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Outer_Rim_Smuggler

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  1. Kavil (43) Dorsal Turret (3) Veteran Turret Gunner (8) Ship total: 54 Half Points: 27 Threshold: 4 Old Teroch (56) Ship total: 56 Half Points: 28 Threshold: 2 Boba Fett (85) Fearless (3) Slave I (2) Ship total: 90 Half Points: 45 Threshold: 5 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z85XW137WW90WWWWY98XWY103X121WWWWWWW161W&sn=Unnamed Squadron&obs= this would be pretty solid and quite fun. a few diff options for tactics. Teroch is a nice flanker who can strip tokens for kavil and fett to hit for decent amount of damage.
  2. how about... Cartel Marauder (38) Ship total: 38 Half Points: 19 Threshold: 3 Cartel Marauder (38) Ship total: 38 Half Points: 19 Threshold: 3 Torkil Mux (37) Moldy Crow (18) Ship total: 55 Half Points: 28 Threshold: 3 Shadowport Hunter (58) Perceptive Copilot (8) Shadow Caster (3) Ship total: 69 Half Points: 35 Threshold: 5 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z124XWWWWY124XWWWWY114XWWWWW156Y128X54WWWW160&sn=Unnamed Squadron&obs= hunter can put tractor on a ship then the team can init kill it
  3. scenario cards or objectives chosen by each player prior to the game could be one solution. These are essentially objectives which would determine how you would build your squad. Initiative rules and bidding would be one of the things considered for specific objectives. This would shake up the game a lot and I suspect no t be to everyone's taste but there could be a middle ground where you can choose 'zero' objectives and have not restrictions or benefits from objectives?
  4. points scoring right now is confusing. even top players occasionally lose track of what they need to score points on to take the lead from getting half points or exactly what combination of half and full points they need to win in the closing stages. ffg should streamiline things. not quite sure how but mathwing during ur timed game is clunky and detracts a bit from the fun of playing.
  5. What if you could select a ship in your opponents list as a bounty target? When you destroy that ship you get extra kill points for it. Gives you an incentive for destroying their 'squad leader'. Losing your squad leader could even have a negative effect on the remaining ships in the squad increasing your odds to victory. eg each remaining ship gains 2 stress tokens when their squad leader is killed. Squad leaders would logically be the highest initiative pilot you have in your list.
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