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Star Wars: X-Wing Miniatures Game» Forums » Strategy

Subject: Ship Upgrades or Extra Tie Fighter? rss

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Matthew
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NWI, IN
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I'm sure it all comes down to personal play style. But I was curious when you're fighting as the dark side, do you prefer ship add-ons, better pilots OR an extra academy pilot for those last remaining group of points?
 
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Ron Olivier
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It really depends on exactly which upgrades you're talking about, but having an extra ship never hurts. An extra attack (and one more ship your opponent has to destroy) is an excellent proposition. There are a lot of benefits to another ship, even if it is to be used as a sacrificial lamb or blocker.
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Adrian Sperling
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One way to look at it is that extra academy TIE is worth 2 attack dice and three hitpoints. Three hull upgrades alone cost the same 12 squad points, but likely you are going to put them on ships that are stronger (higher PS, pilot abilities) and you will lose out on a relatively weak attack at PS 1. It's not a perfect comparison, but it's hard to deny the value of an additional ship.
 
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Dave Graffam
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For competitive play, generally you are better off with ships instead of upgrades. This might be changing with Wave 4, but it's been a good rule of thumb until now. So get that extra TIE and leave the little cards in your tackle box.
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Jeff Paul
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DagobahDave wrote:
For competitive play, generally you are better off with ships instead of upgrades. This might be changing with Wave 4, but it's been a good rule of thumb until now. So get that extra TIE and leave the little cards in your tackle box.


Hmm, there are some upgrades that can make a big difference depending on the rest of your build.

As well, there are some pilots that see a lot of play. Howlrunner. Soontir Fel. And if you're running the higher-level pilots, some upgrades will help them stay alive to make a difference.

The nice thing about this game is there is really no one right answer. (Well, so far missiles and torpedoes haven't found a niche, but other than that, everything in moderation)
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