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Posts posted by Dr Fsticuffs
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26 minutes ago, VanderLegion said:Well I guess I can stop working on my custom Scurrg H-6 for season 2. Now to decide if I wanna make a different scum custom ship...
I'm the same with the TIE Aggressor.
I wonder how close we were.
VanderLegion reacted to this -
On 02/03/2017 at 0:44 PM, Marinealver said:I think for the N-1 it is naturally a Rebel fighter but that doesn't mean the Imperials can't have prequel ships too. Giving it the Droid fighters seems a little off. IMHO that would be better off dare i say in the scum faction (sort of like the destroyer droids in the consortium side but I wasn't much of a fan of that).
For Imperials I guess the clone wars Y-wing. So same Y-wing dial but with that clone wars model. Give it 4 unique pilots that way you can avoid the Imperial 4 TLT list (we really don't need any more of those) and create an Imperial astromech slot <use the mouse droid for the icon>. There was also mention of the (clone wars) V-wing as well. I can see that like an Imeprial Scyk with the Imperial Astromech slot.
Pretty sure Naboo was a rebel planet, at least they're in one of the celebration scenes at the wnd of RoTJ. So N1 rebel is easy.
For the Droid fighters agree on scum, it's sort of a catch all faction now almost. Plus starwars galaxies had some independent vultures that had ties to the black sun.
there is less stuff that could be imperial, just vwing, eta 2 (darth vadars ship before the advanced) and Scimitar (cloaking large base ship to much for the game?) from what I've seen.
I wouldn't like to see ywings as imperial, we'd have a ship available to all factions then and really the factions don't need to be at parity for clonewars ships. There's plenty of EU TIEs the imperials (TIE agrressor if you want a small base turret ship like a ywing) could get instead of CW stuff.
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1 hour ago, Verlaine said:But the Clone Wars cartoon does picture the separatists as evil, with the typical bad guy grins and all.
That was mostly just Dooku and Palaptines other military cronies.
The few times we saw regular separatist senators they were just regular people who didn't like where the Republic was headed and wanted out.
KryatDragon and Punning Pundit reacted to this -
As I said, the blank condition card. Its low res but the best image I could find at the time.

Also here is where I found the info on the fonts used.http://www.afewmaneuvers.com/topic/122-hi-res-photoshop-templates/
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2 hours ago, Marinealver said:The biggest question (as I said in another post) is which primary faction would they belong too as the politics of that time period were rather construed. You can argue Rebels get Republic and Imperials get CIS just as much as you can argue that Rebels get CIS and Imperials get Republic. It is likely that any new faction will be mixed with a primary faction (just like the Resistance and the 1st Order) as in this stage of the game it is very hard for a faction to start out and compete especially when all the other factions have waves of ships ahead of them and more variety to build with.
You could manage it by still doing the double faction thing but do it on a ship by ship basis not just doing whole subfactions. Such that CIS isn't a sub faction of Imperial or rebel say.
So the Naboo N1 would be Republic/Rebel but the Eta 2 is Republic/Imperial for example.
Marinealver reacted to this -
3 hours ago, Babaganoosh said:So one design question I have about the Aggressor is, why does it have a turret, and a turret upgrade option? My understanding was always that the ship had one turret.
I recommend changing the primary weapon to a conventional forward arc, and keeping the turret upgrade slot.
I went with a PWT because its default turret is just the same to laser cannons it has in the front. Still has the slots to leave it open to other turrwt types for gameplay.
Though I suppose that's also what the twin Laser turret is.
Probably is simpler just to drop it to front arc and drop the price a little with the expectation of getting a turret upgrade.
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I've updated my work thread with recent ideas for a Tie aggressor expansion.
would appreciate some feedback on the imperial ships since they'll be dur for submission soon.
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20 hours ago, Mangipan said:So I've hit a snag in that I really want to jam in a Condition card for this latest design, but I can't find a good template for them. Strange Eons can't do it and apparently I'm not web-savvy enough to find another solution. Is it just photoshop or bust?
If you want when I get to my computer later I can post the blank condition card I photoshopped for use in my CCL entries.
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I have a strong feeling we won't see a rebel veterans pack, because we already got it in heroes of the resistance.
A scum veterans is probably likely to fill the time before Ep8.
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13 minutes ago, VanderLegion said:That's exactly the "add an ion token to your normal attack" that I'd rather not see. Gets rather powerful if you can do several damage AND ion
If its just attack 2 it'll be fine. We already have 2 damage ions on Dace and ion torpedos throw 4 dice plus the ion token area effect.
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Continuing my Multipost spree.
Decided to have a hand at the TIE Aggressor as as another entry.
Just got the basics for now and still need to come up with more pilots and upgrades.
But feedback on this would be good.
First off the dial, its described as similarly manoeuvrable to a Ywing so I've stuck with the same manoeuvres just with more whites and greens and faster "cruising" speed because its still a TIE and to hopefully discourage knifefighting since it wasn't really flown that way according to wookiepedia.
Basic generic, not sure about the cost. Started off at 18 like the ywing, thinking the extra agility, better dial and PWT compensate for greater fragility.

Soontir is mentioned as a test pilot for it so he's a good ace for it.

