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New "Guns for Hire" Pack Announced

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4 minutes ago, DR4CO said:

I don't disagree with your overall argument, but point of order: B-wings were never power creep. The X-wing was an overcosted piece of junk on release, but given there was literally no other options the Rebels were stuck with it. Once they were given a not-so-badly overcosted option they unsurprisingly jumped ship.

Well, the X-wing had this weird thing included in its costing: "Um, we don't want people to be able to have five of them."

You'd think that as soon as that was dropped on designers or testers as a rationale, someone would have said, "Hey, why don't we have a 200-point game, and cost X-wings at 41 points?"

But nope.

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Just last week, I was day dreaming that if I ever won worlds, the card I would want to design was a Pilot that gave out stress when you shot him.  It's like they read my mind and were able to find a way to make it balanced.

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1 minute ago, Punning Pundit said:

Eh. Anything that gives the T-65 more manuverabilty or offensive punch won't do a whole lot for Biggs.

FU-2, Astromech, 0 points.  At the beginning of the activation phase, you may assign the Predictable condition to your ship.

Predictable:  Once per round, when attacking with your primary weapon, add one attack die.  When defending, after damage is dealt, deal yourself one face-down damage card.  Remove this condition at the end of the end phase.

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4 minutes ago, UnitOmega said:

Because X-wings are not known to be a lightweight, highly customizable platform utilizing aftermarket modifications. 

They are considered one of the best starfighters in the galaxy, instead. Oh wait.

Edited by Odanan

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That's because in the fictional setting of star wars, being well rounded is really good. As evidenced consistently in the game, being Well rounded in the sense that you can't specialize in something does not bode well for you, because somebody can always do your niche better. 

Edited by UnitOmega

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43 minutes ago, Zazaa said:

Yes!!! I gotta take my ships out and give this a try, this will have almost good as pre nerf repositioning like "Echo". Assuming that you will be using Advanced Sensors with it. I would like to get PTL, Expert Handling or VI, Advanced Sensors and Experimental Interface on one of the PS 7 pilots.

So this is actually very good thing!

First thing I plan to run is Adv sensor/autothruster/intensity guri.  Then you can get an evade token while doing the movement shenanigans + focus from her ability.  I'll try VI xizor probably at some point as well for more arcdodging potential.

39 minutes ago, DR4CO said:

I don't disagree with your overall argument, but point of order: B-wings were never power creep. The X-wing was an overcosted piece of junk on release, but given there was literally no other options the Rebels were stuck with it. Once they were given a not-so-badly overcosted option they unsurprisingly jumped ship.

Agreed.  Bwings were indeed better than x-wings on release, but x-wings were always inferior to tie fighters in the early game, so it's not power creep to give rebels a better jousting frame (and b-wings didn't push out tie fighters, so they werne't power creep compared to swarms).

36 minutes ago, FTS Gecko said:

Agree to disagree then.  I certainly had much more success with Kihraxz than I ever did flying X-Wings.  Never needed to "go fast" with the Kihraxz unless repositioning or disengaging, at which point the 5K is invaluable, and the 1-turns won many a battle for me.  Not sure I ever wished they had a 3 turn, though.

Agree to disagree it is.  I've actually got a 4 x-wing list I enjoy flying and have done well with.  Can't say the same for 4 kihraxz.  1-hards are great, but losing 1-straight sucks.  If I wanted one-hards I could take a starviper before.  Or a protectorate once they came out.  And there's definitely been times I missed the 3 hard (though more so on the scyk)

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24 minutes ago, Boom Owl said:

Why is the kihraxz title not a t-65 title?

Probably Biggs for two reasons.

1( Giving him ways to become even tankier doesn't seem like a good idea, especially since the designers have said his ability was a mistake. There are ways to boost the t-65 without making Biggs even more powerful, which is what the Khiraxz title would do.

2( Biggs has been a part of several top preforming Rebels lists. The Khiraxz (and Starviper) have no such representation up at the top. Simply put, the two ships in more critical condition got into surgery ahead of other less terminal ships.

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4 minutes ago, SabineKey said:

@VanderLegion I know you've been hoping and designing some ideas for a Scum Aces expansion. How do you like what we've gotten so far?

I love both.  Different from what I was designing for them, but that's okay.  The triple mod slot and cost reduction gives myriad build options for the kihraxz, and lets you take it different directions, whether alpha strike missiles, or tanking defense mods, or repositioning stuff to arcdodge, etc.   StarViper Mk.II allows for some truly ridiculous maneuvers, especially if you pair it with advanced sensors.I'll definitely be trying these out on vassal as soon as they show up.  First up, intensity guri.

