How many points on upgrades is too much?

By LagJanson, in X-Wing

I ask in curiosity. Rightly or wrongly I feel uneasy about spending points on generic ships. Specifically I have a rebel control squadron of three ships and inserted an Awing green sqdn into the mix to run interference and harassment duties. I gave it PTL to get an evade plus boost or focus. Put proton rockets on it for punch and then pulled an outmaneuver out with test pilot before wincing at the point cost of 28. I suppose this is my example of too much. It fits in with the rest of my group at 100 points but just can't pull the trigger to add it.

How many points do you stop at?

I don't know what constitutes good form but most of the people I see posting about generics are using them naked or very nearly with maybe a mod upgrade. I think most people use generics for cheap filler/meat shields. If the ship is going down take as few points with it.

Every 12 points in upgrades could have been another TIE or Z.

You just have to weigh whether you want more dice and another ship on the board or fewer, fatter ships that might or might not be as effecient. The meta seems to still favor fewer ships decked out, with all those points hiding behind evade tokens and high agility/hull/shield.

PTL, HU (or SD), and AT is 8 points. This is usually what's on interceptors these days, and it's most likely named pilots but could be generics. It's supposed to keep them alive, but two of them decked out as such is a named TIE or a Bomber.

Corran takes R2-D2, FC, PTL and usually a mod like SD or Hull. That's a Z-95's worth of upgrades but Corran can do ALOT with those points, a lot more than 2 red dice trying to block.

There is no fixed answer to that.

The gold standard when it comes to considerations is to recognize that 12 points in upgrades could have gone to one more ship and then weighing upgrades against that potential. There is also considering the upgrades in relation to the base ship. You don't put Shield Upgrades on three Academy Pilots when you could just use those points for a fourth AP giving you as many hit points plus additional attack dice, a body to block with, and someone else to draw fire.

While the extra ship comparison may be the gold standard you also need to look at how the upgrades fit into your overall squadron and goals. I also believe that some ships are basically designed to be run with upgrades which blurs the lines about 'too many points on upgrades' because I have a hard time seeing when you'd ever want a HWK without a Turret upgrade.

It's not so much total points, as percentage of points compared to the base cost of the ship.

I'm still going to fly the 75pt Boba some day...

I would say that the "proper" number of points on upgrades are enough to allow it to fulfill it's mission. No more, no less. Are you really going to take a HWK or Y without a turret? No. That's crazy talk. They are essential for the ship to function properly.

I look at it in more of a points per HP point of view. I don't want to load a bunch of points on a ship that can die in a hurry. It just does not seem like good investment. This is a reason why I don't run Interceptors very often. Lots of points (to an Imperial player) in a fragile ship.