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1 minute ago, MegaSilver said:

Defenders and SFs have the health. 

 

I agree with unique upgrades. 

 

Youve got  Decimator, except for the kturn. 

 

Bombers are good ordanance ships. Just hardly anyone flies one. 

 

Id like swarms viable again as well. I miss my Zs!

- Defend/Sf: thats 2 decent ships for a wole faction. Still cant manage top 10.

- The only good large ship (RAC) Imps have cost 60 pts to be "close to" decent.

- Bombers hardly win anything when flown. Thats why people dont use them. (http://meta-wing.com/ships/12/squadrons?)

- Swarms were 1 area that was quite unique to Imperials. I wouldnt mind if they keep that...

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2 minutes ago, Vineheart01 said:

Decimator is pretty underwhelming unless its a 60pt build, which then you gotta compare it to the other two 60ish point large ships and its just pathetic in comparison (Dengar/Rey)
Plus, imps may have a lot of awesome crews but what we lack is "buff this ship" crew. Vader/Rebel Captive is the closest we got, and Vader is a thorn-covered rose while Rebel Captive is primarily a deterrence not a true benefit, since vast majority of ships can either deal with the stress or flatout dont care (when they dont fall into that category though they HATE IT lol).
The other "buff this ship" crew we got are just disgustingly awful. Ysanne would be useful if she was 2pts or was an assign so she wasnt stress-cancelled, Moff would be useful if he was token-based not crew-card based, Kallus works on 1 ship and 1 ship alone (and loses half his value on the decimator), Kylo doesnt do anything to help defense/offense, and System Officer for SOME REASON doesnt let you acquire a TL for yourself.

 

Kylo helps a lot defensively with blinded pilots or damaged cockpits (though I doubt you'll use the later on ps 10 cheri much, except v other 10s). Problem is getting the crit through, because that's just dice <_<

problem is whether or not he's worth it over the incredibly irritating rebel captive, especially since there only ever seems to be one crew slot open between hotshot and gunner and you kinda need your action for TL and EU

Edited by ficklegreendice

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Just now, ficklegreendice said:

 

Kylo helps a lot defensively with blinded pilots or damaged cockpits (though I doubt you'll use the later on ps 10 cheri much, except v other 10s). Problem is getting the crit through, because that's just dice <_<

Thats what i mean by no crew that "buff this ship"

Yes, Kylo can help it with certain crits. You have to GET that crit on your own though, and if you are using Kylo you arent double-modding your attacks (chirpy can usually get away with just a TL but its pretty common for him to roll multiple focuses anyway, especially R1 or Exposed)

Imps could use a crew that helps it get a focus (IT not other ships, and OpSpec doesnt count because then you need someone to miss an attack before its his turn), pseudo-targetlocks, or evasion-harming. We have NONE of that...closest we got is Palp which is crazy expensive compared to the other factions' offensive mods for "this ship" (and face it, palp would be regulated to keeping your buddy alive not securing your attack dice).

For instance, if we got a Dengar-type crew, Chirpy would suddenly become pretty powerful as now his action is basically completely free to do whatever he wants as he has enough in-built mods to generally get a 3die attack to hit consistently. Which in turn would free his dial up as he isnt using EI to Kylo after he TL's

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Just now, Vineheart01 said:

Decimator is pretty underwhelming unless its a 60pt build, which then you gotta compare it to the other two 60ish point large ships and its just pathetic in comparison (Dengar/Rey)

Amen. Its also worst than large ships that are cheaper: Asajj, Dash, Kanan...

2 minutes ago, Vineheart01 said:

Plus, imps may have a lot of awesome crews but what we lack is "buff this ship" crew. Vader/Rebel Captive is the closest we got, and Vader is a thorn-covered rose while Rebel Captive is primarily a deterrence not a true benefit, since vast majority of ships can either deal with the stress or flatout dont care (when they dont fall into that category though they HATE IT lol).
The other "buff this ship" crew we got are just disgustingly awful. Ysanne would be useful if she was 2pts or was an assign so she wasnt stress-cancelled, Moff would be useful if he was token-based not crew-card based, Kallus works on 1 ship and 1 ship alone (and loses half his value on the decimator), Kylo doesnt do anything to help defense/offense, and System Officer for SOME REASON doesnt let you acquire a TL for yourself.

