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Posted (edited)

Some thoughts on the Squadrons...

delta7.PNG

It is a little expensive but I'm liking the Delta-7 as an A-Wing with some serious punch. 

Adept 1 gives a more powerful version of swarm that needs no friendly nearby squadrons and it works on ships too.

In a dogfight Dodge 1 will make it the same survivability probably as a 5 or 6 hull squadron. If the Ace version of this squadron is a scatter ace it could be slightly more unpleasant version of Shara to take out.

 

 

v-10.PNG

Compare the V-19 to the X-Wing.

  • Same Hull, Speed, & Escort rule.
  • Slightly less anti ship - Same expected damage but black is more predictable than red die bomber, but then you loose the crits and BCC doesn't help.
  • Lost a blue dice against squadrons and one more blue dice replaced by a more swingy red dice.
  • Gain Swarm - Partly making up for the previous point.
  • One point cheaper. I think that's a good deal overall. 

 

vulture.PNG

Vultures, I like them - Compared to the TIE Fighter...

  • Same Hull
  • I assume it is speed 4 looking at the ace version (DFS-311) and usually the ace keeps the same speed as the generic. (Ok Han, Bossk & IG-88)
  • Same Anti ship but a swingy red die making things more exciting.
  • Both have Swarm.
  • AI Squadron - I assume the rule is  while attacking a squadron if activated by a <Squadron> command add a die currently in your pool. So without the Squadron command it looses firepower compared to the TIE but when commanded it can hit with 2 Black, 1 Blue and a swarm reroll. Against Scatter aces add a blue instead. Throw in flight Controllers on the carrier and these things are very strong for not many points. 

 

 

dfs.PNG

DFS-311. If you live in the UK it has to be called the Sofa Squadron
DFS is an upholstery company that always advertise their Sales on British TV. Only Chuck Norris buys a Sofa from DFS when there isn't a sale on...

A scatter ace Intel source. I wonder if this faction will get a generic Intel provider some how? Anyway DFS is similar to Dengar I suppose but with only three hull and no counter given out to friends.  AI-Squad1 brings the firepower up and Intel providers are usually at the top of the list to get a squadron command each turn. The defensive special rule means this chap will spend a lot of time sitting on rocks to benefit from the extra protection and make up for the sub par hull. 18 points (it looks like) seems a little high.

 

Edited by Mad Cat

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Posted (edited)
2 hours ago, Mad Cat said:

Squadrons...

delta7.PNG

It is a little expensive but I'm liking the Delta-7 as an A-Wing with some serious punch. 

Adept 1 gives a more powerful version of swarm that needs no friendly nearby squadrons and it works on ships too.

In a dogfight Dodge 1 will make it the same survivability probably as a 5 or 6 hull squadron. If the Ace version of this squadron is a scatter ace it could be slightly more unpleasant version of Shara to take out.

Dodge is stronger than that. It will spike Effective durability wayyy up when facing things like bombers with only 2 dice. Even with 3.

 

its still good even against higher dice pools, but obnoxiously good against small. 
 

A single JSF with adept and counter 2 can engage multiple bomberS at once and expect to win. If not win, severely damage all of them. The comparison to Shara is a good one though

Edited by Church14

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Posted (edited)

Dodge against ships sounds particularly strong. Most ships have only 1 anti-squadron dice anyway, so defensive rerolls are going to make it very hard to bring down a Delta-7 without squadrons or dedicated anti-squadron ships.

I can't read. Adapt against ships may be nice, at least.

Edited by Grumbleduke

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5 minutes ago, Grumbleduke said:

Dodge against ships sounds particularly strong. Most ships have only 1 anti-squadron dice anyway, so defensive rerolls are going to make it very hard to bring down a Delta-7 without squadrons or dedicated anti-squadron ships.

Dodge, on the card, specifies "against squadrons."

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Speculation on Luminara Unduli

"When an enemy squadron (or ship is) attacking a non-unique (squadron at distance 1) the attack is treated as (obstructed).

 

I really think there something else after enemy squadron, no only is. "Or ship fits perfectly", however it's really powerful that way. The distance limitation is just a must or her ability would just super awesome. Not sure what other treats may have an attack. This would make Luminara an awesome support for generic squadrons.

What other thing could she do?

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5 hours ago, Mad Cat said:

 

v-10.PNG

Compare the V-19 to the X-Wing.

  • Same Hull, Speed, & Escort rule.
  • Slightly less anti ship - Same expected damage but black is more predictable than red die bomber, but then you loose the crits and BCC doesn't help.
  • Lost a blue dice against squadrons and one more blue dice replaced by a more swingy red dice.
  • Gain Swarm - Partly making up for the previous point.
  • One point cheaper. I think that's a good deal overall.

And swarm is really nice to enable reserve hangar deck. A resurrect-able escort for 12 points sounds really strong.

Looks like Offensive Retrofit is present on at least 1 version of each Republic ship as well.

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This entire dials pack doesn't make sense: The most expensive part are the command dials and at the point of its release every expansion comes with its dials. Nearly noone needs them. Same for round tokens. Of course they are nice for bail and Pryce, but people have found there solutions. The pass tokens make sense with a rule change that would make the ability available for other ships than the SSD. But that's it.

For That the pack starts to make sense a rule change would be necessary that increases the command value of many ships. Even if that happens by far the majority of players world have more than enough dials. And the speed dials make no sense whatsoever.

My guess : The picture is a red herring. They didn't want to give away their thunder of tomorrow.

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I'm guessing going forward there won't be dial sets in expansions. So you'll get a starting pool of dials to use in your Faction starter(s), and then maybe buy one dial pack if you can't get some spares from a veteran player, and then when you have a 'playset', your good. Any ships you buy just use dials from your pool. A large majority of players don't play with every ship they open on the table at once anyway.

It would save FFG A TON of money and the players a ton of space too. I consider it a improvement.

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14 minutes ago, ForceSensitive said:

I'm guessing going forward there won't be dial sets in expansions. So you'll get a starting pool of dials to use in your Faction starter(s), and then maybe buy one dial pack if you can't get some spares from a veteran player, and then when you have a 'playset', your good. Any ships you buy just use dials from your pool. A large majority of players don't play with every ship they open on the table at once anyway.

It would save FFG A TON of money and the players a ton of space too. I consider it a improvement.

This is my thinking as well. After these core sets they won't be including speed dials or order dials in the ship expansion packs going forward. 

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A question about the upgrade card pack.  In Biggs' picture 9 in the link in his first post I can see that Piett and Brunson both have little icons to the right of their name.

It can't indicate a unique card because that's what the spot does.  It can't indicate an Imperial card because Kallus is behind and he doesn't have one.

 

Any guesses what it might be for?

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5 minutes ago, flatpackhamster said:

A question about the upgrade card pack.  In Biggs' picture 9 in the link in his first post I can see that Piett and Brunson both have little icons to the right of their name.

It can't indicate a unique card because that's what the spot does.  It can't indicate an Imperial card because Kallus is behind and he doesn't have one.

 

Any guesses what it might be for?

Both those cards exhaust if I remeber correctly so probs just a symbol to help remind u to exhaust them when u use them

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