Interceptor with 2 mod, A wing with 0

By player2422845, in X-Wing

Estimated pilots, can I have your opinion about this

Interceptor have 2 mod, but filling both seem very expensive. What do you think? Classic hull/shield upgrade plus stealth device? Is it interesting to not fill both?

And what about the rz1 A wing? Supposed to be the competitor, but no mods. Is it that efficient with a simple torp?

So, what is your opinion about those two ships?

Both ships will equip the same mods.

None for the awing because they don't have the slot.

None for the interceptor because the only ones they would want are way too expensive to justify on a three hull ship.

3 minutes ago, HolySorcerer said:

None for the interceptor because the only ones they would want are way too expensive to justify on a three hull ship           .   

This. I could see Stealth on Soontir maybe, but generally not worth it, especially since I want to swarm Alphas.

I figure this lack of mods on the A-wing represents how stripped down they have to be to get their speed. Basically they’re already heavily modified and you can’t mod them more without losing chassis integrity

2 minutes ago, ClassicalMoser said:

I figure this lack of mods on the A-wing represents how stripped down they have to be to get their speed. Basically they’re already heavily modified and you can’t mod them more without losing chassis integrity

That and they were sort of prototypes anyway. Notice that the two Imperial ships which don't come with mods are the TIE/v1 prototypes and the TIE/x7 defender, neither of which really made it as far as 'large scale production version' in the way the X-wing or TIE Interceptor did.

Mods are just another upgrade slot, I wouldn't read into it especially since thrusters don't exist anymore

In gameplay terms, the A and Interceptor really don't even approach the same role. With its two-die primary and low cost, the A is a blocker. The interceptor is more of an arcdodger

If you hit an Intercepter it's basically dead anyway, so... Agility 5 alpha squadrons, yo!

They're not really faction equivalents, not anymore.

Personally, by the end of 1e I thought they were very different anyway, but I can see where people get the association given how similar they seemed on initial release (basically the same dial, both brought boost to the game, both high agility, low health etc)

In 2e, they've really diverged, and personally I think it's for the best. A-Wing is now all about straight line speed, and fills the role of cheap but nimble blocker and zoom-and-boom missile carrier. The Interceptor is all about being the most maneuverable ship in the game, and is completely reliant on its strong main guns and positioning to make up for a very vulnerable hull.

The lack of slots on the A-Wing does feel a little frustrating, but it's not really that different from 1e. Basically every A-Wing build in 1e ever used the second talent slot for PTL, and that is now baked into the frame (or the closest 2e will get to PTL, anyway). They've corrected the error of not giving Green Leader a talent slot by default, and improved his ability to really emphasise his role - speed, and bumping.

I do kind of wish the A-Wing could take Munitions Failsafe, though. It never got used in 1e and it's probably worse now, with reload, charges and the fact it's no longer guaranteed. But given that prockets is still only one shot on the A-Wing, a little bit of insurance would have been nice.

14 minutes ago, ClassicalMoser said:

I figure this lack of mods on the A-wing represents how stripped down they have to be to get their speed. Basically they’re already heavily modified and you can’t mod them more without losing chassis integrity

Also this. Makes perfect sense for fluff reasons.

11 minutes ago, ficklegreendice said:

In gameplay terms, the A and Interceptor really don't even approach the same role. With its two-die primary and low cost, the A is a blocker. The interceptor is more of an arcdodger

I’m actually going to disagree a little here. Sure, the generics are blockers (and awesome missile carriers) but I expect we’re going to see some higher-I pilots which will make very decent arc-dodgers. 2-attacks can hit pretty often now (and the inevitable Shara will get 3 with Jake), and much more so with outmaneuver.

Edit: spelling

Edited by ClassicalMoser

Empire bias !! :P

6 minutes ago, Rakaydos said:

If you hit an Intercepter it's basically dead anyway, so... Agility 5 alpha squadrons, yo!

Are you able to double-equip identical modifications in 2.0?....no indication in the rules .PDF that you can't, to be fair.

16 points...but could be worth it in the right circumstances.

1 minute ago, Magnus Grendel said:

Are you able to double-equip identical modifications in 2.0?....no indication in the rules .PDF that you can't, to be fair.

