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Everything posted by HanScottFirst

  1. You can turn on a setting to allow for lists over 200, so you can always stack the AI against you more if needed. 8 crackshot mining guild ties is pretty good. Doesn't take damage over rocks. Now that crack is 3, a few would have to not have crack shot, but like I said, you could always just have the list go over 200.
  2. What about this for Rebels? Free crit flipping if A-Wings get bullseye. Double mods for Wedge torps. Cassian for blocks. You can also drop Cassian and put 1 A-Wing to just Starbird (could be good w/Wedge) to get K-2SO on AP-5 instead of Cassian. Green Squadron Pilot (30) Marksmanship (1) Deadeye Shot (1) Green Squadron Pilot (30) Marksmanship (1) Deadeye Shot (1) Green Squadron Pilot (30) Marksmanship (1) Deadeye Shot (1) Wedge Antilles (54) Proton Torpedoes (12) Servomotor S-Foils (0) AP-5 (32) Cassian Andor (5) Total: 199 View in Yet Another Squad Builder 2.0
  3. I really like this list (at least in Fly Casual). Same basic idea, but swapping Jan for Thane. Everyone can get double mods, and Jan can bump up Norra or Luke. Kanan can also help Jan clear stress on a white. And Kanan let's Norra bump or barrel roll and still have a mod. If you like the combo of R2 Crew with something to fix the crit, R2 Crew and Chewie Crew are only a combined 11 points now. Could be good. Anyway, the list: Norra Wexley (55) Kanan Jarrus (12) Luke Skywalker (61) R2 Astromech (5) Servomotor S-Foils (0) Jan Ors (41) Nien Nunb (5) Hull Upgrade (5) Moldy Crow (16) Total: 200 View in Yet Another Squad Builder 2.0
  4. Flew something similar to this at the start of 2.0: Roark Garnet (38) Selfless (2) Proton Bombs (4) Shield Upgrade (6) Moldy Crow (16) Captain Rex (28) Biggs Darklighter (47) Servomotor S-Foils (0) Magva Yarro (50) Selfless (2) Leia Organa (7) Pivot Wing (0) Total: 200 View in Yet Another Squad Builder 2.0 List does not do damage, but it doesn't give up points either haha; I guess offense is okay w/three, 3-4 die guns and Roark able to grab TL/focus. White stop is also good on Magva and Roark. You can switch to Saw or Cassian by shifting upgrades around. It plays by typically bringing Rex up to a 7 to suppress the main threat. During the mid game, you can then use Roark to bring Magva or Biggs up to 7 in order to try to initiative kill something or to give them 1 last shot if near being destroyed.
  5. Braylen Stramm (52) Ten Numb (48) Stabilized S-Foils (2) Cassian Andor (51) Leia Organa (7) Pivot Wing (0) Red Squadron Veteran (40) Servomotor S-Foils (0) Total: 200 View in Yet Another Squad Builder 2.0 This version swaps Leia for K2 to basically be a force token for Wedge and adds double tap to Ten: Ten Numb (48) Fire-Control System (2) Synced Laser Cannons (6) Stabilized S-Foils (2) Cassian Andor (51) K-2SO (7) Pivot Wing (0) Wedge Antilles (54) Servomotor S-Foils (0) Lieutenant Blount (30) Total: 200 View in Yet Another Squad Builder 2.0 What versions of beef have you come up with post points drop?
  6. Also, this isn't an X-Wing list, but you can fit 6 Phoenix Squad A-Wings w/Prockets now . . . But one interesting X-Wing: Afterburners Porkins is only 49 points (54 if you add Elusive/Chopper). May be a good I4 filler? What Rebels really need is access to force multipliers in either upgrades, chassis, or pilot abilities (e.g., Fire Convergence, Malarus or Hask, kind of Optics when each ship has it, etc.). That would help all their ships, X-Wings included.
  7. No bid, but this is a pretty solid Luke list (at least on Fly Casual haha, I don't get to play vs people these days). Every ship has the force/focusses, Kanan can help if Jan needs to hard turn, and you get 4-5 double modded red dice from Norra or Luke. And a little regen for Luke. Norra Wexley (55) Kanan Jarrus (12) Luke Skywalker (61) R2 Astromech (5) Servomotor S-Foils (0) Jan Ors (41) Nien Nunb (5) Hull Upgrade (5) Moldy Crow (16) Total: 200 View in Yet Another Squad Builder 2.0
  8. I like that. Come to think of it, I always put Dooku on Maul for more force, but you can actually proc Dooku way more if he is the only force point. Its kinda like the post nerf 1.0 Palp.
