I know people love this card, but I don't quite get it... Why is it such a big deal to do your action before you do your movement? Is the idea that you can basically ignore stress causing moves because you get to do your action before hand? Are they particularly good with B Wings because they have such a short K turn and so are often at very close ranges and have a hard time finding moves that shed stress?
Can anyone explain advanced sensors for me?
Part 1: Never lose your action to a red maneuver or collision ever again. This is ultra-potent: trust us.
Part 2: Use repositioning actions (Boost and Barrel Roll) before your maneuver, giving you your choice of 7 starting locations in the B-Wing from which you execute your maneuver (10 if you add Engine Upgrades, and 92 if you add Push the Limit). This includes the ability to avoid collisions entirely, or to cause them at will.
Part 2a: Engine Upgrades + Adv. Sensors is the only way the Shuttle has of turning around in a turn.
Part 2b: Engine Upgrades + Adv. Sensors gives the B-Wing the ability to perform angled Koiograns, as well as a 4 Koiogran where it would normally only have the 2. It essentially gives the B-Wing the ability to always find a spot out of firing arcs from which it can safely shoot, usually at Range 1 of its target.
If you want to see an excellent example of how potent advanced sensors can be, go watch how Paul Heaver used them in the Worlds final game. Here's the link: http://www.twitch.tv/ffglive/b/478500918 the finals match starts at about 3:05.
Just to illustrate how important actions are: A focus or a target lock halves your chance to miss!
I see many people complain about their bad luck. But those are often the players rolling dice without actions. Actions are huge. And as has already been explained, with advanced sensors your will always have your actions.
Just a scenario: Two ships, one with one without advances sensors. Both do a koiogram turn. Ship with advanced sensors has a 75% chance to hit per die because of focus, ship without has a 50% chance to hit per die. Which one you want to be?
Also with advanced sensors, bumping into someone becomes a very strong tactical option. He can't shoot you with the bumped ship, and you still get your action.
If you have yet to understand the glory of advanced sensors, you clearly haven't played enough Xwing! Keep playing!
I prescribe 3 games a week for the next 3 weeks. Come back and see us when you're feeling (playing) better. Here's your lollipop.
Part 1: Never lose your action to a red maneuver or collision ever again. This is ultra-potent: trust us.
Part 2: Use repositioning actions (Boost and Barrel Roll) before your maneuver, giving you your choice of 7 starting locations in the B-Wing from which you execute your maneuver (10 if you add Engine Upgrades, and 92 if you add Push the Limit). This includes the ability to avoid collisions entirely, or to cause them at will.
Part 2a: Engine Upgrades + Adv. Sensors is the only way the Shuttle has of turning around in a turn.
Part 2b: Engine Upgrades + Adv. Sensors gives the B-Wing the ability to perform angled Koiograns, as well as a 4 Koiogran where it would normally only have the 2. It essentially gives the B-Wing the ability to always find a spot out of firing arcs from which it can safely shoot, usually at Range 1 of its target.
How does AdvS allow the B-wing to perform a 4K?
The huge advantage that AdvS offers is versatility. It's the Swiss Army Knife of ship upgrades. It will singlehandedly make Arvel not suck if the A-Wing ever gets access to it.
But in seriousness, it makes maneuvering a little more idiot proof, because a ship with Advanced Sensors more or less never has to worry about losing an action (yes, there are exceptions - I said 'more or less'). As was pointed out, focus and target lock have a HUGE impact on offense (and focus is the B-Wing's only option for boosting defense rolls) that cannot be overstated, and a lot of people underestimate just how much it hurts their odds of reliably landing hits without them.
A B-Wing that can focus or target lock, THEN pull a 2K and land in a sweet firing position has a much better chance of landing hits than does a B-Wing who 2Ks without sensors and loses his action doing so. You can get blocked, or collide in your own formation and still put out offense at 100% potency - how often have you had your front ship get blocked, only to cause a chain reaction where the next two or three ships now all collide with each other and lose their actions? With AdvS, every one of those ships may still have a focus or target lock on them, making voluntarily parking yourself at range 1 to them a much less appealing prospect.
