Home One's top Ten

By ryan.krippendorf, in X-Wing

From the floating chair of Admiral Akbar…….

Top ten upgrade cards in order, GO!

I guess I will start us off:

1. Push the Limit

2. Heavy Laser Cannon

3. Ion Cannon Turret

4. Gunner

5. Homing Missiles

6. Engine Upgrade

7. R2 Astromech

8. Swarm Tactics

9. Veteran Instincts

10. Seismic Charges

I almost always play Rebels so my picks may be skewed towards Rebel, but I tried to include Imperial cards that scare me. I probably have some unorthodox picks in there (I don't foresee R2 Astromech reaching too many top 10 lists over R2-D2, but I really love the little R2 Astromech on an X-Wing).

1. Push the Limit

2. Gunner

3. Stealth device

4. Homing Missile

5. Swarm Tactics

6. R2-F2

7. Daredevil

8. Ion Cannon Turret

9. Heavy Laser Cannon

10. Veteran Instincts

Of course it really really depends on what ships you play. There are lots of situational cards but these here are my general go-to options when outfitting ships!

I find it funny that Picasso didn't start off… Here is my list:

1) heavy laser cannon

2) gunner

3) chewbacca

4) push the limit

5) stealth device

6) engine upgrade

7) swarm tactics

8) homing missile

9) concussion missile

10) elusiveness

spacemonkeymafia said:

I find it funny that Picasso didn't start off…

I know, right? Maybe it's a trap!

1. Push the Limit-good for both factions, mulitple ships

2. Gunner-good for both factions, large-base ships only

3. Stealth Device-good for both factions, better for Imperials

4. Homing Missiles-good for both factions, better for Rebels

5. Swarm Tactics-good for both factions, much better for Imperials

6. Heavy Laser Cannons-good for Imperials only

7. Chewbacca-good for Rebels only

8. Ion Cannon Turret-good for Rebels only

9. R2F2-good for Rebels only

10. Seismic Charges-good for Imperials only

Honorable mention: Veteran Instincts, R2D2, R2 Astromech

@Hothie,

I read your post and laughed cause in my head I saw myself in the floating chair yelling "IT'S A TRAP!"

@Space Monkey

I'm still working on mine. I will find out from people posting in this thread what the REAL Top Ten is and post it. I think I might start doing this once a week.

I do know PTL is my #1

#1 Homing Missles
#2 Push the Limit
#3 Swarm Tactics
#4 Engine Upgrade
#5 Ion Cannon Turret
#6 Veteran Instinicts
#7 Gunner
#8 R2 Astromech (always a great 1 point filler for any rebel team)
#9 Marksmanship
#10 Chewbacca (he's really good but can only be used on one ship so he gets last place in my top 10)

Well I figured either it was a trap or he didn't want to influence the responses. I like the idea of this thread but I'd want to see it expanded to rank the whole list of upgrade cards (like power ranking). Since ranking them straight down (1,2,3,etc) is likely too contentious, I would suggest putting them in "Tiers" or something. For example, PtL is pretty high on most people's list so it would be likely fall into tier 1 (ie. an upgrade that is always worth the points and should considered in most lists).

I'd also like to see a power ranking of pilots too.

Might be a nice resource to get stickied and could update based on future waves.

BAD MONKEY!!!!! Stop getting ahead of me!

I plan on doing this every Saturday till star wars day. Maybe longer.

Also I do have a formula for power ranking these cards.

The more people who respond the more accurate it should be.

Ok, here's my top ten ships:

1. YT-1300

2. Firespray

3. TIE Interceptor

4. X-wing

5. TIE/ln

6. A-wing

7. TIE Advanced

8. Y-wing

9. B-wing

10. TIE Bomber

Kidding. I know there's only 8 out… :P

1. Heavy Laser Cannon
2. Push the Limit
3. Ion Cannon Turret
4. Seismic Charges
5. Weapons Engineer
6. Veteran Instincts
7. Gunner
8. Homing Missiles
9. R2 Astromech
10. Proton Torpedoes

Yup. It's not too hard to figure out that I am smitten with the Firespray-31 right now based on my top picks. I think I'd have to give honorable mention to Marksmanship. It's a good one, but I see WAY too many people using it when their target still has shields up. What's up with that?

EEEEK, EEK-eek, Reeee! (flings poo)

While I didn't think that was the full purpose behind the thread, I've been hoping to see something like this for a while now. I think it should be broken into tiers still as that can avoid the automatic lowering of faction specific upgrades (if I don't play rebel, I will likely place Chewie lower in a top 10 than someone who runs rebels all the time). Also, it would allow us to place all the upgrades or place them in multiple brackets depending on specific builds.

