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LennoxPoodle

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Everything posted by LennoxPoodle

  1. It also would have given them the option to introduce built in special rules for ships, Just like X-Wing 2.0 did. I'm still puzzled by their absence in both Armada and X-Wing 1.0.
  2. This, kind of. I feel like they might have made a small mistake with the ARC. Firstly it kind of competes a bit with the Y-Wing for that bomber role. Maybe they should've put the 170 into Republic Squadron Pack 2 and put something less redundant like a Nu-Class with relay into pack 1. That would also have reinforced the early war theme present in this pack and wave 1 in general (outside the ARC of course). Anyway, the ship doesn't at all conform to its agressive reconnaisance role. I would have expected a fairly expensive compromise between anti-squad and -ship with a focus on independent operation, annoying the enemy somewhere outside the main squadron engagement zone. So I guess Bomber, Grit (always felt like that keyword goes hand in hand with turrets/rear gunners, counter seems to be themed around nimble dogfighters) and Rogue (astromech, hyperdrive and copilot say it is definitely very capable of independent long range operation) would be a good fit. Maybe bumping the speed up to 3, the hull down to 5-6 (to balance that out) and cutting one blue die from the anti-squadron (It does seem like its armament is kind of hard to bring to bear against fighters, especially up close; Anti-ship is fine. It has those dual launchers, like the X-Wing, and cannons capable of damaging capital ship armor) might be more representative of the lore vessel to. The gaming standpoint is a different mattter though, but this would give it a unique role as the harassing light cavalry/skirmisher type of thing.
  3. I'm suprised that the Munificients anti ship power isn't more focused on the front arc, given that it has that big turbolaser there (and a bunch of laser cannons that should contribut more to anti squaddron on the sides).
  4. This. In this case TIE advanced and defender would have to be include too though, as well as Lamdas (whatever that is supposed to be good for). Maybe Z-95s be excluded? From a thematic point of view I wonder why the ARC didn't get it. After all the heavy designated reconnaisance fighter sporting a huge crew for its class and built for effective Independent operation (at least that's in, combining counter and bomber) is the one craft deserving it the most, alongside rogue. Just based on the lore, I'd say rogue, bomber and scout would be a fitting combo (at high price point ofc). In the end it's going to be one (or several?) of the uniques though.
  5. I think a fighter Pack 2 for every faction is pretty likely. The Republic still at least has the Eta-2-Actis, the Z-95 and the Nu-class Attack shuttle to go. To this you could add something like the LAAT (not a fan of the space version, takes away from the vessels uniqueness) or N-1. The Seppies are a bit harder. Outside the boarding craft (raid) and the sheathipede we pretty much have only member/Ally ships, like Nantex, Umbaran Fighter and Rogue class and the HMP (see LAAT for my opinion in that). There definetly is material for a CW rogues and villains pack: For the republic we could get things like the Twilight, the Halo, Padmé's Yacht and the Silver Angel and for the CIS the Sith Infiltrator, flarestar class attack shuttle, solar sailer and maybe the Komk'r again. Finally you could even think of a auxilliary pack for those allies and members. In the light side's corner I can come up with the N-1, Porax-38 and Auzituck and Nantex, Umbaran and Zygerian Starhopper in the dark one.
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