FCS or AS?

By Boba Rick, in X-Wing

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.

If you are going to get bumped AND you want a defensive action. 'Cause FCS still works on bumping

Anyway, I like Accuracy Corrector+Autoblaster

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.

Well, I'm not going to set my ships directly in front of the other guy if that's what you're asking. You asked me what am I going to do if the enemy approaches me head on. That's pretty conditional based upon who the enemy is.

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.

Once you k-turn once advanced sensor because useless for the rest of the game with this build as you want to be doing 2 actions a turn.

Do a k-turn (have actions for that turn from the sensors).

Next turn you can't advance sensors you do a move to clear stress you do your 2 actions and end stressed.. assuming you want your 2 actions advanced sensor is now doing nothing for you.

(It may feel good the turn you k-turn but every turn after you are going to be kicking yourself for not having fire control)

Thinking advanced sensors is good for k-turning with this experimental interface build is flat out wrong.

The only time it is good is if you are going to bump lots, if not then fire control is hands down better. Every turn you don't bump fire control was a better choice.

Now Hera with experimental interface is a whole nother topic (as really you can only use one or the other if you are doing reds you can't experimental)

If you're doing a Lando Ghost build, then do it like this:

VCX-100: · Kanan Jarrus (38)

Twin Laser Turret (6)

Advanced Sensors (3)

· Experimental Interface (3)

· Lando Calrissian (3)

· Kyle Katarn (3)

And then just head right into the mix.

Well, I'm not going to set my ships directly in front of the other guy if that's what you're asking.

I think it's reasonable to assume that the opponent will turn towards you and shoot. If you're playing a sneaky arc dodger, you may be able to outsmart him or distract his attention with something else and flank him. This way you don't have to face him head on. As for Ghost though... sneaky arc dodger he is not. "Distracting" him with Norra is unlikely to work either and if it does, you'll probably just lose her.

Having played Kanan+Ezra+Biggs on several tournaments I can attest that you ARE going to have a head on confrontation with the enemy whether you like it or not. It was certainly true for me and I was actually playing the TLT Ghost with shuttle docked so I had quite a bit of flexibility in how many positions I could move to while still being able to maintain full combat efficiency. Without Shuttle and with only range 1 turret you're going to be far more limited in your approach. You will pretty much have to turn towards the enemy and keep him in your front arc and that's going to end in a joust. My game plan for that early engagement was to put Tactical Jammer on Kanan and keep Biggs behind him. This way the opponent had to take obscured shots against a reasonably tanky fighter that was typically at R2-R3 (Ghost makes it physically difficult to get any closer). On top of that I'd use recon spec and spend focus tokens to further weaken the enemy attacks against Biggs. Only once Biggs was gone did Kanan start to take serious flak and by that point the initial joust was over and it got to a maneuver game. Even then, it was often a close call. No agi means you take a lot of damage even with Kanan's ability and 16 HP will only last for so long. Without Biggs OR Kanan's ability Ghost will simply go down in a couple of turns of focus fire which is why I'm skeptical about the list you proposed.

Once you k-turn once advanced sensor because useless for the rest of the game with this build as you want to be doing 2 actions a turn.

Never played AdvS Brobots did you? They'e quite similar in many ways - large ships with great frontal firepower that shed stress easily but need to use red maneuvers relatively frequently to keep the enemy in their arc. On Brobots you use AdvS with PTL. You stress yourself for double actions and then immediately lose it with a green maneuver. You try and bump to delay having to S-loop or K-turn for as long as possible. When you do have to turn around you still have your action which is huge but then the next turn you need to choose whether to perform double actions and end the turn stressed or perform just one and reset the stress. It's certainly a disadvantage but in no way does it make AdvS "useless".

Edited by Lightrock

When you play well, advanced sensors allows for the following (assuming no repositioning)

Action into a purposeful bump.

Action into a red maneuver

Action into crossing an obstacle.

Target lock before moving out of range

Change stress timing

So - how often are you doing the things on that list?

You can keep unstressed with kanan, opening up an action and a kturn over no adv sensors. In general, you get 1 action and lando, in your build. Comparatively FCS is giving you about 2 actions + lando. AdvS is increasing your action efficiency base, FCS your action efficiency ceiling. If you play well (minimal action loss and good positioning), without AdvS, FCS is better. If you tend to need trickier moves and lose more actions, AdvS is the bargain buy.

He doesn't have shuttle equipped on his Ghost so FCS would only give him one action. That definitely pushes it toward AdvS for me.

