no mod slots

By librarian101, in X-Wing

What do you think was FFGs thinking in not putting mod slots on the A-Wing, Defender and Tie Advanced V1? Just wondering ?

We're not privy to that information, but in short, it'll either be balance or variety or both.

It’s pretty easy to guess it’s things like afterburners and stealth device. I don’t want to play against token stacked stealth device defenders, etc.

43 minutes ago, PaulRuddSays said:

It’s pretty easy to guess it’s things like afterburners and stealth device. I don’t want to play against token stacked stealth device defenders, etc.

That makes sense for the v1 and the Defender, at least. Not entirely sure why they decided against the slot on the A-Wing and the Fang, when it's there on the Interceptor (two of them, no less!) and the Striker. Maybe interactions with specific pilots? I guess Afterburner Jake would be able to sloop, boost and hand out a focus, but would that be really that strong? Maybe boost, roll, focus would be too much on Fenn Rau? Or that even trolling, focusing, boosting Kad Solus would be dubious? Who knows.

They published today the update to point cost pdf. A lot of starfighter lost mod slot

32 minutes ago, CapitanGuinea said:

They published today the update to point cost pdf. A lot of starfighter lost mod slot

The ones that "lost" a mod slot never had one to begin with (A-Wing, Fang, Defender and Advanced V1being 4 examples). Was a pretty big bone of contention when the point costings and slot allocations were released back in July/August, namely since their respective Quick Build Cards often had mod slot upgrades included in the ship's card.

Concerning the A-Wind, I would not have thought that 1 elite pilot , Jake would create a problem. They could do as the did with the X-Wings where sone X-Wings have an Elicit slot and others dont.

A-wings are supposed to be stripped down to bare bones - the Rebs removed everything, so mods would mean adding something which goes against the theme. Defenders are built to be perfect. Fangs are similar - they are designed to perform their function well. Squints had two mod slots with "Royal Guard TIE", so that just stuck around. So, that's the fluff.

Here's the real reasons: A-wings are designed to chase down lower init pilots and block - they're truly interceptors as they intercept movement. Squint Alphas are similar. Giving As a mod slot might make them better dogfighters and may help them muscle in on Squint territory, so you have too much similarity then. Defenders are packed to the gills and they already have access to sensors and cannons - a mod slot would simply be overkill. I'd win every game with a Defender with afterburners and advanced sensors - that's simply unfair. Fangs are similar to A-wings. FFG obviously wants them to fly a certain way and afterburners makes them into arc-dodgers. Fenn Rau would be a monster with afterburners.

Edited by Bad Idea Comics

better question is why on earth make the costs of the good mods based on agility only to watch every 1 or 2 agility ship which are already tanky take these upgrades while the flimsy 3 Agility ships can't afford them

1 hour ago, Darth evil said:

better question is why on earth make the costs of the good mods based on agility only to watch every 1 or 2 agility ship which are already tanky take these upgrades while the flimsy 3 Agility ships can't afford them

Because they are worse on low agility and better on high.

+1hp is much stronger on a 3agi ship then a 1agi ship. (And the cost reflects that)

Now all ships can take them, and I have seen all ships take them. In first edition there was never a time to take them on low agility ships. There is no way to balance the cost of those upgrades to either not make them overpowered on high agi ships or too expensive on low agility ships without going to variable points.

This was a massive improvement to the game design.

Note: I still don't run them on 1agi ships because I don't feel they are worth the cost, I do run them on 2 and 3 agi ships. +1hp on soontir fel is a massive upgrade, it's hard for your opponent to even get an arc on him now they have to do it for 1 more damage!

4 hours ago, Darth evil said:

better question is why on earth make the costs of the good mods based on agility only to watch every 1 or 2 agility ship which are already tanky take these upgrades while the flimsy 3 Agility ships can't afford them

They can certainly afford them. It's ridiculous to say otherwise. Agility 3 ships in 2.0 pay 1 point more than they did in 1.0 in 1.0 terms. That's it. The difference now is that you don't NEED to take upgrades, but that doesn't make them bad or overpriced - they're simply costed appropriately now.

