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  1. But then it depends on what step you put it, equally putting a ship during the game rather than deployment is an unique effect, but to focus your fleet around a squadron screen to weaken ships’s defense possibilities for stronger attacks is a strategy
  2. Commanders have nearly always provided exclusive mechanics, it only makes sense even thematically that commanders provide strategies and game-styles, that’s why they are commanding the fleet if the imperials were to get some tech that can mimick the hyperspace flank, then rebels should also claim their right to a mechanic similar to Motti, Thrawn, Sloane...
  3. Yeh, but considering you need 3 corps anyway, having cheaper corps, allows for the sniper squad more easily.
  4. A squad of shoretroopers + mortar is 88 points, same as 2 stormtrooper units, however if you fit both with heavies they become more expensive than shoretroopers with T21B and Mortar so really, it could save you points
  5. Squadrons are key components of fleets in the Star Wars universe, and (although I rarely use them) very important in armada but I do feel sometimes there is a disconnection between Squad play and ship play that feels off, and that ship upgrades that improve activated squadrons would reflect strategic maneuvers relayed to the squadrons. Of course we already have upgrades that do this. BCC, Flight Controllers are a few of those, but I think more specialised upgrades would come further to create a greater variety in fleets and ways of playing, especially if the upgrades link to the upgrade type and sacrifice a different card for a squadron. Example: Proton Bombs, Ordnance (Squadron command): when a squadron with bomber at distance 1-5 attacks an enemy ship, it may add one black die to the attack pool. If it does this, no other dice may be added to its attack pool. 10 points Ion torpedoes, Ion and Ordnance (Squadron command): when a squadron with bomber at distance 1-5 attacks an enemy ship, it may add one blue die to its attack pool and gains the following effect ”(crit): the defender loses a shield in the defending hull zone. If the shield value is already 0, it loses 1 speed instead” If it does this, no other dice may be added to its attack pool. 15 points (it’s a pretty darn good effect) Veteran Squadron Coordinator, Officer Non-rogue squadrons at distance 1-3 gain formation flying. 7 points formation flying: if this squadron is at distance 1 of a squadron of same name with formation flying, it cannot be engaged by enemy squadrons.When performing an attack, if the defender is at distance 1 of a squadron of same name with formation flying, you may reroll one die. (A bit wordy rn, but with polishing it would squish down to a few lines) The pack could also include further new aces and uniques to squads from the Squad pack II What do you guys think? Also any suggestions of what could be included?
  6. Squad fest Jan Ors with Dengar, doing the intel for Wexley, Steele, Jonus and Defenders, and Squall pushing up B-wings alongside a Vector with Bomber Command Centre, all those Escorted by a big fat Sato Cymoon with All Fighters follow me. Did I mention to include Rhymer and Jendon, and Adar Tallon as well as a Yavaris? Sure, it goes over 400 points, but come on, it's the dream bomberball *And Toryn, because rerolls
  7. Wasn’t harsh dw The way it was sounding in the thread was making me think as if it would take the heavy spot for the T-21B trooper, which would make sense but I kept thinking I was missing some detail
  8. I have no idea why but my head was thinking corps unit as heavy weapon, okay yeh all makes sense, oops😂
  9. Wait where does it say the mortar takes up a corps slot? All I can see is that he is a separate unit, but as a detachment he must still be deployed at distance one of the unit, have I missed something?
  10. It’s interesting how much they have as possibility for huge, because they are made of two large bases, but they can still make a smaller huge by reducing the cardboard that fits between the two, so essentially we can have huges that even have smaller bases and arcs than the ssd, so they can cost slightly less and possibly be more maneuverable
  11. Why not Advanced Gunnery? You can get basically any ship that gets in range destroyed, which means you manage to keep your hull safe enough, and absolutely shred through enemies
  12. Played it twice, lost both😂, once against another one and once against a normal rebel fleet, it’s INCREDIBLY fun even when you lose, especially if you are one shotting CR90s like they are ants under your boot
  13. I saw those, this wave just is going heavy on making sides harder to attack and defend with
  14. Hadn't even noticed that LoS, that is VERY far in O.o
  15. I count 4 reds, considering how it goes diagonally, there is a fainter red (don't know why the pixels blurred different) that appears on both the top at the edge and at the bottom between the blue and redder red, but could just be the bad quality
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