16 points...but could be worth it in the right circumstances.

Is a bomber able to double equip identical missiles? It would be the same rule. Just a matter of letting go our 1st edition blinders.

18 minutes ago, ficklegreendice said:

In gameplay  terms, the A and Interceptor really don't eve   n approac  h th  e sa  me r  ol   e       . With its two-die  p  rimary and  l  o  w cost, the  A is a blocker. The interceptor is mo  re of an  arcdodger 

Right, but I thought the best blocker choice for rebel was z95. So the A wing look like underperforming. I believe in two scenariis: I just don't know how to use it. Or there will be great options in future release.

Maybe it is one of the few unbalanced thing s in v2 and will have a price reduction and/or slot change in the future.

Edited by player2422845

Green Squadron Pilot with Outmaneuver is 40 points... would it make sense to run a bunch of those? Some block, setting up out-of-arc shots? 2 red dice aren't great, but removing an agility goes a long way towards making it better. I guess GSP with outmaneuver was possible in 1e, with Chardaan refit and no Autothrusters, but getting the built-in PTL boosts from the Vectored Thrusters tag seems like it'd go a long way towards making it work.

Anyhow, I don't really mind the difference between the two ships. As has been said, they fill different roles. While in lore, they're both "the fast ships" how they work out in games is really different. Plus, ships should feel different. Protectorate Fang Fighters are probably closest to TIE Interceptors. Unfortunately, they seem WAY more expensive. Well... 10 more points, and with Hull Upgrade valued at 7 points on a 3-agility ship, and Concordia Face-off valued at about 3 points doesn't feel too unreasonable. Linked Focus doesn't seem quite as good as Autothrusters, but pretty close. I dunno. Fangs still feel kind of overpriced.

10 minutes ago, Rakaydos said:

Is a bomber able to double equip identical missiles? It would be the same rule. Just a matter of letting go our 1st edition blinders.

True, but then individual missiles come with their own "ammo store" on the card, and reload is a core concept in the game, so there's little reason to do so.

I'm not saying we can't - quite the reverse; until specified otherwise one can - but I'm just wondering where else the prohibition might pop up if not the rulebook. Rules reference, I guess or else the app will just not let you.

It's not especially ridiculous, anyway, so I won't be surprised if it is an option. 5 dice is impressive but you be unlikely to pay 16 points on mods for a generic, especially since (unlike the old stealth/autothruster pairing) they both go pop if you're hit by anything....including bombs, rocks, and angry sith lords.

EDIT: as an aside, that logic means a Khiraxz can equip three stealth devices for 18 points. Probably over the top, but combined with talonbane's ability and a cloaking device, ridiculous as heck (9 green dice?)

Edited by Magnus Grendel

Just looking at the mod slot here at release, I'm not seeing any that I'm super in love with.

Maybe if they re-release the A-Wing, there will be a config, title, or mod slot added over time. That's something to keep in mind. At initial release, a ship may not have a slot, but it doesn't mean it will stay that way as the game develops.

Edited by jwilliamson12

I only use mods on Fel if he has a lot of support. Never on other interceptors. That’s even more true on A-wings. They aren’t worth it.

15 minutes ago, player2422845 said:

Right, but I thought the best blocker choice for rebel was z95. So the A wing look like underperforming. I believe in two scenariis: I just don't know how to use it. Or there will be great options in future release.

Maybe it is one of the few unbalanced thing s in v2 and will have a price reduction and/or slot change in the future.

Zs can block but they don't have boost to jam themselves into position from downtown

Zs bring more dice per points, so you bring them to joust or pack missiles . If you want a dedicated blocker, you bring an A

4 minutes ago, ficklegreendice said:

Zs can block but they don't have boost to jam themselves into position from downtown

Plus their barrel roll is red, and with two green dice not three and being a touch slower in a dead run they're a bit more vulnerable to getting shot down before getting in amongst the enemy

24 minutes ago, player2422845 said:

Right, but I thought the best blocker choice for rebel was z95. So the A wing look like underperforming.

Zs are the cheapest blockers, not the best.