In any case, I like where this is headed.

hothie said:

Ok, here's my top ten ships:

1. YT-1300

2. Firespray

3. TIE Interceptor

4. X-wing

5. TIE/ln

6. A-wing

7. TIE Advanced

8. Y-wing

9. B-wing

10. TIE Bomber

Kidding. I know there's only 8 out… :P

Y-wing should totally be #10. Even without an announcement and sight unseen, a future B-wing or TIE Bomber should still be the better ship :-)

also, I think this kind of ranking should go as pilots not ships specifically. I do find it odd (unless the whole ship list was a joke) that you have the Firespray at #2… You seemed to be pretty outspoken against it, did more plays turn you around? I even read about you test flying TWO of them at a time ;-)

I think this is a fantastic idea for a thread! More threads like this would be great, too. Top ten: pilot cards, rebel upgrades, imperial upgrades, big ship upgrades, card combos, etc. And then make new threads to discuss different points of emphasis! Yum :)

  1. Push The Limit
  2. Homing Missiles
  3. Gunner
  4. R2-F2
  5. Chewbacca
  6. Swarm Tactics
  7. Ion Cannon Turret
  8. R2 Astromech
  9. Heavy Laser Cannon
  10. Cluster Missiles

My honorable mention list would include, in no particular order: Determination, Expert Handling, Ion Cannon and Veteran Instincts.

spacemonkeymafia said:

(unless the whole ship list was a joke) You seemed to be pretty outspoken against it, did more plays turn you around? I even read about you test flying TWO of them at a time ;-)

Yes, it was a joke. I thought it would be funny to have a top 10 ships list when there are only 8, and then include ships that haven't been made yet but only speculated about.

Regarding the Firesprays, I realized that Han one-shots TIEs pretty easily, all it takes is a bad defense roll, and that happens to me a LOT. So I needed something that can last for more than one shot against Han, especially in the hands of an artist like Picasso. So I realized I needed to learn how to fly the Firespray in order to keep up with the meta game.

And there are some lists that only include 1 Firespray that do well, but they include 4 TIEs usually. Then we go back to the Han one-shotting TIEs discussion. So the current squad I'm working on includes 2 Firesprays, and I've been practicing flying them together because Regionals are coming up in a few weeks. That's not a lot of time to prepare with a ship that I have struggled with learning how to use effectively. But I'd like to think I'm getting better with flying them together. My group meets today, so we'll see how I do against them.

hothie said:

spacemonkeymafia said:

(unless the whole ship list was a joke) You seemed to be pretty outspoken against it, did more plays turn you around? I even read about you test flying TWO of them at a time ;-)

Yes, it was a joke. I thought it would be funny to have a top 10 ships list when there are only 8, and then include ships that haven't been made yet but only speculated about.

Regarding the Firesprays, I realized that Han one-shots TIEs pretty easily, all it takes is a bad defense roll, and that happens to me a LOT . So I needed something that can last for more than one shot against Han, especially in the hands of an artist like Picasso. So I realized I needed to learn how to fly the Firespray in order to keep up with the meta game.

And there are some lists that only include 1 Firespray that do well, but they include 4 TIEs usually. Then we go back to the Han one-shotting TIEs discussion. So the current squad I'm working on includes 2 Firesprays, and I've been practicing flying them together because Regionals are coming up in a few weeks. That's not a lot of time to prepare with a ship that I have struggled with learning how to use effectively. But I'd like to think I'm getting better with flying them together. My group meets today, so we'll see how I do against them.

This was my most common gripe with the early Math-Wing on these and other boards. The assumption that a TiE Swarm will always win because it has more total HP and will do more average damage every round, thus can't be beat. Not only is that ignoring manuvering, obstacles, tactics, etc; but it was ignoring that a decent shot from an X-wing/YT/anything with at least 3 attack, will one shot a TiE if you flub the roll. And it isn't an infrequent or freak occurance. In the end agility dice are not a guarentee you will live through any single shot, Shields and Hull are the only gaurentee your luck doesn't spurn you.

1:push the limit

2:assault missiles

3:gunner

4:stealth

5:ion cannon turret

6:marksmanship

7:r2d2

8:expose

9:r2f2

10:milenium falcon

  • Push The Limit
  • Homing Missiles
  • Gunner
  • R2-F2
  • Chewbacca
  • Swarm Tactics
  • Ion Cannon Turret
  • R2 Astromech
  • Assault Missiles
  • Heavy Laser Cannon

Ok here is my list:

1.) push the limit

2.)homing missile

3.) swarm tactics

4.) veteran instincts

5.) gunner

6.) weapons engineer

7.) ion turret

8.) shield upgrade

9.) assault missile

10.) r2 unit.

My top ten…definitely the 10 cards that make it into my lists the most often…

1) Push the Limit

2) Veteran Instincts

3) Heavy Laser Cannon

4) Luke Skywalker Gunner

5) Ion Cannon Turret

6) Stealth Device

7) Seismic Charge

8) Homing Missiles

9) Draw Their Fire

10) Gunner

Jim

Push the Limit

R2D2

Assualt Missile

Gunner

Sheild Upgrade

Heavy Laser Cannon

Chewbacca

Swarm Tactics

Cluster Missile

Stealth Device

Here we go! Power ranked buy your lists the top ten upgrade cards!!

1.) Push the Limit
2.) heavy laser cannon
3.) gunner
4.) homing missile
5.) stealth device
6.) swarm tactics
7.) ion cannon turret
8.)veteran instincts
9.) Chewbacca
10.) r2 astromech

Hmm, order is a trick question cause it's so depend on ship builds. Gunner is really good, but I put it at 10 cause I prefer flying smaller ships….

1) Push The Limit

2) Stealth Device

3) R2

4) Veteran Instincts

5) Swarm

6) Ion Cannon Turret

7) R2D2

8) Shield Upgrade

9) Concussion Missiles

10) Gunner