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Clone Wars Daydreaming Thread

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On 12/5/2018 at 4:12 PM, ScummyRebel said:

Generic Jedi “specialists” for personnel upgrade slot

I'm glad this came up. I really hope this happens but considering that all the other force characters get abilities do you think this has the chance to become OP quick? (Imagine 6 whole units with force choke).

Edited by Darth Sanguis

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I daydream that Clone Wars gets EU’d and we can all forget about it forever. 😛

Barring that, I hope that there’s no new gear or equipment so I don’t need to buy units I don’t want to paint / play just for the upgrades.

Barring THAT... I suppose an armored Obi-Wan, a Yoda, a Grievous, and a Dooku mini could be cool and fun to paint. 😛

Edited by KalEl814

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5 minutes ago, Darth Sanguis said:

I'm glad this came up. I really hope this happens but considering that all the other force characters get abilities do you think this has the chance to become OP quick? (Imagine 6 whole units with force choke).

Considering it would likely be restricted to the republic, the force choke abuse wouldn't happen

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3 minutes ago, thepopemobile100 said:

Considering it would likely be restricted to the republic, the force choke abuse wouldn't happen

Okay, so here's another example, what about force push? or even worse, considering it's cost especially.... jedi mind trick.... Imagine being able to drop 12 suppression tokens a round without ever firing a shot?

All I'm saying is force powers are strong, I could see it snow balling without some kind of control. At the same time, I wouldn't want a generic Jedi unit that couldn't take a force ability, it just wouldn't seem right?

Solution? a keyword maybe?

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2 minutes ago, Darth Sanguis said:

Okay, so here's another example, what about force push? or even worse, considering it's cost especially.... jedi mind trick.... Imagine being able to drop 12 suppression tokens a round without ever firing a shot?

All I'm saying is force powers are strong, I could see it snow balling without some kind of control. At the same time, I wouldn't want a generic Jedi unit that couldn't take a force ability, it just wouldn't seem right?

Solution? a keyword maybe?

The only force power I could see being abused is jedi mind trick in this scenario as it's the only one with greater than range one, and reflexes. One of the big reason why force powers are so powerful in the first place is that the units that use them are already up close. Most corp units aren't dealing with other troopers at range one most of the time. While I like the idea of adding a jedi as an extra trooper, I don't see the reason, besides thematic, of adding a melee oriented extra who very well might cost as much as the base unit. Especially when that same base unit is relying on range and getting into melee tends to be risky with corp

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51 minutes ago, KalEl814 said:

I daydream that Clone Wars gets EU’d and we can all forget about it forever. 😛

Barring that, I hope that there’s no new gear or equipment so I don’t need to buy units I don’t want to paint / play just for the upgrades.

Barring THAT... I suppose an armored Obi-Wan, a Yoda, a Grievous, and a Dooku mini could be cool and fun to paint. 😛

I am thankful you don't work for Disney.

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1 hour ago, Darth Sanguis said:

I'm glad this came up. I really hope this happens but considering that all the other force characters get abilities do you think this has the chance to become OP quick? (Imagine 6 whole units with force choke).

I guess I am ok with them not having a force slot. Or if they do that they are priced highly enough that it’s less of an issue.

I get that there’s not much reason to have a melee unit mixed in with the troopers without the force. I just think it’d look really cool. And I’d be ok without the force powers.

Or, could be a generic without the ability to recover the force slot. So when it’s spent, it’s spent. Maybe a keyword that bans you from recovering a force with the recover action?

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1 hour ago, thepopemobile100 said:

The only force power I could see being abused is jedi mind trick in this scenario as it's the only one with greater than range one, and reflexes. One of the big reason why force powers are so powerful in the first place is that the units that use them are already up close. Most corp units aren't dealing with other troopers at range one most of the time. While I like the idea of adding a jedi as an extra trooper, I don't see the reason, besides thematic, of adding a melee oriented extra who very well might cost as much as the base unit. Especially when that same base unit is relying on range and getting into melee tends to be risky with corp

It really is more of a fluff thing. And maybe a backup so you’re not totally in trouble when melee does happen.