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.

Once you k-turn once advanced sensor because useless for the rest of the game with this build as you want to be doing 2 actions a turn.

Do a k-turn (have actions for that turn from the sensors).

Next turn you can't advance sensors you do a move to clear stress you do your 2 actions and end stressed.. assuming you want your 2 actions advanced sensor is now doing nothing for you.

(It may feel good the turn you k-turn but every turn after you are going to be kicking yourself for not having fire control)

Thinking advanced sensors is good for k-turning with this experimental interface build is flat out wrong.

The only time it is good is if you are going to bump lots, if not then fire control is hands down better. Every turn you don't bump fire control was a better choice.

Now Hera with experimental interface is a whole nother topic (as really you can only use one or the other if you are doing reds you can't experimental)

Yeah, every time you pull a red maneuver you'll need to skip activating EI that round and some round afterwards to get back on track with using AS. The advantage with AS is that you have your red maneuvers available without needing to telegraph that you might be using them the next round.

AS and FCS are both good upgrades. FCS is easier to use and is easier to see exactly how much value you can get from it. The big advantage that I see with AS is that it opens up a player's options and allows them to be less predictable. That's really hard to quantify and requires that the player actively contribute to its effectiveness.

Edited by WWHSD

I agree. It's all about whether you expect to bump that ship a lot or not.

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.

Edited by Tbetts94

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.

Once you k-turn once advanced sensor because useless for the rest of the game with this build as you want to be doing 2 actions a turn.

Do a k-turn (have actions for that turn from the sensors).

Next turn you can't advance sensors you do a move to clear stress you do your 2 actions and end stressed.. assuming you want your 2 actions advanced sensor is now doing nothing for you.

(It may feel good the turn you k-turn but every turn after you are going to be kicking yourself for not having fire control)

Thinking advanced sensors is good for k-turning with this experimental interface build is flat out wrong.

The only time it is good is if you are going to bump lots, if not then fire control is hands down better. Every turn you don't bump fire control was a better choice.

Now Hera with experimental interface is a whole nother topic (as really you can only use one or the other if you are doing reds you can't experimental)

Yeah, every time you pull a red maneuver you'll need to skip activating EI that round and some round afterwards to get back on track with using AS. The advantage with AS is that you have your red maneuvers available without needing to telegraph that you might be using them the next round.

AS and FCS are both good upgrades. FCS is easier to use and is easier to see exactly how much value you can get from it. The big advantage that I see with AS is that it opens up a player's options and allows them to be less predictable. That's really hard to quantify and requires that the player actively contribute to its effectiveness.

This is no different whether you have AdvS or not.

Let's go through the scenarios for both w/ AdvS and w/o AdvS.

w/o AdvS

Turn 1 - Need to realize IN ADVANCED whether you want to do a K turn the next turn, take action, do not use EI (and alert your opponent to the potential red maneuver). 1 Action taken. 1 Total

Turn 2 - K Turn, receive stress. 0 Actions taken. 1 Total

Turn 3 - Green Maneuver, clear stress, Action and EI Lando. 2 Actions taken, 3 total

Turn 4 - Green Maneuver, clear stress, Action and EI Lando. 2 Actions taken, 5 total

w/ AdvS

Turn 1 - AdvS Action plus EI Lando. Complete green maneuver and clear stress. 2 Actions taken, 2 total.

Turn 2 - K turn, AdvS to take single action. 1 action taken, 3 total

Turn 3 - Green maneuver. Cannot AdvS, take single action. 1 Action taken, 4 total

Turn 4 - Green Maneuver, AdvS to action and EI Lando. 2 Actions taken, 6 total

So, as you can see, you lose 2 turns of EI when you K turn regardless of whether you have AdvS or not. Without it though, you have to proactively not use it (and then perhaps K turn is not the best option and you end up losing EI for no reason) and alert your opponent to the potential K turn. And with it, you can decide on the fly what the best move is. Furthermore, you get an additional action via AdvS that you normally would not when you do execute a K turn.

It also depends on:

A:

the fire power of your squad. AS on brobots is fantastic, but with only 2 ships you have to get sure that you really hit hard, therefore a tendency to use FCS over AS. Similar with other ships like Ghost.

B:

Your ship upgrades. Outmaneuver can favour AS. Or if you have Predator, Wired, Lone Wolf etc you have dice modifier, therfore AS.

C: Ship type

For example a phantom does not neccessarily need AS