Upgrades You Never Use - Deadeye

By SableGryphon, in X-Wing

Alright, so Deadeye is an interesting card. For one point, it allows you to use a Focus Token instead of a Target Lock for ordnance.

Deadeye.jpg

Now at first blush, these seems interesting but not altogether useful. You still have to spend an action to use the attack. Not only that, but you can only put the upgrade on higher PS ships because only they have an EPT slot. And it costs a point on top of all that.

The cost is about right, when you consider it, but the real pain is the loss of the EPT slot. Why take Deadeye when for two more points you can get Push The Limit and take BOTH actions? There's a reason that this card isn't used often.

However, there is a purpose for this card. We are seeing a lot more highly mobile, high PS craft entering the game. The TIE Phantom is the most visible (hah pun) of these. Between barrel roll, advanced sensors, decloak, and navigator, this craft can end up in an incredible number of places. And they can be high PS, moving after all your ships and causing serious problems.

What Deadeye allows you to do that Target Lock doesn't, is you don't have to choose your target when you take your action. So, if Soontir Fel is at Range 4, but you know he's going to be heading at you, you can't yet target lock him because he's out of range. And he might not be in arc even if you could. Now, you can take a focus action and, when your shooting phase rolls around, you can determine your target then.

This is rather useful with Assault Missiles, as if you are fighting high PS craft or a mix of high and low, you have the flexibility to target the craft in the most advantageous place. Against interceptors and phantoms and A-Wings, you now don't have to telegraph your target.

However, the problem is that you are still handicapped with your attack because you are rolling dice without any TL/Focus modifications, unless you find some way to also get Target Lock or another focus. Plus, high PS ships are expensive.

And, as if in a dream, the perfect Deadeye case beckons to us, calling from across the void.

lieutenant-blount.png

Yes, Lt. Blount. PS 6, but he only costs 17 points. That's the base cost of a prototype A-Wing. Plus he has a missile slot and an EPT. Now we have a low cost test case for Deadeye. Load him up with Deadeye and Assault missiles he clocks in at a meager 23 points. Now, his ability becomes key.

Lt. Blount doesn't have to do any damage to have been considered to hit the target. That means that he might not do any damage to who he shoots at with such missiles, but everyone around that target is going to take a point of damage. Now, not rolling any damage or being unable to modify such an attack matters less. The goal of splash damage is successful. Further, if you are fighting a mix of low and high ps enemies, you can take the focus action and only when you fire determine which splash zone would be best. Bonus points if your target has a stealth device.

And there is a case which you care even less about the modification of your attack.

Ion-pulse-missiles.png

Ion Pulse Missiles. These bad boys have 3 attack dice. If you hit with the attack, all dice results are cancelled, but the enemy takes one damage and 2 ion tokens. Placed on Lt. Blount along with deadeye, you can take a focus token and just pick who you want to do a damage to and ion for the next turn. You don't even had to roll. Three blanks versus your opponents 6 evades plus and evade token? Who cares, you still do the damage, ion them, and break any stealth device toys they might have. Nothing they can do to stop that. And if that ship is a TIE Phantom that's cloaked, they stay cloaked, can't decloak next round and are super vulnerable. Happy hunting.

If ever Deadeye had a use, it's with Lt. Blount. And he costs few enough points to be worth it.

Kath Scarlet + Dead eye + Slave I title + Advance Torpedoes + Missile of your choice + Recon Specialist

Nice explication. I made a similar argument way back in the Wave 2 days: the real strength of Deadeye is that it increases the amount of information you have available when you make your targeting decision. It's actually one of my favorite upgrades, although there's never been a great place to put it.

In addition to Blount, there's also the Test Pilot Veteran--which mitigates the cost of filling your EPT. If A-wings could carry multiple missiles, it would be perfect!

I can't wait for someone with a crew slot and a torpedo slot (or 2)

Deadeye + Recon Specialist + Adv. Protons = ouch.

