PTL, how much further does it get you with boost and barrel role?

By AlexW, in X-Wing

Was reading the Soontir thread and started wondering if anyone's done the math on this one. How much of a difference does boost+barrel roll add up to for a small base ship?

Bank+rolling seems like roughly a max of 3 forward (2.5 with the boost, another half ship length with the roll) and then maybe 2.5 sideways (2 with the roll and .5 with the bank). Does that seem about right? Maybe I'll have to check this to confirm later today.

Where does that come out on the range marker? Over a full "range" both ways, correct?

I'm not quite sure what you said, but as far as max distance an interceptor can go...

5 forward + 1 base = 6 forward

boost forward + base = 8 forward

barrel roll = 8.5 forward

Or... boost to the side

5 forward + 1 base = 6 forward

boost side + base = 8.5 forward

barrel roll = 10.5 forward or so

This is about R2 on the range ruler.

Doing it in Vassal, and you get quite a distance really. from the base of the range ruler to a bit past the range 3 line.

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As long as what direction your facing doesn't matter this gets you much more distance then using a 1 straight for the boost action.

Edited by VanorDM

With Boost and Barrel roll, almost any ship can guarantee it is out of front arc almost all the time. using it to merely move farther than you otherwise could is generally a waste of the benefit. An interceptor with PtL, who has both actions stock, has this benefit. You move into range 1 near the edge of a TIE swarm or rebel group. You would be attracting a large amount of concentrated fire on a fragile hull. BUT, barrel roll out, back up slightly, and then do a banked boost back towards the ship. You are now outside of any incoming firing arcs, and can deal a Range 1 attack against a high priority ship in that group.

It is extra beneficial with Soontir because he receives a focus token for receiving the stress from Push the Limit. After guaranteeing he cannot be attacked, he can then land a deadly Range 1 attack.

Turr Phennir has a similar benefit. He moves up to range one, focuses. He deals his focused 4-die attack, then boosts and barrel rolls out of the way of incoming attacks. Or if he chooses to, he could evade.

Forward distance is rarely the benefit in this game. The maneuverability of the interceptor, combined with the ability to perform a boost AND a barrel roll in the same turn, makes it the most mobile ship on the table (unless there is a Fettigator with Expert Handling and Engine Upgrade, but that's another topic). You do not need defense dice if you are never inside an opponent's firing arc.

While the distance covered might not always be as far, the # of options availible is massive! You get almost the same distance from 3 bank, barrelroll, bank boost back to center as you do 5 forward boost barrelroll but you get to change your orientation and dodge more in between. I almost always start with the 3 bank on an interceptor because it allows you to adjust mid flight.

With Boost and Barrel roll, almost any ship can guarantee it is out of front arc almost all the time. using it to merely move farther than you otherwise could is generally a waste of the benefit. An interceptor with PtL, who has both actions stock, has this benefit. You move into range 1 near the edge of a TIE swarm or rebel group. You would be attracting a large amount of concentrated fire on a fragile hull. BUT, barrel roll out, back up slightly, and then do a banked boost back towards the ship. You are now outside of any incoming firing arcs, and can deal a Range 1 attack against a high priority ship in that group.

It is extra beneficial with Soontir because he receives a focus token for receiving the stress from Push the Limit. After guaranteeing he cannot be attacked, he can then land a deadly Range 1 attack.

Turr Phennir has a similar benefit. He moves up to range one, focuses. He deals his focused 4-die attack, then boosts and barrel rolls out of the way of incoming attacks. Or if he chooses to, he could evade.

Forward distance is rarely the benefit in this game. The maneuverability of the interceptor, combined with the ability to perform a boost AND a barrel roll in the same turn, makes it the most mobile ship on the table (unless there is a Fettigator with Expert Handling and Engine Upgrade, but that's another topic). You do not need defense dice if you are never inside an opponent's firing arc.

To be clear, I wasn't saying the forward movement is a benefit but was trying to picture the space from it's end point that it could additionally have to reposition to do exactly what you're saying. Either from piloting a ship with that ability or to try and hem one in.

I'm not quite sure what you said, but as far as max distance an interceptor can go...

5 forward + 1 base = 6 forward

boost forward + base = 8 forward

barrel roll = 8.5 forward

Or... boost to the side

5 forward + 1 base = 6 forward

boost side + base = 8.5 forward

barrel roll = 10.5 forward or so

This is about R2 on the range ruler.

Mostly you got it, but I was trying to calculate how wide the options after its move.

I saw this concept nicely illustrated in a Video showing how to use Vader with an Engine Upgrade to flank an opponent with. It was pretty sick seeing how far he can move.