An idea of giving love to Imps

By Erion_Fett, in X-Wing

I have one idea in order to give some love to imps:

Modification: "Mass Production".
Small Ship Only. Imperial Only.

You can have only 1 copy of this modification in each ship.

-2 points.

This generates some consequences:

-It bring to life those TIE swarms (10 Academy Pilots!)

-It bring to life some pseudo-swarms of some small ships that don't see play (For example: 6 Scarif Defenders or 5 Black Squadron Scout with Snap Shot each

-It reduces by 2 points the cost of any Ace in Interceptor (Basically, Free Autothrusters thanks to Royal Guard Tie), but not by 4.

-It cannot make you put 4 tie defenders. With X/7 title and this mod, a Delta Squadron Pilot remains in 26 points.

-Some ships will not be affected by this because some imperial ships are very mod-dependant (Lightweight frame, Twin Ion Mk II, Guidance chips...).

Another idea (More careful, but with less posibilities) is giving this as a Title to Tie Fighters and Tie FOs, it has sense and... hey, a lot of Ties is still being intimidating... (as we saw in Rogue One).

I am wondering if FFG will try to adress the Imperial Ships in this way or similar.

Sin título.jpg

The -2 is way to strong.

10 Tie Fighters breaks the game and 6 Tie Bomber Swarm with unguided rockets is too much.

Its a nice idea but breaks the game.

I like the idea of the Royal Guard Title having an EPT and mod given from it which is a much better correction.

edited 2nd thought make it pS6 or above for all imp as a title that costs 1 point.

Edited by Cubanboy

Imps are fine. Best balanced faction in the game.

Noooooooo way. Imperials are in the best position of any faction I can recall since before wave 4. They have fantastic interfaction balance (comparitevely) and exemplify the way the game should look. They have flexibility in list building and most lists take skill to fly well.

The issue is the other factions having staple cards which overwhelm the other options available which reduce the skill factor of the game, or cards that can create unwinnable match ups as long as your opponent is a decent player. If these cards get handled, perhaps scum and rebels can enjoy as free and diverse a game as the Imperials currently do.

Edited by Kdubb
16 minutes ago, Cubanboy said:

The -2 is way to strong.

10 Tie Fighters breaks the game and 6 Tie Bomber Swarm with unguided rockets is too much.

Its a nice idea but breaks the game.

10 Academies may have broken the game a few years ago, but I honestly wouldn't expect it to be good against most stuff these days, other than a laugh. Nor have I been hearing of any 5 Bomber rocket swarms making any waves.

Edited by kris40k
23 minutes ago, Giledhil said:

Imps are fine. Best balanced faction in the game.

So you are suggesting massive nerfs to Rebels and Scum? Bring it on.

This only works if you operate under the assumption that all Imperial ships are two points overpriced.

Otherwise, you're looking at 13-point Crack Blacks everywhere.

6 minutes ago, PhantomFO said:

This only works if you operate under the assumption that all Imperial ships are two points overpriced.

Otherwise, you're looking at 13-point Crack Blacks everywhere.

Now we're talking.

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More seriously, I just don't see PS1 2 die + Focus + Howlrunner attacks as really scary anymore facing today's ships, so I don't think a swarm of cheap Academies is going to do anything other than be fun unless you are flying a Ghost or Decimator. Black Cracks at least can push some damage through. A lot of them could possibly mess with some existing lists but the Black Crack swarm isn't really rocking things at the moment.

I think the best benefit would be to some more possibilities opening up. Being able to basically add Hull Upgrade for only 1 pt difference would be nice, the afore mentioned AT stapled to Interceptors, but bringing down the cost of a TIE/D may make them show up some more with decent wingmates.

Edited by kris40k

A 0 point upgrade that allows interceptors to treat all turn maneuvers as talon rolls.

I love x7s and sf

So there's the love for imps

Anyway, imps are fine. Jm5ks just continue to be ******* stupid

Edited by ficklegreendice
36 minutes ago, Giledhil said:

Imps are fine. Best balanced faction in the game.

I agree. Been saying this for awhile.

No glaring OP ships/pilots/upgrades IMO.

Although the triple ace imp list archetype is better than ever thanks to newer upgrades like x7 and lwf.

That would be my only complaint against imps. A lot of their aces in the low to mid 30 price range when kitted out are vastly superior to almost any other ship in the game at those points.

3 minutes ago, markcsoul said:

I agree. Been saying this for awhile.

No glaring OP ships/pilots/upgrades IMO.

Although the triple ace imp list archetype is better than ever thanks to newer upgrades like x7 and lwf.

That would be my only complaint against imps. A lot of their aces in the low to mid 30 price range when kitted out are vastly superior to almost any other ship in the game at those points.

That should be expected. The other factions simply do not have the discipline to stack up to the Empire's time-tested training methods. The others use crutches like drugs and astromechs just to have a chance against the Emperor's finest.

Sadly, they will lose, as they're still missing the final piece which makes victory for the Empire inevitable: a righteous cause.

