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DagobahDave

Compendium of recommended upgrades, by ship

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The purpose of this thread is to post a specific ship (example: Echo, Han Solo, Rookie Pilot) and a list of upgrades (maybe half a dozen, more if appropriate) that combine especially well with that ship. I think this will be useful for new players who are looking at the wide range of upgrade options for their ships and feeling a bit overwhelmed. For upgrades that are strongly recommended (or even considered must-haves), use underlined text to help them stand out.

 

I'll start with an example and invite you to post as many others as you like.

 

"Echo" (TIE Phantom)

Advanced Cloaking Device

Advanced Sensors

Fire-Control System

Intelligence Agent

Rebel Captive

Recon Specialist

Sensor Jammer

Veteran Instincts

 

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Great idea.  It would be nice also to include the point cost, so one can quickly see how it would fit into their squads.

 

Sure, you can add point costs if you want, but new players aren't going to know what some of these upgrades do without referencing the entire card anyway, so I'm just going to list the names. :)

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Acadamy pilot.

That is all..

Haha ok all joking aside, this is a good idea for a thread. There were a few threads about good combos but this will list more options.

How about

Black squadron pilot

-Predator

-Outmaneuver

-Veteran instincts

-Stealth device

-Elusiveness

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The purpose of this thread is to post a specific ship (example: Echo, Han Solo, Rookie Pilot) and a list of upgrades (maybe half a dozen, more if appropriate) that combine especially well with that ship. I think this will be useful for new players who are looking at the wide range of upgrade options for their ships and feeling a bit overwhelmed. For upgrades that are strongly recommended (or even considered must-haves), use underlined text to help them stand out.

 

I'll start with an example and invite you to post as many others as you like.

 

"Echo" (TIE Phantom)

Advanced Cloaking Device

Advanced Sensors

Fire-Control System

Intelligence Agent

Rebel Captive

Recon Specialist

Sensor Jammer

Veteran Instincts

 

I'm surprised not to see Navigator on the Phantom. I absolutely favour it over Intelligence Agent.

Edited by bubblepopmei

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Bandit Pilot (12pt)

 - Munition failsafe (1pt)

 - Cluster missiles (4)

 

This is for us bad dice rollers.  Best scenario - You hit on first attack, miss on second, then you get to use the missile again. 

 

Of course, the two attacks might just down the ship all together.  :D

 

UPDATE:

 

Retract this combo after official ruling from FFG.

  Munition failsafe (1pt)  + Cluster missiles (4) is now a bad combo.

Edited by jpltanis

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Kyle Katarn

- Recon Specialist

- Moldy Crow title

- Shield upgrade

- Blaster turret -OR- Ion Cannon Turret (depending on your preference, I find that with Kyle producing so much focus over an early game it makes the focus required for the blaster turret irrelevant)

Kyle is a focus factory, when used in conjunction with Garven & several lower PS pilots the two of them can really pump a squadron. One example: Garven can either use a red maneuver for optimal firing position, or a target lock action, Kyle takes a focus action which gives him two focus tokens. At the start of combat Kyle can give one of those to Garven who then in turn uses it either to evade incoming fire or in his own shooting, who then in turn gives it to another ship.

 

Tycho Celchu

- Push the limit

- Chardaan refit

- Protype pilot title

- Outmaneuver

 

This guy's excellent at getting on the 6s of the enemy ships, the problem is that with only 2-3 attack dice vs 3-4 (not counting Evade) agility dice it's HARD to successfully kill those ships, he just lacks in firepower. PtL is a must on Tycho because he's just designed for it. The Chardaan & prototype coming in the Rebel Aces expansion that have been publicized already give you the ability to take outmaneuver for half price. Tycho's speed & maneuverability NEED to be made use of every turn though because all he needs after his shields are down is the injured pilot crit & he's now a green squadron pilot with a higher PS.

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Or a Quarter of the Royal Guardsmen:

Royal Guard Pilot 22 points

PTL 3 points

Royal Guard TIE (free)

 

With that Royal Guard TIE title, what modifications would you recommend? I'm thinking Stealth Device, Hull Upgrade, Shield Upgrade, Targeting Computer.

 

The purpose of this thread is to try to list several upgrades that do work well with that ship, even if you can't fit them all at the same time. And it's just as important to see which upgrades are not on the recommended list, so you don't waste points on Proton Torpedoes, Expose and Stygium Particle Accelerators. :)

Edited by DagobahDave

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Wedge is my boy so I'll throw his hat in.

Predator: just focus every turn and watch ships fall from the sky.

Expert Handling/engine upgrade/R7-T1: Reactive actions on a high PS pilot=yes please.

