Autoblaster Turret

By Stone37, in X-Wing

autoblaster-turret.png

Let's talk about this card for a moment. This was the card I was most looking forward to for the y-wing until it was actually relieved. If it's only going to be range 1, 2 damage does not make this worth taking. Had it been range 1-2, then this would have been a great turret. Personally, I would have liked to have seen it as a range 1, 3 damage just like the autoblaster cannon.

Anyone find a use for this that you'd actually compete with?

I agree that it's a bit underwhelming, but I want to test it out first and see. It's only 2 points, and the turret fucntionality compensates for the Y-wing's low maneuverability. It comes down to how well you can stay within range 1 of an enemy ship.

Together with the new Y-wing title it might be useable, but yes the range combined with the low damage is underwhelming.

At range 1-2 it would be contending against the Blaster Turret. And would be picked readily instead if the costs were equal or less.

At 3 Attack and Turreted it would need to cost greater or equal to the Cannon Version at 5+ points since the area of Attack is much larger. Also at that point range it would need to perform better than an ICT or output similar to an HLC considering the points cost.

As it currently is, having only 1 on the field is not much of a threat. It's once you have multiples on the field mixed in with ICT carriers or other turrets is it possible to create a large enough zone where you can trap your opponent in and 'nibble' them to death like a pack of Piranhas or Mosquitos. You can take up to 5 on Y's or HWK's.

And as mentioned the Y-Wing Title might make the turret shine differently. The way I see it makes the ship about as deadly as an X-Wing at Range 1 toss in an Unhinged Astromech and they are effectively the X-Wing of S&V (21pts)

If it's only going to be range 1, 2 damage does not make this worth taking. Had it been range 1-2, then this would have been a great turret. Personally, I would have liked to have seen it as a range 1, 3 damage just like the autoblaster cannon.

It's only 2 points...

If it was range 1-2 compare it to the 5 point ion cannon that at most does 1 damage. This can easily do 1/2 unavoidable damage.

If it was 3 dice, compare it to the autoblaster cannon, which also costs 5 points but can only fire in-arc.

It's less than half the cost of those 2... its a solid cheap turret that makes getting close to y-wings dangerous.

Yes the cost is low though I'm fairly certain that most would gladly pay a bit more if it had higher damage. Of course one can argue that the normal autoblaster card is way too costly as well.

It's only 2 points...

This is the biggie. It's 2 points.

With or without the Y-Wing title, this is going to have an impact. Think 5 Gold Squadrons with Autoblaster Turrets, and tremble.

I never expected it to be more than range one because Autoblaster Cannon was that. But for two points with the scum Y-wing going speed three, barrel roll with Expert Handling, Auto fire something? Yeah That's going to be just about as good as it sounds.

autoblaster-turret.png

Let's talk about this card for a moment. This was the card I was most looking forward to for the y-wing until it was actually relieved. If it's only going to be range 1, 2 damage does not make this worth taking. Had it been range 1-2, then this would have been a great turret. Personally, I would have liked to have seen it as a range 1, 3 damage just like the autoblaster cannon.

Anyone find a use for this that you'd actually compete with?

It's a 2 cost turret that doesn't require an action to use. Even if you feel underwhelmed (don't), it's still a deuced good card to slip into a list.

I am rather curious to find a 2 point crew that would make this incredible for a 5 man Rebel Operative, but 5 of this on Ys is also good.

Saboteur. After a round of hitting you spend your actions flipping

Saboteur. After a round of hitting you spend your actions flipping

****. I was hoping to be the only one who found that goofy idea :ph34r:

Edited by ForceSensitive

Think about it like this.....the reason the regular autoblaster is bad, is because it could only go on ships that had 3 attack dice to begin with. and so they get 4 regular, or 3 blaser at range 1. So not a big uptick in power.

For 2 pts, you make your Y-Wing range one shots unblock able and 360. It is a large boost in power for a Y-Wing, that will still be a cheap durable ship. These will be very dangerous ships.

I would like to try:

28: Dutch w/ autoblaster turret, title, R7-T1

The all-new aggressive Dutch as opposed to the pure support Dutch. He TLs the target, a buddy does the same, then Dutch pounces into range 1 and tosses 5 red dice, 2 of which can't be evaded.