  9. I like it! FTC should help keep the Tracer carriers alive and the ion is good bc you often only get 1 hit through anyway. Here is a rebel version: It has 1 less Z-95, but is at I2 and has Selfless mixed in (which went down to 2) to keep the Tracer carriers alive: Tala Squadron Pilot (24) XX-23 S-Thread Tracers (2) Tala Squadron Pilot (24) XX-23 S-Thread Tracers (2) Tala Squadron Pilot (24) Selfless (2) Ion Missiles (2) Tala Squadron Pilot (24) Selfless (2) Ion Missiles (2) Tala Squadron Pilot (24) Selfless (2) Concussion Missiles (6) Tala Squadron Pilot (24) Concussion Missiles (6) Tala Squadron Pilot (24) Concussion Missiles (6) Total: 200 View in Yet Another Squad Builder 2.0
  10. I like it! I had a similar list with 2 bombers and Lulo waaay early in 2.0 I won a game with once. I actually really like the VTG list, just throw a ton of red dice and bank calculates for days. And then you could start having Focus/Calculate to mod both shots. If you do go bombs, what about swapping the Proxes out for Traj Sim? I feel like only dropping bombs out the back is easy to dodge from a slower, large base ship. But especially w/Sep swarms, Traj Sim could do work. And if you need to 0 stop to not get hit by your own bomb, you could still get mods from banked calculates?
  11. Hmm. I think "blue actions" in general may be confusing, but if they were to exist, I think it should interact with the stress mechanic because that is what "blue" does in X-Wing. I don't see a clear design space for "blue evade" or "blue focus" and agree it should not be normal actions that also clear stress. But what about only having 1 Blue action called "Recover." It could remove 1 of each red token and you could do it while stressed? So, you could use it after a white manuever to clear stress for next turn or after a red manuever to clear stress. It would probably be safest to lock the Recover action into a single chassis where the dial could be controlled, because Recover would have the potential to make any ship able to K-Turn turn after turn after turn. And we wouldn't want that, TIE Defenders (and Porkins!) would get jealous _____ EDIT: I guess you could have Blue Actions that do not clear any red tokens, but you can simply do while stressed. So maybe a ship can always evade stressed or not, etc. That may work and fit thematically somewhere?
  12. There are some really cool ideas in this thread! Reverse target locks, cool Mandolorian stuff, E-Wing buffs don't hurt, ilicits, etc. Here is an odd force idea: Drain (force): (Dark side only) During the system phase, if there is 1 or more other damaged ships with a facedown damage card at range 0-1 and you have a faceup Pilot Critical Damage Card, you may spend 1 force. If you do, expose a damage card on another damaged ship with a facedown damage card at range 0-1 and flip your Pilot Critical Damage Card facedown.
  13. @theBitterFig Good point about Corran and Miranda, they probably would get the most use out of it. I think you are right about the timing window, maybe better to be "When you receive a weapons disabled . . ." (I was just trying to avoid the classic "replacement effect" debates on triggering cards/abilities). That way, for Corran, he would get ionized at the start of the Planning Phase. That would mean a predictable 1 straight, and hopefully allow any initiative ship to dodge or block Corran. Overall, I feel like it would not be too oppressive on Corran. His double-tap is bullseye only and ioned Corran is also a sad Corran (easy to block, only 3 greens w/maybe focus, opponent knows exactly where Corran will be, etc.). And the deplete token would nerf his main attack as well. I agree that Miranda is more problematic. She could use it once w/o being ionized (medium base) and the difference between rolling 1 die or 0 die w/deplete is nothing when your goal is just to get a shield back. That being said, I do not think Miranda is exactly tearing it up in 2.0, though I do understand 1.0 shell shock for sure.