No good action economy, stress management or regen options and only one decent carrier for the good ones. If the Tie shuttles did not have a restriction to the type of crew they can carry, this would be a different story. Hux or Palp on a shuttle would be a good start.

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well, hes' already toting around cruise missiles. For 1pt more you get an always 4die attack that deters formations.
Its good enough to take on its own. 4pts for a 4die that doesnt spend the TL to fire.

Though i seriously dont get how a harpoon causes splash damage....i was expecting some kind of tractor-type effect "While you have the Harpooned condition card, when defending, roll 1 fewer green dice. Action: Discard this card, roll 1 red die. On a hit or crit, deal 1 facedown damage card" - then again i also wasnt expecting it to actually deal good damage, i expected it to be another 3die "if this attack hits, cancel dice" type thing.

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1 minute ago, Vineheart01 said:

well, hes' already toting around cruise missiles. For 1pt more you get an always 4die attack that deters formations.
Its good enough to take on its own. 4pts for a 4die that doesnt spend the TL to fire.

Though i seriously dont get how a harpoon causes splash damage....i was expecting some kind of tractor-type effect "While you have the Harpooned condition card, when defending, roll 1 fewer green dice. Action: Discard this card, roll 1 red die. On a hit or crit, deal 1 facedown damage card" - then again i also wasnt expecting it to actually deal good damage, i expected it to be another 3die "if this attack hits, cancel dice" type thing.

Without knowing about any Star Wars harpoon missiles, I'm guessing the attacking ships wiggles the joy stick and slams the defender into nearby ships..? 

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4 minutes ago, Rinzler in a Tie said:

Without knowing about any Star Wars harpoon missiles, I'm guessing the attacking ships wiggles the joy stick and slams the defender into nearby ships..? 

I think it's more like a sticky bomb that could go off at any time damaging nearby ships. Guess we'll see.

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Sigh... harpoon missile yet another example of FFG just making better versions of cards instead of fixing the existing ones...

 

RIP Assault missiles. 

 

 

Having said that, this expansion is looking fantastic. Very intriguing pilot ability designs for all 4 names pilots.

Edited by Kdubb

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41 minutes ago, Rinzler in a Tie said:

4 points is going to be tough to fit on Vader, but the effects may be worth it if formation flying takes hold (one meta list does not a "hold" make)

Huh, didn't even think about Vader with it, for some reason.  Wonder why - it IS really good with him (he can reliably generate that crit), and he needs the help.  And I do actually have that point to spare in a list I'm tinkering with...

30 minutes ago, BomberGob said:

I think it's more like a sticky bomb that could go off at any time damaging nearby ships. Guess we'll see.

Hah - derp, yeah!  I was having a hard time visualizing the usage rules of it, as I guess I need to 'understand the effect' in order to do so.

But, yeah, "sticky bomb".  That's it, exactly - now the thing makes sense!

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15 minutes ago, Kdubb said:

Sigh... harpoon missile yet another example of FFG just making better versions of cards instead of fixing the existing ones...

 

RIP Assault missiles. 

 

 

Having said that, this expansion is looking fantastic. Very intriguing pilot ability designs for all 4 names pilots.

To be fair assault missiles do their splash damage immediately with no condition beyond hitting.  Course, it costs a point more and requires you to spend the TL...

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What does everyone think of this TIE Bomber alpha strike, folllowed by a bomb storm? The PS4 Gamma Squadron can hopefully still get a chance to fire if facing triple U-Boats or low-PS Rebels, and then the enemy fleet is ionized, held in place, and gets nuked by Harpoon Missiles. Next round, K-turns allow you to still fire, because you can keep the target locks. Or just drop bombs on them, depending on positioning.

