So: Reinforced Deflectors...a missed guess as to where the meta would be? Or something new coming?

By xanderf, in X-Wing

Well, it CAN use him, it would just only work at Range 3.

But actually I was misremembering the text, and didn't realize it explicitly required 1 or more. So thanks.

Or behind an asteroid or a ship with Tac. Jammer. Outside of Epic. :P.

Jammer sounds the most reasonable grade for the beast

and yeah, LANDO will see more use

3 damage attacks happen all the time. A single 2 attack ship at range 1 with a focus has a very high chance of doing 3 damage against a 0 agility ship.

Eh - not so good at the maths? 75% odds, per dice, for 3 dice = odds of getting a hit/crit on all three is barely over 40%.

That's not what I'd call "very high odds". And consider that the ship likely still has an evade token - it does have that action, after all.

Oh my math is fine, but I'm looking at the bigger picture. That evade is helping you for one shot, your chances to score 3 damage at range 1 with a 2 attack ship ARE relatively high. 40% is nothing to scoff at, then add in the fact that the 40% is most likely going to have a chance of happening 2-5 times that round (Fel+5obsidians) your expected chance of using this card is much greater. It's fun to look at things in vacuum, but its much better to realize that a single 2 attack ship is going to have more then one in the enemy team and that your opponent should have enough skill to get a few into range 1 per turn.

Remember that time when you knew you'd win as long as they didn't max out and you blank out? Now if that happens you didn't blank out after all. And it probably happened at least 1 other time that game too but since you were sitting on fat HP at the time you don't recall it.

FCS and Advanced sensors are fun trix but this and a hull upgrade for 6 (except it'll be EU. It's always EU) makes this a "18 HP" monster pretty fast and if you get the right match up you're looking at closer to 20. AND you still have your crew for other shenanagins. Be worth trying at least.

Edited by Rakky Wistol

Now, i have not read the whole thread, sorry, but i can't see the concern.

Any 2 attack ship at range 1 can score 3 hits at Range 1

Any 3 attack ship/turret with modified dice can pretty easily hit 3

Not even talking about the Phantom, HLCs or other Ghosts or Range 1 on 3AD ships.

It's primarily useful on the Ghost itself as i see it because of its 0 evade dice. But on any 0-2 evade dice ship with a systems slot and that is large, it can make sense. You will have tons of cases where you take 3 hits and blank on your green dice.

This is not uncommon to happen, and while i don't see this upgrade change the meta in a big way, i could not say it's totally useless!

@OP

Remember that guidance chip thingie, and the soft "promise" of fixing munitions?

I think thats why, because a 0 AGI ship will tumble against that (as the Decimator currently does).

Yes, this.

With Guidance Ch-whatever, Targeting Astromech and S-Thread Tracers coming, the designers must believe there will be a big increase in the usage of 4 dice ordnance like Plasma and Proton torpedoes and Concussion missiles, where not only 3 but 4 hit attacks will be far more common.

Also, the darn Ghost itself has a 4 dice primary so maybe they were just putting a Ghost counter in the Ghost pack itself so that it didn't insta-kill the Palpmobile.

I've seen 5 damage dealt consistently from Procket-wielding A-Wings/TIE Advanced against low to mid agility ships. Hell, I've seen an IG2000 take 5 in a row from a Juno Eclipse procket as well. While alphastrikes of that magnitude are situational and don't happen often, they can happen.

Heavy Laser Cannons are also still a thing.

It's an insurance policy against alphastrikes, like R4-D6. Albeit a more expensive and less crippling version.

So basically we are nerfing missiles and torpedoes because they got so buffed up by Wave 7 huh? :blink:

Come on FFG what are you thinking!!! Well never use proton torpedoes ever again or any other torpedo for that matter. :rolleyes:

Edited by Marinealver

I used Proton Torps and Concussion Missiles alongside Cluster Missiles in Epic games on Tie Bombers and Redline. It was hellishly efficient.

Redline killed Bossk by inflicting 6 damage with clusters in one turn. The turn before he scored 4 with Proton torps (4 hits, one got evaded, but there was a direct hit to compensate for it)

And the Rebel Transport in the other game also had a good old "overhaul" by Jonus and his ordnance loving colleagues.