  14. Eagle Eye (talent): While you perform a primary attack, you may spend 1 evade token to change 1 <eye> to 1 <hit>. If you do, gain 1 strain token. Power Re-Route (modification): At the start of the Engagement Phase, you may remove 1 weapons disabled token. If you do, gain 1 deplete and 1 ion token. Auto-loader (modification): (Requires Red Reload) Adds White Reload ____ The idea with "Eagle Eye" is that evade tokens are worth less in 2.0 than 1.0 (thank goodness) and the card "Juke" is problematic in some ways. I figured this talent would make the choice between evade and focus a little more interesting. The idea with "power re-route" is that thematically weapons are disabled because the ship's power is doing something else (charging shield, reloading, etc.). With this, it's like an "emergency" power swap that still gives you an attack (at -1 die because deplete), but fries your circuits in the mean time (the ion). The idea with "auto-loader" is that red reload is useless haha. (1) Ships that have it rarely live long enough to use it or rarely use enough ordinance to need it, (2) if they do use it, they are stressed, and then (3) they have horrible dials to clear that stress and cannot K-Turn the turn after because they need a blue to clear. So red reload keeps them out of the fight for ~3 turns. White reload means they can reload and then K-Turn next turn to get back in it.
  15. Hera Syndulla (38) Lone Wolf (5) Kanan Jarrus (12) Afterburners (6) Dorsal Turret (2) Phantom (0) Total: 63 View in Yet Another Squad Builder 2.0 I've only flown this on Fly Casual, but it is actually really fun. Right now trying it with APT Luke and Outmaneuver Wedge (with space for a few other upgrades). Anyway, Hera is an I5 w/180 arc. Pre movement choice on direction. You can Afterburners, then barrel roll link to evade, and still have Lone Wolf/Force for offense (pretty good mods). Kanan also lets you clear stress on white. Definitely not top tier competitive, but a pretty fun, capable ship for 63 points. You could also swap out Burners for Hull or Shield, but Burners is probably a little stronger.
  16. Another idea for pricing I had was costing some cards on a grid. Specifically, you could have "Initiative" or "Ship Type" or "Agility" as the x-axis, and then "Force Points" or something else as the y-axis. They used to have those one-dimensional grids for dynamic pricing (*looks like they have since added the dynamic pricing to the chart itself), so I feel like adding a few two-dimensional grids would add a touch more nuance, without getting bogged down too much in complexity. So, talking about R2 Astromech, maybe something like this: Force | Agility: 0 | 1 | 2 | 3 | 0 | 1 | 3 | 5 | 7 | 1 | 2 | 4 | 6 | 8 | 2 | 3 | 5 | 7 | 9 | 3 | 4 | 6 | 8 | 10| (Note: the cost for the "2 force" row is the current cost) So, a 3 force ship with 3 agility would pay 10 points for an R2. A 1 force ship with 2 agility would pay 6, a 0 force ship with 1 agility would pay 3, etc.
  17. Credit goes to @Gupa-nupa! I had remembered the discussion, just not where the ideas came from. Guilty as charged! I only own Rebels and even with only playing on the computer still mostly fly Rebels haha Also, to your point about costing, the RZ-2 is already a slightly more expensive chassis than the RZ-1. So in a way, I could see an argument that the difference is already priced in. That being said, I do think the functionality of Starbird will be through the roof for the RZ-2 compared to RZ-1. ______ Like I said in the OP, this would not be for most upgrade cards; just a few chassis-specific cards like Starbird or Moldy. With the introduction of Chassis-Specific upgrades it opens a new design space. For example, there are already a few "TIE" only upgrades. I could see there being some future release where a "TIE" upgrade is waaaay stronger for FO than it is for Empire (or Scum or Rebels or Republic xD). For example, maybe having the shield or being able to take a tech or (in the case of an SF) having a turret just makes the value on an FO TIE way higher. I guess there is already an argument "Ion Limiter Override" will already be better on FO because FO can take Pattern Analyzer and thus get an action and the free Barrell Roll. The difference is that requires a separate 5-point upgrade to get the "added" benefit over Empire, while in the case of Starbird, it is just flat out better based upon the Chassis's features.
