This Kickstarter is launching in 15 days (storage for ships)
https://www.facebook.com/HexBay-152184461950551/
https://www.facebook.com/HexBay-152184461950551/
So far I've narrowed my options down to three in no order Scum lists:
FAQS!
https://www.fantasyflightgames.com/en/news/2017/3/6/bringing-balance-to-the-force/
Palpatine destroyed.
Zuckuss smashed.
X7 nerfed.
Manaroo killed.
And more.
FAQS!
https://www.fantasyflightgames.com/en/news/2017/3/6/bringing-balance-to-the-force/
Palpatine destroyed.
Zuckuss smashed.
X7 nerfed.
Manaroo killed.
And more.
C-ROC probably will be in stores around May. Just my own estimate based on when it was announced and how X-Wing releases tend to go.
I want to go to GenCon but I'm not 100% going yet. We'll see. I've been there three other times, though. It's exhausting but a very cool experience.
Brobots! Or Ketsu + small ships. Just fuck those large 360 ships PP
See I think the opposite: I doubt there was much playtesting at all because they have so effectively killed her. Frankly, I do not trust their play test squad worth a damn, given how many painfully obvious combos have made it past their crew. See: Contracted Scout + Deadeye. It also starts limiting the upgrades you give her that rely on R1; no way I would build Bumparoo now that I need my friends AND my enemies at R1 or closer. R 1-3 would have been reasonable, if still powerful. R1-2 would have probably been the sweet spot. Either one forces her to get more into the fight instead of lurking around the edges, which I agree with. R1 just makes her into Biggsaroo.Manaroo surprised the hell out of me. Considering Manaroo has been an issue for near enough 6-8 months now, I'm certain this nerf has had A LOT of playtesting. To come to the conlusion that the only worthwhile nerf is to make her range 1 is really surprising. she's still got a powerful ability, but it forces you to think about her placement. You need her range 1 of her squadmate, but behind them so they're range 2 or 3 of whoever is taking the focus and TL. No easy feat considering she moves first in most lists that she's in. I think FFG have just killed the hell out of her.
See I think the opposite: I doubt there was much playtesting at all because they have so effectively killed her. Frankly, I do not trust their play test squad worth a damn, given how many painfully obvious combos have made it past their crew. See: Contracted Scout + Deadeye. It also starts limiting the upgrades you give her that rely on R1; no way I would build Bumparoo now that I need my friends AND my enemies at R1 or closer. R 1-3 would have been reasonable, if still powerful. R1-2 would have probably been the sweet spot. Either one forces her to get more into the fight instead of lurking around the edges, which I agree with. R1 just makes her into Biggsaroo.
The Palp change I am meh on. I think he could probably stand to lose a point maybe a crew slot icon with the change, but either way it is still a nice power. If you need a certain result you can still guarantee you get it, but you have to decide ahead of time instead of reacting. It definitely will lead to a few "I choose evade and then roll all evades" moments, but I suspect that those will be few and far between.
Zuckuss I think will still be around. People on the FFG forum are suggesting this will somehow herald a return of 2AGI ships, but Zuckuss is still great against 2AGI ships; good chance you aren't rolling two native evades to begin with.
x7 seems like a good balance. You have to watch how you fly to get the free evade, no more bumping on purpose and getting a free evade token. It also means flying stressed is an issue where it was not before (wrt the free evade). Seeme like a decent change that might make /D more appealing?
At least Attanni Mindlink didn't get old yellered.
Manaroo destroyed the game when she was released, was by far the best pilot skill in the game. It was the right call and I'm glad FFG had the balls to do a huge nerf like this.
Clearly your experience is different than mine (and reality), given that the release of the J5K heralded U-Boats without a Manaroo in sight.
Uboats weren't the problem, the insane Mechs were (deadeye too). They did a really shit job balancing that whole thing when released. Manaroo was, up until that nerf, the best pilot ability bar none.
Hey fellas. So I got into X-Wing when it had first come out and I kept up with the first three or so waves and then started up again when Scum came out.
