Tauns use (other than range, but they still suck), so if they equip those guns they should be cheaper than Tauns. I believe the Dewbacks should be no more expensive than 70 points to reflect this. Alternatively, the word Spur I believe is a bit of a failure. It has way too much downside to make Dewbacks and Vader really usable. I think a change to Spur to be (Gain 1 Suppression to increase you speed by 1 for the remainder of the Activation) would go a long way to alleviating this.  Op Vader needs the help too.
    4. Vader: Both Vaders have real, real problems, and it has always been my argument that, if you had access to Commander Vader and Commander Luke for the same cost, I would always take Luke over Vader. I think the difference between them is that much. Both Vaders need a MASSIVE point reduction to be viable, since they are so slow. Vader has clearly suffered from 'Big Name syndrome'. If he was designed the same way, but was named after some rare Dark Jedi in Legends no one had ever heard of, her would be waaaaaay cheaper, but since he's named Vader, he must be expensive, he's Vader!!! But he also sucks for his cost. I think nothing less than a 20 point reduction for both Vaders would be way too little, and would still not be enough. In all seriousness, if Iden and Op Vader cost the same, would you take Op Vader over Iden? Maybe, but the fact that I think that's a legitimate debate shows how week Op Vader really is. I am hoping for a 30 point reduction from both, but don't expect it. I think both Vaders will drop 20 points (so Op Vader 150, Com Vader 170) and they probably still won't see play, and will get ANOTHER 20 points off in a year. Maybe someday Vader will be usable...
    5. Scout Troopers: If Scout Troopers came out today, I'm convinced they'd have Scout-3 and Red saves. They clearly have armor on (more armor than ISF who get semi-surging Red dice) and yet get White-Surge Dice. I know FFG will never do it, but I think those are your fixes right there. What about Strike teams? Well, they are a completely seperate card, so you could leave that alone? Otherwise you increase the cost of Imperial Snipers and give them Red saves. You wouldn't even need to do it that much, since CIS and GAR get Red save Snipers for 52 points, AND have Impervious. Grant it, their Sniper weapons aren't as good, but trading Impervious for High Velocity/Pierce seems like a fair trade. Anyways, if the Empire had Scout-3, Red saving Scout Troopers, they would be a legit threat as Assault Infantry, which is clearly the role they are meant to fill. Also, they would no longer surge defensively or offensively, and would work amazing in Aggresive Tactics lists. I doubt FFG will ever fix these guys, but this is a wishlist, so there ya go.
    6. Heavies: Both Imperial heavies aren't bad, but they definitely aren't up to snuff with the AAT. I have played the ATST alot, and really love it, so am excited for any help. If you run the numbers of it's health compared to the health of the new tanks, the ATST is over paying for it's health by about 15 points (and considering the weapons on the new tanks are better, it should probably be cheaper). My suggestion for the AT-ST is A) Reduce it's cost to 155, B) Give it Critical 1 on the main gun and reduce the Impact to 2, C) Reduce the cost of all of the guns by 5 points D) Make the Mortar Range 3-Infinite, and the 88 Range 1-4. These changes might be enough to put it on par with the new tanks. One problem with the ATST is the ranges on its guns are all funky and don't synergize. This would help alot, and make taking Weiss a little more reasonable (as you'd have a nice shot to use with him at any Range band). The Tank isn't in as bad a place as the ATST, but I think giving it a slight points reduction (maybe 5-10 points), and reducing it's Impact by 1 and gaining Critical 1 would help immensely. Adding Critical to the ATST and the Tank wouldn't invalidate the Hammers pilot, but would make it more of an option than an auto-include. Also, if I could redesign Weiss, I'd keep him at 10 points, but give him Arsenal 1 instead of 2, and make him not exhaust. This would give the ATST Arsenal 3 with him, and with the changes to the guns, actually make the ATST kinda scary. Anyways, probably will never happen, but it is nice to dream.
    That's about all I can think of for the Imperial side, and like I said, these are more wishes than predictions, and I'm excited to see what they do. What are you hoping for? What would you like to see?
  19. Like
    SirCormac got a reaction from Derrault in Predictions/Hopes for RRG   
    Check out the results of GenCon. Half the top 8 lists had vehicles. The top list had a Sabertank, and 2 CIS lists had the AAT. Vehicles seem to finally be legit.
  20. Like
    SirCormac got a reaction from bllaw in Predictions/Hopes for RRG   
    Check out the results of GenCon. Half the top 8 lists had vehicles. The top list had a Sabertank, and 2 CIS lists had the AAT. Vehicles seem to finally be legit.
  21. Like
    SirCormac got a reaction from Alpha17 in Predictions/Hopes for RRG   
    Check out the results of GenCon. Half the top 8 lists had vehicles. The top list had a Sabertank, and 2 CIS lists had the AAT. Vehicles seem to finally be legit.
  22. Like
    SirCormac got a reaction from costi in Predictions/Hopes for RRG   
    Check out the results of GenCon. Half the top 8 lists had vehicles. The top list had a Sabertank, and 2 CIS lists had the AAT. Vehicles seem to finally be legit.
