Stealth Device vs Shield Upgrade

By Crabbok, in X-Wing

In some ways the reason people like Stealth Device on their high Agility ships is because it helps average the defense. I mean the more dice the roll the more you should expect to get an "average" range of results. Rolling 4 dice for defense may give an [evade]x4 or [blank]x4 result but you'll expect something between those extremes with a [eye] or two thrown in.

I'm pressed for time, so I haven't read this thread thoroughly, but has anybody pointed out that ships aren't the only things you can take damage from? Asteroids, APL, some crits and even some EPTs can cause damage that a shield or hull upgrade would mitigate where any number of green dice would not. Just one more consideration.

Personally, I'm going to try running Interceptors with Hull Upgrades once I get my Imperial Aces pack. Taking a little randomness out of a list that's already vulnerable to bad luck cannot be a terrible thing.

Edited by WonderWAAAGH

I'm pressed for time, so I haven't read this thread thoroughly, but has any pointed out that ships aren't the only things you can take damage from? Asteroids, APL, some crits and even some EPTs can cause damage that a shield or hull upgrade would mitigate where any number of green dice would not. Just one more consideration.

Personally, I'm going to try running Interceptors with Hull Upgrades once I get my Imperial Aces pack. Taking a little randomness out of a list that's already vulnerable to bad luck cannot be a terrible thing.

That's a good point, I'm not quite sure how it would affect the comparision though, as you'd be taking 1 damage either way, and it wouldn't strip stealth. So unless you plan on killing yourself by running through asteroids and never taking damage from the opponent, it shouldn't matter.

I'm pressed for time, so I haven't read this thread thoroughly, but has any pointed out that ships aren't the only things you can take damage from? Asteroids, APL, some crits and even some EPTs can cause damage that a shield or hull upgrade would mitigate where any number of green dice would not. Just one more consideration.

.

All valid ways to take damage but consider:

Asteroids: Ideally you should never run into them. If you don't hit them they don't cause damage and thus they are never a concern.

APL (and other non-attack damage): Something you may be able to avoid but also something the does NOT remove SD.

Crits: If you're taking these it doesn't matter because your SU and/or SD are already gone! Proton Bomb doesn't care either.

EPT: Which ones are you thinking about?

None of these matter because either they don't strip the SD, rely on you flying poorly, or don't care about either of them.

I believe a better "discussion" would be hull upgrade vs stealth device as both cost 3 points. The HU loses the crit protection a SU can provide but is otherwise just as good. The HU may even be BETTER than a SU for those 2 hull ships which could be destroyed by a single Proton Bomb dropping a Direct Hit underneath their shields.

Unfortunately, flying well is not always enough to keep your ships alive. Remember that so long as there is an opponent sitting on the other side of the table, some things will be within your control and some will not. Losing stealth to a 'hit' is less relevant to my overall point than is simply surviving through more damage. Of course you never want to fly over asteroids, but sometimes it's more tactically advantageous to do so. Sometimes you'll get stranded on one by an opponent's ion weaponry. As good a player as you might be, there is no way to always know where your opponent is going to move, with or without APL. On rare occasions you might want to use Daredevil, and on (hopefully) even rarer occasions you might receive a Console Fire, Minor Explosion, Minor Hull Breach, or Stunned Pilot critical effect. These things happen whether your situation is ideal or not, and we all know how Murphy's Law is the only mathematical truism that ultimately matters. When you take Stealth Device over Shield/Hull Upgrade, you're not only gambling that you'll roll more evades, but also gambling that you'll be able to roll any dice at all.

I've left out discussion of Proton Bombs and the like (e.g. Vader) because their effects, especially on low hull vehicles, should already be readily apparent. I think I would take Hull Upgrade over Stealth Device on an A-Wing any day of the week.

Edited by WonderWAAAGH

Hum, curious? When Aces hits and Royal Guard Tie title comes into play.. would it be possible to take 2 shield upgrades, or are you restricted to one type? like a shield and stealth, ect, ect.

Hum, curious? When Aces hits and Royal Guard Tie title comes into play.. would it be possible to take 2 shield upgrades, or are you restricted to one type? like a shield and stealth, ect, ect.

two DIFFERENT modifications, I'm afraid.

Stealth + Targeting seems to be the best case scenario, to me :)

<prays that the argument over what "different" means doesn't come back>

Funny seeing Ion weapons mentioned. Stealth Device works just fine against those (when active) but while that Shield Upgrade can buffer the damage you still suffer the Ionization. If you're running onto an asteroid because you've because you've been ioned you've already blown your modification's usefulness but Stealth could let you avoid the Ion weapon while you'll always suffer it with the shield.

I could see any one of the Royal Guard pairing being useful depending on how much you want to spend. Although it may be the most expensive I can see where the Stealth/Shield combo could be the best for survival. Solves the issue with this thread as you have the Stealth Device to help avoid damage but the Shield to avoid what could easily be the critical hit that finally overcomes the SD. Granted that is 7 points that disappears with one shot but then you're down to a (relatively) untouched Interceptor.

Ok here is the test: