Here are my rankings. I would love to see everyone's thoughts on the wave 7 upgrades and what they see as the best, and what they see ending up in the back of the binder.
Top 5
1- Twin Laser Turret
2- Glitterstim
3- Connor Net
4- Extra munitions
5- Cluster Mines
Twin Laser Turrets, Conner net, Extra munitions, Alpha strike glitterstim (4 binayre w/ clusters and stim, + Ndru w/ clusters, stim, LoneWolf, and hull, or similar builds)... It all sounds good for the meta. But I can't help but be pessimistic and think it may all still fall short of making players look the other way to the advantage 2 ship builds have in MoV. I really hope I am wrong though and the wave shifts everything.
Twin Laser Turrets may be the upgrade most powerful from this wave, so much so that it could be "meta defining", and ships that run it may become just as hated as their Fatter, bigger turreted kin
. I believe better players will find ways to deal with it, as is the usual case with cards which have a glaring weak spot.
Cluster Mines barely makes the top 5 over Bossk crew. While it's only 1 out of 8 on the die, not getting those crits rolled really makes Cluster Mines a head scratcher when you are thinking of taking it. Used with Deathrain w/ advanced sensors though, I've seen some pretty nasty usage. Drop in front- IG moves on top and bumps into Deathrain, rolls 6, 3 hits. Adv sensors next turn, drop the next set, IG rolls 6, 2 hits. Now only 3 hull to deal with on the nasty.
Middle 5- Time will tell
6- Bossk crew
7- Advanced SLAM
8- Twin Ion Engine Mk. II
9- Hound's Tooth title
10- Bombardier
This middle group of upgrades is a little harder to determine how useful they will be. I'm pretty high on Bossk crew, as it seems to be a better version of Luke crew when combined w/ gunner for the same cost (though 2 crew slots), especially on turns you are stressed. With future waves it may even find a niche without gunner on ships with crew, 2+ agility (so the focus is beneficial on defense) and more greens then the Firespray offers currently.
Adv SLAM sounds good in theory, but not sure there will be many people out there who will put in the time to really get it down and make it as effective as possible. The "move, move, drop bomb" idea is sweet though.
Engine is kind of boring to me, and not enough to really "fix" the defender, but it's a 1 point mod which will fit nicely to fill out tie heavy lists if there is nothing better or needed for the list.
Late game z-95 seems... I don't know? I feel like Hound's tooth title is being slept on a bit. For some reason 1 extra late game Z just doesn't excite much. It's probably better then it feels though. Really need to see this one on the table to figure out how good it really is.
Bombardier is cheap crew, and with ordinance carriers getting loaded up a bit heavier now for cheaper thanks to extra munitions, tossing 1 more point to drop a bomb further back isn't a bad deal. The ships that want to do that the most though, the y-wing and the Tie Bomber, who can drop bombs in a swarm, don't have the crew slot unfortunately.
The rest of the stuff- Hard to get behind
11- Lightning Reflexes
12- Ion Bomb
13- Crack Shot
14- Adv. Homing Missiles
15- Maneuvering Fins
16- Plasma Torpedoes
17- Ion Projector
While new ordinance is always fun to try out when it first comes out, pretty sure the likes of adv homing missiles and plasma torps will find little play in competitive tourney lists, although I would love to be wrong here as well. The same sentiment goes for the new Elite pilot talents. When you have the options of Push the Limit, Predator, Veteran instincts, and others in the slot, Lightning Reflexes and Crack Shot just seem too situational to make the cut. Perhaps with unnamed pilots with EPTs they can find a spot, as you wont want to sink an extra 2 or so points into the ship for Predator or Push The Limit. Even then, Reflexes will compete with Adrenaline Rush (maneuvering benefit) and Crack Shot with Calculation (attacking benefit) for the spot.
Navigator and Stay on Target, which are open to a much wider selection of ships, and which have similar "change your maneuver" effects to Maneuvering Fins, don't see much use. Even as a ship specific upgrade, not sure I believe we will see it much outside of the occasional combo with intel agent.
I might have bumped up Ion Projector if it gave 2 ions. Ion and a damage would've been really nice, but wasn't going to happen at the 2 point cost with the existence of Anti-pursuit lasers. With a list with Anti-pursuit lasers winning Nationals, maybe we are ALL (except the winner of nationals apparently) sleeping on this type of in game effect? With a game with enough dice rolls already, it's tough to play an upgrade card which places yet another portion of the game up to a dice roll. If anyone has got a list that uses this well, I would love to see it.
So how do you rank Wave 7 upgrades?