Recommend
3 
 Thumb up
 Hide
16 Posts

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

Subject: The Best Upgrade Cards rss

Your Tags: Add tags
Popular Tags: [View All]
Henry Forrster
United States
California
flag msg tools
What are the top 7 or so CURRENT upgrade cards for Imperial and the 7 best for rebels? I'm hoping to get some insight into what a new player should keep an eye out for when experimenting with squad building.

Thank you!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jonathan Maisonneuve
Canada
Quebec
Quebec
flag msg tools
badge
Avatar
mbmbmbmbmb
There is no best upgrade card and this post is way too similar to your other post http://boardgamegeek.com/thread/1322382/most-used-upgrade-ca...

It all depend of the ships and the list as a whole.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
D F Visker
Netherlands
Rijen
Noord Brabant
flag msg tools
Amicis Inimicis Promptus
Avatar
mbmbmbmbmb
Wildhorn wrote:

It all depend of the ships and the list as a whole.


Which makes it such a great game to me.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
kimchi fried rice
United States
Uptown
New York
flag msg tools
AKIMBO!
badge
반갑습니다!
Avatar
mbmbmbmbmb
There are so many good ones, but I can't recall the last game I played where PTL did not show up at least once from either side.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Josh Derksen
Canada
Toronto
ON
flag msg tools
designer
armoredgear7.net
badge
Heroes of the Aturi Cluster dockingbay416.com/campaign
Avatar
mbmbmbmbmb
xBino wrote:
There are so many good ones, but I can't recall the last game I played where PTL did not show up at least once from either side.


Push the Limit is very common these days because we've migrated to smaller (2-3 ship) lists, and those expensive ships live and die by the number of actions they take.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jeff Dunford
Canada
Kemptville
Ontario
flag msg tools
badge
Avatar
mbmbmbmbmb
In no particular order, here's what comes to mind for me:

Rebel only:
- R2-D2 (astromech)
- R3-A2 (astromech)
- C3PO (crew)
- R2-D2 (crew)
- Millennium Falcon (title)
- Outrider (title)
- maybe Luke Skywalker (crew)
- maybe Jan Ors (crew)
- maybe R5-P9 (astromech)

Imperial only:
- Ysanne Isard (crew)
- Rebel Captive (crew)
- Darth Vader (crew)
- maybe Mara Jade (crew)
- maybe Moff Jerjerrod (crew)
- maybe Ruthlessness (EPT)
* need more Imperial Only stuff, presumably coming with Huge ship(s)

Not faction specific:
- Push the Limit (EPT)
- Predator (EPT)
- Swarm Tactics (EPT)
- Veteran Instinct (EPT)
- Engine Upgrade (modification)
- Stealth Device (modification)
- Gunner (crew)
- Recon Specialist (crew)
- Advanced Sensors (system)
- Fire Control System (system)
- Ion Cannon Turret (turret)
- Heavy Laser Cannon (cannon)
- maybe Tactician (crew)

Most of the "maybe" ones are a little more squad dependent. Then there are other things that are ship-dependent and might even be "mandatory" on those ships, like Outrider title, Advanced Cloaking Device, etc.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Les Marshall
United States
Woodinville
Washington
flag msg tools
mbmbmbmbmb
FIgames wrote:
What are the top 7 or so CURRENT upgrade cards for Imperial and the 7 best for rebels? I'm hoping to get some insight into what a new player should keep an eye out for when experimenting with squad building.

Thank you!


Sorry Henry. This ain't Star Trek: Attack Wing or Magic the Gathering. Broken cards are hard to find and actual flying of your ships is as important as how you build your squads. Some winning squads don't even use upgrade cards.

Best advice. Put some ships on the table and start playing the game. Once you're comfortable with the mechanics and your personal preferences for ship types, you can winkle out what cards you actually want to use.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jim Chadwick

Charlotte
North Carolina
msg tools
mbmbmbmbmb
I'll bite. The seven most common upgrade cards is what I give.

-Engine Upgrade
-Predator
-Push the Limit
-Gunner (or Luke)
-Heavy Laser Cannon
-Veteran Instinct
-Swarm Tactics
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Crazy Fella
msg tools
mbmbmbmbmb
Top 7 off the top of my head:

- Veteran Instinct
- Push the Limit
- Engine Upgrade
- Fire-Control System
- Predator/Lone Wolf
- Recon Specialist
- Stealth Device

Even with my list, it's hard to do a list like this because it may be a good card, but it may actually not be worth it on a particular ship. It also depends on what you are wanting to build, what kind of flying strategy you are looking for, asteroid layout, maneuverability, and the fastest time you've ever done a Kessel Run.

In short, as someone else said, how you fly is more important than what you fly, and experience will be the best teacher for that.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Allen T
United States
Grand Rapids
Michigan
flag msg tools
mbmbmbmbmb
Rulesjd wrote:
FIgames wrote:
What are the top 7 or so CURRENT upgrade cards for Imperial and the 7 best for rebels? I'm hoping to get some insight into what a new player should keep an eye out for when experimenting with squad building.

Thank you!


Sorry Henry. This ain't Star Trek: Attack Wing or Magic the Gathering. Broken cards are hard to find and actual flying of your ships is as important as how you build your squads. Some winning squads don't even use upgrade cards.

Best advice. Put some ships on the table and start playing the game. Once you're comfortable with the mechanics and your personal preferences for ship types, you can winkle out what cards you actually want to use.


This doesn't answer the question at all though, and it dosen't look like OP is trying to find anything broken. A list to get new people to reference when building squads is a good idea though. Rebel Operative WITHOUT a turret might seem like a silly decision to us on the forum, but a new player might not even think about that when building a squad by just flipping through the pilots.


Something like:
TIEs are generally cheap filler ships, and can't use or don't need many upgrades. Draw Their Fire on a Black Squad can be used to help protect the rest of your team- beyond that, there are not many highly popular upgrades.

TIE Interceptors, when possible, NEED Push the Limit. They are more expensive than TIEs, and need to be able to boost+barrel roll or Focus + Evade in order to stay alive and do damage. Stealth Device, hull, shield is sometimes used to keep them alive longer, and Targeting Computer is sometimes used to increase their damage.

TIE Advance are seldom used outside Vader, and he almost always takes a missile as he can be very dangerous with them. Sometimes Vader takes Engine Upgrade, which turns him into a less dangerous, but more durable, TIE Interceptor.

TIE Bombers are almost always equipped with at least one missile/torpedo. They seldom carry more than two, however, because the chance of them dying with unfired weapons is great. Seismic Charges are pretty common, as they can cause free damage or force an enemy away from the rear of the ship.

Firespray, regardless of pilot, often carry Recon Specialist, letting them use a focus on attack and save one for defense. Heavy Laser Cannon has become less popular, partly because the TIE Defender can carry it for fewer points, and partly because so many of the attacks come from the rear arc, which cannot use secondary weapons.

Shuttles often carry either Engine Upgrade, which combined with Advanced Sensors help the ship turn around. Without that combo, it can take three turns to turn around, which often leads to it being flanked. Alternatively, it can take Vader crew, which when used liberally will self-destruct the shuttle before it even needs to turn around.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Canada
Winnipeg
Manitoba
flag msg tools
badge
Avatar
mbmbmbmbmb
This website seems to have a great list of all the tournament builds. It will tell you which cards are the 'winning' upgrades.

http://xwing.macker.co/tournaments.php?d=120&f=0
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Henry Forrster
United States
California
flag msg tools
monkeykins wrote:
Rulesjd wrote:
FIgames wrote:
What are the top 7 or so CURRENT upgrade cards for Imperial and the 7 best for rebels? I'm hoping to get some insight into what a new player should keep an eye out for when experimenting with squad building.

Thank you!


Sorry Henry. This ain't Star Trek: Attack Wing or Magic the Gathering. Broken cards are hard to find and actual flying of your ships is as important as how you build your squads. Some winning squads don't even use upgrade cards.

Best advice. Put some ships on the table and start playing the game. Once you're comfortable with the mechanics and your personal preferences for ship types, you can winkle out what cards you actually want to use.


This doesn't answer the question at all though, and it dosen't look like OP is trying to find anything broken. A list to get new people to reference when building squads is a good idea though. Rebel Operative WITHOUT a turret might seem like a silly decision to us on the forum, but a new player might not even think about that when building a squad by just flipping through the pilots.


Something like:
TIEs are generally cheap filler ships, and can't use or don't need many upgrades. Draw Their Fire on a Black Squad can be used to help protect the rest of your team- beyond that, there are not many highly popular upgrades.

TIE Interceptors, when possible, NEED Push the Limit. They are more expensive than TIEs, and need to be able to boost+barrel roll or Focus + Evade in order to stay alive and do damage. Stealth Device, hull, shield is sometimes used to keep them alive longer, and Targeting Computer is sometimes used to increase their damage.

TIE Advance are seldom used outside Vader, and he almost always takes a missile as he can be very dangerous with them. Sometimes Vader takes Engine Upgrade, which turns him into a less dangerous, but more durable, TIE Interceptor.

TIE Bombers are almost always equipped with at least one missile/torpedo. They seldom carry more than two, however, because the chance of them dying with unfired weapons is great. Seismic Charges are pretty common, as they can cause free damage or force an enemy away from the rear of the ship.

Firespray, regardless of pilot, often carry Recon Specialist, letting them use a focus on attack and save one for defense. Heavy Laser Cannon has become less popular, partly because the TIE Defender can carry it for fewer points, and partly because so many of the attacks come from the rear arc, which cannot use secondary weapons.

Shuttles often carry either Engine Upgrade, which combined with Advanced Sensors help the ship turn around. Without that combo, it can take three turns to turn around, which often leads to it being flanked. Alternatively, it can take Vader crew, which when used liberally will self-destruct the shuttle before it even needs to turn around.



