[Blog] The Points Change: A Closer Look Part II - The Imperial Faction.

By MidWestScrub, in X-Wing

Matt's thoughts on the Summer points change for the Empire. Check it out, and let us know if you agree or disagree.

Edited by MidWestScrub

@MidWestScrub Thread title says Part III right now. Article itself says Part II. Had me digging for something I may have missed.

2 hours ago, Hiemfire said:

@MidWestScrub Thread title says Part III right now. Article itself says Part II. Had me digging for something I may have missed.

Sorry! It autofilled the title, and I thought it was right.

11 minutes ago, MidWestScrub said:

Sorry! It autofilled the title, and I thought it was right.

No worries. :) Was just letting you know in case you wanted to edit the topic title (done via editing the first post) to fix it.

Maybe you've played it... but the Tie Aggressor does not seem like decent. More like dumpster fire. (And I think worlds data agrees there). That one is in sore need of points reductions.

Tie Bombers, overnerfed. Bring back around 2 points. The other sad part is that they're really boring. Like, they shoot barrage rockets... whooo hooo....
I think bombs could be priced by initiative. Say -1 or -2 at Init1-3. Current price at Init4-6. I feel like raising the cost of bombs for Init6 isn't useful, there aren't that many Init6 bombers. And for Init5 frankly I don't see a balance issue yet. Feels fine to leave where they are.

Tie Ints - just gaining an empty slot does not make a ship better. (read: illicit tax). The Ints need to go down in price or be literally FIXED by a fix card. The other option is some convoluted green dice + initiative or only initiative based variable cost.
Frankly, I think either FIX card or FFg needs to bite the bullet and allow 6xTie Ints. Putting a limit 5 requires some significant errata..

Tie Interceptors might be fixed by a configuration card.

Possibly: Heavy Interceptor - reduce agility and Initiative by one each; add 3 shields. Zero points.

I'd be very reluctant to add anything useful to Soontir, hence the Initiative penalty. But the generics would love to be able to not die to a single shot!

Edited by Gilarius

Autoinclude fixes are the way of 1st Ed

Let's just not...ever

(Also 6 health, 2 agi alphas would be busted even at I 0)

Edited by ficklegreendice
39 minutes ago, ficklegreendice said:

Autoinclude fixes are the way of 1st Ed

Let's just not...ever

(Also 6 health, 2 agi alphas would be busted even at I 0)

I0 would honestly be a bonus... means you can block everybody.

Oh good I don't need to ever comment on empire points because someone already said everything better than I would anyway

Solid.

I maybe think Duchess is actually a bargain. Or that she is compared to the I4s. Or Something.

Also, Aggressors would be decent, if they had a Sensor slot. Fully agree.

1 hour ago, ficklegreendice said:

Autoinclude fixes are the way of 1st Ed

In principle, I agree. In practice, some ships can be busted in a way that points adjustments can't fix. I'd rather have an autoinclude fix card than an unplayable ship.

Eh, given the amount of ships out now...let em rot, honestly

Guys like the jm5k have been so thoroughly buggered that it's just not worth trying to fix them

Everything else can be salvaged with cost and/or upgrade slot changes

3 hours ago, ficklegreendice said:

Autoinclude fixes are the way of 1st Ed

Let's just not...ever

(Also 6 health, 2 agi alphas would be busted even at I 0)

How about at I3 to I6? Aethersprites with delta7b say 'Hello there'. Often in triplicate.

However, overall I agree. Remove delta7b...

Nah. Generic Interceptors are just never going to be great because the ship just hinges WAY too much on going after the opponent.

Best you could do would be to give every pilot a talent slot so that the generics could pack crackshot

23 point Alphas with a talent slot would be. Well. I'm using it as an example because it would be way too good.

I _do_ think there's a price point where Alphas get good enough to use. If they do, they're probably simply overshadowing everything else on the table, and that's not good.

I wonder where the sweet spot is where it's worth it to have 1-2 Alphas but not 8?

23 hours ago, Blail Blerg said:

Maybe you've played it... but the Tie Aggressor does not seem like decent. More like dumpster fire. (And I think worlds data agrees there). That one is in sore need of points reductions.

Adjusting slots could be helpful. Adding the sensor slot could do it. Or dropping a missile slot on the Bomber to make the Aggressor the "go to" for barrage rockets? I fear that would neuter the Bomber too much though.