Push the Limit: IMO, only really useful if he's taking an engine upgrade or the like. If you're taking it just for focus/TL, save yourself the stress and take Predator.

Swarm tactics: PS 9 is cool. Share the wealth!

R2 Astromech: pairs well with PtL, Expert Handling, and Opportunist.

R3-A2: stops ACD dead in its tracks and causes some serious problems for anything relying on PtL and the like.

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Han Solo

+ Marksmanship for better chance of hitting

+ Chewbacca for longevity

+ Gunner for rerolls

(Could replace Gunner and Marksmanship with Luke for a similar effect)

 

Howlrunner

+ Swarm Tactics to share PS 8 with another TIE Fighter

Edited by gundamv

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Etahn

-Push The Limit

-Opportunist

-Draw Their Fire

-Predator

-R2-D2

-R2-F2

-R2 Astromech

-Sensor Jammer

-Advanced Sensors

-Fire-Control System

-Hull Upgrade

-Shield Upgrade

-Stealth Device

-Engine Upgrade

Uh...might have been quicker to just list what you DIDN'T like on Ethan.

Edited by PhrisbeePhul

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Bandit Pilot (12pt)

 - Munition failsafe (1pt)

 - Cluster missiles (4)

 

This is for us bad dice rollers.  Best scenario - You hit on first attack, miss on second, then you get to use the missile again. 

 

Of course, the two attacks might just down the ship all together.  :D

 

Has this been FAQ'd yet? 

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A-wings: Push the limit

Dark Curse: stealth device

B-wings: advanced sensors

TIE Phantom: advanced cloaking device, fire control system with a gunner is good too

Biggs Darklighter: r2-D2 and shield upgrade

Krassis Trelix: Heavy Laser Cannon

Z-95 Headhunters: Munitions Failsafe and Assault Missles. People will tell you there are other, better Missles out there but I think assault Missles work the best overall.

these are the match ups I like; I haven't really felt out a good setup for the E-Wings but honestly, I don't think you can go wrong with them. I'm as open to suggestion as anyone for the Defender too...

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Bandit Pilot (12pt)

 - Munition failsafe (1pt)

 - Cluster missiles (4)

 

This is for us bad dice rollers.  Best scenario - You hit on first attack, miss on second, then you get to use the missile again. 

 

Of course, the two attacks might just down the ship all together.  :D

 

Yeah, I'm pretty sure it doesn't work like that. Hitting with one attack is still hitting.

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A-wings: Push the limit

Dark Curse: stealth device

B-wings: advanced sensors

TIE Phantom: advanced cloaking device, fire control system with a gunner is good too

Biggs Darklighter: r2-D2 and shield upgrade

Krassis Trelix: Heavy Laser Cannon

Z-95 Headhunters: Munitions Failsafe and Assault Missles. People will tell you there are other, better Missles out there but I think assault Missles work the best overall.

these are the match ups I like; I haven't really felt out a good setup for the E-Wings but honestly, I don't think you can go wrong with them. I'm as open to suggestion as anyone for the Defender too...

 

Disagree on a few of these. Dark Curse would be even more annoying with SD, but 19 points is too high for any Tie not named Howlrunner. 

 

I think Gunner is a waste on the Phantom. Its not often that you are going to miss with 4 or 5 dice. 5 points is a lot to pay for a card that might trigger once or twice. 

 

I now think putting anything on Biggs is a bad idea. Why put 8 points of upgrades on Biggs when he is going to die anyways? 

 

How bout these on the Tie Bomber: 

 

Either Scimitar or Gamma: 

 

Ion Pulse, Flechette Torp, MF. (Nice control options) 

 

Flechette Torp, Flechette Torp, MF (a lot of stress can be had and not bad if you miss) 

 

Seismic Charge. (always handy upgrade and proton bomb is too expensive IMO) 

 

Most usable ordnance on the Bomber and of course its the newer ones. Just don't add 3 ordnance to a Bomber. More than likely you'll not be able to shoot them all. 

Edited by Jo Jo

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Bandit Pilot (12pt)

 - Munition failsafe (1pt)

 - Cluster missiles (4)

 

This is for us bad dice rollers.  Best scenario - You hit on first attack, miss on second, then you get to use the missile again. 

 

Of course, the two attacks might just down the ship all together.  :D

 

Has this been FAQ'd yet? 

 

 

Not yet, but I think that's an incorrect understanding of how they will work together. I think you'll need to miss with both Cluster Missiles attacks in order for Munitions Failsafe to take effect.

 

I think this thread offers a reasonable explanation why:

http://community.fantasyflightgames.com/index.php?/topic/109872-cluster-missiles-with-munitions-failsafe/

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