I will note though that this is the third time now an expansion idea I was designing for the CCL has had an official announcement from FFG (fang fighter was in the voting and winning season 1 until they announced the protectorate, was working ont he havoc for this season, which was headed off by them announcing it before I was done, then I submitted my kihraxz/viper aces and sadly lost the vote.  Now it doesn't matter that it lost since it would have been DQed anyway).  Gotta start thinking about what I want FFG to give us next season...

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7 hours ago, force kin said:

Seems strange that scum gets so much love, to be honest. 

 

Let's see some imperial love?

Most of the problem that Imperials see is the lack of ability of 2 dice ships being able to do much. I'd love to see that change without causing more red dice creep. 

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43 minutes ago, Jeff Wilder said:

Well, the X-wing had this weird thing included in its costing: "Um, we don't want people to be able to have five of them."

You'd think that as soon as that was dropped on designers or testers as a rationale, someone would have said, "Hey, why don't we have a 200-point game, and cost X-wings at 41 points?"

But nope.

FFG seems to have that hangup for a lot of these.  X-wing was 21 points so you couldn't run 5 (I don't think it would have been a problem, especially given the performance of 5x kihraxz, though they came out into a different meta).  Protectorate PS1 was 20 points so you couldn't run 5 with title, even though it shouldn't have been more than 19 in the first place.  Striker with an EPT was 20 so you can't run 5 with crackshot.  And so on.

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Here is few "repositioning" Vipers.

#1 will be enjoying his first action being Focus or Boost, after that he will be doing "free" barrel roll and all this is done before his movement, there is one green banks to clear out the stress or bunch of other white moves, green would clear out the stress, but wouldn't be so awesome to repositioning movement. Best thing with this would be clearing out TL from opponent and saving him from being alpha striked.

#2 has similar options for movement, but he would lack the TL Dodge but this will leave his Modification upgrade slot open for Autothrusters or something else, maybe Chimps and Plasma Torpedos. Cost is same with both of these guys, with Torps it would be just one point more.

  1. Prince Xizor (31)
  • Expert Handling (2)
  • Experimental Interface (3)
  • Virago (1)
  • MK.II (-3)
  • Advanced Sensors (3)

TOTAL: 37

Prince Xizor (31)

  • Push The Limit (3)
  • Autothrusters (2)
  • Virago (1)
  • MK.II (-3)
  • Advanced Sensors (3)

TOTAL: 37

Personally I like the Expert Handling better, having the option to dodge TL is huge with all this repositioning opportunities.. MK.II has brought Viper back from dead and now it seems pretty awesome ship, real arc dodger. Only downside is that they don't get PS above 7, without taking Veteran Instincts, but hey can't demand all the goodies at once and that is enough anyway! :ph34r:

 

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1 minute ago, Zazaa said:

Here is few "repositioning" Vipers.

#1 will be enjoying his first action being Focus or Boost, after that he will be doing "free" barrel roll and all this is done before his movement, there is one green banks to clear out the stress or bunch of other white moves, green would clear out the stress, but wouldn't be so awesome to repositioning movement. Best thing with this would be clearing out TL from opponent and saving him from being alpha striked.

#2 has similar options for movement, but he would lack the TL Dodge but this will leave his Modification upgrade slot open for Autothrusters or something else, maybe Chimps and Plasma Torpedos. Cost is same with both of these guys, with Torps it would be just one point more.

  1. Prince Xizor (31)
  • Expert Handling (2)
  • Experimental Interface (3)
  • Virago (1)
  • MK.II (-3)
  • Advanced Sensors (3)

TOTAL: 37

Prince Xizor (31)

  • Push The Limit (3)
  • Autothrusters (2)
  • Virago (1)
  • MK.II (-3)
  • Advanced Sensors (3)

TOTAL: 37

Personally I like the Expert Handling better, having the option to dodge TL is huge with all this repositioning opportunities.. MK.II has brought Viper back from dead and now it seems pretty awesome ship, real arc dodger. Only downside is that they don't get PS above 7, without taking Veteran Instincts, but hey can't demand all the goodies at once and that is enough anyway! :ph34r:

 

While I like PTL or EI a lot better on the StarViper than I do the Kihraxz where people keep suggesting it for talonbane (since the viper can clear it with a green move), I'm not sure how much I'll run it.  That 1-hard is soooo good for movement shenanigans alongside the bank barrel roll, bt to do the 1-hard you have to either not double-action, in which case the ept isn't doing anything, or end up stressed and not be able to AS the next round.

I really like the idea of intensity (haven't tested it yet) on the build, since it gives you double actions (as long as it's charged), doesn't stress you, AND gives you the ability to get evade tokens on the starviper.  It also lets you AS a reposition into a sloop and still get a token out of it.

