ship mods

By mikeespo, in X-Wing

Am I the only one that thinks these are a bad idea. Being able to give ships other characteristics will ruin the balance of the game. TIES with shields, extra hulls, boost ect...kinda silly.

Should only be allowed for pirates and freighters. We have banned them within my group.

Edited by mikeespo

Am I the only one that thinks these are a bad idea. Being able to give ships other characteristics will ruin the balance of the game. TIES with shields, extra hulls, boost ect...kinda silly.

Should only be allowed for pirates and freighters. We have banned them within my group.

Canonically some TIE's were modified with shields and hyperdrives.

Canonically some ships got recon packages and engine upgrades.

Canonically they fit fine.

can you go into more detail about how you add mods that give shields that unbalance the game?

Obviously shields are OP! ;p

Also Engines, Engines are OP!

Laser cannons, OP!

Edited by DariusAPB

They're balanced in the way that they have a point cost attached to them.

Guess I'm alone. A TIE is not a TIE if it has shields a boost and a extra hull.

Might as well call a cow a pig.

Shouldn't one learn how to fly/fight the ship as is?

Guess I'm alone. A TIE is not a TIE if it has shields a boost and a extra hull.

Might as well call a cow a pig.

Shouldn't one learn how to fly/fight the ship as is?

What if you need your TIE interceptor squadron to operate independently of a carrier, and be able to take a hit or two?

As I said. Canonically it happened.

What if you needed to strip down your Y-wing for Recon duty? Longprobes.

Edited by DariusAPB

They're balanced in the way that they have a point cost attached to them.

Ya, I'm confused.

I mean, they are called modifications for a reason.

...I have trouble pronouncing canonically hehe

It seems every list I see has ship mods. Guys are using them in tournaments. Mods are for special missions, should only be allowed by SSR, or by pirates/ bounty hunters.

Sorry guys don't mean to offend, but personally I would not play anyone who used them. Sounds like a cheap way to get more out of a favorite ship instead of taking the time to learn all the +/- of a design.

Part of the fun IMHO.

They're balanced in the way that they have a point cost attached to them.

Ya, I'm confused.

I mean, they are called modifications for a reason.

...I have trouble pronouncing canonically hehe

Edited by mikeespo

It seems every list I see has ship mods. Guys are using them in tournaments. Mods are for special missions, should only be allowed by SSR, or by pirates/ bounty hunters.

Sorry guys don't mean to offend, but personally I would not play anyone who used them. Sounds like a cheap way to get more out of a favorite ship instead of taking the time to learn all the +/- of a design.

Part of the fun IMHO.

I'd also add that you only see the combat effects of mods.

I'd bet that the downtime for a tie with an engine upgrade is doubled due to the overcharged engines...

They're balanced in the way that they have a point cost attached to them.

Ya, I'm confused.

I mean, they are called modifications for a reason.

...I have trouble pronouncing canonically hehe

Points don't matter in certain situations...especially 4 or so. Even 10 in a 100 point game is not much.

I guessing you haven't played this game long. The points system is one of the reasons why this game is so well balanced. your serious objections will greatly limit your play group.

I think certain mods fit certain ships.

My royal tie list has shield upgrades as in the lore they have shield upgrades.

I can see your point about maybe not liking a mechanic or upgrade but its a bit harsh to refuse to play someone who essentially wants to use what... 1/6th of the games components?

How do you feel about turrets, cannons, astromechs etc.

Is luke only allowed to take R2D2 in you games and does he have to take him?

Im playing devils advocate her.e

Personally i dont like the biggs pilot, because to me he removes choice from the opponent but if a mate wanted to field him then fair enough its part of the game. I just chose not to as i've always felt that a core rule in games design is to make you feel that you are responsible for your playing pieces actions.

Its why in 40k its hit, wound save... logically that makes no sense.... it should be hit, armour save then wound but the physical act of handing over the dice for 'saves' gives your opponent the feeling *they* are responsible for the final outcome.

I dont like all aspects of all games but i think ship upgrades is hardly a big worry.

What i *would* like to see is the 'blind start' game.

Basically play as normal but have a third party ok your list before hand which is printed not out on display.

Your opponent only knows hes facing two xwings and a b wing (by the ature of the game hes got to know the base pilot skill on the base chit/card) but he *doesnt* know what mech is in the back, what torpedoes are loaded, what skill upgrades the pilot has etc.

Now that would be some nasty surprises

Then no upgrades cards of any kind should be used. Everyone just play the basic card and no deviating. Sounds like a short game life.

My opponent rolls red dice every time he attacks, red dice are OP! :P

Then no upgrades cards of any kind should be used. Everyone just play the basic card and no deviating. Sounds like a short game life.

My opponent rolls red dice every time he attacks, red dice are OP! :P

I use red dice for my attack rolls in 40K. They are OP...

Sorry guys don't mean to offend, but personally I would not play anyone who used them. Sounds like a cheap way to get more out of a favorite ship instead of taking the time to learn all the +/- of a design.

Part of the fun IMHO.

