Engine modifications overpriced?

By magadizer, in X-Wing

Picasso said:

Giving a ship boost is so worth four points. First as hothie stated it is sick on a yt100. With the 360 degree firing arch you can manuver out of the majority of fire and keep most ships in your sights. I try to Never take a focus action with a Falcon because it has enough other offensive upgrades like Lukeinsurance. Boost by its self is not that good but like EVERYTHING in this game when stacked with other upgrades it is devistating. If it was one point it would be too cheap.

Well, you can get an evade action on that ship for only one point with the Falcon Title card. You can add a barrel roll to many pilots with Expert Handling for 2 points (though it costs you a stress so that should be factored into the cost) you can get a free second target lock for 3 points with Weapons Engineer. I'm not sure anyone sugested it should be 1 point. I think the consensus of those who agree with me is that Engine Mods is worth 3 points also.

I think you are missing what I'm trying to say. The reason it is four points is because when stacked with certain pilot abilities and other upgrade cards it is too powerful at three points. I've dominated using push the limit with boost. Lando becomes one of the best support characters in the game with boost, Luke, Nien, and push the limit. Also with the larger base on the falcon, it is a much larger boost allowing Lando's ability to have a much greater range. Everyone talks about rebel pilots having to work together or pass actions, no one talks about making the squad more maneuverable so you are not getting shot at. Even with the large base, if the ship is boosting out of firing range and still able to shoot back at you with three dice sometimes four, that's just sick. For a long time I thought the shield upgrade was the way to go, honestly I was so wrong. If you want to make the argument that one point isn't that big of a deal, think about a rookie pilot X-wing. Make them 20 points. You can now field a swarm of five. Make boost three points and you can play four for the current cost of the card. 3x4=12 any way you multiply it. Think about four x-wings with boost at three points and r2 unit at one point. Those x-wings just became rediculous.

I think what I'm trying to say is don't underestimate BOOST. Play it a lot. I found a way to break up those nasty tie swarms using boost and being able to shoot them when they can't shoot you is huge.

There are two lists in the new wave I do not want to play against, all A-wings or allInterceptor a

I did misunderstand your point, but I think that's because you misstated it. You said "if it was one point it would be too cheap," but I think you meant if it was one point LESS it would be too cheap (i.e. if it was three points). At least that's what your follow up post argues.

If you read back through the thread, I have agreed to the power, utility, and versatility of the boost action.

I also confess to having only played with it a couple times at this point. I played with A-wings in the Kessel run and was able to boost them around into having good shots and getting out of firing arcs, so that they both survived to the finish of the game. But I don't own A-wings or Interceptors yet, so I only have the option to add boost through Engine Modifications at home currently. But the reason I have not tested it more is partly because at 4 points it doesn't seem worth it.

But I am going to try out a go-for-broke, souped up Han Solo in the Falcon squad this weekend. I'll add boost and see what I can do with it. :)

How's this squad for a combination of ridiculous maneuverabilty, combined with thematic Original Trilogy fun, with just one concession to playability. ("What's Nien Nunb doing in there? He didn't come along till the third movie?")

Total Squad Points: 100

Pilot: Luke Skywalker
X-Wing (28)
Upgrades:

  • Elusiveness (2)
  • Proton Torpedoes (4)
  • R2-D2 (4)



Pilot: Han Solo
YT-1300 (46)
Upgrades:

  • Expert Handling (2)
  • Concussion Missiles (4)
  • Engine Upgrade (4)
  • Millenium Falcon (1)
  • Chewbacca (4)
  • Nien Nunb (1)

You can just hear Luke (Pilot skill 8) saying to Han (Pilot skill 9) "I'm not such a bad pilot myself!" Han: "Maybe if you took the Veteran Instincts card instead, kid."

Sorry, I was at bar trivia last night so my point may have been lost even to me. Drink why you think right? Anyway I like the squad. I'd try it without Luke and two lower pilot skill fighters also. But play the Han and Luke combo cause it is fun to do.

Also I do forget that not everyone has all the new ships yet. Between getting a falcon at worlds and my group cleaning up at two Kessel Runs, and myself winning a third we have doubles of most of the ships and I have a set of wave two.

The interceptors are in my opinion too cheap in some instances because of boost and the pilot abilities. They are x-wing killers. Always in the right place at the right time. I've been using the falcon with boost to counter this and it works great. Also supporting it with an X and A-wing or sometimes two Y-wings with ion canon. I've used what I now call the "Hothie Manuver," to take away the maneuverability of those darn squints. And then let the ion blasts keep them off pace.

I guess what all this amounts to is giving the right pilot boost can be sick and needs to be regulated in some way. That is why the high point cost works for me.