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frogy84

a wing and Chardaan Refit

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The Chardaan Refit card makes your A-wing 2 points less but means you can't take any missiles as it fills the missile slot on the A-wing.

 

If you get a Munitions Failure critical damage card during the game, it does not change the points value of the A-wing.

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Because you can get 5 basic Prototype Pilots for 100 points (with some left over) or you can get 6 Prototype Pilots (with Chardaan Refit and some points left over).

 

Basically the A-wing wasn't getting a great deal of play, and by bringing in the Chardaan Refit it instantly made them cheaper and more cost effective. It was somewhat of an answer to the TIE swarm as well. Plus the early missiles weren't generally all that effective for the cost.

 

It's not really a missile boat as such, it's a fast, agile light-fighter that just happens to be able to take missiles when needed.

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What's acr dodger i still we say a nob to this game even thou play from day one i didn't think k wings out yet

 

An arc-dodger is a ship, such as an A-Wing or an Interceptor, that relies heavily on its ability to get out of a firing arc through repositioning. Barrel Roll or Boost for the Interceptor, Boost for the A-Wing.

 

A Jouster is a ship that wants to go straight at an enemy.

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But any time i can put missile our anything like that on a ship i always do why would u not . i play extremely causal with just my brother

 

You might not want to because you need the points for something else. 

 

The main point is to have fun though, so do whatever brings you the most fun.

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I just thought if a ship could take s tuff you should take it

 

Not always. You can 'technically' load a tie bomber with 2 torpedoes, 2 missiles, and a bomb to a maximum of 61 points total, but doesn't mean you should. The upgrade slots give you options, but you don't have to fill them. 

 

In the case of the a-wing though, you were paying for the missile slot in ship cost even if you didn't have a missile equipped. Chardaan Refit was released as a way to make the a-wing cheaper, as it wasn't released for a long time following the initial release of the a-wing.

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But why wouldn't you putt all that on a tie bomber

Kind of the point of the bomber it just seems u never get to fire all because it hard to get them in your front arc

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Because it won't work. You won't hit with all of it (just how the dice work) and so some of it (if not all of it) might be a waste as it hit nothing.

 

And a Bomber is tough but not that tough, it could die before it gets to use all of/some of/any of it's upgrades.

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But why wouldn't you putt all that on a tie bomber

Kind of the point of the bomber it just seems u never get to fire all because it hard to get them in your front arc

You answered your own question there :)

It's allso very unlikely for a bomber to survive long enought to use all of its ordenances if you load it up fully. Unspent ordenance on a dead ship is wasted points that could have been used for other things.

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But why wouldn't you putt all that on a tie bomber

Kind of the point of the bomber it just seems u never get to fire all because it hard to get them in your front arc

 

Because if the bomber gets destroyed before it is able to shoot everything you paid to put on it then those points are wasted and could have been spent on something else. You want to put just enough on a heavily upgradable ship that you can use all of it before it gets destroyed.

 

Put another way. If you spend 30 points putting torps and missiles on a bomber and I kill the bomber before you can fire more than a single, 4 point torp you have wasted 26 points. If instead you had only put a single torp on that bomber, you could have taken those 26 points you saved and bought another ship (or even 2) that would not now be destroyed.

 

Of course, the correct amount of upgrades to put on any given ship depends on what ship it is, what upgrades they are, your skill at flying that ship and frequently what ships your opponent is likely to fly. Figuring all that out is part of the the skill involved in playing the game.

 

If you and your friends are loading up all of your ships with max upgrades, that might be part of your problem. Try playing a squad of TIE fighters and Interceptors with no upgrades at all and see how it goes.

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Because you can put a bit of ordnance on several of them, rather than all of it on one.

 

Basically, when picking ships and upgrades, you have to think about what YOU want that ship to do, and can it do it well or before it dies?

 

"Don't put your eggs in one basket" springs to mind with this game a lot.

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You bring SOME ordnance. Again, you want to bring just enough that you have a good chance to use it all before the ship is destroyed.

 

Also, ordnance has been fairly weak until recently. when FFG designed the game they thought it was going to be much more powerful than it actually ended up being, so a lot of the missiles and torps that come in the early expansions are too expensive for what they do, and a lot of the ships that can carry ordnance are too expensive because they thought it would be more powerful. that's why the A-Wing got Chaardan Refit. Missiles proved to be much less effective than they thought, so the missile slot on the A-Wing never got used, but since the A-Wing paid points to HAVE a missile slot, the A-Wing was too expensive and also never got used. So they gave it a discount.

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But i always use the slots i giving so i didn't feel it bad like ever one says ewing bad i found it a great ship and how is ordinance bad but now better ordinance seems to be so hit and miss and its great against big ships and cr90

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