I could see it gaining the squad the deflect key word (spend dodge to get the deflect on surge like Vader or Luke) and that retaining utility outside of getting in close.

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15 minutes ago, ScummyRebel said:

It really is more of a fluff thing. And maybe a backup so you’re not totally in trouble when melee does happen.

I could see it gaining the squad the deflect key word (spend dodge to get the deflect on surge like Vader or Luke) and that retaining utility outside of getting in close.

I actually like this idea. Makes sense since that's often what you see the Jedi doing. 

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2 minutes ago, Darth Sanguis said:

I actually like this idea. Makes sense since that's often what you see the Jedi doing. 

Yeah, in the clone wars cartoon the Jedi often was at the tip of the spear trying to boost the cover of the clones behind them by deflecting incoming fire.

Maybe that’s the mechanic they go for - boosted defense for the clone trooper unit they’re attached to with a solid melee boost (even if that’s incidental and less the desired trait to use?). I could see it being a “this mini is unit leader” combined with +1 courage and the deflect shenanigans. Would it be competitive? Heck if I know without trying it out. Would it be thematic and loads of fun on the casual table? I sure think so.

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19 hours ago, Darth Sanguis said:

Okay, so here's another example, what about force push? or even worse, considering it's cost especially.... jedi mind trick.... Imagine being able to drop 12 suppression tokens a round without ever firing a shot?

All I'm saying is force powers are strong, I could see it snow balling without some kind of control. At the same time, I wouldn't want a generic Jedi unit that couldn't take a force ability, it just wouldn't seem right?

Solution? a keyword maybe?

i feel like they would limit it to just the one unit kind of like the one z6 gets his gun if he dies its gone. it doesn't turn into 36 white dice every time that unit attacks cuz theres one z 6 in the party

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31 minutes ago, Matt3412 said:

i feel like they would limit it to just the one unit kind of like the one z6 gets his gun if he dies its gone. it doesn't turn into 36 white dice every time that unit attacks cuz theres one z 6 in the party

I don't  really see how that's a limit if they allow a force power slot. 

If I bring 6 corps units, and each of those units has a z6, then cumulatively per round they can add up to 36 white dice... 

The difference here is with the z6 the dice still have to go through the attack and defense steps... meaning between dodge tokens, cover, and defensive rolls, it's possible to negate that entirely.  It's not really OP, the points balance it out pretty well. Force powers like force choke and jedi mind trick don't have  attack and defense steps. You do the action, the opponent's unit takes an effect. So even with extreme point costs, it would be very difficult to balance...

I would shudder at the thought of an army with 6 Jedi mind tricks on the field. None of my units would be able to do anything by round 3.

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I'm really hoping for/looking forward to:

High-quality Clone infantry units.  (please, please be better than your average stormtrooper or rebel trooper)

ARC Troopers.  (Don't care if they're operatives or special forces, either would work)

Clone Commandos 

TX-130 fighter tank

LAAT/i Gunships (bit far-fetched, but I immediately fell in love with the Clone Wars when we saw the Gunships in Ep. II)

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On 12/11/2018 at 6:44 AM, Darth Sanguis said:

I don't  really see how that's a limit if they allow a force power slot. 

If I bring 6 corps units, and each of those units has a z6, then cumulatively per round they can add up to 36 white dice... 

The difference here is with the z6 the dice still have to go through the attack and defense steps... meaning between dodge tokens, cover, and defensive rolls, it's possible to negate that entirely.  It's not really OP, the points balance it out pretty well. Force powers like force choke and jedi mind trick don't have  attack and defense steps. You do the action, the opponent's unit takes an effect. So even with extreme point costs, it would be very difficult to balance...

I would shudder at the thought of an army with 6 Jedi mind tricks on the field. None of my units would be able to do anything by round 3.

