FCS or AS?

By Boba Rick, in X-Wing

How do you weigh the pros and cons for Fire Control System or Advanced Sensors?

With my Ghost build I'm going to be stressing/unstressing every turn with Lando and Kanan on board (Experimental Interface) and I'm torn on FCS vs AS. If I take AS that means I only have enough points for 1 Flechette torpedo instead of two.

What matter when you perform your actions if you're not going to perform them to reposition?

What matter when you perform your actions if you're not going to perform them to reposition?

That's right, my only available actions are Focus, Target Lock, Evade, and Lando.

Fire control.... Advanced sensors is strong only if you think you are going to bump allot... if not it provides no value over just doing your actions after your move. as you can clear your stress before actions on a white next turn anyways.

Edited by Icelom

So why would you want to bother with AS if you can use the points elsewhere? Unless you are worried about getting denied actions of course.

If the Ghost has an action that you want to be able to perform even if you bump (Kanan with Recon spec for instance) then AS is a solid choice. Otherwise, FCS is probably the better choice.

Edited by WWHSD

You can always potentially outplay your opponent but you can never outplay the dice

Fcs

AS on a ship with barrel roll or boost is amazing!

For me this comes down to two questions: what will be the most consistent benefit and how necessary is the ability to take an action to the ship's survival.

Brobots, for example, need the sensors to prevent them getting blocked to death and can get offensive consistency thru the EPT slot. Considering you don't have rerolls for consistent offense (and you're using lando so you probably won't get much consistency out of your action anyway) I'd probably go FCS.

FCS hands down. You need to make the most of those 4 dice attacks, and that is accomplished by stacking TL with F. And if you have a docked shuttle, then you're going to want the TL for the second shot.

I suppose if there was a gazillion swarms out there I'd take AS to make myself block proof, but with there not being I'll take FCS.

AdvS is the single best System upgrade. FCS is good, but restrictive. AdvS mitigates sloppy play for beginners or drunks, and then rewards, and rewards, and rewards, and continues to reward, increasingly skilled levels of play.

Once you get to be exceptional with AdvS, you will constantly hear your opponents say things like, "There's nothing I can do to stop you, because you have AdvS."

AdvS is the single best System upgrade. FCS is good, but restrictive. AdvS mitigates sloppy play for beginners or drunks, and then rewards, and rewards, and rewards, and continues to reward, increasingly skilled levels of play.

Once you get to be exceptional with AdvS, you will constantly hear your opponents say things like, "There's nothing I can do to stop you, because you have AdvS."

Sheesh. I have my mind all made up for FCS then there's this comment.

Let's say I'm playing Defenders. Those guys are going to be K-turning all over the place, I'm probably going to be shooting at a different target each turn to maybe AdvS would be better.

Advs has far less value when you cant boost/roll

Example: the ghost

Besides you wont hit through x7s without mods

Edited by ficklegreendice

AdvS is the single best System upgrade. FCS is good, but restrictive. AdvS mitigates sloppy play for beginners or drunks, and then rewards, and rewards, and rewards, and continues to reward, increasingly skilled levels of play.

Once you get to be exceptional with AdvS, you will constantly hear your opponents say things like, "There's nothing I can do to stop you, because you have AdvS."

Sheesh. I have my mind all made up for FCS then there's this comment.

Let's say I'm playing Defenders. Those guys are going to be K-turning all over the place, I'm probably going to be shooting at a different target each turn to maybe AdvS would be better.

Why would you be splitting your fire each turn? Short of ABT Ghost, there's no successful reason to intentionally ignore focus firing.

AdvS is the single best System upgrade. FCS is good, but restrictive. AdvS mitigates sloppy play for beginners or drunks, and then rewards, and rewards, and rewards, and continues to reward, increasingly skilled levels of play.

Once you get to be exceptional with AdvS, you will constantly hear your opponents say things like, "There's nothing I can do to stop you, because you have AdvS."

Sheesh. I have my mind all made up for FCS then there's this comment.

Let's say I'm playing Defenders. Those guys are going to be K-turning all over the place, I'm probably going to be shooting at a different target each turn to maybe AdvS would be better.

Generally, I'd say go AdvS -- it's just fantastic.

HOWEVER, on a Ghost in particular . . . FCS is stapled to that card. Your offensive output is so important, and the main benefits of AdvS are pre-move repositioning and block-proofing. The Ghost doesn't have any repositioning, and as far as blocking goes . . . you don't really care. You're low enough PS that it won't be too common; and let's be honest, you were probably going to target lock anyway, since that's the most efficient offense.

Also, on the build you brought up in particular, Advanced Sensors is pretty bad. With Experimental and Lando, you'll start each round stressed. You can't use Advanced Sensors while stressed. Which makes it . . . pretty **** worthless ;P

If you were going to use something other than FCS, I'd use Reinforced Deflectors or Sensor Jammer, but even then, I think FCS is the best bang for your buck.

