**"...Is it worth it?..."**

By Orgapurius0907, in X-Wing

This thread is about taking into detail specific ship cards and/or upgrade cards and talk about their effectiveness in this game. Also, feel free to make a comment on how do you think this card should be changed (or errata'd...meh) to make it effective, yet not over powered. I'll start off with a few of mine.

Counter Measures.

Is it worth it? Well...somewhat. After all the games I played with my YT-2400 I knew that this is important. Once my Outrider is blocked, having no actions, it just melts bad. So I start trading off Kyle for Leebo, to remove EU and free my Mod slot for Counter Measures; still having that boost action. What happened? Nothing much. after a lot of play testing, it just doesn't do much. And its expensive. So it's not that recommendable.

Now, how do I want this card to be changed? Like this.

Counter Measures (3 points)

"At the start of the combat phase, you may discard this card to increase your agility value by 1 till the end of this round. Then, you may choose to either assign 1 evade token or remove 1 enemy target lock token from your ship."

Sure, the text on this thing is rreeaalllyyy long; but I strongly feel that this is way better. Once you spend this card, not only do you get an additional evade die, you may also choose to either get an evade token or remove an enemy TL from your ship. Now, if it so happen that you dont have an enemy TL, then just take an evade token. This increases the chances of actually evading a single hit, and not just an additional fickle green die that has a 5/8 chance of NOT giving you an actual evade. Really think that this is MORE worth 3 points.

How about you guys; Any cards you think that are not that worth it? If so how will you fix them? Will you add another card to that build, or will you errata the text? Feel free to post your concerns.

Thanks for reading!

Edited by Orgapurius0907

i've seen counter measures put to great use on firespray builds. especially against my souped up, target locking vader.

Countermeasures has the same role as Stealth Device: it's good for a round when you're going to get focused but has to somehow beat Hull Upgrade. The thing about it is you choose when to set it off, so its true utility is is procket deployment.

It strikes me as a marmite upgrade: some will swear by it and others'll consider it junk.

Edited by TIE Pilot

Countermeasures....eh.... back of the book material.

its true utility is is procket deployment.

I like putting proton rockets on a HLC Outrider, and then you sneak that one in against a Fat Han at range 1.

its true utility is is procket deployment.

I like putting proton rockets on a HLC Outrider, and then you sneak that one in against a Fat Han at range 1.

Or Firespray-31's.

I am this close to putting it on Commander Kenkirk for when he a) gets blocked in by a swarm, or b) faces a range 1 shot from "Whisper" with FCS, hopefully to reduce her 5-dice shot to a single damage. But the rest of my list is so tight, I just can't justify the points.

My rule of thumb for +Agility upgrades is, if you get to roll the extra dice 3 times, it is roughly the same as an evade/hull/shield upgrade.

Counter Measures vs Hull upgrade, is not really a reasonable comparison given a lot of large ships would rather take Engine Upgrade.

I think it's going to be one of those upgrades that depends heavily on the ship, your flight plan, and synergy.

Scum Boba it could be alright, especially if you plan to fly into the centre of an enemy formation. Throw on Proton Rockets and he can throw 5 dice, reroll a decent portion of it, then throw 3 dice defense for the round rerolling a decent portion of that too.

The problem with that plan is that meta is currently pretty 2 ship dominant, so there will have to be a bit of a shift before you would expect 3 or more defense rolls in one turn.

If only Carnor could take Counter-Measures...

Edited by Keffisch