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list of crew that shouldn't be allowed on Epic ships?

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Zuckuss is fine and here is why.

Sure stress on huge ships have no effect so that would make Zuckuss seem more powerful except for one thing. Huge Ship Red Dice < Small/Large Ship Red Dice.

The main reason for this is Huge ships once again don't have access to focus tokens (jury is still out on eskege), so a <focus> result is very much a blank. As for Maul well Huge ships already have plenty of ways to reroll dice to sort of make up for the inability to use <focus> results but then again some of those rerolls only apply to <blank> results making a <focus> a super blank for huge ships.

s393076895315718018_p72_i3_w194.pngoh did you just roll 4 focus results, that's too bad.

As far as ships go the only one that is banned is the navagator. I can see why giving you the ability to change speed of a bank or straight but again that still affects your energy gain and again ships move very sluggish. Crew that is banned on Huge ships have to be rather broken and by broken either there are no rules for it (i.e. Lebo Boost Action) or it is grossly OP and I mean it removes more than one ship automaticaly with no saving throws before we start going all Nerf Hearding on it. So yeah Zuckuss and Maul, no need for bans because Huge ship still suck in the combat phase and need every help they can get. No Stress, but No Focus also, fair trade.

Edited by Marinealver

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1 hour ago, Marinealver said:

Zuckuss is fine and here is why.

Sure stress on huge ships have no effect so that would make Zuckuss seem more powerful except for one thing. Huge Ship Red Dice < Small/Large Ship Red Dice.

The main reason for this is Huge ships once again don't have access to focus tokens (jury is still out on eskege), so a <focus> result is very much a blank. As for Maul well Huge ships already have plenty of ways to reroll dice to sort of make up for the inability to use <focus> results but then again some of those rerolls only apply to <blank> results making a <focus> a super blank for huge ships.

As far as ships go the only one that is banned is the navagator. I can see why giving you the ability to change speed of a bank or straight but again that still affects your energy gain and again ships move very sluggish. Crew that is banned on Huge ships have to be rather broken and by broken either there are no rules for it (i.e. Lebo Boost Action) or it is grossly OP and I mean it removes more than one ship automaticaly with no saving throws before we start going all Nerf Hearding on it. So yeah Zuckuss and Maul, no need for bans because Huge ship still suck in the combat phase and need every help they can get. No Stress, but No Focus also, fair trade.

It's true that Capital ships have less dice modifications, particularly when it comes to focus results. However, they throw an awful lot of dice at ranges that simply can't be matched by smaller ships. Take a railgun Tantive IV (8 dice primaries out to R4 through serious jank and typically turbolaser backup). Give it Maul (with Ezra as a crew member in some stress-dependent ship to tick the box) and suddenly your Tantive IV is 50% more efficient, for 3 points (or six if you include Ezra). The railgun Tantive doesn't care about defense, as it's firing from outside he range of anything else in the game. Maul - for six points - yields a 50% increase in firepower for a very heavy-hitting ship. So sure, the cards aren't truly OP in the way that epic Mindlink was pre-nerf, but it's an unjustifiably strong synergy that pushes creativity out of epic squad-building.

On my personal ban list:
Zuckuss
Maul

Jabba (he's kinda stupid when played to his potential, and epic ships just give him too much protection, despite coming in one.)
Toryn Farr (she's incredibly, stupidly strong. Essentially jamming tokens, but absurdly strong and removing all tokens)
Courier Droid (it just gives too much reactionary power to the strongest thing in your list, for free)
Boba Fett (in combination with the ion cannon hardpoint he can be used to strip a crucial upgrade from, say, an ordinance tubes raider at range 4)
Agent Kallus (aside from Palpatine (also Imperial) and Han he's the only way to modify focus results. If your opponent has brought an epic ship they've already lost)
Lattz Razzi (in combination with a stress dealing list (such as dozens of thermal detonators...) she becomes amazing)
Vader (his ability to push through crits at R5 and then recover the lost shields is pretty amazing for 3 points)
Dengar (He's no Maul, but if you happen to have a second CROC on the board he's your man.)
Operations Specialist (It's just too strong a platform for such a hyper-efficient card to be on)

 

 

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If Scum get a corvette, Dengar and Zuckuss would be very powerful. Without it, they're fine.

Ditto Maul, for Scum. Maul on a CR90 is extremely potent. Until I actually try it out I'm reluctant to ban it, and it would probably depend on how a ruling about Esege went.

If Esege gets an official FAQ to allow his ability to work, a CR90 can get as high as a 9 dice primary attack (Finn, Jan Ors pilot, supercharged cells) with reroll and focus. Followed by 3 4-dice single Turbolasers all at range 5.

Without Esege, those attacks still won't be that effective and it costs a lot of points to make it happen: around 200, if you also want Roark for PS12 attacks.

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1 hour ago, Astech said:

On my personal ban list:
Zuckuss no need, yet. Maybe if he proves to be a problem on a multi shot corvette that doesn’t yet exist. Would need to see it in action and what other jank it gets 
Maul maybe a greater threat than Zuckess, maybe not. He does improve output significantly.
Jabba (he's kinda stupid when played to his potential, and epic ships just give him too much protection, despite coming in one.) how? They faq’d already that if Jabba dies it’s no big deal. He did his job at turn 0 by handing out the tokens. Where is he from there is irrelevant
Toryn Farr (she's incredibly, stupidly strong. Essentially jamming tokens, but absurdly strong and removing all tokens) I don’t see it - 1 energy per token. Not 1 for all. Strong but not OP. 
Courier Droid (it just gives too much reactionary power to the strongest thing in your list, for free)
Huh? He only works for the setup phase. And that crew slot is way too coveted for other things that will do more benefit over the long haul.

