Monday, March 7, 2016

Scum of the Aturi Cluster

So, been pondering this idea in my head for a few weeks now. I want to test how feasible/balanced it would be to run a Scum and Villainy squadron using Heroes of the Aturi Cluster. I also wanted to come up with a way for organizers to allow a more variety of ships at start of the campaign and pave the way for greater customization. Using the standard point costs for X-Wing, I was able to come up with a point-by system. A starting point cost of 26 points seemed feasible, as it allows a variety of ships (assuming a PS 2 pilot) and a few points left over for upgrades. An organizer can change this number to which ships are available as they desire. I even threw together a spreadsheet to help myself out: http://1drv.ms/225YheU

For my initial test, I started a 3-ship S&V squadron, hence forth dubbed the Devil Dogs, consisting of a Kihraxz fighter, an M3-A Interceptor, and a Y-Wing.

The Y-Wing was easy to work out, using the exact same stat card as the original. This would give me a baseline to compare other ships to. And at 26 points, it works out to have the same starting XP as the Rebel campaign (8 pts). I thought about adding an illicit slot to the Scum Y-Wing, but there just wasn't enough room for it on the card, and I'm not much of a photo editor. Maybe later.

The Kihraxz fighter is not much different from an X-Wing. A PS 2 pilot is 20 pts, so that leaves 6 XP to spend upgrades on. I figured that was fair, since it lacks an astromech slot in lieu of an illicit slot. Don't get me wrong, some of the illicit upgrades are great, but are usually a 1 time use, unlike most astromechs.

Now, the M3-A was a bit trickier. A PS 2 M3-A is 14 points, and I went ahead and added the points for the Heavy Scyk title card, bringing it up to 16 points. That leaves 10 points left over for a modification and a secondary weapon. A lot of points to spend on 2 upgrades. So I added an illicit slot to the M3-A. I know, it can't normally take one, but it felt thematic and I don't think it will break it. Beside, the M3-A is not that good of ship to begin with, so I don't think it will be unbalanced.

I found some pilots cards for the Kiharxz and M3-A on Reddit, then made a few modifications to it. When I get a chance, I'll post them here.

So, for my initial squadron build, I went simple:

Kiharxz fighter - Callsign "Bulldog"
   Shield Upgrade
   Giltterstim

M3-A Interceptor - Callsign "Gnat"
   Shield Upgrade
   Auto Blaster Cannon

Y-Wing - Callsign "Retro"
   Ion Turret
   Unhinged Astromech

I played the Local Trouble scenario to get a base line. I initially thought the M3-A with an auto blaster would be OP, remembering what my B-Wing could do with it in another campaign. But as it turned out, without all the focus and target locks the B-Wing had, it really wasn't as effective as I hoped. I'm thinking the Mangler Cannon might be a better bet, especially once you add in Bossk's abilitiy >:). The Kiharxz performed about what I expected and was right on par with an X-Wing. I didn't loose any ships, but that was attributed more to luck than skill. A couple of bad rolls on the Imps, and some really good rolls for the Scum. I'll continue to play this setup and see on my own, but I definitely want to get others involved as soon as possible. I plan on having at least one pilot switch to a Starviper, and possibly a G1-A when it's released. Now, this campaign MIGHT be a bit overpowered for the scum, but the point is to find out by how much. I also want to test out the possibility of changing all regular TIE Fighters into TIE/FO's. I think this could be tricky, but it may balance out for the more advanced fighters like the Starviper and E-Wing. And at some point. I will create a mission, or even a mission arc, that will end with a raid on a ship factory. If successful, pilots will be able to switch to ships from one of the other factions!

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