I can't wait for someone with a crew slot and a torpedo slot (or 2)

Deadeye + Recon Specialist + Adv. Protons = ouch.

Um...OK

Kath Scarlet + Dead eye + Slave I title + Advance Torpedoes + Missile of your choice + Recon Specialist

Edited by Forgottenlore

sorry, I meant rebels. I don't play with evil cannon fodder.

I've seen deadeye to be useful against Huge Ships as well. If you target lock the front section, and they reinforce the front section for example... you may have a more difficult time hitting. If you instead take the focus, you can use it for whatever.

Additionally, you can use homing missiles with a focus pretty well when using deadeye.

sorry, I meant rebels. I don't play with evil cannon fodder.

That's confusing and a contradictory statement lol.

sorry, I meant rebels. I don't play with evil cannon fodder.

Bwing/E

sorry, I meant rebels. I don't play with evil cannon fodder.

Ok, wait for rebel aces...

Bwing/E

That's what I was hinting at.

Deadeye is great on Green Squadron with missiles, especially Homing.

Blount is an absolute obvious choice for Deadeye, he can choose the sweetest target in the center to train his Assault Missiles.

Deadeye is better the lower PS is operating it, which makes it kinda unnecessary.

No other low PS generics or named come with an EPT for it, except for the AEY that can take R2-D6. Perhaps on a Gray Squadron with Munitions Failsafe? Add in a pair of Flechette's and you have a torp boat that can stress the sweetest target on a budget.

Gray Squadron - 20

Flechette - 2

Flechette - 2

R2-D6 - 1

Deadeye - 1

Munitions Failsafe - 1

27

Ion Turret optional.

It's funny seeing a slot decked ship only costing 27 points.

Edited by Skargoth

Kath Scarlet + Dead eye + Slave I title + Advance Torpedoes + Missile of your choice + Recon Specialist

This. I've used this exact set up a bunch and it rocks. Deadeye is only one point and the recon spec is still awesome on a fire spray even after the missiles/torps are used.

I think deadeye is my favorite upgrade that I have never taken. Where it is most useful is getting off that ordinace with ships with low PS. Except its not. Since it is a EPT upgrade only pilots who already have a relativly high PS can take it. It does have some utility on ships like Green squadron, to put missile on your low PS ships, but since a green squadron is already 2 points more than the prototype pilot, if what you are trying to get is a cheap A-wing that can still shoot its missiles, you spent 4 points for deadeye not just 1.

Since it is a EPT upgrade only pilots who already have a relativly high PS can take it.

A couple people have brought this up, and it is true, but from my point of view it is still allowing the mid range PS pilots to target the really high priority targets like wedge, Luke, fel, howlrunner and so on, which is a big deal. I would much rather toss APT at Wedge than a rookie.

At PS6 I would not use deadeye. Consider VI instead. PS8 most likely allows you to TL the intended target. And that upgrade is still useful after the missile is gone.

Deadeye is for ships which cannot reliably get the TL because they move first. Like green squadron.

The largest issue with Deadeye is that it relies solely upon Ordnance, which I don't see that often anymore either.

Why slave an upgrade slot to an upgrade you'll only ever use once, when you could load up with something more valuable?

Veteran's Instinct, giving you a +2 PS, is going to be more useful than Deadeye in most situations (excepting when you've got a Recon Spec on board and are using Concussion Missiles or APTs), as it is still useful once the shots have been fired.

EPT slots are typically only found on ships with medium-to-high PS. Giving a VI to THAT demographic means that you'll be able to target lock the ship you want to, when you want to, after they've moved, a significant proportion of the time.

Even with Blount: If you use VI rather than Deadeye, you're TLing as a Lvl 8 pilot, rendering Deadeye only superior on the single comparable attack against lvl 8 and higher pilots.

