Reinforced deflectors - MUCH better than I thought

By IG88E, in X-Wing

Seriously, a beasty upgrade making the Ghost (or shuttle?) relatively tanky. You maybe do not need it on the shuttle because of saving points (and low target priority of shuttles), but on the Ghost it is amazing. Yes getting rid of FCS can be a drawback but usually you do A LOT of 3+ damage against a ship without agility. Especially in ordnance meta. I was not motivated to fire ordnances against a VCX with deflectors equipped. For me, it is always equal with 4-5 shields.

Any experiences playing with and against RD?

It absorbs a ton of damage. Run the Ghost with out it and just pay attention to how much it matters. Really impressive.

That said, the Ghost feels kind of expensive and cumbersome without the action economy FCS provides.

I hate to say it, but I've been passing over this upgrade since I got the Ghost expansion pack...(...maybe I :unsure: should give it a go?). Thanks for the feedback on this upgrade, sounds cool ^_^.

I've been using it on Kanan to quite good results. Take recon specialist and chewie for crew.

Add turret and attack shuttle to taste :) .

Use Kanan's ability to cut down the weaker incoming attacks, and let the deflector take the edge off the big hits. Makes for a very tanky ghost. Still melts under concentrated fire, but takes quite a while longer.

Takes anywhere between 18-27 damage to put it down (depending on what size packets the damage comes in), and that's before factoring Kanan into the equation (his ability is a little more difficult to quantify since you can't say how frequent the incoming attacks will be.)

Kanan with Rec Spec, Jan Ors and Reinforced Deflectors. Face against U boats, let them fire Torps and then smile when after an attack, you have only lost two shields.

You took three?... Hel-nah count it as two Brah!

:lol:

i dont think kanan pilot makes sense with the reinforced deflectors.

most the time if you use kanan's ability you're cutting the attack down to 2 dice... which means the reinforced deflectors simply can't kick in. if ordnance... all your opponent needs to do is stay at r3 when firing and kanan ability doesnt work.

seems a waste

Kanan with Rec Spec, Jan Ors and Reinforced Deflectors. Face against U boats, let them fire Torps and then smile when after an attack, you have only lost two shields.

What's the timing interaction between Reinforced Deflectors against Plasma Torpedoes? Torpedoes hit, deal 3 damage, you regen a shield, and then the Plasma burns that shield off? Or the other way around, with torpedoes hitting for 3+ damage, burning an extra shield, and then the regen kicks in?

i dont think kanan pilot makes sense with the reinforced deflectors.

most the time if you use kanan's ability you're cutting the attack down to 2 dice... which means the reinforced deflectors simply can't kick in. if ordnance... all your opponent needs to do is stay at r3 when firing and kanan ability doesnt work.

seems a waste

Range 1 shots will still let your opponent get that third die. 2-hit attacks can result in extra damage through Direct Hits and Major Explosions. Your opponent may find themselves with only a range 2 shot to fire their torpedo.

Lots of scenarios where this could actually have value.

i dont think kanan pilot makes sense with the reinforced deflectors.

most the time if you use kanan's ability you're cutting the attack down to 2 dice... which means the reinforced deflectors simply can't kick in. if ordnance... all your opponent needs to do is stay at r3 when firing and kanan ability doesnt work.

seems a waste

You get to do the new shield when you have taken three hits... that does not mean three hits a the same time, or even in the same round... that is how I am going to play it.

:)

Edited by Joe Boss Red Seven

i dont think kanan pilot makes sense with the reinforced deflectors.

most the time if you use kanan's ability you're cutting the attack down to 2 dice... which means the reinforced deflectors simply can't kick in. if ordnance... all your opponent needs to do is stay at r3 when firing and kanan ability doesnt work.

seems a waste

You get to do the new shield when you have taken three hits... that does not mean three hits a the same time, or even in the same round... that is how I am going to play it.

:)

an attack

i dont think kanan pilot makes sense with the reinforced deflectors.

most the time if you use kanan's ability you're cutting the attack down to 2 dice... which means the reinforced deflectors simply can't kick in. if ordnance... all your opponent needs to do is stay at r3 when firing and kanan ability doesnt work.

seems a waste

You get to do the new shield when you have taken three hits... that does not mean three hits a the same time, or even in the same round... that is how I am going to play it.

:)

And that's not how it works: After you suffer 3 or more damage from an attack, recover 1 shield (up to your shield value).

:ph34r:

Kanan with Rec Spec, Jan Ors and Reinforced Deflectors. Face against U boats, let them fire Torps and then smile when after an attack, you have only lost two shields.

What's the timing interaction between Reinforced Deflectors against Plasma Torpedoes? Torpedoes hit, deal 3 damage, you regen a shield, and then the Plasma burns that shield off? Or the other way around, with torpedoes hitting for 3+ damage, burning an extra shield, and then the regen kicks in?

i dont think kanan pilot makes sense with the reinforced deflectors.

most the time if you use kanan's ability you're cutting the attack down to 2 dice... which means the reinforced deflectors simply can't kick in. if ordnance... all your opponent needs to do is stay at r3 when firing and kanan ability doesnt work.

seems a waste

Range 1 shots will still let your opponent get that third die. 2-hit attacks can result in extra damage through Direct Hits and Major Explosions. Your opponent may find themselves with only a range 2 shot to fire their torpedo.

Lots of scenarios where this could actually have value.

Not to forget that the opponent is most likely going to try and focus down your ghost; you should have a few choices of which attack to use Kanan on, and most likely at least one of those is going to be a two dice attack that you can strip down to one.

The second focus token can either be used on offense or saved for defense at your discretion.