You want this?

x_wing_miniatures___custom_modification_

(I want it too)

18 minutes ago, Odanan said:

You want this?

<snip>

(I want it too)

It looks really cool, but I think you would run into the /x7 vs. /D problem: The opportunity cost of your options.

When comparing taking TIE/D and a cannon, you also have to consider the opportunity cost of not taking /x7 and paying two points less. So TIE/D with an Ion Cannon actually costs 5 points, not 3.

With this mod existing, LWF on your TIE/SF or Bomber now costs 4 points, not 2. Mk II Engines on a Defender costs 3 points, not 1. That's not even considering giving up the EPT flexibility.

7 minutes ago, kris40k said:

It looks really cool, but I think you would run into the /x7 vs. /D problem: The opportunity cost of your options.

When comparing taking TIE/D and a cannon, you also have to consider the opportunity cost of not taking /x7 and paying two points less. So TIE/D with an Ion Cannon actually costs 5 points, not 3.

With this mod existing, LWF on your TIE/SF or Bomber now costs 4 points, not 2. Mk II Engines on a Defender costs 3 points, not 1. That's not even considering giving up the EPT flexibility.

Isn't that the spirit?

You give up two important upgrades (modification and elite) for the 2 points reduction. Is it OP or game breaking? - I guess nope. (considering the Empire is not in a good place and this only really helps the low PS imperial TIEs)

Edited by Odanan

Instead of a mod make it a TIE only title that also allows a 2nd title that costs 0 or more points.

Edited by BadMotivator

I'm not clear how this corrects jumpmasters.

3 minutes ago, Velvetelvis said:

I'm not clear how this corrects jumpmasters.

It doesn't. Jumpmasters need to be tackled directly in a FAQ (and not indirectly, like FFG did lately).

But at least it gives new life for the Imperials.

43 minutes ago, Odanan said:

You want this?

x_wing_miniatures___custom_modification_

(I want it too)

TIE Fighter only.

6 hours ago, Odanan said:

You want this?

x_wing_miniatures___custom_modification_

(I want it too)

I dig the card Odanan but doesn't "Mass Deployment" and a "Limited" card restriction kinda contradict itself? ?

I'm not sure if 2 points is worth losing your ept though. Dice mods are pretty much necessary and besides howlrunner I can't think of too many imperials who let their buddies mod dice. I'd make it a title not a mod too, phantoms could take it defenders could not.

Edited by LordFajubi
9 minutes ago, Odanan said:

Isn't that the spirit? You give up two important upgrades (modification and elite) for the 2 points reduction. Is it OP or game breaking? Considering the Empire is not in a good place and this only really helps the low PS imperial TIEs, I guess it isn't.

No, its not OP or gamebreaking, but that's not the question. The question is, is it useful ?

Consider who might use this proposed modification. Generic TIE/ln's are ruled out because as I have mentioned before: 2 die TIE's are dang near pointless in today's game. Maybe one for a blocker.

Interceptors might, but they would be giving up AT at low PS, which was supposed to be a fix for them, or be capable of using the Royal Guard title and get AT + This + no EPT for + 0 pts. Maybe some traction there.

Generic Strikers could use this.

TIE/FOs as well, as you could staple Pattern Analyzer to them but people don't use the generics. OL see's a lot of play, but would never take this, making Juke effectively a 4 point upgrade due to opportunity costs.

Cheap Scimitar bombers? Could work on a shuttle; but you are giving up LWF which was a fix for them.

That's just off the top of my head. I'm not saying its bad , I'm just not sure of it being useful to the faction.

2 hours ago, Kdubb said:

Noooooooo way. Imperials are in the best position of any faction I can recall since before wave 4. They have fantastic interfaction balance (comparitevely) and exemplify the way the game should look. They have flexibility in list building and most lists take skill to fly well.

The issue is the other factions having staple cards which overwhelm the other options available which reduce the skill factor of the game, or cards that can create unwinnable match ups as long as your opponent is a decent player. If these cards get handled, perhaps scum and rebels can enjoy as free and diverse a game as the Imperials currently do.

This.

"Bringing Ballance to the Force" FAQ 4.3.4 is coming with Wave 11; be of good cheer!

Biggs, Sabine, Attani and the Jumps are going to be dulled a bit.

1 hour ago, PhantomFO said:

Sadly, they will lose, as they're still missing the final piece which makes victory for the Empire inevitable: a righteous cause.

You know ::SPOILER ALERT:: the Empire loses, right? /SPOILER::

2 hours ago, Pretty Green said:

So you are suggesting massive nerfs to Rebels and Scum? Bring it on.

Massive? Not really.
Jumpmasters, (and to a certain extend Shadow Caster and Fenn), Biggs and Advanced SLAM are the few things that need a real nerf right now to open the scum and rebel roster.
But in order to nerf Biggs and K-wings bombers, rebels also need some new toys, since most "old" rebels ships really aren't up to modern standart. I think Scum are OK with the incoming ace pack.