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2 minutes ago, VanderLegion said:

While I like PTL or EI a lot better on the StarViper than I do the Kihraxz where people keep suggesting it for talonbane (since the viper can clear it with a green move), I'm not sure how much I'll run it.  That 1-hard is soooo good for movement shenanigans alongside the bank barrel roll, bt to do the 1-hard you have to either not double-action, in which case the ept isn't doing anything, or end up stressed and not be able to AS the next round.

I really like the idea of intensity (haven't tested it yet) on the build, since it gives you double actions (as long as it's charged), doesn't stress you, AND gives you the ability to get evade tokens on the starviper.  It also lets you AS a reposition into a sloop and still get a token out of it.

You do have good point there. I do like Expert Handling better than PTL, I think that dodging TL when needed can be very strong defence, better than just evade. Intensity will be nice also with Vipers.

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Posted this in the wave 11 info thread, but reposting here for people that aren't reading both:

I just had another thought.  Since we don't have any actal info on the harpoon missile itself, what if it wasn't actually a secondary weapon, and was moer like seismic torpedo?  Spend your action to harpoon an enemy ship (with whatever restrictions they decide to give it), which then gives them the condition card.

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Just now, Zazaa said:

You do have good point there. I do like Expert Handling better than PTL, I think that dodging TL when needed can be very strong defence, better than just evade. Intensity will be nice also with Vipers.

Yah, Expert handling is an interesting idea given the increased amount of ordnance nowadays.  I've run a lot of starvipers in the past, and my biggest gripe with advanced sensors has always been the lack of any kind of modifiers if you use it to reposition.  I almost always end up going back to FCS instead to at least ensure I always have Target Locks (outside of switching targets).  intensity lets me take AS and still get tokens to modify with, and as an added bonus, it finally gives me a way to get evade tokens for guri isntead of just blowing up to blank greens when I have a stack of focus tokens that I can't do anything with.

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26 minutes ago, Odanan said:

They are considered one of the best starfighters in the galaxy, instead. Oh wait.

No, they were considered one of the most balanced. They were so awesome because they could do anything with a skilled pilot. The Awing and the TIE fighter/interceptor were always faster, but lacked some durability. The Bwing was slower but had greater firepower capacity and was tankier.

This was established in the novels and other forms of non film Canon work.

The only problem with the t65 in our miniatures game is that they may be a bit over costed. That, and being an average ship is bad in a world of specialists who can seriously deal damage in their own ways.

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31 minutes ago, ScummyRebel said:

No, they were considered one of the most balanced. They were so awesome because they could do anything with a skilled pilot. The Awing and the TIE fighter/interceptor were always faster, but lacked some durability. The Bwing was slower but had greater firepower capacity and was tankier.

This was established in the novels and other forms of non film Canon work.

The only problem with the t65 in our miniatures game is that they may be a bit over costed. That, and being an average ship is bad in a world of specialists who can seriously deal damage in their own ways.

They are not only balanced, but excellent superiority starfighters. And as far as a small ship, they have great firepower.

But this is a game where large ships can dogfight (and even outmaneuver) specialized fighters - all this with extremely efficient turrets (turrets suck in real life). In that sense, the game is powercreeping since the Millennium Falcon (and at the same time failing to represent the space battles in the old videogames).

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44 minutes ago, VanderLegion said:

Posted this in the wave 11 info thread, but reposting here for people that aren't reading both:

I just had another thought.  Since we don't have any actal info on the harpoon missile itself, what if it wasn't actually a secondary weapon, and was moer like seismic torpedo?  Spend your action to harpoon an enemy ship (with whatever restrictions they decide to give it), which then gives them the condition card.

I'd be shocked if an effect that nasty did not require you land an attack.

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2 minutes ago, DR4CO said:

I'd be shocked if an effect that nasty did not require you land an attack.

From what we see on the condition, you have to first put the condition on hthem, then get an uncancelled crit through. Is it really that much worse than an action to use Kylos ability then blinding a ship for 2 turns in a row? Or dropping an arcdodgers to ps0, etc?

especially when most ordnance it's pretty easy to max out hits/crits on the attack, which would then do damage when it hits on top of the condition (unless the missile cancelled them to assign). 

Making it an action means you have to forgo an another action that might give you a modifier

Edited by VanderLegion

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10 hours ago, PastrySandwich said:

It looks correct as you stated it, but I don't understand how this is a harpoon. I would have thought it was like you pull them 1 in the direction you move next turn or something. No clue why a harpoon does damage all around like that. Weird name choice is all.

 

But Bossk requires you to cancel the crit for his ability so (taken alone) not that great on him. Merc co-pilot and Mangler will be boosted though.

It works like a sticky bomb, nothing about a harpoon requires a cable. The idea is you shoot the ship and it lodges in the hull to explode when hit later on.

 

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