Autothrusters, A Meta Prediction

By Osoroshii, in X-Wing

Getting tempted to get a 2nd imp aces.

And I agree one game is too small a sample but it's a nice example of how it may work if the dice gods favour you.

I've Sen five and six dice rolls all turn up blank or with only focus after someone boosted and then did a barrel roll, autothrusters will help a little with that.

Getting tempted to get a 2nd imp aces.

And I agree one game is too small a sample but it's a nice example of how it may work if the dice gods favour you.

I've Sen five and six dice rolls all turn up blank or with only focus after someone boosted and then did a barrel roll, autothrusters will help a little with that.

It's consistent with what I've seen in games I've watched and when I've played against them.

Long time listener, first time caller..

I tried out 3 games with my friend a few days ago running a "niners" list with whisper, fel and turr phennir.

In every game fel survived miraculously untouched. 2 games were against yt-1300 with han so the whisper without initiative got picked quickly but fel survived untouched with stealth device. With both autothruster and stealth device unless you roll 3 blanks out of your 4 dice you survive even 4 hits.

In the end i am super excited about autothrusters, It will make it a cakewalk against 3 attack turret ships with interceptors and also provide protection against random 3 range shots.

My name is EnglishPete and I'm an Intaholic....

I own 13 Interceptors but now I only field 3. I feel with the support of my fellow Intaholics I can eventually kick the habit.

NAH, SOD THAT. REAL PILOTS FLY INTERCEPTORS :-)

My name is EnglishPete and I'm an Intaholic....

I own 13 Interceptors but now I only field 3. I feel with the support of my fellow Intaholics I can eventually kick the habit.

NAH, SOD THAT. REAL PILOTS FLY INTERCEPTORS :-)

Perhaps...but the best of the best fly defenders

My name is EnglishPete and I'm an Intaholic....

I own 13 Interceptors but now I only field 3. I feel with the support of my fellow Intaholics I can eventually kick the habit.

NAH, SOD THAT. REAL PILOTS FLY INTERCEPTORS :-)

Perhaps...but the best of the best fly defenders

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Bah! Defenders, shields are trainer wheels for real combat pilots ;-)

Bah! Defenders, shields are trainer wheels for real combat pilots ;-)

=P

Edited by ShakeZoola72

Long time listener, first time caller..

I tried out 3 games with my friend a few days ago running a "niners" list with whisper, fel and turr phennir.

In every game fel survived miraculously untouched. 2 games were against yt-1300 with han so the whisper without initiative got picked quickly but fel survived untouched with stealth device. With both autothruster and stealth device unless you roll 3 blanks out of your 4 dice you survive even 4 hits.

In the end i am super excited about autothrusters, It will make it a cakewalk against 3 attack turret ships with interceptors and also provide protection against random 3 range shots.

This seems to be consistent whith what I've been seeing in all the games I've played. Hmmm, wonder how many others are getting games in to practice up for the up coming meta.

5 x Alpha w/Autothrusters might be fun but I'm sure as hell not buying another four Interceptors to try it out. Not being able to fly the five Interceptors I have in a list is bad enough, I don't need nine of them.

Wait.

So the fact that I got 3 Squint boxes, and 3 Imp Aces boxes is abnormal? Like: everyone doesn't have 9 Tie Interceptors?

Oh man. I'm kind of embarrassed now.

and yet you still can't fly 5 Alphas with those 9 Squints you have

And that was the only thimg I thought was stupid about that box...

But... why would you 'Ace' an alpha, they're like the Academies of the squints.. I just grabbed another squint yesterday.. now I can field 5 alphas.. so... 15 squints.. lol 4 Aces boxes helps keep the ranks up..

It's consistent with the probabilities aswell. I already said this like a month ago, but i guess most people need to play it out to get their intuition going.

I disagree with the swarm thing in the OP. Who is going to break out their swarms if large base turret dissapear. That only means that whisper/echo gets more playtime, so it is kind of self defeating to try out swarms in hopes people suddenly play more turrets when a major anti turret card is released.

Wow, you are completely overestimating the value of Autothrusters.

It will not prevent getting one-shot. Let's say Whisper is firing at Fel at range 3; that's 4v5 attack/defense. If Whisper converts to all hits and Fel rolls all blanks, he still gets one-shot.

This is yet another drop in the bucket. RGP didn't save the Interceptor and it was the same attempt. I predict this will be like Munitions Failsafe. Cute and useful when it does crop up, but it just will not have a significant impact. The high PS is better at making the Interceptor viable.

It does, since you should have an evade token aswell. And how slim are the chances of rolling complete blanks (no eyes either) on 4-5 dice again ? It happens, but it's really rare.

Comparing it to munition failsafe is quite hilarious.

Edited by DreadStar

It's consistent with the probabilities aswell. I already said this like a month ago, but i guess most people need to play it out to get their intuition going.

I disagree with the swarm thing in the OP. Who is going to break out their swarms if large base turret dissapear. That only means that whisper/echo gets more playtime, so it is kind of self defeating to try out swarms in hopes people suddenly play more turrets when a major anti turret card is released.

Your right the threat of phantoms will keep swarms at bay it's nigh on impossible to manoeuvre six ships in formation so they catch a small base ship as nimble as whisper and echo.

Bah! Defenders, shields are trainer wheels for real combat pilots ;-)

And they work pretty well considering all the whining on this forum about how the Defender is overpriced and need a ''fix''... (disclaimer: not my personal opinion, Defenders are fine)

Unless those ''trainer'' wheels is what gave the Defender only straight greens: ''Turning is for sissy boys, you go straight into combat and look back only when you pass over the enemy!''

It must be a thing for all of us to have WAYYYY too many ints. Its always the ints. Masses and masses of ints as if we were gonna ambush at the 2nd death star.

