Multi Questions about TIE Interceptors and some about other things.

By Black Knight Leader, in X-Wing Rules Questions

Is their anyway a TIE Interceptor can carry a Heavy Laser Cannon? The one thing I am not happy with is the laser damage value given to Interceptors in this game. If you want to read my refrences showing how powerful those laser are check out the TIE Interceptor review on amazon tittled "7 TIE Interceptors reporting for duty" and look at the commets made under that reveiw.

Baron Fel + Adrenaline Rush does he get a focus tolk and null the stress?

Do you get four pilot upgrades on one Interceptor if you use vet pilot + royal guard interceptor and then two of your choice?

Will Avenger Squadron get some sort of update to better rep them? Their Interceptor are more moded than Royal Guard Interceptors in lore but in this game they are not potrayed correctly.

What are the best builds to make all unique and standard Interceptors a offensive powerhouse? How about defensive? Lastly what are the best balanced builds?

What are the best tactics for taking out pure Y-Wing force with Interceptors? X-Wings? A-Wings? B-Wings? Mixed group with Y-Wings in between all other groups used for antifighter support using Ions?

Will all the other TIEs and Wings make it into the game? I have fingers crossed for TIE Avenger, TIE Hunter, TIE Phantom, TIE Oppressor, and E and K-Wings.

This such a great game and I give thanks and praise to the HOLY TRINTY for it XD.

Ps is their anyway to make this website more xbox friendly? I had problems trying to write anything.

May the Holy Trinity be with you. =)

Ok, let me put some quick answers.

No, there is currently no way to load a HLC onto an Interceptor. BTW, +1 Dice is actually quite powerful in this game, so the interceptor attack strength is just about right.

Edit: He does not get the stress token, so he does not get the focus token.

You only get one Elite Pilot Upgrade - Veteran Instincts adds to pilot skill, not upgrade slots. The Royal Guard TIE title allows you to add two ship modifications (like Shield Upgrade or Hull Upgrade).

Don't count on any updates beyond the upcoming Imperial Aces release. The game balances accuracy and gameplay and, rightly, leans towards the latter.

Can't possibly list all the possible builds here, but Push The Limit and Stealth Device are two places to start your search. The game really hasn't reached the point where there are specific, known, unbeatable builds for every ship in every situation.

See above. Much of this game relies on your piloting choices and your ability to predict your opponent. There is no 'Do X and you will always win' strategy like there are in some games.

Almost certainly. No new TIEs have been announced. However, Wave 4 should be announced in the next few months. They stated they have about 30 ships planned early in this game's life cycle and we haven't seen half of them yet, so chances are really high but not certain yet.

I have no control over the website. :)

Edited by SableGryphon

He gets the focus token, but has to keep the stress.

If you spend Adrenaline Rush, you don't gain either.

@BlackKnightLeader - Just having it on your pilot is one thing. In the case of this upgrade, you actually have to spend it to receive the benefit of the upgrade, and therefore "lose" the benefit Fel receives from taking on a stress token.

He gets the focus token, but has to keep the stress.

If you spend Adrenaline Rush, you don't gain either.

@BlackKnightLeader - Just having it on your pilot is one thing. In the case of this upgrade, you actually have to spend it to receive the benefit of the upgrade, and therefore "lose" the benefit Fel receives from taking on a stress token.

My mistake. I got Adrenaline Rush and Push The Limit confused there for some reason. That is correct, he doesn't get either.

The one thing I am not happy with is the laser damage value given to Interceptors in this game.

The Tie Interceptor has the biggest guns of any fighter on the Imperial side. The only ships with as good are the Firespray and Shuttle.

It also has the same attack power as the best Rebel ships, excluding upgrades.

You can't use the power of something from a story as the base line for balancing a game, it just doesn't work. There's nothing wrong with the fire power on a Int, it's pretty much exactly where it should be.

Edited by VanorDM

He gets the focus token, but has to keep the stress.

If you spend Adrenaline Rush, you don't gain either.

