Not Points Changes: [Temporary?] Slots Changes

By theBitterFig, in X-Wing

We've all talked a bunch on points changes, but what would be some interesting Slot changes?

Suppose even they'll get changed back after 6-months in the next July update.

Riffing off of something @ClassicalMoser mentioned in another thread: swapping some Sensors for Tech slots.

Suppose the E-Wing, TIE Defender, and Starviper all lost Sensor Slots (so no more Advanced Sensors Guri for the moment) but gained Tech slots? I think that'd be fun for 6 months, see if anything cool happens.

  • Primed Thrusters on Guri (who probably gets a sizeable points cut, since she doesn't have to be balanced arond AdvS) or Dalan Oberos would be wicked sweet, and play really different from how they do now.
  • E-Wing Targeting Synchronizer would be a little scary, but not really that much more threatening than a Jendon Shuttle
  • Advanced Optics for everyone! It'd be a nice offense boost on any of these ships which didn't need to spend their Focus token on defense.

Is there anything else that'd be fun to change around for a little while?

  • Do we dare try out Sensors on a Jumpmaster, for Passive Sensors Torpedoes and the return of the U-Boats?
  • Torpedoes instead of Missiles on Kihraxz and Torrents?
  • Crew and Bombs on Rebel TIEs?
  • Cannon on the YT-2400 for more arc coverage? (Dash and HLC reunited again, even if it is only in bullseye)

Pattern analyzer would be a nice call, giving all three ships flexibility to do reds.

My favorite E-Wing build to date is Elusive+R4+AdvS. While switching out the PA for AdvS does eliminate the premovment shinnanigans, PA still means mods when recharging Elusive for cheaper.

Might be fun.

Slot changes are cool. I also like per-pilot slot changes a lot, though I think they need to be better communicated in the app/pdfs because new players just get confused otherwise.

I am extremely, extremely in on no-sensor on Guri (or all Vipers, whatever, the others don't use it anyways). Some other things I think would be neat:

  • talent slots on i1 tie interceptors
  • talent slot on precise hunters, at the cost of config slot
  • gunner slot/slots on u-wings, at the cost of crew slots

Tie aggressor add the sensor slot. I'm not sure if it's enough to fix it but worth trying.

My pipe dream is a second missile slot on Torrents ...

Tech slots to Starviper, E-Wing, VCX, and B-wings.

Lose a crew slot, add a gunner slot on everything that currently has both - since we're engaging in thought experiments here! That means three gunners on StarFortress, a crew and two gunners on YT-1300s, a crew and two gunners on the YV-666, two gunner slots on Jumpmasters...

These are just the factions I play.

33 minutes ago, reqent said:

Tie aggressor add the sensor slot. I'm not sure if it's enough to fix it but worth trying.

What if they got rid of the 2nd missile slot? It could be cheaper without Barrage Rockets access, and if it was 26 points (so 29 with Dorsal Turret, 31 with Ion) that seems kind of fair. Passive Sensor Missiles builds are all (except Ion Missiles) up over the 33 point breakpoint, too, so probably safe.

30 minutes ago, Pa Weasley said:

My pipe dream is a second missile slot on Torrents ...

Given my burning hatred of Barrage Rockets (I think BR's existence has ruined all 2-slot missile ships for any other purpose and the game would be better off without it), I can't really get behind 33 point Gold Troopers with Barrage Rockets. However, if the whole package stayed at 34 or above, I'd be fine with the experiment.

Or maybe only give the second missile slot to Blue Troopers and up. That might get folks flying something other than Golds.

1 minute ago, TasteTheRainbow said:

Tech slots to Starviper, E-Wing, VCX, and B-wings.

B-Wing Pattern Analyzer kinda scares me, Ten Nunb in particular. Can't see anything really wrong with the VCX, though.

2 minutes ago, feltipern1 said:

Lose a crew slot, add a gunner slot on everything that currently has both - since we're engaging in thought experiments here! That means three gunners on StarFortress, a crew and two gunners on YT-1300s, a crew and two gunners on the YV-666, two gunner slots on Jumpmasters...

These are just the factions I play.

If only there were more gunners worth playing. XP

Also, that means Jabba is unplayable except with Huge ships.

50 minutes ago, svelok said:
  • talent slot on precise hunters, at the cost of config slot
  • gunner slot/slots on u-wings, at the cost of crew slots

Very cool for the Precise Hunters--those things should stay on the move.