So in competitive play at 100 points i can see the concern. But in Epic it's a different story. So "used never again" is not true either.

I think more 4 die attack ships are coming, so I guess this makes sense for the 0 agility Ghost. Still, not sure it will benefit from it at least every other turn.

@OP

Remember that guidance chip thingie, and the soft "promise" of fixing munitions?

I think thats why, because a 0 AGI ship will tumble against that (as the Decimator currently does).

Yes, this.

With Guidance Ch-whatever, Targeting Astromech and S-Thread Tracers coming, the designers must believe there will be a big increase in the usage of 4 dice ordnance like Plasma and Proton torpedoes and Concussion missiles, where not only 3 but 4 hit attacks will be far more common.

Also, the darn Ghost itself has a 4 dice primary so maybe they were just putting a Ghost counter in the Ghost pack itself so that it didn't insta-kill the Palpmobile.

I've seen 5 damage dealt consistently from Procket-wielding A-Wings/TIE Advanced against low to mid agility ships. Hell, I've seen an IG2000 take 5 in a row from a Juno Eclipse procket as well. While alphastrikes of that magnitude are situational and don't happen often, they can happen.

Heavy Laser Cannons are also still a thing.

It's an insurance policy against alphastrikes, like R4-D6. Albeit a more expensive and less crippling version.

So basically we are nerfing missiles and torpedoes because they got so buffed up by Wave 7 huh? :blink:

Come on FFG what are you thinking!!! Well never use proton torpedoes ever again or any other torpedo for that matter. :rolleyes:

They want the TLT to stay the BEST WEAPON AGAINST FATTIES

Guidance Chips!

What do they do? I have no Idea...

ghost could c3po, it would just be incredibly dumb

this is R2-d2's (crew) time to shine

Ghost can try out Lando+C3Po.

I've been thinking about the new system upgrade that arrived today...

reinforced-deflectors.png

...and despite really kicking it around, I'm fairly convinced this just has no place.

As a reminder, given its restrictions, it can (so far) only be used by:

  • Aggressors (IG-88 and friends)
  • the Ghost
  • Imperial Shuttle

Others have certainly made the point that it makes NO sense at all on the Aggressor, since the high agility and low (-ish) hitpoints on that craft means it has far better choices. IMHO, even the shuttle is a weak fit due to the other upgrades it benefits from. Which leaves the Ghost, and conventional wisdom has (so far, it's only one day in) been okay with letting it sit there, but...

I dunno, I'm still not seeing it. In order for this to trigger at all, you need to take 3 damage in one attack. That's just...I mean....how many people actually run HLCs anymore? That'd be the 'best' enemy to face, for the VCX so equipped, but I haven't seen them in a *while*. And what the meta is currently dominated by? Accuracy Correctors (max 2 damage) and Twin Laser Turrets (max 2 damage)? Neither of those will ever trigger this.

I dunno, leaves me scratching my head. Is this a bad guess on FFG's part, and they didn't expect ACs and TLTs to take off as much as they have? Or have we got some kind of heavy-hitting secondary coming that will reliably trigger this thing?

would love to play in your meta where HLC's are not abundant

Ghost can try out Lando+C3Po.

Or maybe RecSpec + Jan Ors. Both guarantee one evade per turn, which is more reliable than Reinforced Deflectors, albeit at a higher cost.

R4-D6 Anybody remember that little guy? If Deflectors is a sign of things ahead could that mean dusting off poor R4-D6? The end result of the two is very similar...

Deflectors (IF used to the limit)

in other words if each attack is 3 damage and no crits,

it's

16- 13(14)

14- 11(12)

12- 09(10)

10- 6(7)

7- 4(5)

5-2 (3)

3- 0

6 Hit points extra.

In other words, it's MAXIMUM capacity.

on average it'll be around 3 because crits can damage, you can take 1-2 damage or just get TLT'ed to olivion.

Jan ors or Lando provide the result at better rate, more consistently, and don't take up the slot meant for Jammer, that'll really help forcing the enemy to spend focus

(bad for them, guess who can dish out 4 dice out of it's buttocks?)

or just make their life miserable, because it really spoils the fun of torpedo and missile lovers and evade-abusers

R4-D6 Anybody remember that little guy? If Deflectors is a sign of things ahead could that mean dusting off poor R4-D6? The end result of the two is very similar...