We'd need to know what your list is tbh. Do you plan to fly Kanan with Biggs and rely on 4 TLT shots to do the damage? Or are you just supporting something else and plan to rely mostly on primaries and autoblaster? If your Kanan is there to ram things, block and hit enemies with range 1 primaries and possibly autoblaster, I'd go with AdvS. It will hugely expand the number of possible blocking positions you may be able to take by allowing you to simply bump enemies. It also means you rely a lot on being able to get in R1 and then K-turn and AdvS has added benefit of giving you an action even when you perform a red maneuver. On the other hand if you're using Kanan like a PWT with TLT doing most of the work, then you want to avoid bumping, you keep your distance and FCS really does work for you by giving you two locks a turn.

Edited by Lightrock

(BTW, I do agree that FCS is almost always the go-to for a VCX-100. The only possible exception would be one using Engine Upgrade, but even then, given the big gun or the ABT, FCS is probably better. It's the exception to "AdvS is better than FCS" general rule.)

We'd need to know that your list is tbh. Do you plan to fly Kanan with Biggs and rely on 4 TLT shots to do the damage? Or are you just supporting something else and plan to rely mostly on primaries and autoblaster? If your Kanan is there to ram things, block and hit enemies with range 1 primaries and possibly autoblaster, I'd go with AdvS. It will hugely expand the number of possible blocking positions you may be able to take by allowing you to simply bump enemies. It also means you rely a lot on being able to get in R1 and then K-turn and AdvS has added benefit of giving you an action even when you perform a red maneuver. On the other hand if you're using Kanan like a PWT with TLT doing most of the work, then you want to avoid bumping, you keep your distance and FCS really does work for you by giving you two locks a turn.

Hera Syndulla (51) VCX-100 (40), Autoblaster Turret (2), Kanan Jarrus (3), Lando Calrissian (3), Experimental Interface (3)

Norra Wexley (43) ARC-170 (29), R2-D2 (4), Push the Limit (3), Kyle Katarn (3), Alliance Overhaul (0), Engine Upgrade (4)

I'm not changing any of the above things (may not be the best but it's too much fun for me).

So my choices are:

1) Advanced Sensors on Ghost and 1 Flechette Torpedo.

2) Fire Control System and 2 Flechette Torpedos or 1 Plasma Torpedo or 1 Proton Torpedo.

I haven't figured out what I want to do about Torpedos, I know I want at least 1 so I can shoot out the back in a pinch.

Also, on the build you brought up in particular, Advanced Sensors is pretty bad. With Experimental and Lando, you'll start each round stressed. You can't use Advanced Sensors while stressed. Which makes it . . . pretty **** worthless ;P

Not if you use AS every round to perform your actions before performing a maneuver that clears stress. You never end the round round stressed.

With the build from the OP you'd use AS, take a target lock, use EI to take Lando's action, get a stress, reveal and perform a green or white maneuver, then clear your stress.

Edited by WWHSD

Here's a trick you can do with that build and Advanced Sensors:

Say you dialed in a 5-K or a 3-turn or a 1-turn, i.e., a red maneuver. You were planning to do Advanced Sensors to focus or target lock before moving. But before you move, you realize that your move will be pretty bad, and none of the alternatives with Hera changing the dial will be any better. What do you do? Use Advanced Sensors to focus (or evade or TL) and Experimental Interface to Lando. That gives you a stress. When you reveal your red maneuver — which is now illegal — you are forced to change it to a white 2-straight. Kanan removes the stress and you are set up for next round.

It isn't the most amazing trick ever, but it's something. Basically, you can think of 2-straight as one of the other maneuvers that Hera can change to when she dials in a red.

Edited by stonestokes

Here's a trick you can do with that build and Advanced Sensors:

Say you dialed in a 5-K or a 3-turn or a 1-turn, i.e., a red maneuver. You were planning to do Advanced Sensors to focus or target lock before moving. But before you move, you realize that your move will be pretty bad, and none of the alternatives with Hera changing the dial will be any better. What do you do? Use Advanced Sensors to focus (or evade or TL) and Experimental Interface to Lando. That gives you a stress. When you reveal your red maneuver — which is now illegal — you are forced to change it to a white 2-straight. Kanan removes the stress and you are set up for next round.

It isn't the most amazing trick ever, but it's something. Basically, you can think of 2-straight as one of the other maneuvers that Hera can change to when she dials in a red.

Sounds good, but I'm pretty sure that you don't technically do a white maneuver, so you can't remove stress in this case. I believe the wording is something to the effect that you move your ship "as if" you performed a 2 white straight.

Also, on the build you brought up in particular, Advanced Sensors is pretty bad. With Experimental and Lando, you'll start each round stressed. You can't use Advanced Sensors while stressed. Which makes it . . . pretty **** worthless ;P

Not if you use AS every round to perform your actions before performing a maneuver that clears stress. You never end the round round stressed.

With the build from the OP you'd use AS, take a target lock, use EI to take Lando's action, get a stress, reveal and perform a green or white maneuver, then clear your stress.

Bingo. Never fear BMST or blocks.