@BlackKnightLeader - Just having it on your pilot is one thing. In the case of this upgrade, you actually have to spend it to receive the benefit of the upgrade, and therefore "lose" the benefit Fel receives from taking on a stress token.

My mistake. I got Adrenaline Rush and Push The Limit confused there for some reason. That is correct, he doesn't get either.

It's all good. PTL is the preferred EPT for Fel anyway, so i can't fault you for going there... :)

Ok, let me put some quick answers.

No, there is currently no way to load a HLC onto an Interceptor. BTW, +1 Dice is actually quite powerful in this game, so the interceptor attack strength is just about right.

Edit: He does not get the stress token, so he does not get the focus token.

You only get one Elite Pilot Upgrade - Veteran Instincts adds to pilot skill, not upgrade slots. The Royal Guard TIE title allows you to add two ship modifications (like Shield Upgrade or Hull Upgrade).

Don't count on any updates beyond the upcoming Imperial Aces release. The game balances accuracy and gameplay and, rightly, leans towards the latter.

Can't possibly list all the possible builds here, but Push The Limit and Stealth Device are two places to start your search. The game really hasn't reached the point where there are specific, known, unbeatable builds for every ship in every situation.

See above. Much of this game relies on your piloting choices and your ability to predict your opponent. There is no 'Do X and you will always win' strategy like there are in some games.

Almost certainly. No new TIEs have been announced. However, Wave 4 should be announced in the next few months. They stated they have about 30 ships planned early in this game's life cycle and we haven't seen half of them yet, so chances are really high but not certain yet.

I have no control over the website. :)

No HLC :( Thanks for the answers.

The one thing I am not happy with is the laser damage value given to Interceptors in this game.

The Tie Interceptor has the biggest guns of any fighter on the Imperial side. The only ships with as good are the Firespray and Shuttle.

It also has the same attack power as the best Rebel ships, excluding upgrades.

You can't use the power of something from a story as the base line for balancing a game, it just doesn't work. There's nothing wrong with the fire power on a Int, it's pretty much exactly where it should be.

Thank you for the reply. I understand their has to be ballance, and for the most part I am really happy with the rule in that the ships pretty much feel the way the should canon wise unlike how Wizards of the Coast designed their version.

Not to sound combative but in your 2nd paragraph, you say that the power is exactly where is should be, I guess I cant argue that but if you mean that it also represents the in universe firepower of the TIE Interceptor I do not agree with that.

I trully believe that the SFS 9.3 Ls is ether the first assault laser made or is a turbo laser. I will only post two refrences if you want to see more you got to check out my reveiw for the FFG TIE Interceptor on amazon.

Anyway in Return of the Jedi they show a Interceptor obliterate a Green Group A-Wing with One Beam two at most but It looks like one beam missed.

My 2nd is from Star Wars guide to warfare, it shows a Interceptor ad mid range causing real good damage on a Nebula B frigates bow with just one quadlinked volly. Their was alot of debree some were large chunks of armor 4 pieces looked to be almost as big as the Interceptors cockpit but its hard to tell because it is at a far distance.

Question is in universe would you feel safe in your Y-Wing A4 or S3 or even a B-Wing if you knew that Interceptors with four 9.3s where in the fur ball? =]

Edited by Black Knight Leader

Thank you for the reply. I understand their has to be ballance, and for the most part I am really happy with the rule in that the ships pretty much feel the way the should canon wise unlike how Wizards of the Coast designed their version.

Not to sound combative but in your 2nd paragraph, you say that the power is exactly where is should be, I guess I cant argue that but if you mean that it also represents the in universe firepower of the TIE Interceptor I do not agree with that.

I trully believe that the SFS 9.3 Ls is ether the first assault laser made or is a turbo laser. I will only post two refrences if you want to see more you got to check out my reveiw for the FFG TIE Interceptor on amazon.

Anyway in Return of the Jedi they show a Interceptor obliterate a Green Group A-Wing with One Beam two at most but It looks like one beam missed.

