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About TheBigLev

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  1. Given the reveal of the Final Order and the Xyston-class megabestever ISDs, I think a single faction called the Sith Order would be the most sensible structurally. Encompasses both the First and Final Order and their low variety of overpowered ships. I guess it would be a faction devoted to 1-2 ship lists, with maybe a few small ships. Also gives room to add in any other allied Sith-types that might be in the Unknown Regions, like the weird navigator aliens Snoke employed. As for the Resistance.. yah, no love there. The four new ship classes and the new X-Wing models is all we have, in addition to the Democratic People's Fleet Republic we see in the final movie. Not much to be used there as they just recycled every good guy ship ever. Doesn't make any sense as a faction really. We'd need all the background info about the Republic Navy and have them combined, otherwise its just too thin to be anything but an addendum to the Alliance.
  2. I think it is unlikely we will ever see Imperials being good guys in the Disneyverse. It would be too confusing for casuals and merchandising. Things are much easier to sell and categorize to children when they are black and white. The absolute most you can hope for is the Resistance commandeering mothballed Imperial vessels. Even then, why do you think the Starhawk exists? To canonically explain how the good guys can use the immense pile of bad guy stuff lying around without mixing up them up visually. While this kind of grey appeals to hardcore fans, it is verboten territory in terms of marketing. Same thing for Thrawn. At best he becomes a neutral figure along with the Chiss, but we cannot expect him to be rebuilt as a saviour of the galaxy when he was portrayed in canon as a ruthless authoritarian. I'd love to be wrong on Thrawn though.
  3. I wonder what prompted the canon team to approve all the new designs with the widely varying weapon counts. Thousands on a Finalizer, dozens on a Mon Cal ship. It seems like a rather strange decision (perhaps a mistake?) to make given the drastic difference in the scales.
  4. I think it has a bit to do with generic naming of weapons. Looking at the image, the heavy turbolaser turrets look absolutely massive, larger than anything seen on canon Mon Cals. Perhaps it is akin to how battleships were evolved by deployment of larger guns. Fewer larger guns proved to be more effective than earlier ships with more numerous smaller weapons when used in line battles of capital ships.
  5. MC99 by The Argonaut I stumbled across this design and infographic made by a Star Wars fan, The-Argonaut on DeviantArt. The artist also has a couple variants of smaller ships that also look awesome! I wish it was canon! Perhaps a Mel's Miniature?
  6. I like it, though I wish it were a bit more different from the CR90 in terms of basic shape and structure. At first I thought it was just a fancied up corvette akin to the Clone Wars Y-Wings.
  7. I've noticed that curved sag/banana on all my ISD models. I will be getting an SSD soon enough and would be surprised if it did not!
  8. Usually nicknames tend to be shorter and simpler. I can't think of any that really capture the aesthetic in a quicker manner. Closest winner for me is the Starhook, because it's punny and also visually accurate. If it were a Mon Cal boat I'd say Fishhook haha. It also looks like a thiccccc Neb B, so maybe Big Neb or Fat Neb. I suspect the Axe will be what shakes out. On second thought maybe drumstick too, to stick with the food theme of the rebel fleet
  9. I'm not sure how the last episode will play out, but I think they are leaning heavily on the unknown part of the Unknown Regions in order to give themselves a lot of leeway and mystery that won't ultimately be justified or pan out. They can't very well throw a huge twist with totally new top villain in, so they kind of have to keep close to Kylo and Palps. If they did it would be such a surface level treatment it would demand more movies and soon, and they don't appear to be doing much on that front. It could happen though. So we are realistically left with some twist on the Palps storyline. I am kind of disappointed in this whole Sith stormtrooper thing, it doesn't make much sense to me. We know an awful lot about the Sith and their history, and these soldiers don't seem to fit to me. They are likely going to just be generic bad guy trooper mk3, after regular stormtrooper mk1 and FO trooper mk2. To ratchet up the evilness and danger they get the moniker Sith. The one chance of redemption I see is if they are the result of a secret project to create Force sensitive troopers like the old Dark Troopers. The fleet being out there, looking for this well of dark side energy, sure I guess. But what they find cannot be an active enemy for the heroes lest they serve up another Snoke sacrifice. Just doesn't feel justified. So it is something, a planet, an ancient temple, a vortex in space, a black hole (Abeloth type thing maybe?), inherently connected to the dark side. I keep veering into tangents but ultimately I think there isn't much they can do that won't scream deus ex machina. They will really need to dig deep on the metaphysics of the Force to make much sense of the where the storyline is at. In my opinion the new canon has really **** on the realism side of things, where the FO can R&D superior technology and then mass produce it outside of known space. They can maintain a huge ground army that is apparently capable of taking over most of the galaxy in short order by abductions, slavery, and brain washing training. It is so drastically different than the much more realistic Clone Wars that I am skeptical of this ending in a satisfactory manner.
  10. Are you sure that's what they do, the Empire that built 25k ISDs to replace a wide variety of smaller ships? Haha I get what you are saying though.
  11. What if it adds a support team slot and then decreases the cost of engine techs? Or the slot in general by 3-5 to a minimum of 1?
  12. This is a good question. You could run them either as squadrons or as ships. I think the intention is as a ship. They offer initial action economy to the Empire but are so easily destroyed you can remove this advantage in a single turn potentially. The armaments further confirm this, as they would be quite anemic as squadrons unless you happened to drop your ship into very close range of the satellite and equally poor at combat with other squadrons.
  13. Hello all, a member of my local group asked me to post these scenario ideas he had created so he could get some feedback from the community at large. We are hoping to give them a shot at our next meetup, perhaps this coming weekend. He likes thematic content so these missions are meant to be played as Rebel v. Imperial, though I would imagine a mirror match could work as well. These are rough first drafts/concepts, so don't expect number values to be perfect or in line with competitive balance, these are definitely theme based and play around with similar base concepts. Thanks for reading! Prison Break 3'x3' playing area Only the Station obstacle, placed by the Imperial player anywhere outside their deployment zone Imperial Player 200 point fleet + 40 points of squadrons + 40 points of squadrons in Hangar 3 Defense Satellites (3 hull, no shields, 1 360 degree hull zone, 1 red 2 blue anti-ship, 1 blue flak, Counter 1, no movement) 1 Hangar (token on mat, no effect after deployment, 40 point squadrons deploy touching token) Satellites and Hangar (+ squadrons) are placed/deployed after the Rebels complete their full deployment. Rebel Player 250 point fleet + 60 points of squadrons + 1 VCX freighter If VCX spends 2 turns within range 1 of station it receives a victory token on it. Once the VCX reaches the edge of the playing area with a token, the Rebels score an additional 75 points. Retrieve the Artifact 3'x3' playing area Only the Station obstacle, placed directly in center Each fleet gets 1 additional Lambda shuttle with an identifying token (has the retrieval team on board) that is deployed as if by Rapid Launch Bays from any ship in the fleet, chosen during deployment Shuttle needs 3 turns of staying within range 1 to retrieve the artifact, then can escape off the board. If it does so successfully, that side scores a victory token worth 50 points. A shuttle carrying the artifact token can be destroyed, leaving the token on the spot where the Lambda died. This token can be retrieved by the enemy Lambda and scored for points.
  14. I think it is a little silly (though I fully understand it) for them to not allow clubs or groups to buy these kits. If they charged retail outlets a discounted price and asked for a full, profit making price from everyone else, I think a great many groups would avail themselves. I know my group would love to be able to pick up an extra kit for each season in order to get more prizes out there or to supply stuff for a league format.
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