Anybody hometest Autothrusters? Verdict!

By R22, in X-Wing

I would not underestimate the AT against normal ships. It might give Soontir a chance to survive a HLC shot at R3 or just to keep a stealth device intact.

I see it work well on someone like Kir Kanos too. He eats his evade for a hit and gets a free evade because he wants to stay at range anyway. If he whiffs his Attack roll he keeps evade and gets another free one. Now it's perfectly imaginable that he stays untouched!

Against most fighters it's of limited use but then again interceptors were always decent against fighters it's only turrets that caused them real problems.

Still avoiding extra damage at range three can be a big help end game.

Since the meta has so many turrets, this does help a lot. However, if turrets fall out of favor, then AT will be much less useful.

Since the meta has so many turrets, this does help a lot. However, if turrets fall out of favor, then AT will be much less useful.

Then you save a few point if that happens, then turrets come back and so does autothrusters and the cycle continues!

Is the general consensus that autothrusters will be just as worthwhile against non-turreted ships?

I would say it depends on the ship. Kir Kanos, for example, could probably benefit

I hope it proves useful enough to stop the squint fanboi bitching about turrets, but not so useful as to become another no-brainer.

I'm concerned it renders current Y's even less useful, though.

In my limited play-testing, I've found autothrusters to be absolutely amazing against turrets (duh!).

Against non-turrets, however, it rarely comes into play because you will usually roll well with your green dice against most attacks. It does make you feel more confident though, because you have some added protection against a really bad roll.

What IS nice about it though, is, if you have higher PS than your opponents and you score eyeballs on your attack, you can freely use that focus offensively knowing you have the added defensive benefit of autothrusters to fall back on (something you might hesitate doing without autothrusters if you are in more than one enemy firing arc).

Having said that, there is the tiniest statistical chance that you could roll all eyeballs and no blanks on a defense test (in which case the autothrusters do nothing). Taking a stealth device does help reduce the odds of this happening, however. So its worth considering.

Overall, they are totally worth 2 pts in a meta where turrets appear with regular frequency. If turrets become rare though, then the value of this card certainly diminishes, although that's not necessarily a bad thing.

Against non-turreted enemies, I've still found auththrusters to be worth the two points. They really only need to cancel one hit in that situation to be worth their points and I've seen them cancel more than that, and the more ships you face the better they are.

I can imagine several scenarios where autothrusters could be of use. There have been instances where I was piloting an interceptor with push the limit, stuck in a situation where I needed to push it every round and could not k-turn because of the stress, where I boosted to what I hoped would be out of range with the objective of turning around later down the road only to be shot down. Now, it actually becomes viable to disengage, even if it means you still get shot along the way.

I so wish these were available to more ships. Maybe they could do an alternate version for non boost ships, that gives the out of arc bonus, but not the range 3 bonus. Same cost probably. I think it would be worth it on agility 2 ships even with all the turrets out there.

Just noticed that Autoblaster Turrets also cost 2pts and are not as harshly affected by AT's effect. Likewise Outrider + Autoblaster Cannon are on the same boat. Although they're already limited to R1 as a 'drawback'. Thought I'd throw this out there...

Just noticed that Autoblaster Turrets also cost 2pts and are not as harshly affected by AT's effect. Likewise Outrider + Autoblaster Cannon are on the same boat. Although they're already limited to R1 as a 'drawback'. Thought I'd throw this out there...

I have no idea why "Drawback" is in quotations

Being limited to range 1 is a blipping huge drawback, especially the auto-turret which is limited to the less than maneuverable Y-wings and HWKs (though really just the Ys because HWKs are universally terrible with that thing and 1 red die at all other ranges). No one in their right mind would field an auto-blaster Outrider for +10 points over the base cost just to replace a range 1 weakness with a range 1 dependency.

I've actually faced a dash with autoblaster turret twice now on vassal. And both times it just murdered me. Although to be fair, both times I was running 5 ties that mostly had 3 hit points each, and all but one moved before dash so it was quite easy for him to line up range 1 shots.

Tried Dash + Chewie vs. Soontir(PTL,Stealth,Autothrusters), Carnor Jax(PTL,Stealth,Autothrusters) and Royal Guard(PTL,Stealth,Autothrusters). Game was a draw with no ships dying, but I think that if the game went on, the 3 Interceptors would have won. The Interceptors were very hard to hit.