My 2nd is from Star Wars guide to warfare, it shows a Interceptor ad mid range causing real good damage on a Nebula B frigates bow with just one quadlinked volly. Their was alot of debree some were large chunks of armor 4 pieces looked to be almost as big as the Interceptors cockpit but its hard to tell because it is at a far distance.

Question is in universe would you feel safe in your Y-Wing A4 or S3 or even a B-Wing if you knew that Interceptors with four 9.3s where in the fur ball? =]

That sounds like a solid argument. Makes you wonder why cap ships aren't just throwing nukes at each other and small ships.

Thank you for the reply. I understand their has to be ballance, and for the most part I am really happy with the rule in that the ships pretty much feel the way the should canon wise unlike how Wizards of the Coast designed their version.

Not to sound combative but in your 2nd paragraph, you say that the power is exactly where is should be, I guess I cant argue that but if you mean that it also represents the in universe firepower of the TIE Interceptor I do not agree with that.

I trully believe that the SFS 9.3 Ls is ether the first assault laser made or is a turbo laser. I will only post two refrences if you want to see more you got to check out my reveiw for the FFG TIE Interceptor on amazon.

Anyway in Return of the Jedi they show a Interceptor obliterate a Green Group A-Wing with One Beam two at most but It looks like one beam missed.

My 2nd is from Star Wars guide to warfare, it shows a Interceptor ad mid range causing real good damage on a Nebula B frigates bow with just one quadlinked volly. Their was alot of debree some were large chunks of armor 4 pieces looked to be almost as big as the Interceptors cockpit but its hard to tell because it is at a far distance.

Question is in universe would you feel safe in your Y-Wing A4 or S3 or even a B-Wing if you knew that Interceptors with four 9.3s where in the fur ball? =]

That sounds like a solid argument. Makes you wonder why cap ships aren't just throwing nukes at each other and small ships.

Well the Moncal build their capital ships with patrol craft sized anti starfight bombs that are made to look like its part of the hull. If it goes off you have zero chance to dodge it unless God is watching out for you. The way the got it set up its like using a row of claymore mines to kill a fly.

Now part of the history of the 9.3 was to make a laser that kills shielded craft. If you read up on Imperial pilots, probably excluding Avenger and Defender Pilots, they feel Reb Pilots are cowards for using shields and hyperdrives. SFS just gave them a weapon to make those abilites pointless AND probably to make the IMP Pilots feel better.

Ok, let me put some quick answers.

No, there is currently no way to load a HLC onto an Interceptor. BTW, +1 Dice is actually quite powerful in this game, so the interceptor attack strength is just about right.

Edit: He does not get the stress token, so he does not get the focus token.

You only get one Elite Pilot Upgrade - Veteran Instincts adds to pilot skill, not upgrade slots. The Royal Guard TIE title allows you to add two ship modifications (like Shield Upgrade or Hull Upgrade).

Don't count on any updates beyond the upcoming Imperial Aces release. The game balances accuracy and gameplay and, rightly, leans towards the latter.

Can't possibly list all the possible builds here, but Push The Limit and Stealth Device are two places to start your search. The game really hasn't reached the point where there are specific, known, unbeatable builds for every ship in every situation.

See above. Much of this game relies on your piloting choices and your ability to predict your opponent. There is no 'Do X and you will always win' strategy like there are in some games.

Almost certainly. No new TIEs have been announced. However, Wave 4 should be announced in the next few months. They stated they have about 30 ships planned early in this game's life cycle and we haven't seen half of them yet, so chances are really high but not certain yet.

I have no control over the website. :)

No HLC :( Thanks for the answers.

The one thing I am not happy with is the laser damage value given to Interceptors in this game.

The Tie Interceptor has the biggest guns of any fighter on the Imperial side. The only ships with as good are the Firespray and Shuttle.

It also has the same attack power as the best Rebel ships, excluding upgrades.

