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Made in us
Basecoated Black




Georgia

I have recently joined a league with some custom rules and I was wondering if any one had any advice for a ship. The big thing is you have to make your own character by picking a non unique ship that starts at pilot skill 1 with no upgrades. The more kills him and his squad gets the more he can buy upgrades and increase his pilot skill I was wondering if anyone had good advice for a tough and strong generic ship. Any advice is appreciated and welcomed.

Sorry probably should have posted more rules

It's any ship non unique they start as pilot skill 1 as you progress you can spend XP which is earned by killing the enemy squad and winning missions for upgrades or to raise pilot skill and the faction is rebels.

This message was edited 2 times. Last update was at 2016/09/26 01:53:10


"If you hear a voice within you say 'you cannot paint,' then by all means paint, and that voice will be silenced." - Vincent Van Gogh 
   
Made in gb
[MOD]
Villanous Scum







What faction are you looking for?
Small based ship or large?
Does the generic have to have a PS1 version already or are you modifying the PS down?

My two cents on this would be that the best bet is the TIE Defender followed by B-wing and Mist Hunter if it is small based ships only.

On parle toujours mal quand on n'a rien à dire. 
   
Made in us
Douglas Bader






What are the upgrades? How fast do you get them? Can you lose upgrades if you lose the ship, or do your stats only improve? Without knowing the exact rules you're using it's impossible to give you an answer. You might pick a good ship to set up a specific upgrade path, or you might just take a throwaway academy pilot to meet the requirement without hindering the rest of your list.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in au
Missionary On A Mission





Australia

Interesting. would like to know the answers to the above questions. might look at running something similar

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in gb
Longtime Dakkanaut





Interesting idea... There might be some balance issues though, as ships that work well at low PS, and with few upgrades, will probably progress faster and become difficult to catch later. It's worth bearing that in mind.
   
Made in gb
Battleship Captain




We ran this type of league and the one thing I'll warn you is that it can easily be not fun. As long as you're required to pay for your options, it's okay, but if you get your experience upgrades for free, what you have is the best players also getting a better ship, which means they win more games and get experience faster, in a reinforcing circular loop of suckyness for anyone who's not one of them.

by the end of the league, in a game on the final week one player had some god-fighter that was basically Biggs in a Sensor Jammer/Stealth Device/R2-D2 E-wing, and the person he was playing had.....a PS5 TIE advanced.

As you might imagine, not the most enjoyable game.


The big thing will depend on what you can buy. If you're limited to the pilot abilities and pilot skills normally in each fighter or not.

As a rule, given rebel small fighters I'd probably say E-wing, B-Wing or T-70. The reasoning:

A Y-wing or K-wing will do precisely jack for you until you bolt upgrades onto it - and if it can't get any kills by itself, it'll never get the experience to buy said upgrades.

An A-wing, much the same. It's fast and hard to hit, but - unless you get experience purely for surviving - one A-wing will never rack up many kills solo. A pack of A-wings, sure, but not one individual specifically. This goes double for Z-95s, so they're out too.

T-70s, B-wings and E-wings have plenty of slots for theoretical upgrades to go into, and are decent in a fight without them. My gut says T-70 or B-wing, probably T-70 - the E-wing is okay but just flat not quite as good as the other two without upgrades. Once you can load it out with astromech and system slot, it's not bad but without them it's hamstrung.





Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Basecoated Black




Georgia

You don't get the upgrades for free you buy them for the ship with XP and then you have to pay for them with squad points.
And you don't get pilot abilities only EPTS

This message was edited 1 time. Last update was at 2016/09/26 19:40:10


"If you hear a voice within you say 'you cannot paint,' then by all means paint, and that voice will be silenced." - Vincent Van Gogh 
   
Made in us
Douglas Bader






In that case take a TIE fighter or z-95. Having to pay for upgrades normally essentially means that you start out with part of your list locked and unavailable until you level up enough to use all of your upgrades. This is a bad thing, and I can't see any benefits to justify such a crippling penalty. Therefore the best answer is to play a normal list and ignore the upgrade mechanic entirely. A basic z-95 or TIE fighter wastes the minimum possible fraction of your list on the level-up gimmick, and very quickly reaches its full potential (missile on the z-95 or crack shot on the TIE) if you happen to earn any upgrade XP.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
 
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