Shield to Hull Refit? Opinions on this upgrade

By eagletsi111, in X-Wing

In our campaign league at the store, someone suggested the following:

Shield Generator Refit

Small ships Only

-2 Pts

Modification

Change 1 shield to 1 hull on your ship profile

Our group voted an we allowed the player to use it in the campaign.

As for the real game:

After thinking about it I think this upgrade would help with the Syck and some other ships. What do you think?

I would definitely play Syck's more with this upgrade.

Edited by eagletsi111

I could see 'shield gen refit' opening up a second modification slot (like royal guard) but i don't see how taking out a device would strengthen the hull.

Shields are worth about 4pts right? So i'd say that it opens up a new mod slot, is -4 points, that would allow you to buy 'hull upgrade' and still discount the ship by 1 point?

A +1 hull should come with the Heavy Scyk title if you asked me.

So if the Skycs were 1 point less and the title was 3 points but +1 hull in addition.

This would be a better solution.

The Scyks would be playable.

Edited by TheRealStarkiller

Well maybe change the name. To something else then. How about Hull refit then. Were still trying to work on a name for it.

As for -4 points, your not removing the shield entirely, since you are adding a hull which is 3 points. That's why we came up with -2. Plus we don't want them to be able to still have the ability to have shields if they take this.

Edited by eagletsi111

It just seems counter intuitive.

If 1 shield point is 4 pts as an upgrade, it just seems odd that removing it makes you two points cheaper and essentially adds a hull upgrade.

Im a bit tired right now so maybe i'm not weighing it up properly.

On any other ship its a pretty raw deal as you're losing 2+ shields for 1 hull. So its only ever going to be used by HWKs and M3a's as i see it.

HELL NO!

Who wants to fly against BBBBB?

The difference between the SU and HU is only a point but that point is enough to make the SU a far less desirable upgrade in most cases and you want to DOUBLE that value.

If you think the Syck needs help you need to find something a LOT more specific and not as potentially game breaking as this misguided fix would be.

Extremely overpowered. You just made the PS1/PS2 generic Z-95 pilots cost 10 points, and the Z-95 durability barely went down.

At least it would kill off the Fat Turrets, because the only list anyone would bring would be 10x Bandit Squadron Pilots. :P

Edited by MajorJuggler

Making one hit point crittable isn't worth a 2 point discount. Even a 1 point discount's a bit steep: Hull and Shield Upgrade are a point apart because you physically can't make them closer.

Shields are worth about 4pts right?

Shield Upgrade is. As for shields, how much they're worth outright depends on your ship's agility.

Edited by Blue Five

Extremely overpowered. You just made the PS1/PS2 generic Z-95 pilots cost 10 points, and the Z-95 durability barely went down.

At least it would kill off the Fat Turrets, because the only list anyone would bring would be 10x Bandit Squadron Pilots. :P

I'll go you one better and run 8x Binayre pilots witth feedback array

Anything that could potentially reduce a 12 point ships cost to an 11 point ship or less is on the FFG "no-go list". 9 - 10 Tie Fighters is a horrific thought. Likewise, any 0 cost upgrade that goes on a 12 point ship effectively changes the games baseline, design wise, and is similarly very unlikely.

That said, upgrades that specifically target certain ships or classes of ships are fine. The Syck definitely needs help. X-Wings and defenders need a nudge but B-wings and Interceptors are fine.

People say it needs help but perhaps in very top end competition but for casual games i've found a 5 scyk list to do well.

I've either got four 'heavy' cartel spacers with a variety of cannons or manglers led by serissu with a stealth device. or stealthy serissu with a mix of cannon spacers and a single tansari with no cannon.

If you keep them in formation and try and make those cannons work in your favour for longer range shots they do well.

granted i've only played three or four games with this list but i've won most of them. Lost my first one.

Well. Lets say it's for Syck's only. Does that help?

Maybe I should have changed this title to Help the Scyk or something.

I understand you points about overpowered, but with the Scyk does it seem overpowered?

Our guy in the Campaign is actually running a Scyk.

Why are you looking for a fix card?

The reason FFG uses fix cards is because they have very little ability to change card text once it's out, every errata, including Daredevil, is a clarification of original function. They can't restat and recost.

They can't restat and recost.

You have to houserule anyway to make the fix card, so why not just outright discount the ship if you feel it costs too much? You don't have the same limitations as FFG does, so there's no need to use their workaround for a problem you as a player don't have.

Edited by Blue Five

Why are you looking for a fix card?

The reason FFG uses fix cards is because they have very little ability card text once it's out, every errata, including Daredevil, is a clarification of original function. They can't restat and recost.

They can't restat and recost.

You have to houserule anyway to make the fix card, so why not just outright discount the ship if you feel it costs too much?

Very true! that's why I posted it here for good advice.

This week maybe our campaign group can just vote to lower his cost by 2 points.

If you made it remove all shields, add 1 hull, then it would greatly limit what it would reasonably go on. Anything with two shields would be very much so against taking that modification as it would lose a health and change a second to a hull from a shield. Therefore, the only ships that would be at all interested would be the Syck and the HWK. And at that point, it would probably be reasonable.

It would also work somewhat in the fluff, you remove the presumably heavy shield generator, which allows you to slap on more hull plating while maintaining the same mass of the craft. And yes, mass matters in space.

Seems to me the OP's idea is just fine if its cost is (-1) rather than (-2). That makes it a simple inverse of Shield Upgrade vs Hull Upgrade, where a shield is valued as 1 point greater than a hull.

Whether it's something I really want to use, on the other hand, I doubt it. But there is that occasional build that would be JUST AWESOME if I could have 101 points to work with. So maybe.

As to the worry of suddenly opening the door to 9-ship swarms (or 10, according to the OP's idea), it seems like a simple addition to the FAQ to say that the Epic rule of 8 maximum ships of the same type applies to the 100-point dogfight format as well.

Proton bombs say "please, PLEASE run five scyks with this upgrade!"

Extremely overpowered. You just made the PS1/PS2 generic Z-95 pilots cost 10 points, and the Z-95 durability barely went down.

At least it would kill off the Fat Turrets, because the only list anyone would bring would be 10x Bandit Squadron Pilots. :P

20 dice to bear on the first round of combat? Yeeek!

Even someone who scoffs at 2 attack ships (like the Bloody Baron, who normally would take appx 90 attacks to die from such) gets nervous at that.

He's got appx an 82.3% to negate at least 2 incoming damage. No-sells to 8/10 attacks without spending a Focus token are pretty good odds... when you're not going up against 10 attacks in a turn!

Of course, he's still got his two focii that push him to a 98% to dodge 2 incoming damage, but is expected to need BOTH of them to take no damage from the initial attack.

If dice behaved as they were supposed to all the time, they wouldn't be dice.

Fel needs to meet expectation every round. The Zwarm only needs him to perform slightly under-par once.