You can't use the power of something from a story as the base line for balancing a game, it just doesn't work. There's nothing wrong with the fire power on a Int, it's pretty much exactly where it should be.

Thank you for the reply. I understand their has to be ballance, and for the most part I am really happy with the rule in that the ships pretty much feel the way the should canon wise unlike how Wizards of the Coast designed their version.

Not to sound combative but in your 2nd paragraph, you say that the power is exactly where is should be, I guess I cant argue that but if you mean that it also represents the in universe firepower of the TIE Interceptor I do not agree with that.

I trully believe that the SFS 9.3 Ls is ether the first assault laser made or is a turbo laser. I will only post two refrences if you want to see more you got to check out my reveiw for the FFG TIE Interceptor on amazon.

Anyway in Return of the Jedi they show a Interceptor obliterate a Green Group A-Wing with One Beam two at most but It looks like one beam missed.

My 2nd is from Star Wars guide to warfare, it shows a Interceptor ad mid range causing real good damage on a Nebula B frigates bow with just one quadlinked volly. Their was alot of debree some were large chunks of armor 4 pieces looked to be almost as big as the Interceptors cockpit but its hard to tell because it is at a far distance.

Question is in universe would you feel safe in your Y-Wing A4 or S3 or even a B-Wing if you knew that Interceptors with four 9.3s where in the fur ball? =]

Well dragging the game TOO deeply into canon just flat out doesn't work. The screenwriter, director, and special effects people are free to create absolutely anything they want, with no sense of balance or logic. That does not a good game make. You also can't really drag the Nebulon-B into it, since it's not IN the game, and we have no idea how FFG would execute it, really, from a gameplay standpoint.

I mean it's an abstraction of a completely fictional universe that already plays fast and loose with any kind of logic or laws of physics in favor of what looks cool on screen, then distilled down into a somewhat balanced, playable game format. I'm not really sure what you expect from it.

For that matter, an Interceptor at range 1 is fully capable of one-shotting an A-Wing if it has a good roll and the A-Wing doesn't. Especially if you factor possible crits like Direct Hit or Minor Explosion into the mix, especially because you have no idea if that A-Wing's shields were down or anything. You could roll 4 dice, only hit with a single crit (the other 'beams' miss), get a double damage critical hit, and POOF, if the shields are already out.

If you're bringing the model number of the laser cannons used into a discussion of the tabletop strategy game, you're already being too literal for what the game is capable of conveying. But even then, the 9.3 was supposed to be an upgrade over the firepower in the 7.2, in order to better deal with Rebel shields. Ok, I'll bite: the TIEs (7.2) get 2 attack dice, the Interceptors (9.3) get 3 attack dice. Seems like an upgrade to me. ;)

Anyway in Return of the Jedi...

My 2nd is from Star Wars guide to warfare

You can't base the stats in a game on those 2 examples. For one, we don't know how much damage the A-Wing had already taken, or the Neb B for that matter.

Also, what happened in the movie can't be used as a basis for stats, because as CW said the movie will do what fits the visual needed, and simply doesn't care if it makes sense or not. By that logic then X-Wings can withstand turbolasers because they sure seem to get hit by a number of them in the trench run.

What someone paints for an illustration is even worse, and quite frankly can't be considered canon in any way, shape or form. You can't base stats on what someone thought would make a cool looking picture.

In X-Wing the most powerful weapon so far is 3 dice. Which is how many the Tie Interceptor has, that puts it's fire power on par with X-Wings, B-Wings, the Falcon and Slave-1.

Oh and don't even get started on torpedoes and missiles and the variable damage THEY seem to cause, depending on the source. Are they anti-ship weapons? Anti-capital ship? Why is a missile capable of taking out the Death Star II core, but the proton torpedoes were not? Why did they work just fine on the FIRST station's core?

As Vandor said, the most powerful (primary) weapon in the game so far is 3 dice, which puts it equal with all of the heaviest hitters in the game so far. Making it more powerful than any other ship in the game wouldn't have made for very good game balance even if there was some concrete evidence to support it.

Not to mention the number of hits the Falcon took from Interceptors on screen. If one is enough to blow away a fresh A-Wing and the Falcon can take about 30 of them, that's not a really balanced game. :)

Not to mention Arvel should crash into something and explode the first time he gets hit, blowing it up with him.

Ok, let me put some quick answers.

No, there is currently no way to load a HLC onto an Interceptor. BTW, +1 Dice is actually quite powerful in this game, so the interceptor attack strength is just about right.

Edit: He does not get the stress token, so he does not get the focus token.

You only get one Elite Pilot Upgrade - Veteran Instincts adds to pilot skill, not upgrade slots. The Royal Guard TIE title allows you to add two ship modifications (like Shield Upgrade or Hull Upgrade).

Don't count on any updates beyond the upcoming Imperial Aces release. The game balances accuracy and gameplay and, rightly, leans towards the latter.

Can't possibly list all the possible builds here, but Push The Limit and Stealth Device are two places to start your search. The game really hasn't reached the point where there are specific, known, unbeatable builds for every ship in every situation.

See above. Much of this game relies on your piloting choices and your ability to predict your opponent. There is no 'Do X and you will always win' strategy like there are in some games.

Almost certainly. No new TIEs have been announced. However, Wave 4 should be announced in the next few months. They stated they have about 30 ships planned early in this game's life cycle and we haven't seen half of them yet, so chances are really high but not certain yet.

I have no control over the website. :)

No HLC :( Thanks for the answers.

The one thing I am not happy with is the laser damage value given to Interceptors in this game.

The Tie Interceptor has the biggest guns of any fighter on the Imperial side. The only ships with as good are the Firespray and Shuttle.

It also has the same attack power as the best Rebel ships, excluding upgrades.

You can't use the power of something from a story as the base line for balancing a game, it just doesn't work. There's nothing wrong with the fire power on a Int, it's pretty much exactly where it should be.

Thank you for the reply. I understand their has to be ballance, and for the most part I am really happy with the rule in that the ships pretty much feel the way the should canon wise unlike how Wizards of the Coast designed their version.

Not to sound combative but in your 2nd paragraph, you say that the power is exactly where is should be, I guess I cant argue that but if you mean that it also represents the in universe firepower of the TIE Interceptor I do not agree with that.

I trully believe that the SFS 9.3 Ls is ether the first assault laser made or is a turbo laser. I will only post two refrences if you want to see more you got to check out my reveiw for the FFG TIE Interceptor on amazon.

Anyway in Return of the Jedi they show a Interceptor obliterate a Green Group A-Wing with One Beam two at most but It looks like one beam missed.

My 2nd is from Star Wars guide to warfare, it shows a Interceptor ad mid range causing real good damage on a Nebula B frigates bow with just one quadlinked volly. Their was alot of debree some were large chunks of armor 4 pieces looked to be almost as big as the Interceptors cockpit but its hard to tell because it is at a far distance.

Question is in universe would you feel safe in your Y-Wing A4 or S3 or even a B-Wing if you knew that Interceptors with four 9.3s where in the fur ball? =]

Well dragging the game TOO deeply into canon just flat out doesn't work. The screenwriter, director, and special effects people are free to create absolutely anything they want, with no sense of balance or logic. That does not a good game make. You also can't really drag the Nebulon-B into it, since it's not IN the game, and we have no idea how FFG would execute it, really, from a gameplay standpoint.

I mean it's an abstraction of a completely fictional universe that already plays fast and loose with any kind of logic or laws of physics in favor of what looks cool on screen, then distilled down into a somewhat balanced, playable game format. I'm not really sure what you expect from it.

For that matter, an Interceptor at range 1 is fully capable of one-shotting an A-Wing if it has a good roll and the A-Wing doesn't. Especially if you factor possible crits like Direct Hit or Minor Explosion into the mix, especially because you have no idea if that A-Wing's shields were down or anything. You could roll 4 dice, only hit with a single crit (the other 'beams' miss), get a double damage critical hit, and POOF, if the shields are already out.

If you're bringing the model number of the laser cannons used into a discussion of the tabletop strategy game, you're already being too literal for what the game is capable of conveying. But even then, the 9.3 was supposed to be an upgrade over the firepower in the 7.2, in order to better deal with Rebel shields. Ok, I'll bite: the TIEs (7.2) get 2 attack dice, the Interceptors (9.3) get 3 attack dice. Seems like an upgrade to me. ;)

Ok, let me put some quick answers.

No, there is currently no way to load a HLC onto an Interceptor. BTW, +1 Dice is actually quite powerful in this game, so the interceptor attack strength is just about right.

Edit: He does not get the stress token, so he does not get the focus token.

You only get one Elite Pilot Upgrade - Veteran Instincts adds to pilot skill, not upgrade slots. The Royal Guard TIE title allows you to add two ship modifications (like Shield Upgrade or Hull Upgrade).

Don't count on any updates beyond the upcoming Imperial Aces release. The game balances accuracy and gameplay and, rightly, leans towards the latter.

Can't possibly list all the possible builds here, but Push The Limit and Stealth Device are two places to start your search. The game really hasn't reached the point where there are specific, known, unbeatable builds for every ship in every situation.

See above. Much of this game relies on your piloting choices and your ability to predict your opponent. There is no 'Do X and you will always win' strategy like there are in some games.

Almost certainly. No new TIEs have been announced. However, Wave 4 should be announced in the next few months. They stated they have about 30 ships planned early in this game's life cycle and we haven't seen half of them yet, so chances are really high but not certain yet.

I have no control over the website. :)

No HLC :( Thanks for the answers.

The one thing I am not happy with is the laser damage value given to Interceptors in this game.

The Tie Interceptor has the biggest guns of any fighter on the Imperial side. The only ships with as good are the Firespray and Shuttle.

It also has the same attack power as the best Rebel ships, excluding upgrades.

You can't use the power of something from a story as the base line for balancing a game, it just doesn't work. There's nothing wrong with the fire power on a Int, it's pretty much exactly where it should be.

Thank you for the reply. I understand their has to be ballance, and for the most part I am really happy with the rule in that the ships pretty much feel the way the should canon wise unlike how Wizards of the Coast designed their version.

Not to sound combative but in your 2nd paragraph, you say that the power is exactly where is should be, I guess I cant argue that but if you mean that it also represents the in universe firepower of the TIE Interceptor I do not agree with that.

I trully believe that the SFS 9.3 Ls is ether the first assault laser made or is a turbo laser. I will only post two refrences if you want to see more you got to check out my reveiw for the FFG TIE Interceptor on amazon.

Anyway in Return of the Jedi they show a Interceptor obliterate a Green Group A-Wing with One Beam two at most but It looks like one beam missed.

My 2nd is from Star Wars guide to warfare, it shows a Interceptor ad mid range causing real good damage on a Nebula B frigates bow with just one quadlinked volly. Their was alot of debree some were large chunks of armor 4 pieces looked to be almost as big as the Interceptors cockpit but its hard to tell because it is at a far distance.

Question is in universe would you feel safe in your Y-Wing A4 or S3 or even a B-Wing if you knew that Interceptors with four 9.3s where in the fur ball? =]

Well dragging the game TOO deeply into canon just flat out doesn't work. The screenwriter, director, and special effects people are free to create absolutely anything they want, with no sense of balance or logic. That does not a good game make. You also can't really drag the Nebulon-B into it, since it's not IN the game, and we have no idea how FFG would execute it, really, from a gameplay standpoint.

I mean it's an abstraction of a completely fictional universe that already plays fast and loose with any kind of logic or laws of physics in favor of what looks cool on screen, then distilled down into a somewhat balanced, playable game format. I'm not really sure what you expect from it.