Kanan with Rec Spec, Jan Ors and Reinforced Deflectors. Face against U boats, let them fire Torps and then smile when after an attack, you have only lost two shields.

What's the timing interaction between Reinforced Deflectors against Plasma Torpedoes? Torpedoes hit, deal 3 damage, you regen a shield, and then the Plasma burns that shield off? Or the other way around, with torpedoes hitting for 3+ damage, burning an extra shield, and then the regen kicks in?

in my opinion plasma torpedoes are already too powerful, having been created before guidance chips and before the jumpmasters. so I believe the best thing would be to agree the deflectors regenerate the shield AFTER the torpedoes have an opportunity to remove a shield. However, rules-wise it can be argued either way, and several people are convinced that RAW is that it depends on initiative. perhaps we'll get a FAQ at some point

Pretty sure the Reinforced Deflectors and the Plasma Torpedo shield theft happen at the same time, so it would depend on initiative.

I might have had a bad experience when running then then as the 1st game with them I played they were great but then took them in a store championship and my opponents never seemed to do more than 2 damage to my ghost and it just got killed with it only getting 2 shields back in 3 games and at that point it was too late

TIE Swarm says hi. :P

It sucks down damage at the cost of making your attack less effective and making a ship with a lot of red that's easily blocked a lot more dependent on actions.

It's definitely not bad, but I think the Ghost needs to double down on something aggressive.

i dont think kanan pilot makes sense with the reinforced deflectors.

most the time if you use kanan's ability you're cutting the attack down to 2 dice... which means the reinforced deflectors simply can't kick in. if ordnance... all your opponent needs to do is stay at r3 when firing and kanan ability doesnt work.

seems a waste

I read the post as more of a case of 'use Kanan when it WON'T be three damage'. IE., if you know you are going to take 3-4 damage...let the reinforced deflector deal with it. If it looks (somehow) like 5 damage is a certainty, sure, pile on Kanan with the deflector. If it only seems like 1-2 damage is the likely result (IE., accuracy corrector, most TIEs, etc) - then have Kanan knock a single dice off them, because why not?

The good thing about reinforced deflectors is that it is fairly easy to work out how effective they would be. Even if you do not take them, you can count in a game how many times it would have kicked in. That will give you a good indication of how useful it would be.

Sensor Jammer is the other option for a defensive system slot. IMHO this works better with Kanan's ability and provides better protection against swarms. Reinforced deflectors are probably better on a non-Kanan build or when you are facing ordnance.

In an open game where you don't know what your opponent is bringing then it is down to luck. Or just save points and get FCS in the same slot for more offensive output. You don't need fancy defenses against an enemy once you reduce his ships to floating wreckage. :P

The good thing about reinforced deflectors is that it is fairly easy to work out how effective they would be. Even if you do not take them, you can count in a game how many times it would have kicked in. That will give you a good indication of how useful it would be.

Sensor Jammer is the other option for a defensive system slot. IMHO this works better with Kanan's ability and provides better protection against swarms. Reinforced deflectors are probably better on a non-Kanan build or when you are facing ordnance.

In an open game where you don't know what your opponent is bringing then it is down to luck. Or just save points and get FCS in the same slot for more offensive output. You don't need fancy defenses against an enemy once you reduce his ships to floating wreckage. :P

I find RDs are quite likely to trigger on the Ghost as long as your opponent isn't entirely using 2-die attacks, and even then they'l get range 1 a lot of the time.

I played 2 RD ghosts in one list at regionals the other weekend and I thnk between them they probably got 6 or 7 regens versus my Vader/Carnor/OL.

Edited by thespaceinvader

Kanan with Rec Spec, Jan Ors and Reinforced Deflectors. Face against U boats, let them fire Torps and then smile when after an attack, you have only lost two shields.

U-Boat best case scenario, hits you with Plasma torps for 4 hits. So you lose 4+1s, then you recover 1s. So you lost 4s, if you in Kanan and can use ability, you lose 3s worst case :) If he hits you with 2hits, you still lose 3s, 2s+1s and reflectors wont trigger. :)

Kanan with Rec Spec, Jan Ors and Reinforced Deflectors. Face against U boats, let them fire Torps and then smile when after an attack, you have only lost two shields.

What's the timing interaction between Reinforced Deflectors against Plasma Torpedoes? Torpedoes hit, deal 3 damage, you regen a shield, and then the Plasma burns that shield off? Or the other way around, with torpedoes hitting for 3+ damage, burning an extra shield, and then the regen kicks in?

in my opinion plasma torpedoes are already too powerful, having been created before guidance chips and before the jumpmasters. so I believe the best thing would be to agree the deflectors regenerate the shield AFTER the torpedoes have an opportunity to remove a shield. However, rules-wise it can be argued either way, and several people are convinced that RAW is that it depends on initiative. perhaps we'll get a FAQ at some point

Nope. The deflector triggers just the moment you deal damage and a last damage dealt is 3+.

And the torp triggers after the nested trigger.

ALL HAIL PLASMA HALESTORM!

Ordnance meta...

What a world we live in.

Ordnance meta...

What a world we live in.

It took 3 waves, super-imba chips and a ton of clockwork-interacting upgrades to make Ordnance meta something real

<_>

might have simply added some black dice for ordnance instead.

Edited by Warpman

I've only played with it for the mission that comes with the Ghost. It's really bad in that mission because you are fighting a bunch of Tie Fighters and the Inquisitor. I could see it being really useful in other games, though.

I can see it being really good with a ship that likes to get in your face, like a Chopper build. Yes, you can't do AC and AutoBlaster Turret, but you can get up on people and then get shields back when they fire at you at R1.