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Rcracken7

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About Rcracken7

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  1. I am spamming republic stealth ships and no one can stop me!
  2. Plo seems like an interesting support character, but has anyone used him yet? How do you fly him? Who do you fly him with? Is he worth taking over other Deltas?
  3. Resistance/FO for me. I’m not a huge fan of the sequel trilogy, and I love Revenge of the Sith. However, I absolutely love the ascetic of the space battles in this era. In my opinion, the resistance capital ships are BEAUTIFUL. FO ships are alright if hard to implement, and the squadrons on both sides are cool and sleek. Additionally, I think there is to much ship overlap with many of the possible republic ships to make republic interesting. Rebels have Pelta. Empire had victory and arquitens. And I would prefer empire to have venator and carrion spike, the republic stealth ship.
  4. Rcracken7

    Salt

    Now that we are on the topic of a community/game being abandoned by its company... Luckily those dark days are over now.
  5. OE is completely unnecessary here. You aren’t rolling very many black dice after the first attack, and TFO should be more than enough. Additionally, fitting all of your hammerheads with OE would be 20 points that you dont have.
  6. This idea is really intriguing and appealing to me. I will look into it. Thanks!
  7. Sort of... Its all on https://kdyards.com/index.php under the user rconn0, but I haven’t been able to compile it all under one “expansion” on the website because that feature is restricted to donors. Regardless, everything here can be printed from Kuat Driveyards, and the models are made by mel’s miniatures.
  8. First off thank you all for the fantastic feedback! Some of the general takeaways I got from you guys are 1. The controller is a bit OP. I didn’t even think about his interaction with anti-squadron attacks, and I think he needs a points boost. 2. Tracer shots needs some tweaking. I’m still trying to decide what to do with this one, but it will be changed in some way shape or form. 3. Sleuth is too strong and too limited. I will work on a change for this. 4. Jamming core is OP, I think I will go with Divad’s suggestion and make it simply reduce the squadron value by one, and I will probably up the cost a little bit. 5. Alton Kastle was received positively, but I like Sybreed’s suggestion on making it a bit more restricted. 6. Advanced slicer tools got mixed reactions, so I will look into this one a but more. 7. A few of you suggested name changes, so I will be tweaking some of the names. I will get back to you all with the changes I make. Again, thanks for the input!
  9. Hello everyone! If you are like me, then you are dying to get your hands on some new content for this game. For me, just the SSD won’t be enough to sustain my playing because I am a primarily rebel player. Obviously there are still tons of untested, untried combinations to use in this game, but I wanted to get something fresh. So, I began work on a fan wave with three expansions. The first of which is the IGV-55 surveillance vessel. The challenge with this one was making it distinct from the normal gozanti, but I think the design I came up with fills a different role from its brother. I am looking for feedback on the balance of this expansion as well as some volunteers who would like to help me test out the various parts. Enjoy! First off is the ship itself: Doesn’t look like much does it? But then again, neither did the first flotillas. The main use of the ship is in the new upgrade slot, The Electronic Retrofit. Lets look at the upgrades of this type included. This electronic retrofits are what gives the IGV its role. They introduce a new type of token, the intel token, which has no effect other than what its upgrade cards give it. These upgrades put the IGV into more of an offensive support role rather than the often defensive focused Gozantis. With these upgrade cards you can better screen against enemy squadrons, hand out accuracies or con fire tokens to friendly ships or just mess with an enemy ship’s defense and command tokens. Additionally, the IGV comes with two titles to strengthen its support role: Sleuth is a little restricted to the long range scanners upgrade card, but when combined, the IGV gives you some serious control over an enemy ship. Messenger is a solid title to help you keep your fleet together and responsive. Finally, there are a couple more upgrades to fill out this “expansion pack”: The controller is a slightly better sw-7 for your entire fleet. He isnt flashy, but he can some serious damage over the course of a game. Alton Kastle was designed specifically to help low squadron fleets compete with sloane, reikan, or other squadron heavy fleets during deployment. Counterplan specialist is a support team designed to go on smaller ships who are just there to help out the heavy hitters. Finally, Jamming