Game-Changers and Non-Impact Upgrades from 2016

By USCGrad90, in X-Wing

I was thinking that of al the things that were released this year, there have been a few upgrades that were game-changers and some that really didn't seem to impact the game at all.

Feel free to agree or disagree - but these are what I think are the top 3 of each that either made a really big change in the game or not much at all.

Game-Changers:

1 - TIE/x7 Title

This seems obvious in how it took rarely used Tie Defenders to the top of the Meta.

2 - Zuckuss Crew

I think when this initially came out there were a lot of questions about how it could be used, but it proved to be the heart and soul of what makes Dengaroo work. In a lot of cases, ships are not making a return attack on a range 1 Dengar due to this card.

3 - Adaptability

An unassuming zero-point upgrade that I see people use a lot, especially when points are limited, but seems to help make a squad more effective.

Non-Impact

1 - Boba Fett Crew

I really thought this would have had a bigger impact when I first saw it, but I've rarely seen people use it in local or bigger tournaments.

2 - Dorsal Turret

This in another upgrade that I haven't seen used. Either Twin Laser Turrets or Autoblaster Turrets seem to be the norm.

3 - xx-23 S-Thread Tracers

An interesting concept, but I've rarely seen this on the table. Perhaps one of the keys to why we don't see it is that you're making an attack that does no damage. Most people I play with want to do some damage and then bring in the extra effects.

Edited by USCGrad90

Boba Fett and Tractor Beams are probably the ones that have the biggest pre-release stir:post-release use ratio.

Counting what was just released, you can make a "nold" prediction and immediately write off Bistan, bodhi and Baze

The 3 Bs of Bad

R3!

It feels like FFG is already trying to redress tractor as an effect that doesn't simply replace an attack, because Few want to sacrifice an attack to tractor.

It feels like FFG is already trying to redress tractor as an effect that doesn't simply replace an attack, because Few want to sacrifice an attack to tractor.

and dice; dice are absolutely atrocious in general

so Tug Tractor does away with that jank and even opens the door for shenanigans

Counting what was just released, you can make a "nold" prediction and immediately write off Bistan, bodhi and Baze

The 3 Bs of Bad

While I agree that Bodhi crew sucks, the pilot talent is interesting.

X/7 is definitely at the top of the list Followed closely by Zuckuss. The Contracted Scout was at the top, but FFG kindly nerfed it.

As for least impact, I'd say that I expected more Hera Syndulla builds as a pilot. Maybe with navigator and intelligence agent.

The tracers could be fixed fairly easily, just errata and add the text "you may equip an additional missile of cost 3 or less," thereby enabling you to take multiple Tracers on the one missile slot - as many as you can afford, in fact. It could be a good use for an A-wings missile.

I'm surprised no one said Sabine yet I would definitely think she is a pretty solid game changer for bombers.

Don't forget the dead eye nerf!

Honestly while Arcs are fun, they weren't super ships.

Honestly while Arcs are fun, they weren't super ships.

Certainly viable, tough. Norra is incredibly interesting alongside Biggs where first she has lots of damage (3 hits are usual and 4 hits not uncommon) and then shifts into strong defense. Of course she would be stronger if she could do both at the same time, but this way she feels very unique. But I guess if we are talking about game changers, ARCs ultimately aren't that, they just add to the options availiable for a certain archetype.

I have to second Sabine crew here as the Palpatine of bombs. She makes Cluster Mines viable (it is hilarious to end the game by flying over your own token next to a one hitpoint ship) and she created a new archetype of triple K-Wing lists. Maybe this Archetype can be expanded with the recent U-Wing as Sabine-caddy. Who knows what next year is going to bring!

Honestly while Arcs are fun, they weren't super ships.

Don't let fickle hear you.

GAME CHANGERS
1. Guidance Chips

2. /x7

3. Attani Mindlink
4. Sabine Wren

5. Zuckuss

1. Jumpmaster 5000

A SWING AND A MISS
1. /D
2. Boba Fett
3. Tractor Beam
4. Seismic Torpedoes
5. Fearlessness

1. TIE/sf

2. ARC-170
3. G1-A

Edited by Stay On The Leader

Counting what was just released, you can make a "nold" prediction and immediately write off Bistan, bodhi and Baze

The 3 Bs of Bad

I actually think Bodhi pilot has a shot to see play time. But yea, crew not so much.

1. TIE/sf

2. ARC-170

3. G1-A

ARCs are great, G1-As won a regionals and are mostly not represented because people are afraid to try them out. TIE/sf doesn't fit into most imperial lists, but calling it a miss is a still a bit ill-informed as Quickdraw holds great potential and will quickly rise if there are complementary ships and upgrades at some point.

Honestly while Arcs are fun, they weren't super ships.

Don't let fickle hear you.

I can't hear anyone; the forums are not an auditory medium :P

but w.e, I've stomped enough x7s and goddamn rey/raus to know they're amazing

A SWING AND A MISS

3. Tractor Beam

I'll weep for your ignorance. Such a sorrowful sight.

Tractor beams, expectially in the form of shadow casters, are not a thing to be triffled lightly with. One of the main reasons I did well at worlds is because even the big ships players that thought they didn't have to fear it, learned otherwise.

Also for the first half of the year, while torp boats reigned, boba Fett was a very used card. He was seen quite a bit for his ability to shut down Palp.

Tractor Beam =/= Tractor Tokens

Spare me your ******* sympathy and learn to read.

I think Manaroo was a huge game changer if we are talking ships/pilots

Edited by TreebeardTheEnt

I feel like I'm the only Dorsal Turret fan :P It's become a staple for my multi-Y double-tap lists.

I think Manaroo was a huge game changer if we are talking ships/pilots

This. I believe the unlimited range token passing with Manaroo is much more important for the functioning of Dengaroo then Zuckuss is. Zuckuss vs a 3 agility ship with a focus only gives +0.6 damage with a normal R2 Dengar attack compared to no zuckuss. 4-lom will do more damage then Zuckuss vs evade token ships.

Also Manaroo is very important in lots of mindlink builds which are also quite big players in the meta right now.

I feel like I'm the only Dorsal Turret fan :P It's become a staple for my multi-Y double-tap lists.

I tried that out earlier this year. Seemed like a cool idea for cheap. But I kept rolling like crap so I had trouble doing damage to even low agility ships with the double tap.

I feel like I'm the only Dorsal Turret fan :P It's become a staple for my multi-Y double-tap lists.

I tried that out earlier this year. Seemed like a cool idea for cheap. But I kept rolling like crap so I had trouble doing damage to even low agility ships with the double tap.

End of last year and first half of this year I was pretty much exclusively flying 5 ship Rebels, including 2 T-70s, so I didn't have the points to go for other turrets on the Stresshog. Did ok though.

Non-Impact: Everything Rebel, especially the ARC and HotR.

Impact: Scum and Imperial goodies of Wave 7 and 8 and Imp Vets (Jumpmasters, Guidance Chips, Inquisitor, TIE Adv v1, X7s, Zuckuss, 4-LOM, Manaroo, Dengar (crew and pilot), Latts Crew, Asajj, Ryad, Collision Detector, Attani Mindlink, Fenn Rau, Protectorate Title, ...



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