I think the tradeoff could be that full fledged Jedi will be very expensive. More like Darth than Luke, and will also not have quite as high HP as Darth. So yeahm you could imagine maybe 5 Jedi in one army, if literally that's the only units!

Now since they will still need to take 3 corps units of (what IMHO should be even more expensive than Stormtrooper) Clonetroopere squads, I think you're looking at 2-3 Jedi more realistically.

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On 12/12/2018 at 7:45 AM, Alpha17 said:

I'm really hoping for/looking forward to:

High-quality Clone infantry units.  (please, please be better than your average stormtrooper or rebel trooper)

ARC Troopers.  (Don't care if they're operatives or special forces, either would work)

Clone Commandos 

TX-130 fighter tank

LAAT/i Gunships (bit far-fetched, but I immediately fell in love with the Clone Wars when we saw the Gunships in Ep. II)

Since this is a Skirmish game, I'd like to see 'Clone Commando' as an Operative choice. ALBEIT I can see them being a squad considering in this 'skirmish' game you're facing opponents like Darth Sidious and Vader

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6 hours ago, Alino said:

Since this is a Skirmish game, I'd like to see 'Clone Commando' as an Operative choice. ALBEIT I can see them being a squad considering in this 'skirmish' game you're facing opponents like Darth Sidious and Vader

Since Commandos are almost always seen as a Squad, I hope they keep them like that; using them as SF makes the most sense to me, while the ARCs could be the Republic's "cheaper" Operative option.

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On 12/12/2018 at 5:45 AM, Alpha17 said:

I'm really hoping for/looking forward to:

High-quality Clone infantry units.  (please, please be better than your average stormtrooper or rebel trooper)

The more I think about it, the more I would like to see Republic be low activation/high quality. To do that you'd have regular Clone Troopers basically have Death Trooper stats, but with Z6 as a heavy weapon, and maybe even more expensive given that they are corps. You'd still need to bring 3 of them (or Gungans!), so you can't load up too many if you want lots of Jedi!

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4 minutes ago, CaptainRocket said:

The more I think about it, the more I would like to see Republic be low activation/high quality. To do that you'd have regular Clone Troopers basically have Death Trooper stats, but with Z6 as a heavy weapon, and maybe even more expensive given that they are corps. You'd still need to bring 3 of them (or Gungans!), so you can't load up too many if you want lots of Jedi!

That would be perfectly balanced with a high activation/low-quality CIS army.  Tons of B1s, with only the occasional B2 or Droideka, and very few Operatives, SF teams etc. 

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1 minute ago, Alpha17 said:

That would be perfectly balanced with a high activation/low-quality CIS army.  Tons of B1s, with only the occasional B2 or Droideka, and very few Operatives, SF teams etc. 

Yup, that's what I'm thinking.

I wonder if you could even have keywords on the CIS commanders that force them to take fewer special slots (kinda opposite of Entourage)?

Say something like: Quality in quantity: You can include 1 less Special Forces unit, but are able to take 2 extra Corps units.

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48 minutes ago, CaptainRocket said:

Yup, that's what I'm thinking.

I wonder if you could even have keywords on the CIS commanders that force them to take fewer special slots (kinda opposite of Entourage)?

Say something like: Quality in quantity: You can include 1 less Special Forces unit, but are able to take 2 extra Corps units.

I wonder that instead of doing it through keywords, the just change the force organization chart for the faction.  For example CIS:

commander:1-2

corps:4-8

support:0-3

special forces:0-2

operative:0-1

Heavy:0-2

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16 hours ago, jcmonson said:

I wonder that instead of doing it through keywords, the just change the force organization chart for the faction.  For example CIS:

commander:1-2

corps:4-8

support:0-3

special forces:0-2

operative:0-1

Heavy:0-2

I'd want it to stay at 0-2 operatives. I want to run around with two cad banes.... and maybe a third cad bane.... or a fourth even

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