I had to move across the country and ended up leaving every little bit of X Wing with my brothers. I've been looking to get back into it mainly with Scum, and ideally with Bossk in the list. Besides the stuff in one of the starters, what's a good start for a Bossk list at 100 points?
Gotta be the first new stuff article I've read where at the end my reaction was 'okay'
Absolutely nothing really jumped out at me as cool or interesting. Have I missed something?
Sorry I was apparently not clear. 'U-Boats' was referring to the triple Contracted Scout with Agromech, EM, GCs and Plasmas. The list that dominated competitive play for ages. That "insane mech" was around long before the J5K even came out, and never considered an issue. There was no singular issue to the whole mess, and certainly not Manaroo's pilot ability. Much like Paratanni, it was the combination of things that took a bunch of disparate (and often weak on their own) options and made them more than their sum.
The Scurrg (SkurG? Scourge?), according to wookieepedia, has something called a bomblet generator, which creates energy bombs at the cost of it's own power. I envision either a recharging bomb that costs an action to recharge, or you spend a shield to drop a bomb and you don't get rid of the card. Meaning you can have as many bombs as you have shields.I'm interested in those new bombs.
No TL tokens for the Bomber, and no evade token either. So middle action is either boost or something new.
Kanye West Definitely Said this once said:
"FFG doesn't care about epic."
These don't get discarded after firing, pretty interesting ordnance.
Also, is this the first card that takes two upgrade slots? I foresee many new cards following suit.
Emperor
Palpatine takes up 2 slots too.
It looks like that's one of the upgrades, chances are it's some sort of unlimited or regenerating bomb like you imagined.The Scurrg (SkurG? Scourge?), according to wookieepedia, has something called a bomblet generator, which creates energy bombs at the cost of it's own power.
It kinda does look like a TL icon, but I see what you mean, no TL tokens.
These don't get discarded after firing, pretty interesting ordnance.
Also, is this the first card that takes two upgrade slots? I foresee many new cards following suit.
Looks like this is how they're going to buff 2 attack dice ships. No range 3 agility bonus either. Will be interesting.
Looks like this is how they're going to buff 2 attack dice ships. No range 3 agility bonus either. Will be interesting.
I do have something cool to buy this time, a custom tray and template set featuring some awesome Interceptor art, but the guys in Italy who are making it are designing a custom magnetized lid and haven't been in touch for two weeks.
Even though I don't like the TIE Aggressor's existence from a fluff point of view, I think it'll be a neat addition to this game.
It's neat that the Havoc bomber comes with a Rebel pilot card.
Yeah, it's definitely a buff to the three ships that can take it: TIE Bomber, TIE Punisher and TIE Aggressor. Besides the lack of extra green die for the defender while at range 3, also of note is that nothing can change the attack's dice except spending a focus token for its "standard" effect that means the opponent can't do so, either, which is neat. Can't Palpatine it yourself, though. I generally like it.
Even though I don't like the TIE Aggressor's existence from a fluff point of view, I think it'll be a neat addition to this game.
The Auzituck Gunship feels kinda like a Rebel version of the Mist Hunter.
It's neat that the Havoc bomber comes with a Rebel pilot card.
Can do, but I can also post a pic of what I'm getting. I'm getting their smaller tray sans range rulers, so there isn't much room for personalization. I'm getting the bottom one:Oooh, you're going to have to share pictures of that when you get it in.
Not sure what their top cover solution will look like yet though.
Spending only focus to modify seems fair considering your removing the range bonus and having infinite munitions.
Can do, but I can also post a pic of what I'm getting. I'm getting their smaller tray sans range rulers, so there isn't much room for personalization. I'm getting the bottom one:
Not sure what their top cover solution will look like yet though.
That looks great,!except the TIE Interceptors are being flanked by X-Wings
This upgrade can only be equipped to a ship of the specified type. If the ships type includes the entirety of the restricted type, it can equip that upgrade. For example, a TIE/fo fighter can equip an Upgrade card restricted to TIE Fighter only.
So, someone realized this funny oversight:
TIE Aggressors can equip the IG-2000 title.
And applicable rule:
Full thread here:
https://community.fantasyflightgames.com/topic/244950-tie-aggressor-with-ig2000-title/