"Pulsed Ray Shield" and Epic Play

By Hexdot, in X-Wing

3 Double Epic games played so far with one "finger" of four M3s selected during each game. I am not going to talk about maths or synergies or the like, simply my experience.

IMHO this upgrade choice is quite weak if you play 300+ pts. The "target rich" environment means also that there are few safe holes where you can hide to push the recharge button. 2 pts is perharps a little too expensive if you must suffer one Ion token to recharge. We really does not care about pts value when playing Team Epic but I think this Mod is much better when you play 100/6.

I enjoy new game mechanics. I think the "Ion to Recover" mechanic is good and simple. A little regeneration capacity with the "Divert Power from Engines to Shields" PC way of gaming.

During Epic Play if you Recharge early during the game... You probably die next turn. 1 pt cheaper that "Hull Upgrade" but that Ion token...

Do you equip this upgrade playing 100/6?. Thanks for sharing your experience.

Yup, I think it's pretty solid in standard play on HWKs and Scyks. Not really got as much use as I'd hoped out of it on Vaksai yet but I've not tested it that much.

I've used it once in Epic and once in Standard play. Both times it more than paid for itself.

In the epic game I had it on a lone Genesis Red who was acting as an Attanni enabler. It did great and helped Genesis survive for a long time (relatively speaking) in part because there were usually better targets nearby for the enemy to focus on.

In the Standard game is was on Sunny bounded with autoblaster cannon (don't judge. I had the extra points and thought a 4-hit autoblaster shot thanks to Sunny's ability would be amusing). My opponent was flying a snapshot A-Wing swarm and I guess he didn't fancy getting one-shot by Autoblaster Sunny so he went for her first. It took him a good 4 rounds of focus fire to finally bring Sunny down, thanks to 3 agility, tokens, and Pulsed Ray Shields regenerating the odd point of damage that slipped through. By that point in time I had wiped out half of his list with the rest of mine, and still had a fully untouched Tel Teruva.

I won both games. Again, PRS was worth every point in both games.

I played a 200 pt Epic game and had 4 sycks, 2 with PRS, one was on Serissu. Serissu lost a point of damage on 2 occasions and was able to recover her shield both times. The other suck also got to recover a shield. While the ion certainly telegraphed my maneuver, the one forward was actually really helpful and usually what I wanted to do anyway. I love PRS and I would include that thing on anything that either cannot do a 1 forward or would otherwise want extra shield/hull to stay alive longer (e.g. the hwk). I suppose the trick with PRS is to snag whatever opportunity you get to activate the ability, because you might not get another one (it also helps when you have a lot of other viable targets).