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XG-1 "Star Wing" Assault Gunboat Thread

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Eh?  Because the ARC-170 is a prequel era ship.  It was invented in the prequel era in-universe (like the Y-Wing, YT-1300, etc) but more importantly it was invented for the prequel films in the real world.

No I mean people are saying that there is prequel content in game at this very moment.

 

 

Isn't that Darth Vader guy from the last couple minutes of Revenge of the Sith?

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And Lambda class shuttle

and Decimator.

 

I also suspect the TIE Punisher.

 

And Delta class Escort shuttle.

 

sorry, I meant firespray.

The non-TIEs are covered by the title, though I wouldn't put this title on high cost ships. This is supposed to be reinforcements, not the bulk of your force. 

Edited by Odanan

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(no offence Odanan, I know you're working really hard on these custom cards)

Of course I take no offense because of this. If we find the flaws of the card, we can adjust it. 

 

I hope I find a niche for the hyperspace mechanic, because that's what makes the Gunboat more unique in the Imperial arsenal. 

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My worry is that the mechanic would swing (standard) games wildly one way or another. As you rightly say, mid-game deployment could potentially be a big asset, but fighting a full force with up to half your own is a big disadvantage as well.

I'll give you an example from Yavin. My last game was my 5Ks versus Whusper/Chinereau. My opponent elected to hang back with Whisper because he didn't want to joust the Ks. That led to the Decimator being focused on first, and by the time the Phantom got involved the Decimator was already down.

Now, I guess a player with hyperspace reinforcements could stall or run until their reinforcements arrived (potentially leading their opponent into a trap), but against a full list of fast ships they could easily run into a lot of trouble as well.

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The more I think about it, the less convinCed I am by the hyperdrive reserves mechanic.

Quite a bit of my strategy at Yavin revolved around isolating a target and focusing fire on it when the rest of my opponent's forces were unable to commit. It worked well.

This isn't 40k we're playing here - if an opponent is without 1/3 to 1/2 of their force while their opponent is at full strength fir 2-3 turns, it's going to HURT.

Epic and Cinematic play, yeah, I can see scope for it. Standard play, not so much.

Edit: Darius, ouch. Hope you're doing OK.

 

Apart from not being able to shower for the next 2 days I'm fine

 

I figure I can take up playing MtG until then...

 

I kinda agree that the hyperspace mechanic doesn't lend itself too well to standard tournament game-play, but for campaign etc is perfect. Some ships need a close carrier, some don't. This itself separates Imperial Vs Rebel starfighter combat doctrine more than any other factor. The Gunboat, Advanced etc stand out for this. This is why they should be included.

Edited by DariusAPB

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(no offence Odanan, I know you're working really hard on these custom cards)

Of course I take no offense because of this. If we find the flaws of the card, we can adjust it. 

 

I hope I find a niche for the hyperspace mechanic, because that's what makes the Gunboat more unique in the Imperial arsenal. 

 

 

I just know as soon as I try to play it I'm going to hear a voice over the comms informing me that, "There are no reinforcements available!"

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Would it be too overpowered if the text of the card would be?:

 

"Do not deploy this ship at the beginning of the game.

At the end of the End phase, you may deploy this ship within range 1 of the neutral edges, then discard this card."

Cost 5

 

As FTS Gecko says, much can happen in 3 rounds of gameplay, and once the reinforcements come, your main squadron could be already doomed. Better instead to give it a positive cost, then give the player the option to deploy whenever he wants.

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Eh?  Because the ARC-170 is a prequel era ship.  It was invented in the prequel era in-universe (like the Y-Wing, YT-1300, etc) but more importantly it was invented for the prequel films in the real world.

No I mean people are saying that there is prequel content in game at this very moment.

 

Isn't that Darth Vader guy from the last couple minutes of Revenge of the Sith?

Don't forget Luke's cameo!

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"Request for reinforcements, denied"

 

You're right!  Sorry, I've been playing X-Wing Alliance a lot recently, so its responses are more forthcoming to me at the moment than TIE Fighter's.