And then yes, the movement shenanigans. You can dance around asteroids without a care, barrel rolling off to one side before executing your move if you're ever nose to nose with one. I use it a lot to feint; I'll approach an asteroid, looking like I intend to bank around it one direction, only to barrel roll with AdvS, then bank around it the OTHER direction, taking an angle my opponent doesn't expect. You can avoid a ton of blocks this way, as well. You can use it to change your angle of attack.
On its own, it's a handy little upgrade, but when paired with the B-Wing's ability to barrel roll, it makes the movement shenanigans the B-Wing can get up to just lethal, in addition to the option of using it fairly conservatively to ensure you don't lose actions due to ship collisions - and it minimizes the risk of asteroid collisions as well, when used right.
How does AdvS allow the B-wing to perform a 4K?
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1 Forward Boost + 2 K-Turn = 4 K-turn, because the boost moves the ship two ship lengths forward.
Edited by onebit
Ah, if you have Engine, got it. That was an important detail.
One thing to be aware of, is even with Advanced Sensors, once you have the stress on you, you become predictable enough to block for a turn. After that you can be tricky again, but it is something to be aware of.
Now, if only I could keep the missiles off the b-wings long enough to keep them alive...
One thing to be aware of, is even with Advanced Sensors, once you have the stress on you, you become predictable enough to block for a turn. After that you can be tricky again, but it is something to be aware of.
Now, if only I could keep the missiles off the b-wings long enough to keep them alive...
Well yes and no - obviously that's a problem any time you take a stress - although I tend to worry more about ships with an Ion cannon/turret than I do about getting blocked. That can turn into a nightmare quick.
But I've also found that because people assume you're going to immediately attempt to shed the stress and plan accordingly, that you can sometimes get a lot of mileage from not doing so. Often the last they thing expect is you to willingly forgo an action for a turn (and your pre-move action the next) by busting out a 3-straight or a 2-turn or something similar. It's pretty situational, but you can really throw people off sometimes when they're convinced you're going to 1 straight or bank, or 2- straight at best, and you don't do that.
Like CW said and this is true for every ship, and every game.
Never underestimate the power of "skipping" a turn by flying away and not being able to fire, because some times doing so will let you get into a much better spot next turn.
Agreed, you would be amazed how many people take it as an ironclad given that if you take a stress one turn, you will with 100% certainty pull a green move next turn - and on the B-Wing dial that narrows it down to a very predictable range of moves.
Now, that's not always bad; if you've got some space to work you can pull a green and still use a barrel roll or something to arc dodge (or boost, if you have Engine) and shake it up a bit. But I've found that they go to block a 1-speed move and you blast by them with a 3 straight or something, it takes them longer to recover and get back in the fight than it takes you,.
Part 1: Never lose your action to a red maneuver or collision ever again. This is ultra-potent: trust us.
Part 2: Use repositioning actions (Boost and Barrel Roll) before your maneuver, giving you your choice of 7 starting locations in the B-Wing from which you execute your maneuver (10 if you add Engine Upgrades, and 92 if you add Push the Limit). This includes the ability to avoid collisions entirely, or to cause them at will.
Part 2a: Engine Upgrades + Adv. Sensors is the only way the Shuttle has of turning around in a turn.
Part 2b: Engine Upgrades + Adv. Sensors gives the B-Wing the ability to perform angled Koiograns, as well as a 4 Koiogran where it would normally only have the 2. It essentially gives the B-Wing the ability to always find a spot out of firing arcs from which it can safely shoot, usually at Range 1 of its target.
How does AdvS allow the B-wing to perform a 4K?
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Boost forward immediately before a 2K. The 1 of your Boost plus the ships' length (also 1) plus the 2 = 4
Right, for some reason I didn't draw the connection with Engine being mentioned in there.
Also the sensors help with asteroid avoidance.
Also the sensors help with asteroid avoidance.
I think that was actually covered above, but yes - they are phenomenal for bailing you out when you find yourself nose to nose with an asteroid.
They are even more valuable, in my opinion, for when you find yourself ON an asteroid, where moving forward off of it would touch your template to the rock and force a second damage roll to clear it. All you need is about one half of either side of your base clear of the rock and you can roll sideways off the rock, then execute your move without losing another action or rolling another damage - although, as was said, if you have AdvS and hit an asteroid in the first place, you're doing something wrong.
And now, when you find yourself on a collision path with a huge ship!
In Galactic Empire, obstacles hit YOU.