21 hours ago, librarian101 said:

What do you think was FFGs thinking in not putting mod slots on the A-Wing, Defender and Tie Advanced V1? Just wondering ?

Afterburners on the Fang and Defender would be almost must haves.

I am a bit annoyed that A-wings don’t have a mod slot. To be fair, the only thing I would slot there currently is Afterburners on the named pilots. I miss flying 25 point Green squadron Pilots with PTL and Juke. Additionally the shenanigans of Jake have been disappointingly nerfed. A-wings have never been overpowered, even when Chihuahuas were a thing. They’re great blockers right now, but they’re hurting for an I5-6 ace.

40 minutes ago, Phelan Boots said:

I miss flying 25 point Green squadron Pilots with PTL and Juke.

They have a double action built in, its not as strong as ptl but nothing is in second edition.

1 minute ago, Icelom said:

They have a double action built in, its not as strong as ptl but nothing is in second edition.

Other than Poe...

7 minutes ago, Hiemfire said:

Other than Poe...

And I am quite sure his cost will reflect that! After the shenanigans of 1.0 I think the designers really want to make multiple actions something special and costly.

1 hour ago, Phelan Boots said:

I am a bit annoyed that A-wings don’t have a mod slot. To be fair, the only thing I would slot there currently is Afterburners on the named pilots. I miss flying 25 point Green squadron Pilots with PTL and Juke. Additionally the shenanigans of Jake have been disappointingly nerfed. A-wings have never been overpowered, even when Chihuahuas were a thing. They’re great blockers right now, but they’re hurting for an I5-6 ace.

Well that's kinda the point. A-wings aren't supposed to be aces the way Interceptors are. They've been designed to fill a different niche, same as Fangs. So, these three ships that all have similar dials and health operate differently. Otherwise they'd all just be samey same and there'd be no difference between factions. There are still some ships that overlap roles between factions: the TIE x1 and A-wing are basically the same ship, but the x1 is a better knife fighter while the A is best moving full tilt. The x1 still differs from the A-wing by filling a mid-level fighter role and pocket Force ace while the A-wing is a proper interceptor (blocker) and mid-level fighter/ace.

You kinda have to be willing to accept the roles these different ships have. It makes you realize how good they are at their jobs instead of being disappointed in how bad they are at the jobs you think they should do.

Edited by Bad Idea Comics
30 minutes ago, Icelom said:

They have a double action built in, its not as strong as ptl but nothing is in second edition.

I know, but with nerfed built-in PTL, it doesn’t seem to be worth running Juke on them. Maybe it’s worth trying then with Juke, but then you’re getting zero other offensive mods. I think Predator/Trick Shot is the way to go right now.

2 minutes ago, Phelan Boots said:

I know, but with nerfed built-in PTL, it doesn’t seem to be worth running Juke on them. Maybe it’s worth trying then with Juke, but then you’re getting zero other offensive mods. I think Predator/Trick Shot is the way to go right now.

Juke A-Wings shooting after the higher init members of their squad actually boosts Juke's strength IF you concentrate fire on the same target. It forces that ship to either risk eating damage from the higher inits so it can counter the Juke A-Wing's attack or spend its focus token and let at least part of the Juke A-Wing's attack through its defenses. Depending on what you run it with, the Juke A-Wing will be getting damage through.

18 minutes ago, Bad Idea Comics said:

You kinda have to be willing to accept the roles these different ships have. It makes you realize how good they are at their jobs instead of being disappointed in how bad they are at the jobs you think they should do.

Again, I’m very aware of how A-Wings work currently, and how to fly them.