Also:

32: Kavil w/ ABT, Predator, Bomb Load out/prox mines, "Genius"

He approaches like he wants to joust, then he K-turns and slings a pros mine in your face. After that, he throws 3 red-dice behind him, backed by predator. He has a scarrier K-turn than a defender!

Saboteur is still bad, if you are range 1, you want to use your action to focus for another blaster turret shot. Turning those eyeballs into regular unblockable hits is way stronger than flipping a card.....sometimes.

If saboteur was guaranteed it might be worth using on occasion.

Dunno 5 y-wings auto blasters might make good fat han killers. Or maybe three with ig-88 and some of the new cannons to keep him stressed and ioned. This might be one of those deceptive cards that look bad but ends up quite potent.

Edited by Dodt

I would like to try:

28: Dutch w/ autoblaster turret, title, R7-T1

The all-new aggressive Dutch as opposed to the pure support Dutch. He TLs the target, a buddy does the same, then Dutch pounces into range 1 and tosses 5 red dice, 2 of which can't be evaded.

Also:

32: Kavil w/ ABT, Predator, Bomb Load out/prox mines, "Genius"

He approaches like he wants to joust, then he K-turns and slings a pros mine in your face. After that, he throws 3 red-dice behind him, backed by predator. He has a scarrier K-turn than a defender!

Please correct me if I'm missing something, but prox mines is an action. Can't drop it after a k turn.

I would like to try:

28: Dutch w/ autoblaster turret, title, R7-T1

The all-new aggressive Dutch as opposed to the pure support Dutch. He TLs the target, a buddy does the same, then Dutch pounces into range 1 and tosses 5 red dice, 2 of which can't be evaded.

Also:

32: Kavil w/ ABT, Predator, Bomb Load out/prox mines, "Genius"

He approaches like he wants to joust, then he K-turns and slings a pros mine in your face. After that, he throws 3 red-dice behind him, backed by predator. He has a scarrier K-turn than a defender!

Please correct me if I'm missing something, but prox mines is an action. Can't drop it after a k turn.

Derp, yeah, I was thinking of seismics.

Considering how often the Furball snarl happens in most battles, the ability to take an opportunity shot outside your primary arc for a mere 2 points is a steal. I'm probably going to make heavy use of this one.

Y-wing + BTL-4A + R7-T1 + auto turret

Target lock - boost to range 1 - 3 attack + 2 attack. Only problem is target needs to be in primary arc

20 points for a titled Y is what will make this card playable (poor HWK :()

Sadly, the rebels are a bit SOL when it comes to utilizing these things unless you're confident enough in your ability to get low PS ys into range 1 of the enemy (could be murderous against poor academy ties) they don't really have a lot that synergizes with it apart from Dutch with R7-T1 (stupid Salm and his range restricted ability...)

combining it with ion inducing ships will probably be the way to go

Edited by ficklegreendice

I never expected it to be more than range one because Autoblaster Cannon was that. But for two points with the scum Y-wing going speed three, barrel roll with Expert Handling, Auto fire something? Yeah That's going to be just about as good as it sounds.

Yes, that´s the one I was going for too. The only one who can do that is Kavil, he has the necessary EPT.

And he has the ability to add 1 attack die to his roll if attacking outside his firing arc.

Barrel Rolling into range one like that gives him 3 dice :)

Kavil - 24

Expert Handling - 2

Unhinged Astromech - 1

Autoblaster Turret - 2

Total: 29 points

You can add an Engine Upgrade for 4 points for more maneuverability, but I am afraid that would make Kavil a point-sink.

Range 1 is a tight window. The Y-wing does not have a great dial to begin with.

I played a game with the ABC on Dash and even with PTL and an EU it was harder than I expected to get R1 shots on my opponents.

I agree that it's probably best paired with the title. A 3 dice attack followed by a 2 dice uncancelled attack can do some good damage.

Range 1 isn´t much, hence the pairing with the seemingly underused Expert Handling, a nice old wave 1 card.

If combined with the title I would very much be inclined to add an Engine Upgrade.

For those who have an E-wing pack, they can throw in R7-T1 into the mix as well.

But even without al that, you can make a cheap Y-wing fighter for the cost of 20 points. 21 if you add a droid. Nicely on parr with a X-Wing Rookie Pilot!

Edited by Cununculus

range 1 is easy to guarantee if the enemy is forced to move 1 straight the following turn :)