For that matter, an Interceptor at range 1 is fully capable of one-shotting an A-Wing if it has a good roll and the A-Wing doesn't. Especially if you factor possible crits like Direct Hit or Minor Explosion into the mix, especially because you have no idea if that A-Wing's shields were down or anything. You could roll 4 dice, only hit with a single crit (the other 'beams' miss), get a double damage critical hit, and POOF, if the shields are already out.

If you're bringing the model number of the laser cannons used into a discussion of the tabletop strategy game, you're already being too literal for what the game is capable of conveying. But even then, the 9.3 was supposed to be an upgrade over the firepower in the 7.2, in order to better deal with Rebel shields. Ok, I'll bite: the TIEs (7.2) get 2 attack dice, the Interceptors (9.3) get 3 attack dice. Seems like an upgrade to me. ;)

As far as the damage done in the stories they do keep them consistant in SW TIE FIGHTER one TIE Interceptor vaps a X-Wing with one beam while another vaps a A-Wing with one beam in the same cut scene. All the tech boks and info books traighten issues people might have out.

Nah we prob will never know what the Nebula can do in this game but in universe and in real life the bow is one of the most armored parts of a ship. It its safe to say their is more armour on the big cap ships than fighters which is what I am getting at =]

I just realised what could fix my very minor disapointment. You see their was a more common type of Interceptor that replaced the 9.3 with blaster cannons it these minis are those type then I can be ok with their changes. Now if they make the TIE Avenger and it comes with an upgrade card that is the 9.3 lasers and it can be put on Interceptors and Defenders that would be sweet.

It special rules could reflect canon and can cause instant death. It could instead ignore shields and or reroll two hits to change to criticals and one must still count as a hit even if its a double miss.

Oh and don't even get started on torpedoes and missiles and the variable damage THEY seem to cause, depending on the source. Are they anti-ship weapons? Anti-capital ship? Why is a missile capable of taking out the Death Star II core, but the proton torpedoes were not? Why did they work just fine on the FIRST station's core?

As Vandor said, the most powerful (primary) weapon in the game so far is 3 dice, which puts it equal with all of the heaviest hitters in the game so far. Making it more powerful than any other ship in the game wouldn't have made for very good game balance even if there was some concrete evidence to support it.

It depends on the missile the type normally used by the Falcon and A-Wings are multi purpose Protons can be used as anti fighter but the more powerful faster and manuverable advanced verssion was ment to deal with fighters. The torps used by Wedge was meant to destroy the power regulators not the core, with first death stars core the detnation of the torp withe exhaust is what destroyed the first DS the Rebs dont have access to that tactic because that flaw was removed. The 2nd was thprefect weapons or would have been when completed. =)

I know what we need. A missile that one shots any ship its hits no matter what. Call it the 'splody missile or something. Think of a small, fast moving, "Last Starfighter" missile. The X-Wings have those in ANH. The Death Star remains are proof of that.

Not to mention the number of hits the Falcon took from Interceptors on screen. If one is enough to blow away a fresh A-Wing and the Falcon can take about 30 of them, that's not a really balanced game. :)

Now as far as the Falcon goes we dont know exactly how powerful its sheilds are during ep 6 it is a heavily moded ship. It wasnt hit 30 times I think BUT near the end of the film the warning system was going off like crazy. If handled just right Lando kept the shields from being breached by managing the energy recharge and distrabution by using the LES display. Shields where probably set to double charge and if needed has energy reserves from lasers quickly transfered to shields.

I am going to check the other topic I started and then go. HAPPY THANKSGIVING EVE!!! Unless of course your from Canada you aleady had your thanksgiving and mashed loon =(

I know what we need. A missile that one shots any ship its hits no matter what. Call it the 'splody missile or something. Think of a small, fast moving, "Last Starfighter" missile. The X-Wings have those in ANH. The Death Star remains are proof of that.