While I know I won’t change your mind, I have to strongly disagree with your personal assessment of the A-Wing. I think you’ve watched too many get blown up in Rebels. Canonically, A-wings are the high skill arc-dodgers of the OT Rebel fleet. There’s plenty of evidence for this both in game and lore. Just look at the flavor text on the Green Squadron Pilot card. It’s also one of the only ships with double repositioning.

You use the TIE Advanced Prototype (I assume you meant the V1 and not the x1.) as an argument of what the A-wing should be comparable to. Guess what the TAP has? An I5 pilot with Supernatural Reflexes stapled to it!

ROTJ/OT A-Wings are awesome, and I would love to fly a viable 4 ship A-Wing list as I used to. In the mean time I’ll make do with a 5 ship blocking A-Wing list.

RZ-1 A-wing - Green Squadron Pilot - 36
Green Squadron Pilot - (34)
Predator (2)

RZ-1 A-wing - Green Squadron Pilot - 36
Green Squadron Pilot - (34)
Predator (2)

RZ-1 A-wing - Green Squadron Pilot - 36
Green Squadron Pilot - (34)
Predator (2)

RZ-1 A-wing - Green Squadron Pilot - 36
Green Squadron Pilot - (34)
Predator (2)

RZ-1 A-wing - •Arvel Crynyd - 39
•Arvel Crynyd - Green Leader (36)
Intimidation (3)

Total: 183/200

View in the X-Wing Squad Builder

Missiles to taste.

1 hour ago, Phelan Boots said:

I know, but with nerfed built-in PTL, it doesn’t seem to be worth running Juke on them. Maybe it’s worth trying then with Juke, but then you’re getting zero other offensive mods. I think Predator/Trick Shot is the way to go right now.

I do agree with that.

But i rarely ran juke on a-wings in first... jukes value drops substantially the lower your PS is and i only really ran the lower ps a-wings.

I think predator is highly undervalued right now, for its point cost its hard to go wrong with it.

I am also getting good results with crack shot, i had thought it was not worth it in second being tied to the bullseye arc but it has worked very well for me.

An example of what I'm trying to say about low PS being a boost to Juke. Not making claim of viability, just an example

Green Squadron Pilot (34)
Juke (4)
Homing Missiles (3)

Green Squadron Pilot (34)
Juke (4)
Homing Missiles (3)

Wedge Antilles (52)
Swarm Tactics (3)
Proton Torpedoes (9)
R4 Astromech (2)
Servomotor S-foils (0)

Blue Squadron Escort (41)
R4 Astromech (2)
Servomotor S-foils (0)

Total: 191

View in Yet Another Squad Builder 2.0

Which is your priority target? Which is more likely to cause you to spend you're def token?

9 hours ago, Archangelspiv said:

Afterburners on the Fang and Defender would be almost must haves.

For freaking 8p? Don't think so.

But what grind my gears is that they sell the ship with a card it can't use. Ugh.

14 minutes ago, Vector Strike said:

For freaking 8p? Don't think so.

But what grind my gears is that they sell the ship with a card it can't use. Ugh.

The Quick Build Card... That is the reason it is in the package with the Fang...

45 minutes ago, Vector Strike said:

For freaking 8p? Don't think so.

But what grind my gears  is that  they sell the  ship with a card  it can't   use. Ugh.

Dude, the Defenders can tear up a game with just advanced sensors. for just 8 pts more you can grant them even more options and versatility, plus afterburners keeps them on target since they will typically do speed 3 moves the entire game for that sweet sweet evade action. giving them a mod on top of what they already have is silly. the same can be said of the Fang because frankly Fenn Rau doesn't need to be any better than he is. letting him boost barrel roll focus would be too much, on a guy who's at I6 and gets heaps of extra dice on offence and defense at range one.

As for the card in the Fang pack... quick builds man. there's your answer. It's a supported format so expect cards in the pack to support it. Personally I like that there's stuff that simply can only be done in quick builds. It makes the format more unique than just the ways we assemble and deploy squads for it.