  18. The idea of the same card costing different for different factions has been floated before, and I actually think it would be pretty simple because each faction has its own official points PDF. For example, "Moldy Crow" already says Rebel or Scum only. Additionally, the points listing is not found in the "Generic" upgrades list, but rather separately in each faction's document. Thus, it would not be that confusing or difficult for "Moldy Crow" to cost 15 points for Rebels (because their abilities trigger from having friendlies in arc) and stay 18 for Scum (because it is way better to have abilities trigger by having enemies in arc). Looking to the future, Starbird Slash will be a far better card on a Resistance RZ-2 A-Wing, because they will be able to zip through a ship, and then swivel their arc around to fire. On the other hand, for an RZ-1 A-Wing, odds are if they zip through a ship, they will NOT be able to also shoot at it. Thus, the card will probably be twice as valuable on an RZ-2 than on an RZ-1. RZ-1s, sure, may be able to sloop or K-turn and have a shot, but that will be way more rare than an RZ-2 being able to do any maneuver, grab a mod, and then swivel the arc. I know there is value in simplicity, so I do not think this approach should be taken for truly generic upgrades (like proton torpedoes, hull upgrade, Gonk droid, etc.), but given how few cards are (1) super specific and (2) faction-locked or chassis-locked, I think having separate costings for things like "Moldy Crow" and Starbird Slash would be a benefit.
  19. I feel like List 2 would be the technical best at initiative killing because the Ints are 6-5-5-5. The B-Wing lists will have more beef/mods, but I4 will not initiative kill a fair number of ships (like Nantex) and be initiative killed by a lot of ships (Resistance A-Wings, etc.). Here is one idea for a 3 ship, I5 list. All ships can get TL/focus or force, and Nora or Luke can get 4 or 5 dice attacks. Kanan can also be used if Jan needs to clear stress on a white move. Norra Wexley (55) Kanan Jarrus (12) Ship total: 67 Half Points: 34 Threshold: 5 Luke Skywalker (62) Servomotor S-Foils (0) Ship total: 62 Half Points: 31 Threshold: 3 Jan Ors (41) Nien Nunb (5) Hull Upgrade (5) Moldy Crow (18) Ship total: 69 Half Points: 35 Threshold: 3 Total: 198 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z77XWW41WWWY4XWWWW142Y46XWW52W164WW156&sn=Unnamed Squadron&obs=
  20. I feel like the FO use is probably the only sensible one. W/Malarus in the Xi, you could basically get full mods and leave the TIEs to reinforce or evade. But yeah, probably casual list at best: Commander Malarus (43) Omega Squadron Ace (28) Fanatical (2) Angled Deflectors (3) Omega Squadron Ace (28) Fanatical (2) Angled Deflectors (3) Omega Squadron Ace (28) Fanatical (2) Angled Deflectors (3) Omega Squadron Ace (28) Fanatical (2) Angled Deflectors (3) Epsilon Squadron Cadet (25) Total: 200 View in Yet Another Squad Builder 2.0
  21. If the card was "White reinforce linked to red calculate" then it may be worth 3-4 points when accounting for losing the shield. I think the difficulty is you lose a shield, it takes your action (big opportunity cost), and reinforce is not as good in 2.0 bc it does not stop 1 hit (thank goodness for that, though). Linking a red calculate would at least give you a mod.
  22. I don't play Republic, but I like the force management this ship will require. You can spend force on the ability, force on manuevers, force on TL, force from a force pilot ability, upgrade card, etc. And it stacks. Like, if you use your last force in the Systems Phase, you can't execute a Purple Move. Or, if you systems reposition and then execute a Purple move, that leaves you at -2 force, so maybe no target lock, etc. A lot of interesting choices to make. Should keep the price down, too, relitavely speaking.
  23. I posted a similar idea in a separate thread, but figured I would move it here to consolidate discussion (@wurms also had an interesting 3-ship variation w/Lando in the Falcon): Saw/Wulf/B-Wing/Miranda Saw Gerrera (52) Leia Organa (7) Pivot Wing (0) Wullffwarro (54) “Zeb” Orrelios (1) Blade Squadron Veteran (42) Miranda Doni (40) Concussion Bombs (3) Total: 199 View in Yet Another Squad Builder 2.0 _________________________________________________________ Someone mentioned the idea of Jan (the only problem is no reload, so you would have to dodge rest of the bombs xD): Wullffwarro (54) Intimidation (3) “Zeb” Orrelios (1) Saw Gerrera (52) Pivot Wing (0) Jan Ors (41) Concussion Bombs (3) Nien Nunb (5) Moldy Crow (18) Bandit Squadron Pilot (22) Total: 199 View in Yet Another Squad Builder 2.0 You can also drop the Z to get an outlandish amount of upgrades on Saw, Jan, and Wullf (good upgrades, though: Leia, Hull, Intimidation, etc.)
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