Maybe a Turret slot to go with the Gunner on the U-Wing? yada yada yada door guns?

54 minutes ago, SabineKey said:

Pattern analyzer would be a nice call, giving all three ships flexibility to do reds.

My favorite E-Wing build to date is Elusive+R4+AdvS. While switching out the PA for AdvS does eliminate the premovment shinnanigans, PA still means mods when recharging Elusive for cheaper.

Might be fun.

Seems fun. Would it be worth swapping R4 for R3? Get double long-range locks, and keep the 1-hard red for PA/Elusive? But maybe the blue 2s are too important to give up...

1 minute ago, theBitterFig said:

Very cool for the Precise Hunters--those things should stay on the move.

Maybe a Turret slot to go with the Gunner on the U-Wing? yada yada yada door guns?

sure why not, muh bistan

1 hour ago, theBitterFig said:

Seems fun. Would it be worth swapping R4 for R3? Get double long-range locks, and keep the 1-hard red for PA/Elusive? But maybe the blue 2s are too important to give up...

In my experience, having all of the 2 maneuvers as blue is super helpful. Also, while you lose the 1 turn as a way to recharge Elusive, it becomes a more open maneuver option in general. Admittedly, I haven’t really tried it with R3 and I’m rather addicted to slooping with these guys.

3 hours ago, theBitterFig said:

B-Wing Pattern Analyzer kinda scares me, Ten Nunb in particular. Can't see anything really wrong with the VCX, though.

Ten Numb with Pattern Analyzer:

1. Dial Red 3-bank or 4-straight

2. Execute Red

3. PA yourself a Barrel Roll

4. Snag a Target Lock for your trouble and take a stress

5. Take the stress from your maneuver (you are now double-stressed)

6. Afterburners Boost into R1

7. Attack with 4-dice Primary and spend stress

8. Spend lock to attack with 4-dice Autoblaster Cannon and spend stress, probably annihilating the ship.

9. Congratulations, you are now stress-free! Repeat cycle.

I think that's a few levels beyond what I'd like to see. Double-repositioning and double mods on a ship that shrugs off two stress every turn seems a bit much. Especially if it's a B-Wing.

Edited by ClassicalMoser
1 hour ago, SabineKey said:

In my experience, having all of the 2 maneuvers as blue is super helpful. Also, while you lose the 1 turn as a way to recharge Elusive, it becomes a more open maneuver option in general. Admittedly, I haven’t really tried it with R3 and I’m rather addicted to slooping with these guys.

I put R3 on for some 2 Proton 1 Plasma Knave action (mediocre list, but you won't hate your life), and I don't want to ever go back to single locks. There's so much more flexibility in how you approach, particularly on lower-init ships, and simply having a second lock is really nice.

Give E-Wings two Astromechs? :P

27 minutes ago, theBitterFig said:

I put R3 on for some 2 Proton 1 Plasma Knave action (mediocre list, but you won't hate your life), and I don't want to ever go back to single locks. There's so much more flexibility in how you approach, particularly on lower-init ships, and simply having a second lock is really nice.

Give E-Wings two Astromechs? :P

Yeah, with point constraints, I haven’t used torps on my E-Wings in a while. That build I’m using turns them into brawlers rather than ordnance carriers. I just never felt like I was getting good enough shots with torps, even with R3 and even FCS. That’s probably due to my piloting more than anything, but I’ve just found the Elusive/AdvS/R4 to fit my style better.

8 minutes ago, SabineKey said:

Yeah, with point constraints, I haven’t used torps on my E-Wings in a while. That build I’m using turns them into brawlers rather than ordnance carriers. I just never felt like I was getting good enough shots with torps, even with R3 and even FCS. That’s probably due to my piloting more than anything, but I’ve just found the Elusive/AdvS/R4 to fit my style better.

Being able to fishhook (barrel roll into a 1 turn) and not be stressed is very nice.

4 hours ago, theBitterFig said:

Suppose the E-Wing, TIE Defender, and Starviper all lost Sensor Slots (so no more Advanced Sensors Guri for the moment) but gained Tech slots? I think that'd be fun for 6 months, see if anything

With Tech cards only available in Resistance and FO ships and conversion kits, I doubt this will happen.

6 minutes ago, XPav said:

With Tech cards only available in Resistance and FO ships and conversion kits, I doubt this will happen.