23 hours ago, Blail Blerg said:

I think bombs could be priced by initiative. Say -1 or -2 at Init1-3. Current price at Init4-6.

I don't follow. As bombs are dropped in the systems phase from lower initiative to high initiative, I don't see why lower initiative should get them cheaper. In fact, a proxy mine could initiative kill an I5 bomber before it got to drop it's payload, making bbs on lower initiative ships better.

23 hours ago, Blail Blerg said:

Tie Ints - just gaining an empty slot does not make a ship better. (read: illicit tax)

Illicit tax is silly because you are being charged for a slot you are not using. I am proposing a new slot without the extra slot tax however, so that objection doesn't apply. But rather, it allows you to take Crack Shot or Predator on the I1 gents to up the damage for minimal cost. It seems a better solution than allowing for 6 of them to roam the board.

22 hours ago, Gilarius said:

Tie Interceptors might be fixed by a configuration card.

Possibly: Heavy Interceptor - reduce agility and Initiative by one each; add 3 shields. Zero points.

I worry that you are just creating I0 Delta 7b Aethersprites at this point (albeit without force). They would be the best blockers in the game.

Edited by 5050Saint

A sensor slot for FCS and pairing some ion aggressors with Jendon could be pretty good. Don't know if they'd outdo V1 Inquisitors in that role though.

I too am firmly against 6 3 die attacks on the board. I love the talent slot idea, who cares if it's I1.

7b was a mistake.

39 minutes ago, 5050Saint said:

I worry that you are just creating I0 Delta 7b Aethersprites at this point (albeit without force. They would be the best blockers in the game.

I'm all in on i0 7bs that look like Interceptors.

@Tlfj200 now I'm confused as to which team you are on.

1 hour ago, Biophysical said:

I'm all in on i0 7bs that look like Interceptors.

😥

I always find concerns about 6 Interceptors weird, since you can just do 5 plus Wampa already

23 minutes ago, Effenhoog said:

I always find concerns about 6 Interceptors weird, since you can just do 5 plus Wampa already

You're right, because 5+ Wampa is not even that good of a list.

If you think Reapers are a bit too expensive, how about dropping ISB Slicer from 3 points to 1 point instead?

This might encourage more Jamming and experimentation with the ship.

(The only other ship that can directly make use of the card is a Lambda with Jamming Beam, which is unlikely to happen.)

(Also I hope ISB Slicer gets an errata so it works at range 0-2 instead of range 1-2.)

14 minutes ago, Rossetti1828 said:

If you think Reapers are a bit too expensive, how about dropping ISB Slicer from 3 points to 1 point instead?

This might encourage more Jamming and experimentation with the ship.

(The only other ship that can directly make use of the card is a Lambda with Jamming Beam, which is unlikely to happen.)

(Also I hope ISB Slicer gets an errata so it works at range 0-2 instead of range 1-2.)

I like the idea of 1-point ISBs because a lot of the time, even if you do the jam action, it cancels out a token and so there's no jam token to keep in place anyway. On the other hand, I can't help but be concerned that at giveaway prices, jam-spam could be a thing. We've already seen that in the final wave of 1.0 and I'd rather it doesn't return in 2.0 - it could distort the meta in unpleasant ways (like hurting low-ship-count lists disproportionately or making the Force even better because it's unjammable).

On 10/30/2019 at 2:01 PM, Gilarius said:

Tie Interceptors might be fixed by a configuration card.

Possibly: Heavy Interceptor - reduce agility and Initiative by one each; add 3 shields. Zero points.

I'd be very reluctant to add anything useful to Soontir, hence the Initiative penalty. But the generics would love to be able to not die to a single shot!

I always thought it was weird giving the interceptor the same hull and fighter. At the very least it should have 4 hull.

21 minutes ago, Rossetti1828 said:

If you think Reapers are a bit too expensive, how about dropping ISB Slicer from 3 points to 1 point instead?

This might encourage more Jamming and experimentation with the ship.

I suggested reducing the price of ISB Slicers in the crew section of the article. Mag Pulse Warheads might make ISB Slicers worth it though.

2 minutes ago, Dasharr said:

On the other hand, I can't help but be concerned that at giveaway prices, jam-spam could be a thing. We've already seen that in the final wave of 1.0 and I'd rather it doesn't return in 2.0

But that was when the Reaper had a great dial, jam went to range 2 in the front arc, AND the ISB Slicers gave two jam tokens. It's different world, and until we get a strong jam mechanic in the game, ISBs are safe to drop.