Yes, this was my intention, to have a list to reference like this one. Sorry if the question was stated incorrectly, I wasn't sure how to list the question so I did 2 threads that were similar hoping the wording in one of them would get this information.
Thank you everyone for your replies and my apologies for an misunderstandings.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Allen T
United States
Grand Rapids
Michigan
flag msg tools
mbmbmbmbmb
To continue this a bit:
TIE Defenders are trickey to fly, as they have a very unique dial. Engine Upgrade can help them, but they are already expensive and adding 4 points is tough. It is best paired with Veteran Instincts, as it allows the Defender to move later in the round and boost or barrel roll more effectively. Heavy Laser Cannon can help them deal more damage, but again makes it a more expensive ship.

TIE Phantom- I wouldn't recommend this ship for new players or new groups. It is a very fun ship to fly, but can have a negative effect on the squad-building aspect, as it can shift the group into a very rock-paper-scissors mentality. That said, Veteran Instincts and Advanced Cloaking nearly always get equipped to the named pilots. The generics are fun and can be added for new players, usually with little to no upgrades.

Decimator- this ship usually needs something to help keep it alive, as it has no defense. Ysanne or Engine Upgrade (or both) are a good idea.


General recommendations: ships with more green on the movement dial and more actions can benefit more from Push the Limit, as extra actions are highly beneficial and you can more easily clear the stress next turn. Pilots with higher pilot skill benefit more from the ability to reposition (Engine Upgrade or Expert Handling, to a lesser extent). Low Pilot Skill pilots should equip as few upgrades as possible to allow them to play the role you intend for them (don't give a Bounty Hunter a Heavy Laser Cannon, a bomb, a missile, a Navigator, and a shield upgrade). Generally don't take multiple upgrades that require an action, as you usually can't use them both at the same time.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Les Marshall
United States
Woodinville
Washington
flag msg tools
mbmbmbmbmb
monkeykins wrote:
Rulesjd wrote:
FIgames wrote:
What are the top 7 or so CURRENT upgrade cards for Imperial and the 7 best for rebels? I'm hoping to get some insight into what a new player should keep an eye out for when experimenting with squad building.

Thank you!


Sorry Henry. This ain't Star Trek: Attack Wing or Magic the Gathering. Broken cards are hard to find and actual flying of your ships is as important as how you build your squads. Some winning squads don't even use upgrade cards.

Best advice. Put some ships on the table and start playing the game. Once you're comfortable with the mechanics and your personal preferences for ship types, you can winkle out what cards you actually want to use.


This doesn't answer the question at all though, and it dosen't look like OP is trying to find anything broken. A list to get new people to reference when building squads is a good idea though. Rebel Operative WITHOUT a turret might seem like a silly decision to us on the forum, but a new player might not even think about that when building a squad by just flipping through the pilots.


Something like:
TIEs are generally cheap filler ships, and can't use or don't need many upgrades. Draw Their Fire on a Black Squad can be used to help protect the rest of your team- beyond that, there are not many highly popular upgrades.

TIE Interceptors, when possible, NEED Push the Limit. They are more expensive than TIEs, and need to be able to boost+barrel roll or Focus + Evade in order to stay alive and do damage. Stealth Device, hull, shield is sometimes used to keep them alive longer, and Targeting Computer is sometimes used to increase their damage.

TIE Advance are seldom used outside Vader, and he almost always takes a missile as he can be very dangerous with them. Sometimes Vader takes Engine Upgrade, which turns him into a less dangerous, but more durable, TIE Interceptor.

TIE Bombers are almost always equipped with at least one missile/torpedo. They seldom carry more than two, however, because the chance of them dying with unfired weapons is great. Seismic Charges are pretty common, as they can cause free damage or force an enemy away from the rear of the ship.

Firespray, regardless of pilot, often carry Recon Specialist, letting them use a focus on attack and save one for defense. Heavy Laser Cannon has become less popular, partly because the TIE Defender can carry it for fewer points, and partly because so many of the attacks come from the rear arc, which cannot use secondary weapons.

Shuttles often carry either Engine Upgrade, which combined with Advanced Sensors help the ship turn around. Without that combo, it can take three turns to turn around, which often leads to it being flanked. Alternatively, it can take Vader crew, which when used liberally will self-destruct the shuttle before it even needs to turn around.



Sure but, I think you've actually contributed to my point. Upgrade cards are situational. Trying to come up with a "7 best" for rebel and empire is problematic. Your approach is better suited to a tactics manual than an actual list. Moreover, with Scum and Villainy and the Empire's Raider about to hit shelves the meta and card mix is bound to change quickly making the value of a list dubious at best.

For a new player, it's perhaps more useful to examine the paradigm of squad building, which can take an entire chapter. There are scads of session reports and strategy posts which can act as a primer on squad building and what to expect.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Admiral H_Nelson
United States
Antioch
Tennessee
flag msg tools
mbmbmbmbmb
Wildhorn wrote:
There is no best upgrade card and this post is way too similar to your other post http://boardgamegeek.com/thread/1322382/most-used-upgrade-ca...

That was helpful! New sheriff in town I guess. How is the new gig?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jamie Snape
United Kingdom
Blandford Forum
Dorset
flag msg tools
mbmbmbmbmb
I'd say that Autothrusters are very common on those ships able to take them (ie those with the Boost action)
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.