Auto thrusters!

By Popn618, in X-Wing

It is quite good, but there were some unrealistic expectations.

Yeah I'm actually surprised I haven't seen more wailing and gnashing of teeth over this one to be honest. It's good, and I can see it reaching the point of an auto-include on Interceptors and maybe some of the scum ships.

But it's hardly good enough to be the end of turret lists.

We're going to have what, 4 ships that can carry these?

Agreed, it's fairly tailor made for Interceptors and A-Wings. But does little to help the Swarm or Phantom lists out there.

So this may make Interceptors and A's more viable, but is not going to be the death of the Fat or otherwise YT builds.

I'm less worried about Phantoms or Swarms than I am simple X-wings and TIE Bombers.

Fel's going to get more help he didn't need, we'll probably see a few other good Interceptor pilots like Jax more often. A-wing survivability has never been their problem, so I don't expect to see much change there. Hard to tell what it'll mean for the Viper and IG-2000.

The lead time on development is really showing on this one. This would have been a great fix a year ago. For the current state of the game... <shrug>

This is still decent, how about that lead time on the Advanced fix?

As one of the people who bought 4 interceptor expansions before realizing that Alpha Squadron Pilots suck, I'm looking forward to running 4 of them with autothrusters + Howlrunner. :D

Only to have it blow up in my face again :(

I think the card has perfect balance - provides a benefit, for low cost, but doesn't invalidate the turret or long range secondary weapons.

This is a boost for boosting ships, which is certainly nice, but it's going to do squat to rein in the mass turret play we're seeing.

But it was only really 'boosting' ships that specifically had a design flaw with their interaction with turret ships. So that's okay.

'Tanky' ships are still in their tank-race vs the Falcon to see who can end up with the last hit point...

'Glass cannons' are still going head-to-head with a Falcon and praying to the evade-dice-gods...

'Swarms' are still using their meat shields to try to wear down a Falcon before they run out of bodies...

The only thing that was specifically a problem was ships that relied primarily on maneuver as their defense - the boosting ships, or 'arc dodgers' - as Falcons didn't care one whit about what arc you were or weren't in. So one of the design archetypes was simply being flat-out ignored by Falcon lists to date.

That's no longer the case, now. 'Arc dodgers' now have a method of interacting with Falcons that puts them back in the game. (And it's not an auto-win or anything, it really is putting them back in a game - they have just been tweaked so they now have something they can DO in a fight with a Falcon that uses their design intent, when they did not before)

It is quite good, but there were some unrealistic expectations.

Yeah I'm actually surprised I haven't seen more wailing and gnashing of teeth over this one to be honest. It's good, and I can see it reaching the point of an auto-include on Interceptors and maybe some of the scum ships.

But it's hardly good enough to be the end of turret lists.

And it shouldn't be. Turrets are a part of the game. And always will be. Honestly, merely making it harder to one-shot Fel at Range 3 is good enough for me.

The true counters to turrets are in the other cards, imo. More Firesprays (including ones that are more dangerious). The StarViper is a tough ship to handle, especially with Autothrusters, though the dial will take some getting used to. Scum has 2 different swarmy ships. Plus, we still have 2 cannons that haven't been revealed. Plus who knows what Iggy is bringing to the table.

What happens now is that Interceptors are ruined for me until I have Autothrusters, much like Chaardan Refit! Hopefully this won't take 6 months to reach us.

Im just going to proxy the cards for friendly games until legit ones are out.

As far as im concerned once i can print it out in voidstates builder its a legit thing to use in the game as we can run off print outs at home.

It is quite good, but there were some unrealistic expectations.

But it's hardly good enough to be the end of turret lists.

Which is fine.

I'm just not sure how much it really even helps against turret lists.

Now maybe you get one-and-a-half poor defensive rolls instead of just one.

It's a nice little quality-of-life buff, but I'm not sure it'll do much for the TIE Interceptor.

I think it will be stronger on A-wings, and the Scum boosters.

Hmmm yeah that'll do ffg that'll do.

It is quite good, but there were some unrealistic expectations.

But it's hardly good enough to be the end of turret lists.

Which is fine.

I'm just not sure how much it really even helps against turret lists.

Now maybe you get one-and-a-half poor defensive rolls instead of just one.

It's a nice little quality-of-life buff, but I'm not sure it'll do much for the TIE Interceptor.

I think it will be stronger on A-wings, and the Scum boosters.

Why do you say that, other than they suffer the worst from their own fragility?

I'd say they are the best option, because they can still equip another Modification to counter this. The biggest issue there is the price of multiple upgrades.

Its Turret Hunting season

The only thing that was specifically a problem was ships that relied primarily on maneuver as their defense

And if you think this, then it's obviously a good fix.

If you're sick of seeing turreted ships in every freaking game you play - that the entire game has collapsed to "Fat Turret and Support" - then it does absolutely nothing. (If you don't think this has happened, take a look at the current TC open results.

I'm pretty much in the latter camp (obviously). Turrets can and should be part of the game - but they're far, FAR too good right now, and I was hoping for something that would be a general option to even the field a bit.