Obligatory 0 point ability title, deliberately to cheap (but base ship is more expensive) so people want to take this and have to use the limited turret arc.

Some other unique pilot ideas I've been thinking of.
PS7 Quinllan Yorr 23 points
EPT
At the start of the combat phase you may chose to treat your PS as 0.
If you do, after you perform an attack against a ship in your firing arc you may make an additional attack against a ship outside your firing arc.
PS5 "insert name here" 21 points
At the start of the combat phase, you may perform a free targetlock action.
as well as an epic pilot talent to redlecr the tactic of having the agressor flee pursuers as bait while wingmates line them up.
Bait 3 points?
At the start of the combat phase nominate an enemy ship at range that has you in its firing arc.
When that ship is defending against an attack at by another friendly ship it cannot spend focus tokens.
When defending against attacks from the nominated enemy ship you cannot spend focus tokens. -
1 hour ago, Marinealver said:Well I don't have time to create a card, but I would love to see Imperial Versions of the Bounty Hunters from Empire Strikes Back. Also if someone could make an Imperial ship with a turret that would be great.
I'm going to have a crack at the Tie Aggressor.
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I agree, Telochs idea seems great. I'd just add that I think it should have a "You may equip an additional title" line for many of them so ships like say the Tie Advanced or such don't have to give up their fix or ability titles. But the Interceptor is probably fine being Saber squadron OR Royal guard but not both.
Darth Meanie reacted to this -
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Whens the deadline for imperial submissions.
I may be able to do a custom ship alongside my Punisher aces pack if you want more submissions and don't mind me making 4 for the season.
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I've been thinking of trying a similar thing, omega ace, 2 othe tie/fos and an upsilon. But with Dormitz so I can deploy fowards and deliver those 4 crits in a turn 1 alpha strike.
Punning Pundit reacted to this -
On 08/02/2017 at 11:08 PM, Viktus106 said:How about, a token the size of a seismic charge.
Action: Deploy the cruise missile token via the front guides of your ship using the two speed straight template and place three timer tokens on it.
During the activation phase, at PS0, you may move the cruise token either 2, 3 or 4 forward, or 1 bank left or right. If the token overlaps a ship, take x damage. If the token doesn't overlap, remove a timer token. If no timer tokens are available, remove the cruise token.
Would work for Epic, not so much in standard.
Perhaps go even simpler, still with the token. When fired and at PS0 or 12 use 3 straight or bank template to move the token. If it moves within range 1 or a ship finishes its move within range 1 of the token it attacks and rolls 3-5 dice against it. Can be shot at at range 1-2, has 4 agility but only 1 hull because its a tiny fast target.
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I've had my own go at the Vulture for the custom card league.
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On 09/01/2017 at 9:20 PM, Dr Fsticuffs said:This was my original idea for a Punisher fix, get the massive ordnance load onto the table.

Thinking about it more recently though I'm not sure about going in this direction. While its probably fine on 1 punisher, 3 with this would probably be OP. letting you alpha strike 2 ships with say 3 homing missiles each on the first engagement. But i'll still put it up for consideration.
On review and playing around with probability calculators this is completely broken, 3 punishers with this and homing missiles can reliably kill 2 x7 Defenders a turn. So this is out.
Alternative title takes the assumed simultaneous launching of multiple warheads to make the attack harder to dodge.

Also added another bomb focused upgrade, just TIE only so regular bombers can take it or the Scimitar or heavy bomber if people are working on them for the league.

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Oh stop it with the irrational Prequals hate.
They had flaws sure but they were still decent movies that feature some pretty cool and iconic ships that would be great additions to the game.
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It may be Legends now but Darth Vadar flies an Eta-2 sometimes escorted by imperial V-wings in the Vadar comics.
They'd be easy candidates for Astromech slot imperial ships
Rakky Wistol reacted to this -
This is probably the first thing I'll try with it. Going for a turn 1 Alphastrike.
Lieutenant Dormitz — Upsilon-class Shuttle 31
General Hux 5
Hyperwave Comm Scanner 1
Ship Total: 37
"Epsilon Ace" — TIE/fo Fighter 17
Hyperwave Comm Scanner 1
Ship Total: 18
"Zeta Leader" — TIE/fo Fighter 20
Adaptability 0
Hyperwave Comm Scanner 1
Ship Total: 21
"Omega Ace" — TIE/fo Fighter 20
Swarm Leader 3
Hyperwave Comm Scanner 1
Ship Total: 24
Plan is everyone deploys at PS12 opposite some juicy Target with the ties as far forward as possible. Hyperwaves give everyone evade tokens.
Dormitz moves up first from behind and uses hux to give the 3 ties focus, zeta ace gets devotion.
Ties move up, with a 5 forward they can get the enemy deployment line at range 3 and so will definitely have a shot.
Party trick is omega using swarm leader with his pilot ability to just deal 4 crits as his attack. Backed up by the other ties focusing on the same target to hopefully strip it of defensive tokens first..

[HOMEBREW] New Reposition Idea: Slip
in X-Wing
Posted
Simple solution would be to let it overhang the base. But still has to be in contact with at least 1 nub. So you get a half left or half right step option.