  23. Like
    SirCormac got a reaction from colki in Predictions/Hopes for RRG   
    Indeed!
  24. Like
    SirCormac got a reaction from colki in Predictions/Hopes for RRG   
    Maybe in your local meta Fleets appear, but I've never seen them taken seriously in competitive play from the day they released. Most competitive Rebel players take naked Troopers, or take the DLT. The problem with the Fleets is NOT that they don't hit hard enough. In fact, I believe they still hit the hardest out of any unit in the entire game for their price. They hit HARD, but they die too quickly for it to matter. Also, their courage 1 is completely debilitating, as 1 measly suppresion can essentially render the unit worthless as it usually needs to shoot and move. Both Fleets and Scout Troopers were meant to fill this role, and have not been taken seriously since the day they released (in competitive play, not casual play). It seems to me that FFG finally cracked the code with B2s. B2s are extremely similarly to Fleets, but their differences make all the, well, difference. Their courage of 2 combined with Droid trooper makes them almost impossible to suppress and their health of 2 Hits per model, combined with Aggressive Tactics and Armor 1 makes them waaaay more survivable than Fleets or Scouts. The only thing is their attack is not as devestating as the Fleets. So the B2s trade a little bit of offense to be far more tanky and effective. Both Scouts and Fleets hit super, super hard, but they die instantly and so aren't functional at the competitive level. Units need a good mix of offense and defense. Also, FFG thought Low Profile and Ready would be much better keywords than they actually are. Both Fleets and Scouts need help. If they made Scouts more expensive for the Red die, I'd be fine with it, but making them and/or Fleets cheaper doesn't really solve their problems. They are both all offense and no defense, so they just disintegrate, and if you rolled poorly on the one attack you get with them, you just wasted 67-88 points. Now Fleets have the added problem that their courage is only 1, which for that unit alone makes them unusable, and at least the Scouts have Courage 2. If Scouts had red dice and cost 100 (withe the Sniper), I think that'd be fair. So I'm fine with that adjustment if they made it, but as is, both Scouts and Fleets just die way too easily to be usable in competitive play.
  25. Like
    SirCormac got a reaction from colki in Predictions/Hopes for RRG   
    So as an Imperial player, I am super excited about the RRG update to drop in November that promises to give us a massive re-balance, especially to the older units, many of which, to be fair, were DOA. I know the Imperials the best, so I am just going to go through them, and this is mainly my wishlist, so feel free to include your own.
    1. E-Web: The E-Web has been DOA pretty much from the first moment it dropped, and losing the plodding keyword helped, but not by much. Being able to move and shoot is a critical element to Legion, and it often goes unnoticed how often you need to move and shoot until one pays attention. This is a big part of why exhaust weapons and cumbersome weapons, to the most part, aren't useful. One solution to this would be to remove the Cumbersome keyword from the game and simply make these weapons cost more (or cost what they originally cost), but I think for the E-Web we have a simple, elegant solution: Make the gun range 1-4. It is a heavy machine gun mounted on a tri-pod, it should have better range, but regardless of 'realism', this would make them usable. Being out-ranged by so many things in the game AND being unable to move and shoot to deal with being outranged make it virtually unplayable. I also wouldn't mind a Cover 1 keyword to simulate Sandbags and to help the E-Web with Cover (it often struggles to get into cover because of it's awkward size), but I would understand if they didn't do this. In conclusion, I think the simplest answer is to give it Range 4. I don't think it breaks it, as it still is clunky and fills a support slot (something Empire rarely fills, so it screws up the order pool).
    2. Speeder Bikes: Bikes got a huge point discount a year ago, and they still are way too fragile. It seems that FFG has finally figured out what makes speeders work in STAPs (and to a degree TaunTauns), and it seems a huge part of it is the Agile Keyword. I actually think FFG should change the Speeder X keyword to be like Scale in the sense that it contains other keywords. I think Speeder X should include Agile X, Cover X, AND that your cover can never be reduced below your X (to show it's hard to hit you because of how fast you are going). This would give both Speeder Bikes and the two Rebel Speeders alot of life and perhaps a chance to actually see real play time (The Airspeeder would need Outmaneuver, but with Agile 2, it might not blow up instantly). I'd even be fine if these changes made bikes (or the other speeders) MORE expensive, if it actually made them playable. They just blow up waaaay to quickly against any player who knows what they are doing. They need a buff to defense to put them on par with STAPs, not simply a points reduction.