(100 points total)

Gamma Squadron Pilot (25) - TIE Bomber
Extra Munitions (2), Ion Torpedoes (5), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), Thermal Detonators (3), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), Thermal Detonators (3), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (25) - TIE Bomber
Harpoon Missiles (4), Thermal Detonators (3), Extra Munitions (2), Guidance Chips (0)

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2 minutes ago, VanderLegion said:

To be fair assault missiles do their splash damage immediately with no condition beyond hitting.  Course, it costs a point more and requires you to spend the TL...

The only way to salvage it (and many other target lock spending munitions) is for some sort of mod which works similarly to chips or LRS and gives some added bonus for spending your target lock, to be released. Maybe even something like "when you spend a target lock as a requirement to make an attack, you may roll two additional attack die up to a maximum of 6. Change all critical results to hits."

 

Maybe a bit too much (I only thought about it for a minute) but either way, something like it could be interesting.

 

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26 minutes ago, Kdubb said:

Sigh... harpoon missile yet another example of FFG just making better versions of cards instead of fixing the existing ones...

 

RIP Assault missiles. 

 

 

Having said that, this expansion is looking fantastic. Very intriguing pilot ability designs for all 4 names pilots.

You say "RIP Assault Missiles" as though Assault Missiles still see play. Even in this current era of Guidance Chips against super-duper Biggs fleets, AM are not worth 5 points.

Frankly, these are probably going to replace multiple missiles. They're nearly as accurate as Concussion Missiles, are cheaper and more accurate than Assault Missiles, and are just as good as Homing Missiles at anything without an evade token.

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4 hours ago, Scumwing Apologist said:

 I mean seriously it would only be usable on Aggressors, TIE /FO, and Interceptors that took Royal Guard, Shield Upgrade, Pulsed Ray Shield. But god forbid they get nice things, I guess.

Please let me have Pulse Ray Shield on Omega Leader.  Only fair and wholesome things could follow.

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10 minutes ago, PhantomFO said:

You say "RIP Assault Missiles" as though Assault Missiles still see play. Even in this current era of Guidance Chips against super-duper Biggs fleets, AM are not worth 5 points.

Frankly, these are probably going to replace multiple missiles. They're nearly as accurate as Concussion Missiles, are cheaper and more accurate than Assault Missiles, and are just as good as Homing Missiles at anything without an evade token.

They're under-costed when you put it that way... They don't even require you spend the lock!

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I keep thinking of some cheap Mangler Scyks and Captain Jostero with Harpoon Missile.  First, you hit someone with the Harpoon, then you hit them with the Manglers.  Each crit will cause damage and at least one of them will let you fire again.

Maybe a better idea would be Quinn Jast and Harpoon Missile, plus a bunch of cheap Mangler Scyks.  That would probably fit more in.  For something you can hit with 3 dice, that will rip apart a large, non-agile ship!

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16 minutes ago, PhantomFO said:

Frankly, these are probably going to replace multiple missiles.

Which is even sadder. We essentially/effectively just traded 1 missile for 3. Sure, Homing was the only one of those seeing consistent play (and concussion sees some use, though limited), and assault missiles weren't used at all, but my early purchases are quickly being creeped into even further irrelevance. 

 

Its one thing to be a step behind if you don't/can't make consistent purchases because you don't have every possible card combination. It's another when your purchases are strictly inferior because of FFG's design choices. 

 

Don't get  me wrong though. It's a sweet missile. I just wish it didn't have to come at the cost of my hope of the other missiles being worked into being playable. This just further cements that their design philosophy is to leave dead upgrade cards dead forever and replace them instead, which I have been vocal about really disliking. 

Perhaps these target lock spending missiles still will see some help via some upgrade as I mentioned above. It's their only hope now it seems.

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1 hour ago, Rinzler in a Tie said:

4 points is going to be tough to fit on Vader, but the effects may be worth it if formation flying takes hold (one meta list does not a "hold" make)

it is tough but I think it will be worth it.  even against a single ship. not only will you do damage on the hit itself, but you can do a hit directly to the hull(face down)

and if they want to get rid of it, they risk taking even more damage, and on top of that, they will have to waste an action if they do.

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