AUTOBLASTER BUFFS

By Darth Ruin, in X-Wing

Even against C3PO now? Well, now I definitely hope M3-As are 13p for their cheapest pilots, then you could have 5 of those chase after a Falcon with Autoblasters. Imagine the potential to wreck a Falcon in one round and the opponent can only watch as you do.

Though, 5 black squadrons ides / green squadron a wings w chaardan and outmaneuver are doing almost the same to a falcon at range 1, the only difference in positioning and an evade token.

And the potential for the Falcon to use C3PO, Evade token and 1 green die every shot.

Practicality is overrated.

The Evade token quirk was never the Autoblaster's problem. It's prohibitive cost and range were the problems. Neither has been addressed.

To be fair, if it were Range 1-2, it would be dipping its toes into the OP pool. 3 attack dice that, when they hit, are 75% immune to evade dice?

Even before the evade token rule reversal, if this were up against TIE Fighters, they'd be forced to use the evade action just to avoid the one-shot kill, and that really hurts their offense.

That range restriction is pretty important.

Give me a mod or a title that lets Bombers trade their tubes in for cannons and Rhymer would make the Autoblaster sing.

And the potential for the Falcon to use C3PO, Evade token and 1 green die every shot.

Edited by Sparklelord

... did I miss anything?

You might have missed the new FAQ for C-3PO:

"If C-3PO is on a ship with the Millennium Falcon title, during the setup phase instead of placing that ship you may announce 'I Win!'."

Edited by WWHSD

And the potential for the Falcon to use C3PO, Evade token and 1 green die every shot.

0 green dice per non-R3/obstructed shot due to Outmaneuver; C-3PO can't be used if no green dice are being rolled; C-3PO only works on one attack per round anyways; evade token can only be used on one attack per round; did I miss anything?

Nvm, didn't read the post properly

No one is taking autoblasters seriously even after the Buff. You'll all pay one day.

Nevermind. Helps to read the whole thread first... :wacko:

Edited by JeremyBarnhill

Just to be sure I understand, crits can still be cancelled, but it does not look like regular hits can be cancelled at all. Added effects cant do it, evade tokens cannot do it, and dice cannot do it. I do have one question, say I roll 2 crits and a hit, but I have a target lock, I can spend this to reroll the crits if I want, and if they reroll regular hits then they could not be cancelled right?

for some reason, this card has always been confusing to me, for instance, I dont see a reason for them to say that you can cancel crits first now, as far as I can tell, crits are the only thing you can cancel.

Just to be sure I understand, crits can still be cancelled, but it does not look like regular hits can be cancelled at all. Added effects cant do it, evade tokens cannot do it, and dice cannot do it. I do have one question, say I roll 2 crits and a hit, but I have a target lock, I can spend this to reroll the crits if I want, and if they reroll regular hits then they could not be cancelled right?

Yup. You can reroll hits and crits as long as the dice haven't already been rerolled. I hear that some folks do that to miss on purpose with Flechettes and Munitions Failsafe.

for some reason, this card has always been confusing to me, for instance, I dont see a reason for them to say that you can cancel crits first now, as far as I can tell, crits are the only thing you can cancel.

It's because of rules lawyers. Without the language about crits being able to be canceled first you'd have some neckbeard insisting that all hits need to be canceled before crits can be cancelled. Since you are unable to cancel all hits you are not able to cancel the crits.

Just look at Lone Wolf needing to be errated to add the word "other". No reasonable person would think that the card was meant to be a 2 point point-sink that fills your EPT slot and has no effect. Of course the ship it is on doesn't count, it would be useless otherwise.

for some reason, this card has always been confusing to me, for instance, I dont see a reason for them to say that you can cancel crits first now, as far as I can tell, crits are the only thing you can cancel.

I think it's to prevent people from trying to say "You have to spend evade results on hits first, you just can't cancel them."

There's always somebody out there trying to manipulate the game in a way its not supposed to go.

EDIT: Zing...too slow!! Ninja'd

Edited by cody campbell

I like the Autoblaster, my opponents really like putting stealth devices on ties, and really really like to roll well with them. The autoblaster mitigates their good dice rolling and high evade, the barrel rolls make it so the B-wing always gets to shoot something.

I think that makes this fairly potent against a fat falcon. I've got to give it a try.

You guys are missing the big one here. Keyan, Autoblaster, Opportunist, With Wes and Jan Ors. Yes that's a 5 dice Autoblaster with a focus.