Boba Fett (in combination with the ion cannon hardpoint he can be used to strip a crucial upgrade from, say, an ordinance tubes raider at range 4)

Just a risk that happens. Again if it becomes a problem it can be addressed then, but a c-roc is not going to float around armed with only an ion cannon hardpoint.


Agent Kallus (aside from Palpatine (also Imperial) and Han he's the only way to modify focus results. If your opponent has brought an epic ship they've already lost)

I could see this being a restriction. Or at the least restrict it such that Kallus cannot target a huge ship in that manner. Small or large base who cares there are so many of them that the benefit for attacking just one of them probably won’t matter much.


Lattz Razzi (in combination with a stress dealing list (such as dozens of thermal detonators...) she becomes amazing)

That’s a lot of points going into stress dealing just to try and protect a single ship. They’re going to lose a lot of other ships I suspect. She may be great at huge ship survivability but is she really that broken?


Vader (his ability to push through crits at R5 and then recover the lost shields is pretty amazing for 3 points)

well, he is Vader. At least he’s seeing use somewhere. And there is Maul out there so he has to boost the imp damage output 
Dengar (He's no Maul, but if you happen to have a second CROC on the board he's your man.)

Dengar makes less sense to ban than Maul. He is not as effective for the same cost, and currently has no way to jump into a ship with lots of attacks.
Operations Specialist (It's just too strong a platform for such a hyper-efficient card to be on)

not seeing the problem. Got to be close to the huge ship, meaning it’s not way out of range plinking 

 

My thoughts in italic. Basically a lot of worry about the hypothetical future not the current state. Nerfing should be a last resort not a first option. And just because you dislike something does not make it a need to ban. It has to actually break the game first. And the only one that MIGHT be getting there is Maul.

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Why is everything a ban? If a maul cr90 is giving ya trouble run a strong build from another faction. Like support gozanti plus an unholy amount of gunboats. Bye bye cr90. I have yet to have a game where the corvette was so powerful it was npe.

A cr90 that is crazy powerful has a small escort and is easily killed.

And maulcr90 is the only thing remotely close to op on a huge ship

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Personally, I LIKE Vader being powerful on the Raider. However, it might be worth clarifying if the damage Vader does to his own ship is specific to the hull zone to which he is assigned.  In any case, energy used to regain lost shield is energy not charging weapons. Also, if you can concentrate fire especially with ordinance, every bit of shield helps, or you might even be able to push the Imperial player to have to choose crippling himself or skipping the use of Vader.

as has been pointed out elsewhere, there is a lot of ordnance which is very effective against the huge ships. Force the Imperial player to have think about when Vader is going to be worth the risk to use. 

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5 hours ago, Astech said:

Boba Fett (in combination with the ion cannon hardpoint he can be used to strip a crucial upgrade from, say, an ordinance tubes raider at range 4)
 

Uh, isn't that exactly what the card was designed to do?

2 hours ago, Dabirdisdaword said:

 If a maul cr90 is giving ya trouble run a strong build from another faction.

Dang.   If only we hadn't nerfed Fett, he coulda killed Maul. . . :blink:

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5 hours ago, Astech said:

...

On my personal ban list:
Zuckuss
Maul

Jabba (he's kinda stupid when played to his potential, and epic ships just give him too much protection, despite coming in one.)
Toryn Farr (she's incredibly, stupidly strong. Essentially jamming tokens, but absurdly strong and removing all tokens)
Courier Droid (it just gives too much reactionary power to the strongest thing in your list, for free)
Boba Fett (in combination with the ion cannon hardpoint he can be used to strip a crucial upgrade from, say, an ordinance tubes raider at range 4)
Agent Kallus (aside from Palpatine (also Imperial) and Han he's the only way to modify focus results. If your opponent has brought an epic ship they've already lost)
Lattz Razzi (in combination with a stress dealing list (such as dozens of thermal detonators...) she becomes amazing)
Vader (his ability to push through crits at R5 and then recover the lost shields is pretty amazing for 3 points)
Dengar (He's no Maul, but if you happen to have a second CROC on the board he's your man.)
Operations Specialist (It's just too strong a platform for such a hyper-efficient card to be on)

 

 

:blink:Holy Bantha you might as well just ban Huge ships. Are you sure you are on the right forum? :wacko:

Jabba came in a huge ship Toryn is a huge ship only and nearly everyone is the only thing that can make a huge ship somewhat have a chance against a 300 point starfighter swarm. If you don't like huge ships you are in the wrong place my friend.-_-

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Just a thought, and trying to be constructive here:

Zuckuss and Maul are really strong on epic for scum (also Dengar).

Maul (+Ezra) and Han+Weapons engineer are also pretty strong for Rebels.

Both of those groups allow epic ship to modify dices when attacking.

 

Instead of banning things, give to imperials some dice modification options (Agent Kallus doesn´ t work in that role for epic) right now Weapons engineer is a must on the Raider (for me at least), is that or running a babysitting howlrunner (for primary rerolls) or Cap. Jonus (for secondary rerolls). Not fair investing in a 22 points "upgrade card" for dice mitigation against Maul for 3 points or Han+weapons for 5 points.  

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