If you could redo Imp Aces, what would you do?

By R22, in X-Wing

Pick 2 small ships from waves 1-3, include at least 2 generic pilots we already have for said ships and suggest two new pilots (Be sure to mention if they get an EPT and their PS). That means 4 pilots for each ship if they are different, 6 pilots if you only use one type of ship.

Also include 12 upgrades/et al, 4 of which must be things we already have.

Plus the lore and repaint info since FFG is, admirably, trying to anchor these expansions in-universe and not just inventing "uber death squadron."

--

As a Rebel player I love the Imp Aces pilot abilities. I also fall in the "you can't kill what you can't hit" camp when it comes to TIE/Ints and am routinely brought to the edge/ended by TIE/Int lists. But there's so much grumbling, I'm curious what people would do.

I would have added a 0 point title that gave them a guaranteed evade result against attacks made outside of standard firing arcs or from secondary weapons. Give Interceptors some situational durability and allow them to combat turrets/make use of their manueverability.

Edited by Aminar

Why not Stealth Device cards? Seems like a natural choice to include in here. Also, although I understand that this is Imperial Aces why couldn't they have included Alpha and Avenger Squadron cards? Dunno what else, really, but it does leave some things to be desired. I'm still glad I got it!

While Lorrir's ability is surprisingly good, Cowall's is surprisingly underwhelming.

I'd subtract the stress on Lorrir and give Cowall a defensive buff, maybe similar to Dark Curse.

Jax is fine.

Kanos needs an EPT or no range limitation on his ability.

An action-based modification to shred TL tokens would be a nice addition too.

Maybe only single use for 1 point: "Chaffs" or "Sensor Decoy"

Or non-action based, but then take a roll.

The rest of the package is just good like it is.

I could have seen a minor buff against turrets similar to what was described as being fair. Or an upgrade that allowed Stealth Devices to be permanent. But in general, Ints aren't easy win button and too much nudging gets them to an unearned spot, so I feel they are within spitting distance of where they should be. Kanos will be fine; he just needs a wingman that passes out rerolls, TLs, evades, and/or focuses. The Empire has a little of it, but will probably get more or a universal "add an EPT" upgrade will get made and Kanos will be better for it. I still like him with Targeting Computer so he can set up shots at least for alternating turns. I tend to play hit and run with Ints anyway.

Kanos + EPT

Done!

Kanos + EPT

Done!

:)

Not going to recreate aces completely but here is what comes to mind:

-Reduce cost of Lorrir and Kanos by 1. They function just as well but get a "discount" for no EPT. They might see use. Forcing an interceptor to take stress or give up thier defensive action should cost less.

-include stealth devices

-include wingman

-Cowall and Jax are fine.

-1pt modification, interceptor only: if you would discard an upgrade card, discard this card instead. --or-- 2pt stealth device required: when you discard your stealth device, discard one damage card.

Edited by Rakky Wistol

While Lorrir's ability is surprisingly good, Cowall's is surprisingly underwhelming.

I'd subtract the stress on Lorrir and give Cowall a defensive buff, maybe similar to Dark Curse.

Jax is fine.

Kanos needs an EPT or no range limitation on his ability.

An action-based modification to shred TL tokens would be a nice addition too.

Maybe only single use for 1 point: "Chaffs" or "Sensor Decoy"

Or non-action based, but then take a roll.

The rest of the package is just good like it is.

Agree with all of this.

Not going to recreate aces completely but here is what comes to mind:

-Reduce cost of Lorrir and Kanos by 1. They function just as well but get a "discount" for no EPT. They might see use. Forcing an interceptor to take stress or give up thier defensive action should cost less.

-include stealth devices

-include wingman

-Cowall and Jax are fine.

-1pt modification, interceptor only: if you would discard an upgrade card, discard this card instead. --or-- 2pt stealth device required: when you discard your stealth device, discard one damage card.

Stealth Reactivation Modification (single use) for 1 point? :)

Only works together with Stealth Device to get a 4 point stealth which is capable to endure one hit

... this would'nt be bad as well ...

Something to deal with turrets.

A title seems like the right answer, adding defensive dice if you are outside of primary arc.

That and putting Stealth Devices in the box.

I'd consider giving Kanos tetran's ept.. I think it would improve them boy, Kanos would love ptl, Tetran cowbell doesn't need his, as ptl doesn't mesh with his ability.

Above covered Interceptors well, If I dare to dream, I would like to have seen Bomber and Advances.

(Also include 12 upgrades/et al, 4 of which must be things we already have.)

2 - Refit for Tie Advance -3 points to cost

2 - Ion Pulse Missiles

2 - Title that gives sensors

2 - A new bomb (assigns 2 ion tokens)

2 - Title that gives Boost

(i will come back and give this some more thought later)

The aces are amazing!

Give Kanos an EPT and reduce the cost of Opportunist to 3 points.

I would have replaced one of the Interceptors with a bomber. Then I would have given those bomber a title that would either make their ordnance cheaper (something like -1 or -2 cost reduction on ordnance to a limit of 1 point, a reverse Chardaan's refit, if you will) or something that made their ordnance more reliable (something along the lines of "Immediately after you spend a target lock to fire a secondary weapon, you may assign a focus token to this ship).

I would have added a 0 point title that gave them a guaranteed evade result against attacks made outside of standard firing arcs or from secondary weapons. Give Interceptors some situational durability and allow them to combat turrets/make use of their manueverability.