We'd need to know that your list is tbh. Do you plan to fly Kanan with Biggs and rely on 4 TLT shots to do the damage? Or are you just supporting something else and plan to rely mostly on primaries and autoblaster? If your Kanan is there to ram things, block and hit enemies with range 1 primaries and possibly autoblaster, I'd go with AdvS. It will hugely expand the number of possible blocking positions you may be able to take by allowing you to simply bump enemies. It also means you rely a lot on being able to get in R1 and then K-turn and AdvS has added benefit of giving you an action even when you perform a red maneuver. On the other hand if you're using Kanan like a PWT with TLT doing most of the work, then you want to avoid bumping, you keep your distance and FCS really does work for you by giving you two locks a turn.

Hera Syndulla (51) VCX-100 (40), Autoblaster Turret (2), Kanan Jarrus (3), Lando Calrissian (3), Experimental Interface (3)

Norra Wexley (43) ARC-170 (29), R2-D2 (4), Push the Limit (3), Kyle Katarn (3), Alliance Overhaul (0), Engine Upgrade (4)

I'm not changing any of the above things (may not be the best but it's too much fun for me).

So my choices are:

1) Advanced Sensors on Ghost and 1 Flechette Torpedo.

2) Fire Control System and 2 Flechette Torpedos or 1 Plasma Torpedo or 1 Proton Torpedo.

I haven't figured out what I want to do about Torpedos, I know I want at least 1 so I can shoot out the back in a pinch.

Tbh I don't know what your game plan is. Let's say enemy approaches you head on. You can use Hera's ability. How do you use it?

1. Do you use it to get into range 1 so you can fire 5 dice primary or autoblaster, possibly bumping into one enemy so he can't shoot you and focusing on another one? Then tbh your best bet would be accuracy corrector not AdvS or FCS. It's much more reliable and in no way depends on you having actions.

2. Do you use it to dodge arcs and avoid bumps? If so, you've probably chosen the wrong turret. That said, it's unlikely you will be able to keep focusing a single enemy. You'll either use your primaries or your autoblaster as opportunity permits, frequently switching targets and AdvS will assist you way better than FCS in such situations.

That said, I can't say I'm very fond of this list. Both of your ships will fold quickly under heavy fire and Hera will be a pain to use effectively.

Edited by Lightrock

We'd need to know that your list is tbh. Do you plan to fly Kanan with Biggs and rely on 4 TLT shots to do the damage? Or are you just supporting something else and plan to rely mostly on primaries and autoblaster? If your Kanan is there to ram things, block and hit enemies with range 1 primaries and possibly autoblaster, I'd go with AdvS. It will hugely expand the number of possible blocking positions you may be able to take by allowing you to simply bump enemies. It also means you rely a lot on being able to get in R1 and then K-turn and AdvS has added benefit of giving you an action even when you perform a red maneuver. On the other hand if you're using Kanan like a PWT with TLT doing most of the work, then you want to avoid bumping, you keep your distance and FCS really does work for you by giving you two locks a turn.

Hera Syndulla (51) VCX-100 (40), Autoblaster Turret (2), Kanan Jarrus (3), Lando Calrissian (3), Experimental Interface (3)

Norra Wexley (43) ARC-170 (29), R2-D2 (4), Push the Limit (3), Kyle Katarn (3), Alliance Overhaul (0), Engine Upgrade (4)

I'm not changing any of the above things (may not be the best but it's too much fun for me).

So my choices are:

1) Advanced Sensors on Ghost and 1 Flechette Torpedo.

2) Fire Control System and 2 Flechette Torpedos or 1 Plasma Torpedo or 1 Proton Torpedo.

I haven't figured out what I want to do about Torpedos, I know I want at least 1 so I can shoot out the back in a pinch.

Tbh I don't know what your game plan is. Let's say enemy approaches you head on. You can use Hera's ability. How do you use it?

1. Do you use it to get into range 1 so you can fire 5 dice primary or autoblaster, possibly bumping into one enemy so he can't shoot you and focusing on another one? Then tbh your best bet would be accuracy corrector not AdvS or FCS. It's much more reliable and in no way depends on you having actions.

2. Do you use it to dodge arcs and avoid bumps? If so, you've probably chosen the wrong turret. That said, it's unlikely you will be able to keep focusing a single enemy. You'll either use your primaries or your autoblaster as opportunity permits, frequently switching targets and AdvS will assist you way better than FCS in such situations.

That said, I can't say I'm very fond of this list. Both of your ships will fold quickly under heavy fire and Hera will be a pain to use effectively.

2. For the most part I'd use Hera's ability to keep from getting blocked. I do the green 1 straight and if I'm blocked I switch to another green. At range 1 I go with 5 dice primary, Autoblaster is only there for backup.

So, you're planning to joust using a ship with 0 agi. That's... gutsy. It will certainly pull fire away from Norra for a while, I'll grant you that. I don't think Hera's lifespan will be very long though, even with 16 HP. I'd go with AdvS if I were you. Your best chance of making the most out of Hera is to deliberately bump into the front enemy and shoot whatever's behind him. This way you'll at least have one less ship firing at her. You'll also be forced to K-turn a lot with such a tactic, so you can keep the enemy in your fire arc. Sensors will help you keep your action economy running when you do.