A-Wings got even more options with 2e, thanks to native barrel roll. With their dial, native barrel roll and boost and potential for both they can get to way more places than the Z-95. They can get around obstacles better, they can shoot past friendlies better, they can turn around better (super important past the first turn), and with one extra green die they survive just that little bit longer.

Zs are filler. They exist to do one job cheaply. Either to make one important block in the first pass or to be part of an alpha strike. Alternatively, they're there to overwhelm with numbers.

A wings still have 2 shields = 2 shield upgrades, lol. But in all honesty, I agree with the above statements of A Wings as blockers, for they have the dial to do so, some good shielding, and aren't sad when their 2dice primary can't shoot (add to that Arvel's ability to block AND shoot, which has been buffed to include ramming into other ships: prockets will be fun on him). Shield upgrade is incredibly pricey for 3 agility ships, which means you lose cost effectiveness if you want an interceptor to block (that's typically what a tie fighter or striker is for). With a whopping I4 as the base for the elites, plus double repositioning as opposed to an a-wings act>>boost for block, Interceptors are intended to be arc-dodgers. 3 dice is a lot to give a way just for a block, especially if that block fails and you are range 1'd with only a green token to your name. In fact, the only time I actively try to block with interceptors is if I'm flying an I4 mini swarm.

The mods I put on Soontir are shield upgrade and afterburners (I waffle between Outmaneuver and Predator, but I believe that Predator boosts damage output especially on Soontir more often than Outmaneuver). Shield just for some security if I am caught in arc once, but afterburners for a quick escape, especially since the 3 banks and turns are white.

1 hour ago, Magnus Grendel said:

Are you able to double-equip identical modifications in 2.0?....no indication in the rules .PDF that you can't, to be fair.

16 points...but could be worth it in the right circumstances. 

1 hour ago, Rakaydos said:

Is a bomber able to double equip identical missiles? It would be the same rule. Just a matter of letting go our 1st edition blinders. 

Given the change to the term "limited" instead of "unique," I strongly suspect FFG is forbiding ships from equipping duplicate upgrades, much as they do in Legion and Armada.

1 hour ago, Magnus Grendel said:

Are you able to double-equip identical modifications in 2.0?....no indication in the rules .PDF that you can't, to be fair.

16 points...but could be worth it in the right circumstances.

Erm... Kfighter with three Stealth Devices....... 58 pts total with the basic generic before illicit and missile. Or running 4 shields, or 8 hull... I bet the one per ship limit is supposed to have rolled over into 2.0.

For the 7 points you pay to upgrade a Z to an A, you lose a mod slot (meh) and gain:

  • An extra green die
  • A significantly improved dial
  • Native Boost and Evade
  • Barrel Roll upgraded from red to white
  • Linked red boost to all actions

The improved dial and linked red boost alone are worth way more than 7 points.

24 minutes ago, player3010587 said:

A wings still have 2 shields = 2 shield upgrades, lol. But in all honesty, I agree with the above statements of A Wings as blockers, for they have the dial to do so, some good shielding, and aren't sad when their 2dice primary can't shoot (add to that Arvel's ability to block AND shoot, which has been buffed to include ramming into other ships: prockets will be fun on him).

Arvel is lovely but he can't shoot prockets while bumping (his ability specifies primary only, and even if it didn't, prockets specify R1-2). For that reason I'm thinking about running ions or homing missiles on him to improve his R2-R3 attack while he's on his way in for the knife fight.

Green Squadron A-wings with prockets and Marksmanship, however, could be super nasty for taking on big ships or swarms. Unlike Predator and Crack Shot, Marksmanship should work with secondary weapons.

Saber Squadron gets Outmaneuver.

Green Squadron gets Cluster Missiles.

That's my basics for now. Cluster Missiles, while requiring a lock, make A-Wings hit like Squints. Add Bodhi to get long range locks early and Jake to spread some Focus love.

Arvel says primary, besides remember all weapons innately cant attack at R0 and thats what denies it not the act of bumping anymore.

All of the rules that allow it are effectively adjusting the range of the attack. And none of them are a blanket "Attack at R0" effect. Even Zeb says primary now, though he also doesnt mention the firing arc limitations (so if you ram into the side of a turret and somehow cant hit them they can still hit you)