    3. Dewbacks: Oh boy, these guys were DOA, and how they were playtested side-by-side with Tauntauns will always confuse me. Dewbacks are as bad as Tauns are good. If a Dewback spurs, it is still slower than a Taun (albeit only slightly), but has to gain 2 Suppression to sort of keep up with the Taun, on a unit that will gain a bunch of suppression from a bunch of fire. It HAS to take Endurance to fix it's own problems, while Tauns can take Tenacity to increase damage output, and all of it's weapons are pretty bad and you need to pay for them, while Tauns get an amazing Range 2 shot that complements their charge perfectly. Basically, Dewbacks are a dumpster fire, but you already knew that. Now I think Dewbacks really need a good, range 3 weapon to compliment them (I would LOVE Iden's Repeater for them, 2R 1B 2W, Critical 1, Impact 1), but alas, they have nothing like that right now. I've done alot of thinking on this, and I THINK that their Flamethrower is relatively on par with the Tauns native gun. The Tauns are fast, and Range 2 is no problem for them, and with Sharpshooter 1 and Surging Red dice, it is almost a guaranteed 3 hits past cover, which is amazing. The Flamethrower is more damaging to Infantry squads, but sucks in other situations, and is only Range 1, and Dewbacks are slow and struggle with Suppression. If a Dewback with a Flamethrower cost the same as a Taun (90 points), they MAY see play (or they may still suck too much). The other guns are way worse than what the Tauns use (other than range, but they still suck), so if they equip those guns they should be cheaper than Tauns. I believe the Dewbacks should be no more expensive than 70 points to reflect this. Alternatively, the word Spur I believe is a bit of a failure. It has way too much downside to make Dewbacks and Vader really usable. I think a change to Spur to be (Gain 1 Suppression to increase you speed by 1 for the remainder of the Activation) would go a long way to alleviating this.  Op Vader needs the help too.
    4. Vader: Both Vaders have real, real problems, and it has always been my argument that, if you had access to Commander Vader and Commander Luke for the same cost, I would always take Luke over Vader. I think the difference between them is that much. Both Vaders need a MASSIVE point reduction to be viable, since they are so slow. Vader has clearly suffered from 'Big Name syndrome'. If he was designed the same way, but was named after some rare Dark Jedi in Legends no one had ever heard of, her would be waaaaaay cheaper, but since he's named Vader, he must be expensive, he's Vader!!! But he also sucks for his cost. I think nothing less than a 20 point reduction for both Vaders would be way too little, and would still not be enough. In all seriousness, if Iden and Op Vader cost the same, would you take Op Vader over Iden? Maybe, but the fact that I think that's a legitimate debate shows how week Op Vader really is. I am hoping for a 30 point reduction from both, but don't expect it. I think both Vaders will drop 20 points (so Op Vader 150, Com Vader 170) and they probably still won't see play, and will get ANOTHER 20 points off in a year. Maybe someday Vader will be usable...
    5. Scout Troopers: If Scout Troopers came out today, I'm convinced they'd have Scout-3 and Red saves. They clearly have armor on (more armor than ISF who get semi-surging Red dice) and yet get White-Surge Dice. I know FFG will never do it, but I think those are your fixes right there. What about Strike teams? Well, they are a completely seperate card, so you could leave that alone? Otherwise you increase the cost of Imperial Snipers and give them Red saves. You wouldn't even need to do it that much, since CIS and GAR get Red save Snipers for 52 points, AND have Impervious. Grant it, their Sniper weapons aren't as good, but trading Impervious for High Velocity/Pierce seems like a fair trade. Anyways, if the Empire had Scout-3, Red saving Scout Troopers, they would be a legit threat as Assault Infantry, which is clearly the role they are meant to fill. Also, they would no longer surge defensively or offensively, and would work amazing in Aggresive Tactics lists. I doubt FFG will ever fix these guys, but this is a wishlist, so there ya go.
    6. Heavies: Both Imperial heavies aren't bad, but they definitely aren't up to snuff with the AAT. I have played the ATST alot, and really love it, so am excited for any help. If you run the numbers of it's health compared to the health of the new tanks, the ATST is over paying for it's health by about 15 points (and considering the weapons on the new tanks are better, it should probably be cheaper). My suggestion for the AT-ST is A) Reduce it's cost to 155, B) Give it Critical 1 on the main gun and reduce the Impact to 2, C) Reduce the cost of all of the guns by 5 points D) Make the Mortar Range 3-Infinite, and the 88 Range 1-4. These changes might be enough to put it on par with the new tanks. One problem with the ATST is the ranges on its guns are all funky and don't synergize. This would help alot, and make taking Weiss a little more reasonable (as you'd have a nice shot to use with him at any Range band). The Tank isn't in as bad a place as the ATST, but I think giving it a slight points reduction (maybe 5-10 points), and reducing it's Impact by 1 and gaining Critical 1 would help immensely. Adding Critical to the ATST and the Tank wouldn't invalidate the Hammers pilot, but would make it more of an option than an auto-include. Also, if I could redesign Weiss, I'd keep him at 10 points, but give him Arsenal 1 instead of 2, and make him not exhaust. This would give the ATST Arsenal 3 with him, and with the changes to the guns, actually make the ATST kinda scary. Anyways, probably will never happen, but it is nice to dream.
    That's about all I can think of for the Imperial side, and like I said, these are more wishes than predictions, and I'm excited to see what they do. What are you hoping for? What would you like to see?
×
×
  • Create New...