Dual Upgrade Reference Card

By TasteTheRainbow, in X-Wing

You choose which side during setup, once per game.

http://m.imgur.com/C5sgxNV

So why would I want to use the decrease side? And also, guessing we'll eventually have something that can flip over dual upgrades during a game.

You may want to use the decrease side if you want to use a ship as a blocker (?) I think almost everyone will have the + side up though.

So why would I want to use the decrease side? And also, guessing we'll eventually have something that can flip over dual upgrades during a game.

The decrease side can be useful if you want to match your ships PS for more flexible maneuvering.

So why would I want to use the decrease side?

There are a few rare edge cases where it is useful. Matching PS across your whole squad so you have the choice of who to move first is one possibility.

So why would I want to use the decrease side? And also, guessing we'll eventually have something that can flip over dual upgrades during a game.

I built a list today that wanted a decrease. It happens.

Also. Don't ever forget and leave it wrong side up. That's locked for the game.

Duh.

So why would I want to use the decrease side? And also, guessing we'll eventually have something that can flip over dual upgrades during a game.

So that Boba Crew can get a crit on hull instead of shields.

So your tractor beam can fire before they hips with heavier output. You want the decreased agility to come into play for as many shots as possible.

I've used the minus side in a list or two to get a 1PS higher pilot down to another pilots level when the lower pilot ether didn't have an EPT or was already using a different one.

So your tractor beam can fire before they hips with heavier output. You want the decreased agility to come into play for as many shots as possible.

This. A squadron of Vessery + VI, Omega Leader and Inquisitor/Vader with Adaptability -1 is all PS8, so Vessery can move last and fire first with the TB and primary, maximizing the effect of Tractor Beam.

Also, you can deploy Inq/Vader as PS10 if necessary.

EDIT: confused the PS of Inquisitor. He's PS8 so Adaptability is pointless.

Edited by costi

So your tractor beam can fire before they hips with heavier output. You want the decreased agility to come into play for as many shots as possible.

This. A squadron of Vessery + VI, Omega Leader and Inquisitor/Vader with Adaptability -1 is all PS8, so Vessery can move last and fire first with the TB and primary, maximizing the effect of Tractor Beam.

Also, you can deploy Inq/Vader as PS10 if necessary.

inq is 8, so you wouldnt need adapt on em,

Even though you can't change it mid match, I still find it cool that you can change the card to specifically work for you against whatever your opponent brings to you in a tournament, and switch it every pairing as you see fit.

Right. Got him confused with Vader.

As a non-tournament player, this is a bit disappointing - a whole new mechanic that, as it turns out, does nothing for me.

A bit like introducing an upgrade card that affects MOV after a match or something.

As a non-tournament player, this is a bit disappointing - a whole new mechanic that, as it turns out, does nothing for me.A bit like introducing an upgrade card that affects MOV after a match or something.

Stop being a sourpuss and just be excited about getting new toys, huh? :)

Edited by VaynMaanen

As a non-tournament player, this is a bit disappointing - a whole new mechanic that, as it turns out, does nothing for me.

A bit like introducing an upgrade card that affects MOV after a match or something.

I wouldn't be surprised if after we've got a few more Dual Upgrades out if we get a Youngster or a Tomax Bren for Dual Upgrades. Until then it's a 0 point EPT.

As a non-tournament player, this is a bit disappointing - a whole new mechanic that, as it turns out, does nothing for me.

A bit like introducing an upgrade card that affects MOV after a match or something.

It...still affects casual games too

It...still affects casual games too

Yeah, fair point. It's a lot less whelming on a one-shot list than on a list you have to use for several matches in a row, though.

As a non-tournament player, this is a bit disappointing - a whole new mechanic that, as it turns out, does nothing for me.

A bit like introducing an upgrade card that affects MOV after a match or something.

You get to adjust after seeing the enemy squad. That's not tournament exclusive.

And even if somehow you know the enemy when building (which just seems unfair to me) it's still a 0 point +1 PS or -1 PS adjuster.

It is placed after initiative is determined, so possibly it might allow a ship to be set up in a different order than expected. Also in a tournament setting it might let you adjust the pilot skill from game to game to create different set opportunities based of the opponents ships?

Still disappointed you can't flip it during a game. Would have been a very interesting mechanic. As is the card is a lot more 'meh' to me.

Will still see a ton of use though, gonna have to get it in my head that an EPT slot I haven't used is worth +1 PS.

Edited by DarkArk

So why would I want to use the decrease side? And also, guessing we'll eventually have something that can flip over dual upgrades during a game.

Test case, i put it on Vader,

If i am facing a bunch of low ps ships i can push vader down to 8 pilot skill to be the same as some other 8 pilot skill ships i have in the fleet in order to move and shoot in the order i want. But if i am facing a bunch of ps 9 guys i can bump him to 10 and out ps them. This card is insanely strong.

It is placed after initiative is determined, so possibly it might allow a ship to be set up in a different order than expected. Also in a tournament setting it might let you adjust the pilot skill from game to game to create different set opportunities based of the opponents ships?

*Weirdly enough, dual cards become active when they are played faceup in the "play area" which is literally the 3x3 game mat. So, uh, fly casual and just place the card with your other upgrades, I guess?

Hey, I didn't write the rules. I think what they mean is "dual upgrades equipped to a ship are not active until the ship is placed in the play area during setup".

Edited by DagobahDave

It's like a million people cried out in mild disappointment then wandered off.