core is another way to help fight against squadron fleets. So what do you all think. This pack is the least flashy out of the wave, but I do think that it adds an interesting support ship to the Empire, a faction that is kind of lacking in terms of support ships. Once again, let me know what you think balance wise, and also I would greatly appreciate it if a couple of people helped me test all of this stuff out, let me know if you are interested. My ultimate goal is to have this entire wave at the point where anyone can pick it up and play with it if they are getting bored with the current roster, and not have to worry about anything being useless or OP. So if anyone would like to help me with this goal, speak up. Next up, I am going to show you the other flotilla in the wave... The long awaited dornean gunship. Thanks and have a good one!
  10. I like this list. The bomber wing is really nasty, and the firepower coming from ackbar is respectable as well. A couple of tips though. You have several more squadrons than activations so you may have a tough time utilizing all of them. You might consider expanded Hangar Bay instead of boosted comms. Also, I don’t think that you are getting a ton out of X17 because bombers can usually make up for redirected damage. I have founded that slaved turrets works well with a caitken and shollan AFMK2, but if you are going for ackbar slashes, I wouldn’t use it. So depending on how aggressive you want to be with the ship, slaved turrets might be worth considering. Best of Luck!
  11. Thank you both for the advice! I made some changes to my list based on it. I switched to a star cruiser, dropped X17, and intel officer. I decided to keep spinal as I am usually going just as fast if not faster than many of the fleets in my area. I did add bail to the liberty as well as lando and FCT to yavaris. Finally, I upgraded a bwing to ten numb. A couple more specific questions. I have found C&S to be very useful on a liberty, but do you think gunnery teams would be better? Also, at this point, do you think my squadron complement can stand up to sloane? thanks!
  12. I have been testing variants of this list for some time now, and I have found a lot of success with it. It seems to do fairly well against two ISD fleets which are exceedingly common in my area. Here’s the list: Name: Untitled Fleet Faction: Rebel Commander: Garm Bel Iblis Assault: Most Wanted Defense: Jamming Barrier Navigation: Solar Corona MC80 Battle Cruiser (103) • Garm Bel Iblis (25) • Intel Officer (7) • Caitken and Shollan (6) • Heavy Ion Emplacements (9) • Spinal Armament (9) • XI7 Turbolasers (6) • Liberty (3) = 168 Points Nebulon-B Escort Frigate (57) • Yavaris (5) = 62 Points GR-75 Medium Transports (18) • Ahsoka Tano (2) = 20 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bright Hope (2) = 27 Points Squadrons: • Biggs Darklighter (19) • Gold Squadron (12) • Dutch Vander (16) • Jan Ors (19) • 2 x B-wing Squadron (28) • 2 x X-wing Squadron (26) = 120 Points Total Points: 397 The bad matchup that I’ve gone up against is sloane, but my addition of Dutch May help to mitigate that. So what do you all think? Any comments or criticisms are welcome and appreciated. thanks
  13. Unless you are fishing for crits with sato, OE is completely unnecessary. Considering, that the hammerheads will be either dead or rolling just one black die after the first attack each game, TFO should be more than enough. As for the list, it looks like a solid concept that would be a ton of fun to fly. My only suggestion that hasn’t already been said is that Cracken is looking a little exposed on your hammerhead. You might consider throwing on lando and moving Hondo to a different ship.
  14. This was one of my favorite ships in 1.0, but it never got any love. I for one think it will be viable and greatly improved over the previous version. - The most expensive G1-A pilot in 1.0 (zuckuss) was 28 points equal roughly to 56 points in 2.0. In 2.0, the most expensive pilot (4-LOM) is only 49 points! That is a pretty big decrease. -It has one more Hull now. In 1.0, the mist hunter had the “bwing problem” of being to pricey for how quickly it died, and this helps to address that. On a side note hull upgrade has been halved in cost so that might be a good option. -The jam action! -A more versatile dial with a stop and a 2K-turn. -4-Loms ability is now a bit better. -Access to any cannon is nice -There are also a few new/changed upgrades that make the ship much better. L3-37 crew on this ship seems like a match made in heaven. She addresses the ships survivability and makes it way more maneuverable. Elusive is also really nice with all the red maneuvers the ship has. Consider 4-LOM with elusive. If he pulls of his ability every turn (granted that’s unlikely) he can do red maneuver after red maneuver and keep recharging elusive. With all of these things in mind I truly think that the G1-A will be pretty good in 2.0. So what do you all think?
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