Except that such a build makes Farlander your only threat. All your opponent needs to do is gun him down first and thank you for the 38 points.

That's why you take Biggs.

I like the Autoblaster, my opponents really like putting stealth devices on ties, and really really like to roll well with them. The autoblaster mitigates their good dice rolling and high evade, the barrel rolls make it so the B-wing always gets to shoot something.

If your local meta includes a lot of stealth device with focus or evades it probably ups the value of having an Autoblaster a bit. I don't know that it's worth building a list around but it might be worth the points to toss on a ship with a decent PS just to peel off the Stealth device on the first shot even if all of your follow up range one shots use your primary.

I like the Autoblaster, my opponents really like putting stealth devices on ties, and really really like to roll well with them. The autoblaster mitigates their good dice rolling and high evade, the barrel rolls make it so the B-wing always gets to shoot something.

If your local meta includes a lot of stealth device with focus or evades it probably ups the value of having an Autoblaster a bit. I don't know that it's worth building a list around but it might be worth the points to toss on a ship with a decent PS just to peel off the Stealth device on the first shot even if all of your follow up range one shots use your primary.

That and my opponents like mass high evade fighters and interceptors. This scares them into trying something new. When their high evade doesn't matter it makes them look for other options.

I know a way: Make it a turret! Not sure if it works the same way, but there is a card called Autoblaster Turret in Most Wanted.

Heavy Scyks with autoblasters sounds absolutely horrific for the enemy. I love it.

I love scum.

I still don't think it's worth spending 5 points to trade a 4 dice attack for a 3 dice attack that can't be evaded. Put the Autoblaster on a two attack ship and it might be worth looking at.

I think Scum will make it work better. I say this for the IG-2000 (it can equip two cannons) the M3-A (it only has 2 attack anyway and has boost and barrel roll) and to a lesser degree the Firespray. I can see it working well with Scum Boba Fett since he can charge into a furball with it and get those nice rerolls from his ability.

I suspect that a lot of the changes in the FAQ were made in preparation for Scum. The reversal on the stall maneuver and overlapping is mostly likely due to Inertial Dampeners.

Yeah I get the feeling these changes are being made in preparation for S&V's introduction.

Even against C3PO now? Well, now I definitely hope M3-As are 13p for their cheapest pilots, then you could have 5 of those chase after a Falcon with Autoblasters. Imagine the potential to wreck a Falcon in one round and the opponent can only watch as you do.

After reading the new FAQ, one of my first thoughts was: I'll bet the M3A + Heavy Scyk + Autoblaster is either 20 pts (for 5 at 100) or 21pts (so that if you add an Engine Upgrade you can get 4 in 100pts). Working backwards that's 13-14pts for the PS2 which seems about right (depending on the dial) in comparison with TIE Fighters.

Also it'll be interesting to see what the Autoblaster Turret stats will be and more importantly how much it will cost.

Edited by Duty Remains

Rebel Operative (16)
Ion Cannon Turret (5)

Rebel Operative (16)
Ion Cannon Turret (5)

Blue Squadron Pilot (22)
Fire-Control System (2)
Autoblaster (5)

Blue Squadron Pilot (22)
Fire-Control System (2)
Autoblaster (5)

Total: 100

View in Yet Another Squad Builder

if you get ioned your going to die :D

for some reason, this card has always been confusing to me, for instance, I dont see a reason for them to say that you can cancel crits first now, as far as I can tell, crits are the only thing you can cancel.

The rulebook states that you have to cancel hits before crits. They mention that you can cancel crits first on the Autoblaster because, otherwise, it could be interpreted that, since autoblaster hits cannot be cancelled, you could never proceed to cancel the crits.

It's easily understood in the spirit of the rules, but it's always good to clarify things specifically.

If I'm being slow or this has already been noted I apologise.

But doesn't all this mean that auto blaster plus accuracy corrector is a guaranteed (range notwithstanding) two hits, with no possibility of avoidance?

Expensive, but it sounds potentially brutal on the right ship.

Yes, but only at Range 1. That's a pretty severe drawback for pumping all those points into it. Especially since it could only go on the Lambda, which certainly cannot keep anything at Range 1 with any certainty, or IG-2000, who probably has much, much better things he can do with his points cost. Same for the B-Wing, which really needs the Advanced Sensors to get into position in the first place.

Edited by Rithrin