I thought all the missiles where one shot kills unless you got a Bomber or bigger in that case cluster I think does the trick =)

Seeing as we NEVER see an X-Wing firing at an A-Wing or another X-Wing how can we compare a X-Wings 3 dice to a Interceptors 3 dice. Possibly the X-Wing would vape both of them equally easily in the same situation.

Edited by Rodent Mastermind

There's also the minor detail that in the movie most fighters that don't have some sort of plot significance take 1 hit to destroy. The X-Wing shields don't seem to do much unless the pilot is Luke or Wedge.

Anyway in Return of the Jedi...

My 2nd is from Star Wars guide to warfare

You can't base the stats in a game on those 2 examples. For one, we don't know how much damage the A-Wing had already taken, or the Neb B for that matter.

Also, what happened in the movie can't be used as a basis for stats, because as CW said the movie will do what fits the visual needed, and simply doesn't care if it makes sense or not. By that logic then X-Wings can withstand turbolasers because they sure seem to get hit by a number of them in the trench run.

What someone paints for an illustration is even worse, and quite frankly can't be considered canon in any way, shape or form. You can't base stats on what someone thought would make a cool looking picture.

In X-Wing the most powerful weapon so far is 3 dice. Which is how many the Tie Interceptor has, that puts it's fire power on par with X-Wings, B-Wings, the Falcon and Slave-1.

Sorry I missed your post. I have alot lot more examples of Interceptors one shoting enemy fighters and more than a handful of them killing fighter with just the laserbeam passing by them. I cant copy and paste them because I am using an xbox. Check out my reveiw for the FFG TIE Interceptor on amazon tittled 7 TIE Interceptors reporting for duty. I actully had to stop posting refrencese because I had a lot and it had taken all day to write them with a xbox controller.

The A-Wing was fine because it didnt have its warniing indicator going off for the shields. With the Nebula B it was more than likly a surprise attack. No Rebel fighters where in the area AND none of the Rebel Cap ships where firing any weapons.

I covered the other issues in a previous post, seriously I am sorry I missed your post yesterday...

X-Wing vs Turbo lasers from what is shown the X-Wings hit by them do instantly die. Why during the trench run no one from Gold or Red squadron died has to do with E.C.M. and E.C.C.M. You hardly see it in other syfy universes and if its their its bare basic. In Star Wars the have lots and lots of composite E.C.M. and E.C.C.M. systems just in fighters you also got special cases where things have equipment made for dominating in Electronic warfare like the A-Wing or TIE Scout ect. Those gunners in the turbo lasers not only had to deal with the X-Wings ECM but also the fact that they are small targets and they cant fire low which is where the X-Wings can go.

Dude - you are officially CRAZY!

There's also the minor detail that in the movie most fighters that don't have some sort of plot significance take 1 hit to destroy. The X-Wing shields don't seem to do much unless the pilot is Luke or Wedge.

The only Fighters that have died from only one beam hitting them that didn't get shot from a TIE Interceptors that wasnt already damaged have been TIEs and it was a Y-Wing that did it. The Y-WIng carries a two Heavy duty laser cannons. I am thinking that if every Reb fighter only had one laser cannon it would be the Y-Wing that has the most fire power since it has a heavyduty laser cannon unlike all the other reb fighters excluding some B-Wings. Anyother fighter in everystory taking place during the dark times and all the way up too Legacy in every medium has taken 2-10 shots 1-5 linked vollys to kill unless it was an Interceptor with 9.3 Laser cannons. The more comman blaster armed Interceptor kind are an exception, which I admit could be the kind represented in this game.

I still think in the future they should make 9.3 as an upgrade for Interceptors, Avengers, and Defenders. I could live with it if they at least made it so they ignore shields.

Happy Thanksgiving!!! XD

<sarcasm>If your TIE Interceptors get such powerful guns, I want my B-Wings to have the same - I mean they carried 3 Laser Cannon and 3 Ion Cannon and 8 Torps. You get hit by that you are going nowhere! I mean it was designed to take out Cap Ships!!!</sarcasm>