TIE Droid Squadron

Added
Jan 13 2017 - 19:18 UTC by TheMagicWombat
Edited Jan 25 2017 - 20:38 UTC by TheMagicWombat
Designer
TheMagicWombat
Rating
Point Value
9
Faction
Empire
Squadron Class
TIE Fighter
Special Text
This squadron may not move Distance 4 away from your flagship. If your flagship is destroyed, this squadron may no longer be activated, move, or attack.
Keywords
Speed & Hull
4
4
Armament
Defense Tokens
(none)
Found in
(none)
Related

Comments

Contributor
Feb 13 2017 - 21:38 UTC
All right, I posted my interpretation of it. More in the comments of it.
Feb 13 2017 - 21:00 UTC
Shoot I just found one, derphttp://kdyards.com/squadrons.view.php?id=1521Not sold on the stats though. I would think they had shields.
Contributor
Feb 13 2017 - 13:42 UTC
Hmmm... I'll have to think, do a little research...I'm off to work, but I'll make a card when I get back.
Feb 12 2017 - 21:36 UTC
With a loooot of patience and a really tiny brush. Thanks!I'd definitely like your input on what the Royal TIEs should have for stats. I couldn't find a card on here.
Contributor
Feb 12 2017 - 21:23 UTC
Jeez. How do you even paint things that small? Great job.
Feb 10 2017 - 18:41 UTC
I'm working on painting a few different squadrons. These were the tests for the TIE Droid, TIE Hunter, and Royal TIE Interceptor respectively.
Contributor
Jan 27 2017 - 00:33 UTC
Cool, CadetBrick! Post a picture if you paint it (if you do -- if not, that's fine.)
Jan 26 2017 - 07:23 UTC
Hey MagicWombat, thanks again for making this card! My order from Mel just shipped!!! The custom Star Destroyer he made and 2x squads of TIE Droids. I can't wait to try everything out!
Contributor
Jan 25 2017 - 20:38 UTC
CadetBrick: Oh yeah! I never thought about that!Green Knight: Whoops that was dumb.
Contributor
Jan 25 2017 - 08:12 UTC
Re the new text: why can't it move WITHIN distance 4 of the flagship? Doesn't make any sense.Also, it's "you" not "this squadron".
Jan 25 2017 - 04:05 UTC
Oh man... I just realized that your relay perk can potentially rescue stray TIE Droids! If a squadron is activated with , it can pick up a stranded squadron 1-3 distance away!
Jan 25 2017 - 04:03 UTC
Yeah it sounds like it would have been pretty tedious. I think distance 4 is better, maybe even 5. Since they have speed 4, the player will have to be mindful that his fighters do not stray too far from his control ship. Ooo, a valid counter-tactic for the opposing player.Damn I cannot wait for my new droid carrier....
Contributor
Jan 24 2017 - 13:45 UTC
That's a much better idea! I tried them out, and it got really annoying to constantly have to use commands.
Jan 23 2017 - 20:50 UTC
Hmmm, that IS interesting.... but if they cannot activate at all without a command I feel like that would nerf them too much. Plus the TIE droids in the SW Legends actually were autonomous. They were cheaper and quicker to produce than regular TIEs. Though that relay ability does seem to balance it out, exponentially increasing how many TIEs you can activate... ohhh that would be pretty sweet! I'd have to play test it and see how it would work.The Experimental TIEs (http://media.moddb.com/images/mods/1/14/13427/tieexp.png) were the remote controled ones that actually required constant guidance. I could see those being more appropriate for the mechanic.An alternative would be that the TIE droids cannot go beyond distance 3 from their designated control ship (indicated by a token much like a flagship). If the control ship is destroyed, the Droid TIEs are dead in space and can no longer activate... easy pickings for the enemy player.
Contributor
Jan 23 2017 - 20:02 UTC
Thanks Green Knight.
Contributor
Jan 23 2017 - 12:36 UTC
Looks much better now!
Contributor
Jan 20 2017 - 19:48 UTC
Yeah you're totally right. I made it really quickly without thinking.
Contributor
Jan 20 2017 - 12:14 UTC
The command mechanic is intriguing, but a squadron with stats like that, including double brace (why defense tokens for a generic squadron?), for 8 pts is just silly.