🤨 Other than Targeting Sync, Ferrosphere, HTD and BioHexa Tech upgrades are going to be a fair bit more available...

https://www.fantasyflightgames.com/en/products/x-wing-second-edition/products/hotshots-and-aces-reinforcements-pack/

This pack also contains the following upgrade cards:

  • 4 Talent Upgrade Cards:
    • 2 Composure
    • 2 Snap Shot
  • 10 Force Power Upgrade Cards:
    • 2 Brilliant Evasion
    • 2 Foresight
    • 2 Hate
    • 2 Precognitive Reflexes
    • 2 Predictive Shot
  • 6 Tech Upgrade Cards:
    • 2 Advanced Optics
    • 2 Pattern Analyzer
    • 2 Primed Thrusters
  • 2 Sensor Upgrade Cards:
    • 2 Passive Sensors
  • 2 Cannon Upgrade Cards:
    • 2 Autoblasters
  • 2 Torpedo Upgrade Cards:
    • 2 Plasma Torpedoes
  • 5 Missile Upgrade Cards:
    • 2 Mag-Pulse Warheads
    • 2 Barrage Rockets
    • 1 Diamond-Boron Missiles
  • 3 Crew Upgrade Cards:
    • 1 0-0-0
    • 1 K-2SO
    • 1 Maul
  • 3 Gunner Upgrade Cards:
    • 2 Agile Gunner
    • 1 BT-1
  • 2 Illicit Upgrade Cards:
    • 2 Coaxium Hyperfuel
  • 1 Title Upgrade Card:
    • 1 Moldy Crow
  • 5 Modification Upgrade Cards:
    • 2 Angled Deflectors
    • 3 Targeting Computer
  • 2 Configuration Upgrade Cards:
    • 2 Stabilized S-foils

Don't forget that Quads have the slot too.

Edited by Hiemfire

Didn't Scum get Tech since the Quad jumper can take Tech?

3 minutes ago, 5050Saint said:

Didn't Scum get Tech since the Quad jumper can take Tech?

Yes on the slot on the Quad. No upgrades in the conversion kit though. The primarily used tech upgrades will be in Hotshots and Aces thankfully (though not Targ Sync :( looks like I need to pick up a T-70 to get that one if I want to run a "forward observer" tug without proxying) .

Edited by Hiemfire
3 minutes ago, 5050Saint said:

Didn't Scum get Tech since the Quad jumper can take Tech?

I think that is main reason stuff like Advanced optics is Hotshots pack as both fo and Resistance already have access to it.

4 hours ago, XPav said:

With Tech cards only available in Resistance and FO ships and conversion kits, I doubt this will happen.

I doubt it would happen just because I don't think FFG wants to just be swapping around slots willy-nilly.

But it'd be cool if it did. :D

I'd really like a scum ship with crew+astromech slots simultaneously. I don't care if it's a falcon, kimogila, jumpmaster, or scurrg. I want my Qi'ra+R3 shenanigans.

I like the idea of tech instead of sensor on Starvipers(the scariest implication here btw is 4x enforcers with advanced optics), especially if Guri and Dalan got a discount, I wouldn't mind seeing that on G1-A either.

Tech slot kimogilas could also be a fun thing, allowing either PA for mobility(though their blues are very limiting), or passive sensors so they can see some ordnance use...

1 minute ago, Cerebrawl said:

Tech slot kimogilas could also be a fun thing, allowing either PA for mobility(though their blues are very limiting), or passive sensors so they can see some ordnance use...

Minor correction, Passive Sensors is a Sensor slot upgrade not Tech slot. It'd be nice though.

Just now, Hiemfire said:

Minor correction, Passive Sensors is a Sensor slot upgrade not Tech slot. It'd be nice though.

Derp, that's what I get for posting in the middle of the night with insomnia.

Yeah either one would be nice. Sensor slot for passive sensors, or tech for PA.

1 hour ago, theBitterFig said:

I doubt it would happen just because I don't think FFG wants to just be swapping around slots willy-nilly.

But it'd be cool if it did. :D

It would be interesting if they did it ONLY for Hyperspace format.

Something like this is only fun for the minutia geeks.

For the general player, having the game become an amorphous blob of points adjustments, slot rotations, and rule changes is going to be bad for long term player retention. No one wants to play casually once a month and have to relearn the game twice a year.

13 minutes ago, Darth Meanie said:

No one wants to play casually once a month and have to relearn the game twice a year.

Some times 4x per year.