If you're determined to make Deadeye work, I'd figure out a way to get spare focus tokens, so you don't have to use your action at all to fire your ordnance, choosing instead to spend it on making the shot surprisingly useful, or by getting more than 1 point's worth of durability out of your ship.

Kath Scarlet + Dead eye + Slave I title + Advance Torpedoes + Missile of your choice + Recon Specialist

You know, the more I think about this build, the more I am liking it. It plays into my current playstyle I think.

Still, it is 50+ points in one ship, what would one take to go with it?

The other problem with deadeye is that short of the recon spec combo (or Kyle/Garven) you still want/need focus for your missile/torpedo to maximise damage. For a one off as expensive as they are the damage potential of missile/torps is pretty terrible (except maybe against capital ships).

I can't grok whether I think ordnance is over costed or underpowered. At least with epic format there is more of a reason to bring some of the heavier ordnance (which fits the concept).

Rules question on homing missile and deadeye. The rules text on deadeye says "spend target lock", but homing missiles doesn't spend it, you just have to have target lock. So how does these two cards interact?

Rules question on homing missile and deadeye. The rules text on deadeye says "spend target lock", but homing missiles doesn't spend it, you just have to have target lock. So how does these two cards interact?

You just have to have the focus. You can then spend it on the attack.

Rules question on homing missile and deadeye. The rules text on deadeye says "spend target lock", but homing missiles doesn't spend it, you just have to have target lock. So how does these two cards interact?

Whenever a card has the prerequisite Action: Target Lock you may read it as Action: Focus.

Whenever an attack requires you to spend a Target Lock you may spend a Focus as well.

If either of these situations occur, you may spend Focus instead of TL.

Edited by Dagonet

It's quite good on Bombers, as well, I imagine. Sadly Gamma Squadron doesn't get an elite pilot talent (mostly because if it did, I guess it might as well have a Deadeye stapled to it!), but Captain Jonus can benefit from this - and it does help with engaging higher PS targets (he is only PS6, after all). Rhymer probably doesn't need it at PS8.

Deadeye Farlander is going to be nice as well.

Does Deadeye interact with Han Solo Crew?

I know the current reading is that Deadeye requires both parts of the text to be true, but considering R7-T1 who grants you a boost regardless of taking a TL I'm starting to doubt that.

I've seen deadeye to be useful against Huge Ships as well. If you target lock the front section, and they reinforce the front section for example... you may have a more difficult time hitting. If you instead take the focus, you can use it for whatever.

Additionally, you can use homing missiles with a focus pretty well when using deadeye.

Rules question on homing missile and deadeye. The rules text on deadeye says "spend target lock", but homing missiles doesn't spend it, you just have to have target lock. So how does these two cards interact?

Deadeye is split in two parts.

Whenever a card has the prerequisite Action: Target Lock you may read it as Action: Focus.

Whenever an attack requires you to spend a Target Lock you may spend a Focus as well.

If either of these situations occur, you may spend Focus instead of TL.

FAQ page 9

"The attacker must have a target lock on the defender to use Homing Missiles, but the target lock is not spent in order to perform the attack."

I dont think deadeye can be used. the card says "spend a target lock" Homing Missiles dont need you to spend spend anything just to have a target lock

help me if im wrong

"The attacker must have a target lock on the defender to use Homing Missiles, but the target lock is not spent in order to perform the attack."

I dont think deadeye can be used. the card says "spend a target lock" Homing Missiles dont need you to spend spend anything just to have a target lock

help me if im wrong

That's what I mean by split in two parts. There's two qualifiers:

First:

Does [upgrade card] have the text Attack (Target Lock): meaning that to attack you require a TL? If so, you may read it as Attack (Focus): instead, meaning that you now require either a TL or a Focus in order to perform that attack.

Second:

Whenever an attack requires you to spend a TL, you may spend a focus token instead.

It's not necessary for both qualifiers to be true in order to function, they function seperately.

Homing Missiles (or Ion Pulse Missiles) has the first qualifier and so Deadeye functions.