Unique Imperial Upgrades

By Taiowaa, in X-Wing

Really ill take superior movement over illicit upgrades and rebel synergy, the humble tie/ln out flies most ships the rebels can field and that's quite a big advantage.

I thank you for sharing your opinions and yeah the imperial navy is quite strong.

Well scums get all the named bountyhunters so we will wait for wave 9 and the possible addition of the Xanadu Blood with Cad Bane which really needs to have the real cloak action regarding flavor etc. ;)

I was just thinking about this topic myself.

For a time bombs were exclusively imperial, but no longer. I think they should have SOMETHING exclusive. The arguments regarding exclusive crew are specious at best; Rebels have C3PO. Scum has some decent crew options as well, and will have more very soon. More access to the system slot? Technically true, but the b-wing has it and it is nowhere near exclusive.

It seems they should have something to reflect the benefits/advantages of being a long-standing military.

We do have white K-turns.

We do have white K-turns.

Yeah and soon sloops.

Superior in every way our forces have nothing to fear from this poultry rebellion

I too consider them to be jive turkeys

I was thinking the same thing he other day, and made these for fun [/url]">http:// TroopersBomb1_zpst63kqs50.jpg The Empire could have their own unique kind of "bombs" By having the bombs fill up crew slots. So in my exampel, you drop a squad of Dark troopers into space, maybe via the front guides and they act like a bomb/obstacle. I have not worked out what kind of damage or stress they should cause, they should probably be safe for your own ships to fly through. I like the idea and find it very Imperial.

Edited by Dwing

Superior in every way our forces have nothing to fear from this poultry rebellion

I too consider them to be jive turkeys

I suspect fowl play...

(Sorry :rolleyes: )

Really ill take superior movement over illicit upgrades and rebel synergy, the humble tie/ln out flies most ships the rebels can field and that's quite a big advantage.

Yes, but it's sitting behind a measly 3 hull. I'm not saying it isn't amazing, interceptors have always been among my favorites, but it still feels like something is missing.

Really ill take superior movement over illicit upgrades and rebel synergy, the humble tie/ln out flies most ships the rebels can field and that's quite a big advantage.

Yes, but it's sitting behind a measly 3 hull. I'm not saying it isn't amazing, interceptors have always been among my favorites, but it still feels like something is missing.

It means a lot more when there are not a lot of turrets around this is very true.

Really ill take superior movement over illicit upgrades and rebel synergy, the humble tie/ln out flies most ships the rebels can field and that's quite a big advantage.

Yes, but it's sitting behind a measly 3 hull. I'm not saying it isn't amazing, interceptors have always been among my favorites, but it still feels like something is missing.

A 3 interceptor list with a measly 3 hull per ship can completely dominate many other forces. Regular Tie Fighters are surprisingly hardy when given defensive actions each turn. The ability for the lowly Ties to barrel roll out of firing arcs is probably their greatest strength.

Edited by Vulf

Like I said, I thoroughly enjoy interceptors, and am happy to see a decline in turrets, at least in my local meta. But with auto damage options (autoblaster, autoblaster turret, Vader, FAQS etc.) three hull is a very flimsy shield.

They also have 4 dice primary weapon attacks :)

Along with that, I've always thought of the Empire as the ones who can just throw a ton of red dice at you with fair number of swarmy ships. Victory by superior numbers!

I'll trade you astromechs for rebel captive.

Classic stuff! You'd trade rebel captive for R2d2, R3A2, R2, R7, R5P9 and BB-8???

They also have 4 dice primary weapon attacks :)

Along with that, I've always thought of the Empire as the ones who can just throw a ton of red dice at you with fair number of swarmy ships. Victory by superior numbers!

The rebels throw the most red die, with only the a-wing and Z-95 on 2...

Edited by banjobenito

They also have 4 dice primary weapon attacks :)

Along with that, I've always thought of the Empire as the ones who can just throw a ton of red dice at you with fair number of swarmy ships. Victory by superior numbers!

That's an exception to the two die rule - 5/11 of their ships fire withe a paltry 2 die, and none of them can upgrade that stat with a turret or cannon. The phantom's 4 red die are also a usp that will be gone in the next wave when the ghost lands...