 

In regards to Azrapse's proposed card change, it sounds like it has potential.  I don't have much real playing experience, but three turns with a not-insignificant percentage of your force gone sounds like an eternity!  If you are going to gamble like that, should it be worth more (higher absolute value) negative points?

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Also, I think the designers have stayed away from negative point value cards as a rule fir a reason. Chaatdan Refit was needed, but it removes functionality from the A-Wing - it doesn't add an ability.

Also, once the reinforcements arrive, assuming no casualties on either side, the player with the reinforcements card would then potentially have over 100 points of ships on the table (and a deployment advantage for some of them).

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Eh?  Because the ARC-170 is a prequel era ship.  It was invented in the prequel era in-universe (like the Y-Wing, YT-1300, etc) but more importantly it was invented for the prequel films in the real world.

No I mean people are saying that there is prequel content in game at this very moment.

 

 

Isn't that Darth Vader guy from the last couple minutes of Revenge of the Sith?

 

vader.jpg

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Eh?  Because the ARC-170 is a prequel era ship.  It was invented in the prequel era in-universe (like the Y-Wing, YT-1300, etc) but more importantly it was invented for the prequel films in the real world.

No I mean people are saying that there is prequel content in game at this very moment.

 

Are they?  Hmm, I can't think of anything off the top of my head.  Maybe some card art?

 

There's definitely plenty prequel content in the RPGs though.

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Would it be too overpowered if the text of the card would be?:

 

"Do not deploy this ship at the beginning of the game.

At the end of the End phase, you may deploy this ship within range 1 of the neutral edges, then discard this card."

Cost 5

 

As FTS Gecko says, much can happen in 3 rounds of gameplay, and once the reinforcements come, your main squadron could be already doomed. Better instead to give it a positive cost, then give the player the option to deploy whenever he wants.

 

I would use this format

Reinforcements

"Do not deploy this ship at the beginning of the game.

At the end of the End phase, you may deploy this ship within range 1 of the neutral edges, then discard this card."

Cost 0

 

Rules card - undeployed ships count as destroyed if not deployed before end of the match.

 

This way it doesn't affect points and you risk never getting to deploy them if your forces do not survive, which benefits your opponent.

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Would it be too overpowered if the text of the card would be?:

 

"Do not deploy this ship at the beginning of the game.

At the end of the End phase, you may deploy this ship within range 1 of the neutral edges, then discard this card."

Cost 5

 

As FTS Gecko says, much can happen in 3 rounds of gameplay, and once the reinforcements come, your main squadron could be already doomed. Better instead to give it a positive cost, then give the player the option to deploy whenever he wants.

 

I would use this format

Reinforcements

"Do not deploy this ship at the beginning of the game.

At the end of the End phase, you may deploy this ship within range 1 of the neutral edges, then discard this card."

Cost 0

 

Rules card - undeployed ships count as destroyed if not deployed before end of the match.

 

This way it doesn't affect points and you risk never getting to deploy them if your forces do not survive, which benefits your opponent.

 

But an upgrade that lets you potentially place your ships almost wherever you want, whenever you want (just behind your oponents ships when they have passed by), or to keep him scared of moving up the neutral edges, forcing him to cross the middle of the board and dodge asteroids, to avoid gunboat ambushes...

That is definitely worth more than 0 points.

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(no offence Odanan, I know you're working really hard on these custom cards)

Of course I take no offense because of this. If we find the flaws of the card, we can adjust it. 

 

I hope I find a niche for the hyperspace mechanic, because that's what makes the Gunboat more unique in the Imperial arsenal.

Honestly I think having the player pick which board edge the Gunboat with the hyperspace thing should be chosen before the game. That way if the fight is on the far side of the board the gunboat has to get there and if the player actually was able to choose rigthen all the better.

also I think it should be a Modification not a title...say we were making it a real card for the game, the pack with that card wouled by quite a few people - non-gunboat and gunboat players alike, (though the gunboat players of course are superior) much like Autothrusters. I also suggest chaging the name to "Advanced Nav Computer".

To me it makes sense to make it the mod so others can get it, but it taking a mod slot make a person really question if they want reinforcements or just say shield upgrade on a ship already on the talbe at the beginning.

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