Loosing a ship sucks. I know, that's a heck of an obvious statement but stick with me here. It's a unfortunate reality of X-Wing that we just have to accept. Oh we can try to prolong the inevitable with clever maneuvering and what not but eventually the time will come to roll those fickle green dice and hope for the best. Three main defensive modifications currently exist to keep our beloved plastic ships on the table for as long as possible; shield upgrade, hull upgrade, and stealth device. The accepted wisdom is to rank them in that same order with stealth a very, very, very distant third. So much so that when I ran this one of the guys in my group reacted as if it was an affront to all that's good and holy. I had a similar view for some time as well until I decided to look at stealth device differently.
The gold standard of defensive mods is shield upgrade. I don't think that's a very controversial statement. So why should stealth device cost the same? It adds an extra evade die but only until the first attack strikes true. In the worst case, it's a single use upgrade. Why oh why would I pay for the same amount for a upgrade that stops working after the first hit? From certain point of view the same is true of shield upgrade. SU allows a ship to take one additional hit/crit. That can make or break a game but it's still a one time event. Stealth grants the possibility to just flat out avoid that same hit or crit in the first place. If that extra die prevents just one hit from occurring it's essentially preformed the same function as shield upgrade and can potentially do so turn after turn. But don't take my word for it, let's make use of numbers thanks to the great folks behind X-Wing Probability Calculator .
Take a fairly common scenario. A ship with a three dice attack versus a 1 die defense, we'll even give both of them a focus token. There's an 89% chance the defender takes at least one hit. Behold the why behind a common complaint about the ARCs is how quickly they crumple. I take that same ARC an install a stealth device, and the chance of taking a hit drops to 70%. Still not amazing but it's an improvement and that improvement could carry on to the next time it has to defend. Also, if we look at the chances of taking two or more hits, that ARC goes from a 58% chance to to 32%. Even if the ARC is hit, possible damage is reduced. Now I'll be the first to admit that the numbers I've tossed out there are hardly breath taking but I didn't want to make it appear like I was painting a overly rosy picture. But I will point out that an X-Wing in the above scenario goes from a 30% chance of not taking any damage to a better than 50% chance with stealth device. Not shabby. I invite you to to play around with the numbers on the calculator for whatever combination you like to get a quick idea.
So you have to ask yourself, if you're going to spend 4, 6, or 8 points to keep your wee friends around just a bit longer would you rather spend it on single, guaranteed extra HP or the chance at one or more complete neutralized hits/crits? By no means am I saying stealth device is the new must take mod, but I don't think it's much maligned reputation is entirely deserved.
Edited by Pa Weasley