No more Fel getting one-shotted at Range 3...

I don't understand why people would want to run nothing but Fat Turrets every time they play this game. So glad the group I play with is casual and runs what they think will be fun to run.

It is quite good, but there were some unrealistic expectations.

But it's hardly good enough to be the end of turret lists.

Which is fine.

I'm just not sure how much it really even helps against turret lists.

Now maybe you get one-and-a-half poor defensive rolls instead of just one.

It's a nice little quality-of-life buff, but I'm not sure it'll do much for the TIE Interceptor.

I think it will be stronger on A-wings, and the Scum boosters.

Autothrusters will make one-shotting an Intercpetor a rare occurrence. With Autothruster and an Evade token, a Falcon is only ever going to be able to deal 2 damage in a round to an out of arc Interceptor. Giving an Interceptor an extra round or two to live against a Falcon will make a difference (especially if the Interceptor is Jax). This card adds a lot of consistency to Interceptors which was something that they were sorely lacking.

Edited by WWHSD

It is quite good, but there were some unrealistic expectations.

But it's hardly good enough to be the end of turret lists.

Which is fine.

I'm just not sure how much it really even helps against turret lists.

Now maybe you get one-and-a-half poor defensive rolls instead of just one.

It's a nice little quality-of-life buff, but I'm not sure it'll do much for the TIE Interceptor.

I think it will be stronger on A-wings, and the Scum boosters.

Autothrusters will make one-shotting an Intercpetor a rare occurrence. With Autothruster and an Evade token, a Falcon is only ever going to be able to deal 2 damage in a round to an out of arc Interceptor. Giving an Interceptor an extra round or two to live against a Falcon will make a difference (especially if the Interceptor is Jax). This card adds a lot of consistency to Interceptors which was something that they were sorely lacking.

One shotting will still happen, just not as often with a turret or at range 3. Its a great buff, but not that good. Which is fine, interceptors gotta live on the edge!

This card adds a lot of consistency to Interceptors which was something that they were sorely lacking.

That's a good point, it's a bit like 3-CPO in a way, because it gives a guaranteed evade, but in a way better because it's good for every attack and not just once a round.

It is quite good, but there were some unrealistic expectations.

But it's hardly good enough to be the end of turret lists.

Which is fine.

I'm just not sure how much it really even helps against turret lists.

Now maybe you get one-and-a-half poor defensive rolls instead of just one.

It's a nice little quality-of-life buff, but I'm not sure it'll do much for the TIE Interceptor.

I think it will be stronger on A-wings, and the Scum boosters.

Autothrusters will make one-shotting an Intercpetor a rare occurrence. With Autothruster and an Evade token, a Falcon is only ever going to be able to deal 2 damage in a round to an out of arc Interceptor. Giving an Interceptor an extra round or two to live against a Falcon will make a difference (especially if the Interceptor is Jax). This card adds a lot of consistency to Interceptors which was something that they were sorely lacking.

One shotting will still happen, just not as often with a turret or at range 3. Its a great buff, but not that good. Which is fine, interceptors gotta live on the edge!

Outside of turrets, it's the range three shots that tend to get me. At that range arcs are so wide it's hard to get out of them. If I get one-shot at close range, I figure that I deserved it because my opponent outmaneuvered me.

This card adds a lot of consistency to Interceptors which was something that they were sorely lacking.

That's a good point, it's a bit like 3-CPO in a way, because it gives a guaranteed evade, but in a way better because it's good for every attack and not just once a round.

Even though you get the guaranteed evade against multiple attacks your opponent can negate Autothrusters by changing the way that they fly. I think that's a sign of a well balanced card.

Yeah, feels like I've lost more named interceptors at range 3 than at 1 or 2, often because I misjudge whether they have a shot, or because I think 4~6 green dice are enough to not take 3 hits in one round. NEVER TRUST THOSE BACK STABBING GREEN OCTAHEDRONS!!!

I like the upgrade because a turret ship like the Falcon might suddenly find itself in a position where it needs to go on the offensive (face towards his opponent). Otherwise, those trailing it get a significant defense bonus or the said ship might ignore the Falcon outright and focus on its escort, twisting the game so that time is no longer in his or her favor.

Suddenly, interceptors can live up to their names and... intercept stuff :P

Oh man, i just realize that the Scyk swarm benefits from this too. Serissu with 3-4 Scyks all with autothrusters is gonna be nasty.

DERP. Could have sworn they had boost. My eyes fail me yet again it seems.

PS Voidstate had it wrong on http://xwing-builder.co.uk/build . I am absolved!

Edited by Bipolar Potter

It is quite good, but there were some unrealistic expectations.

But it's hardly good enough to be the end of turret lists.

Which is fine.

I'm just not sure how much it really even helps against turret lists.

Now maybe you get one-and-a-half poor defensive rolls instead of just one.

It's a nice little quality-of-life buff, but I'm not sure it'll do much for the TIE Interceptor.

I think it will be stronger on A-wings, and the Scum boosters.

It's half the cost of a shield upgrade but will very likely let you cancel more hits than a shield upgrade. Also, it has some non-turret utility.