Almost useless junk. useful only to troll the turbolaser-huge ships, who won't get to shoot down your torpedo-Y in two shots no matter how hard they try

Edited by Warpman

And a lot more points and at the cost of your action. Plus, no R2-D2, which is going to be important.

Remember that time when you knew you'd win as long as they didn't max out and you blank out? Now if that happens you didn't blank out after all.

Caveat: Reinforced Deflectors cannot save you from the attack that destroys you.

Guidance Chips!

What do they do? I have no Idea...

I don't remember the exact wording I came up with that fit but I think it increases changes blanks to hits and changes your primary attack value the round after you fire to a max of 3. Double bonus to missiles and torps.

ghost could c3po, it would just be incredibly dumb

this is R2-d2's (crew) time to shine

Ghost can try out Lando+C3Po.

why?

you already have an evade action which Lando does not stack with without E.I

not to mention it escaped the bull of green dice; you'd have to be a heartless bastard to drag it back in

R4-D6 Anybody remember that little guy? If Deflectors is a sign of things ahead could that mean dusting off poor R4-D6? The end result of the two is very similar...

Integrated Astromech will probably let this little guy see some play. I can't think of a better one point droid for Biggs.

I've seen 5 damage dealt consistently from Procket-wielding A-Wings/TIE Advanced against low to mid agility ships. Hell, I've seen an IG2000 take 5 in a row from a Juno Eclipse procket as well. While alphastrikes of that magnitude are situational and don't happen often, they can happen.

Heavy Laser Cannons are also still a thing.

It's an insurance policy against alphastrikes, like R4-D6. Albeit a more expensive and less crippling version.

I use Talonbane Cobra with predator with a focus token and have achieved 5 hits on multiple occasions at range 1. Last night I did it twice but my opponent managed to get 1 evade each time.

The dice calculator does not allow 5 dice so a 4 attack with 1 reroll vs agility 1 ship = 21% 3 hits and 19% 4 hits that is a total of 40% for 3/4 hits.

Edited by BlackSunSyn

Kagi + Reinforced Deflectors? No? Too Expensive?

Still, it would be somewhat useful on the Emperor's Shuttle - because it seems to draw a lot of fire - especially by big hitters.

And it is cheaper then the Jammers ... so

My Palpmobile could've used this against all those Fat Han Range 1 shots today. It would've proc'ed several times, especially when I rolled an eyeball on defense and chose to save the focus token for my Attack.

@OP

Remember that guidance chip thingie, and the soft "promise" of fixing munitions?

I think thats why, because a 0 AGI ship will tumble against that (as the Decimator currently does).

Yes, this.

With Guidance Ch-whatever, Targeting Astromech and S-Thread Tracers coming, the designers must believe there will be a big increase in the usage of 4 dice ordnance like Plasma and Proton torpedoes and Concussion missiles, where not only 3 but 4 hit attacks will be far more common.

Also, the darn Ghost itself has a 4 dice primary so maybe they were just putting a Ghost counter in the Ghost pack itself so that it didn't insta-kill the Palpmobile.

I've seen 5 damage dealt consistently from Procket-wielding A-Wings/TIE Advanced against low to mid agility ships. Hell, I've seen an IG2000 take 5 in a row from a Juno Eclipse procket as well. While alphastrikes of that magnitude are situational and don't happen often, they can happen.

Heavy Laser Cannons are also still a thing.

It's an insurance policy against alphastrikes, like R4-D6. Albeit a more expensive and less crippling version.

So basically we are nerfing missiles and torpedoes because they got so buffed up by Wave 7 huh? :blink:

Come on FFG what are you thinking!!! Well never use proton torpedoes ever again or any other torpedo for that matter. :rolleyes:

They want the TLT to stay the BEST WEAPON AGAINST FATTIES

Pretty much. But the thing is TLT is not just anti-large ship but also anti-arc dodgers and anti everything!

I think more 4 die attack ships are coming, so I guess this makes sense for the 0 agility Ghost. Still, not sure it will benefit from it at least every other turn.

Inquisitor's Tie with Advanced Targeting Computer ;)