23 minutes ago, theBitterFig said:The realization I had about ship breakpoints lately: they matter more the smaller the ship count is.
- 8 TIE/fo won't matter at all; 7 clearly didn't. It's a nice ship, effective for it's cost, and Avenger Swarm is decent.
- 7 Autoblasters Scyks? Eh, that might matter, but probably not. I can't think of many things going from 6 to 7, but the basic concept stands.
- 6 Strikers or Interceptors? Well, they could already 5 + Wampa.
- 5 T-65 X-Wings? We'd just finished a 1e where 5 Flight Assist X-Wings was really common, so I can see launching at 41, but Kihraxz have always had the 5-per, and 40 is fair.
- 4 Silencers or E-Wings? Almost surely not a problem, but I understand why FFG was hesitant, and I appreciate that they've been ticking down the prices pretty much every update. I wish SJE made the step like E-Wings, but hopefully next time.
- 3 Defenders or Decimators or VCX? Yeah, I'm actually worried here. I think these lists can probably skew a bit to tanky for their offense for a time-limited game.
Nice bullet-point layout. TIE/fo swarms could be solid, just not top tier. Strikers and Interceptor swarms will have a splash, just as X-Wings and A-Wings, but nothing to salt about. Honestly, I have no idea about 7 Autoblaster Scyks, as I have never played or seen that many Scyks, haha. I also completely agree, 4 Silencers or 4 E-Wings would simply be fun, nothing earth-shattering.
I'll stand on 3 Defenders not being a game warping problem, even with time being your opponents enemy. However, I agree that 3 Decimators or VCXs probably is too much... but it does beg the obvious pint-fueled comeback: "...but (3) scavenged YT-1300s with 20 points of upgrades are OK?" Though I do see some differences.