The rebels throw the most red die, with only the a-wing and Z-95 on 2...

With the Ghost though, it's more expensive than a Decimator, and the same 0 agility stat. Omega ace dropping up to 3 Crits on a shield less ship makes my heart warm.

They also have 4 dice primary weapon attacks :)

Along with that, I've always thought of the Empire as the ones who can just throw a ton of red dice at you with fair number of swarmy ships. Victory by superior numbers!

That's an exception to the two die rule - 5/11 of their ships fire withe a paltry 2 die, and none of them can upgrade that stat with a turret or cannon. The phantom's 4 red die are also a usp that will be gone in the next wave when the ghost lands...

The rebels throw the most red die, with only the a-wing and Z-95 on 2...

Lowest attack goes to the rebels! They have a 1 die primary attack ship, no fair!

I'll trade you astromechs for rebel captive.

We don't negotiate with terrorists.

Only terrorists take hostages.

Like some others on here I recently had this though as well. The Imperials definitely seem to be lagging a little bit in terms of keeping up with all the options offered by the other factions in particular the Rebels. Rebels get shield regen and superior damage mitigation and that’s just one of their “things”.

That’s all fine and dandy, but it seems like the only unique mechanic (admittedly defining mechanic very broadly) the Imperials have left is ACD. I’m not advocating an Imperial Faction only upgrade per se, but it would be nice to see a competitive Imperial specific mechanic of some sort that can’t be replicated by any other faction.

I'll trade you astromechs for rebel captive.

We don't negotiate with terrorists.

Only terrorists take hostages.

I think a lot of you are missing the point.

Yes, there are individual upgrade cards that are Empire only, but that's true of every faction. Rebels and Scum are the only factions that have entire upgrade TYPES to themselves.

Imperials needs their own type of upgrade slot that reflects their access to nearly limitless resources and facilities in comparison to the other two factions.

I think a lot of you are missing the point.

Yes, there are individual upgrade cards that are Empire only, but that's true of every faction. Rebels and Scum are the only factions that have entire upgrade TYPES to themselves.

Imperials needs their own type of upgrade slot that reflects their access to nearly limitless resources and facilities in comparison to the other two factions.

I got the point, see my second post. Just that I disagree with you in a literally diametrically opposed way.

Imperials have the resources, but their ships are typically stock advanced rather than modified. If anything they should have less upgrade slots, and just be able to field more ships.

I'd almost rather see them get more use out of titles. Experimental versions of the craft that were more powerful but too expensive to mass produce, or variants that added something extra to the fighter, but again, were too expensive to mass produce. Maybe even make some of them unique, to represent that they are the rare prototype variant rather than the mass produced line.

We have the best crew in the game at this time.

They also have 4 dice primary weapon attacks :)

Along with that, I've always thought of the Empire as the ones who can just throw a ton of red dice at you with fair number of swarmy ships. Victory by superior numbers!

That's an exception to the two die rule - 5/11 of their ships fire withe a paltry 2 die, and none of them can upgrade that stat with a turret or cannon. The phantom's 4 red die are also a usp that will be gone in the next wave when the ghost lands...

The rebels throw the most red die, with only the a-wing and Z-95 on 2...

Yes, the phantom is an exception. I was simply pointing out its the only 4 dice primary weapon in the game right now.

As to the 2 dice rule you mention, if you look at the individual ships, yes, the TIEs only roll 2 where Rebels might have more ships that roll at 3. Most of those rebel ships also cost 21+ points, meaning you can field 4 in a standard 100 point squadron (12 red dice). Whereas the Imps can throw 12 point ships at you, fielding 7 and 8 ships (14+ red dice), hence the "swarmy" part. Throw in Howlrunner, and those red dice go up again with the rerolls. If you wanna get super crazy, in a perfect scenario, those same 4 Rebels at range one would gain +4 red dice, but the Imps could theoretically gain +7 red dice. I'd love to see that game board...

I suppose its a matter of perspective as to who throws the most dice, especially since we aren't even talking missiles, where things like Cluster Adv TIEs and Z's can start tossing out 20+ dice

Edited by piznit