I like that effect. I think it should be a modification, though, and make it cost 1 point. "Enhanced maneuvering thrusters" you could call it. This would have made Imperial Aces a real answer to Interceptors' problems in addition to the Royal Guard title.

I would have replaced one of the Interceptors with a bomber. Then I would have given those bomber a title that would either make their ordnance cheaper (something like -1 or -2 cost reduction on ordnance to a limit of 1 point, a reverse Chardaan's refit, if you will) or something that made their ordnance more reliable (something along the lines of "Immediately after you spend a target lock to fire a secondary weapon, you may assign a focus token to this ship).

Making ordnance more reliable is exactly what the Munitions Failsafe does, though, and it's already slated for a non-aces release.

Edited by Vorpal Sword

If they are "Aces" where are the EPTs?

the ps on the 181st pilots should be higher.

Should have been named Imperial Slightly above Average(s)

I think the "Imperial Aces" box is fine (although I agree I would have preferred Kir Kanos to have either an EPT or a point of pilot skill).

If I was doing a new box..... I can see two:

Imperial Secret Weapons:

An Advanced and a Defender.

Throw in TIE Advanced X2 as a Title card for the advanced, and something Admiral Zaarin-related for the missions.

Title cards for TIE Big-guns ot TIE Boosters (fighter titles) and TIE Warheads (interceptor title) would be cool.

or

Black Eight Squadron

A TIE fighter and a TIE bomber in a slightly darker paintjob

Two Black Eight Squadron titles (available to TIE fighter or bomber) and a Black Eight Leader title (fighter or advanced only)

Plus the Black Eight pilots mentioned in Force Unleashed, split between fighters and bombers.

Edited by Magnus Grendel

Making ordnance more reliable is exactly what the Munitions Failsafe does, though, and it's already slated for a non-aces release.

Well, yes, but Munitions Failsafe is more a general purpose buff. It means your ordnance will hit, but it doesn't stop your 4/5 points of ordnance from doing a mere one damage. Given how the bomber is built to be an ordnance boat and is rather lacking in other areas, I'd rather see something that lets that ordnance actually pack the punch it costs to take.

A lot of ordnance can be very lethal, but it requires you to have both a target lock and a focus token. Something that's rather hard to acquire at range for a bomber unless you take two turns (which gives your opponent the time to react to your target lock) or have Push the Limit. Which means you'd have to go for the more expensive pilots, but that in turn means less ordnance.

I mean, I like Munitions Failsafe, and will get four as soon as they're out, but they aren't quite "Ace" upgrades.

Edited by keroko

How about something that allows a ship with multiple torp/missile slots to fire more than one torp or missile simultaneously?

As far as I can remember that affects:

  • Y-wing
  • Firespray-31 (Slave 1 specifically)
  • TIE Bomber
  • B-Wing

but no-one to the same scale as a TIE Bomber.

...A lot of ordnance can be very lethal, but it requires you to have both a target lock and a focus token. Something that's rather hard to acquire at range for a bomber unless you take two turns (which gives your opponent the time to react to your target lock) or have Push the Limit. Which means you'd have to go for the more expensive pilots, but that in turn means less ordnance.

So you'd like some ability that gives a reroll buff to nearby pilots using secondary weapons?

I just don't see that Bombers need a lot of help, I guess.

So you'd like some ability that gives a reroll buff to nearby pilots using secondary weapons?

I just don't see that Bombers need a lot of help, I guess.

"Nearby" is a rather limited buff. Good, but not quite an "ace" upgrade when you compare it to the others. Jonus is also pretty pricey and can't buff himself.

Compare, for example, with the B-wing who will soon be able to take crew with its ace upgrade. A B-wing with Deadeye and Recon Specialist can fire ordnance at anything within his arc, and has an additional focus token to increase its lethality. An advanced proton torpedo is going to hit for three damage, even if you miss with everything

But alternatively, something that makes ordnance cheaper and lets bombers fill their slots a bit more would be nice as well.

Edited by keroko

I would have added a 0 point title that gave them a guaranteed evade result against attacks made outside of standard firing arcs or from secondary weapons. Give Interceptors some situational durability and allow them to combat turrets/make use of their manueverability.

I like that effect. I think it should be a modification, though, and make it cost 1 point. "Enhanced maneuvering thrusters" you could call it. This would have made Imperial Aces a real answer to Interceptors' problems in addition to the Royal Guard title.

My Imperial Aces box would have been an Interceptor and the Tie Advanced.

Interceptor Aces have been dealt with extensively in earlier posts by many so I'll stick to the advanced:

-Tie Advanced Test Pilot @ PS5, missile, modification, elite pilot talent

-Tie Advanced Elite Test Pilot @ PS6, missile, modification, elite pilot talent

-Tie Advanced Ace no. #1: PS6, missile, modification, elite pilot talent; ability; can do a free barrel roll after his regular action.

-Tie Advanced Ace no. #2; PS8, missile, modification, elite pilot talent; ability; cannot be target locked due to custom prototype sensor jammer.

-> new cards:

-some missile (either cluster or concussion) for 1 (2?) point(s) - Tie Advanced only

-Test Pilot ability card; discard the first stress token you receive and discard this card. - 1 pt this EPT can be taken even if another EPT is chosen. Tie Advanced only Test Pilot only

disclaimer; nothing (play)tested but this would certainly be the direction I would have taken.

Peace and fly casual. ;)