If one were to take a negative attitude you could say not using the printed upgrade bar and the hundreds of cards FFG expect you to use as part of the game is a cheap way of not bothering to learn how certain combos become more effective, how pilots synchronise with better equipment and a just be looking for a smaller set of variables to consider.

If one was being uncharitable.

They're balanced in the way that they have a point cost attached to them.

Ya, I'm confused.

I mean, they are called modifications for a reason....I have trouble pronouncing canonically hehe

Points don't matter in certain situations...especially 4 or so. Even 10 in a 100 point game is not much.

I guessing you haven't played this game long. The points system is one of the reasons why this game is so well balanced. your serious objections will greatly limit your play group.

As for my comment about not playing one who used them. Yeah harsh. Would always play but would explain why it's not a good idea. There is no accumulated damage rule in this game other than crits. A ship will operate perfectly with one hull remaining.

I am sure the design intent was for mods to be used with pirates "tinkering" ala Solo. Not for general use.

Edited by mikeespo

Honestly i'm *really* laissai faire about xwing and i'd say 'well lets play something else then' if you wanted to strip out a huge chunk of the core rules.

The squad building section is *supposed* to have those bits in, the game was designed with that in mind.

I don't understand the objection.

If someone soups up a y wing to have all sorts of tricks and mods (and lets be fair most small ships cant carry that much extra stuff) they limit themselves by putting all their eggs in one basket.

yeah you *can* put on loads of upgrades but most people add one or two to a ship tops.

How do you feel about chaardan refit and test pilot. They clearly made A wings more viable as before they were so hard to get decent results with, even with good players who knew them inside out.

They're balanced in the way that they have a point cost attached to them.

Ya, I'm confused.

I mean, they are called modifications for a reason....I have trouble pronouncing canonically hehe

Points don't matter in certain situations...especially 4 or so. Even 10 in a 100 point game is not much.
I guessing you haven't played this game long. The points system is one of the reasons why this game is so well balanced. your serious objections will greatly limit your play group.

Don't think so. Been war gaming almost 40 years...

I gotta be honest, as a fluff player i just am not getting your objection to mods. Even today military vehicles are jury rigged all the dang time.

Doesn't mean much when you are looking at this game. Also, remember, it is only one Modification and one Title per ship. This doesn't allow for wholesale building of your own ship.

Part of the fun of this game is the customization options via upgrades. Modifications allows you to do it with the ships that don't inherently have upgrade choices. I think there is enough in canon to justify specialized ships.

Gadge, what do u mean such a huge chunk of the game? I am talking about MODS: hull upgrade, engine upgrade, shield upgrade, to lesser extent, target computer. All the stuff in the upgrade bars are fine. Those are designed options. Perfectly fine.

....A lone voice......

Edited by mikeespo

I want to model a spoiler on a Y-wing now as a wysiwyg hull upgrade.

So for starters, with one exception (the royal guard title) ships can only take one mod. So if you have a shielded, hulled, and boosted TIE then you've got two too many on it. Also, it's worth noting that these mods are not free and paying 4 points for 1 shield on a 12 point TIE is not only not OP, it is strongly not advised. I think that adding a point of damage soak to a ship that is easily one-shot is hardly game ruining. And lastly, I do not agree with the assertion that 10 points in a 100 point match doesn't make a difference/matter. I could cite numerous example if you like, but I think I'll just say that every point makes a difference at the 100 point deathmatch level.

I'm not trying to pile on here, so may I ask if you are using them in the intended/instructed manner? Maybe it's a rule misinterpretation and playing it as written is the remedy? And I agree with Gadge that it is a large part of the game: shields, hulls, stealth device, engine, anti pursuit lasers, munitions failsafe, targeting computers, stygium particle accelerator, advanced cloaking device, b wing e2... and I'm pretty sure that there are more on the way with wave 5.

Edited by Futant420

Also bear in mind there seems to be a move to playing more 'naked' ships anyway.

A highly upgraded force can be annoying when you forget you had a hull upgrade after you've already taken the model of the table... or miss a critical shot and then remember you had predator :)

I can sort of see where the OP is coming from but like others have said the upgrade, EPT system etc tweaks existing templates.

It cant make an A wing a B wing but it can make a TIE live a bit longer with that extra durasteel plate welded under the pilots seat :)

(a bit like how sherman tanks in WWII added armour upgrades like extra panels over ammo storage areas, logs over the hull, tank track and wheels as applique armour... no one said 'you've got to take those off... hitler's panzer commanders are expecting factory fresh easy 8s!)

Gadge, what do u mean such a huge chunk of the game? I am talking about MODS: hull upgrade, engine upgrade, shield upgrade, to lesser extent, target computer. All the stuff in the upgrade bars are fine. Those are designed options. Perfectly fine.

....A lone voice......

Fair enough so why are they fine but mods are not?

Mods are also quite a big part of squadron build. One of my fave lists is a royal guard 'heavy interceptor' list. Its three royal ties with shield and hull upgrades... because in the back story this is what they have.. i think they might also have hyperdrives but they are beyond the scope of the game.

I just dont see why a mod that gives you say the ability to target lock is wrong when an EPT which might essentially give you the same effect isnt?