Is there a name for this affliction?

It's consistent with the probabilities aswell. I already said this like a month ago, but i guess most people need to play it out to get their intuition going.

I disagree with the swarm thing in the OP. Who is going to break out their swarms if large base turret dissapear. That only means that whisper/echo gets more playtime, so it is kind of self defeating to try out swarms in hopes people suddenly play more turrets when a major anti turret card is released.

Your right the threat of phantoms will keep swarms at bay it's nigh on impossible to manoeuvre six ships in formation so they catch a small base ship as nimble as whisper and echo.

Its just a matter of adapting. Something as simple as slapping vi on howl can have a massive impact (at least she never got shot at in the tournie I brought the swarm to)

Next step is to find something that can actually kill it. I'm thinking a doom shuttle will have a better chancevthan 2 academies and can still soak turret shots

You know, reading this thread REALLY makes me want to pre empt the inevitable and just start up a "Let's fix the falcon" thread now...it is an "iconic" ship you know!!

Honestly i see the YT-1300 as the most targetet by AT. That is because The 2400 can get a 4 dice turret unless it chooses the Mango cannon, and the Decimator can just be played with that nice Expose, Ysard, EI combo that will pretty much always see it make 4 attacks with TL. And while 3 attacks will have a really hard time to get through AT especially on Fel, 4 dice have a much better chance, and after all you don't need to hit him very often at least...

Edit: This is not saying that after AT hit us the Falcon will be useless or bad, but Fel will give it serious Trouble, force Gunners on it again and that for half the points.

Edited by ForceM

You know, reading this thread REALLY makes me want to pre empt the inevitable and just start up a "Let's fix the falcon" thread now...it is an "iconic" ship you know!!

I always see you hang around bickering whenever people start improvement, complaint, or... well... genuine whine threads. So why do you never share your incredible wisdom with us sometimes at least, and tell us how you would improve the game? Are you just an imp player envious of turrets, are you completely satisfied of the game as it is, are you fearful of new stuff or do you just have entirely different ideas that you don't want to share?

Honestly i see the YT-1300 as the most targetet by AT. That is because The 2400 can get a 4 dice turret unless it chooses the Mango cannon, and the Decimator can just be played with that nice Expose, Ysard, EI combo that will pretty much always see it make 4 attacks with TL. And while 3 attacks will have a really hard time to get through AT especially on Fel, 4 dice have a much better chance, and after all you don't need to hit him very often at least...

Edit: This is not saying that after AT hit us the Falcon will be useless or bad, but Fel will give it serious Trouble, force Gunners on it again and that for half the points.

Oh, they'll all have trouble.

Dash with the mango will be the least affected, but he doesn't have the punch of HLC vs other ships and the HLC variant will simply be screwed against fell's mobility.

Deci's have expose, but it's still a pretty bleh and expensive EPT on them. Vader's an option, but he will also make deci's drop faster to the rest of the squad as a trade-off.

Of course, making turrets actually vincible to the poor maligned interceptors are kind of the point of the entire upgrade. Need to give the poor squints an actual chance.

I hate the way that the rules change every time a ship comes out. Wait a while and the power will creep back to turrets.

FFG seem like they are now committed to rewriting the rules everytime they release a new ship (they have to release new upgrades, EPT's and lord knows what else), it's actually getting quite tedious, not fun, to have to buy new ships just to keep up with the rules changes.

I hardly recognise the game I started playing a while back, it's being slowly eroded.

I hate the way that the rules change every time a ship comes out. Wait a while and the power will creep back to turrets.

FFG seem like they are now committed to rewriting the rules everytime they release a new ship (they have to release new upgrades, EPT's and lord knows what else), it's actually getting quite tedious, not fun, to have to buy new ships just to keep up with the rules changes.

I hardly recognise the game I started playing a while back, it's being slowly eroded.

I hate to break it to you, but that is sort of what a game based around expansions is. Though "rewriting the rules" is a bit strong, each expansion will bring something new. And the most important thing is, new does not mean more powerful. For the most part, FFG has been very, very good at keeping this game balanced.

I hate the way that the rules change every time a ship comes out. Wait a while and the power will creep back to turrets.

FFG seem like they are now committed to rewriting the rules everytime they release a new ship (they have to release new upgrades, EPT's and lord knows what else), it's actually getting quite tedious, not fun, to have to buy new ships just to keep up with the rules changes.

I hardly recognise the game I started playing a while back, it's being slowly eroded.

Turret ships are actively stopping interceptors from being used, that's not something that was ever intended AT simply allows squints to be used again, it's fixing a broken situation.

If you want a static environment where rules issues are ignored for years at a time 40k May be more your speed, ffg unlike gw care about the game and are trying to make all ships playable and trying to promote more flexibility in lists.

You know, reading this thread REALLY makes me want to pre empt the inevitable and just start up a "Let's fix the falcon" thread now...it is an "iconic" ship you know!!

I always see you hang around bickering whenever people start improvement, complaint, or... well... genuine whine threads. So why do you never share your incredible wisdom with us sometimes at least, and tell us how you would improve the game? Are you just an imp player envious of turrets, are you completely satisfied of the game as it is, are you fearful of new stuff or do you just have entirely different ideas that you don't want to share?

So you are calling me out for not wanting to let people whine and complain away with no resistance? You are calling me out for telling people why their bad suggestions are bad suggestions?

Whiners bug me...so do amatuer game designers with little to no practical experience or training who are so concerned with making their favorite ships better they ignore balance or fair points costing or how their "improvements" will affect other ships (and this isnt calling out anyone in particular...I have gotten into this with a few people.) Why are you calling me out for raising issues on many a "genuine whine thread?" I have seen a great many improvement ideas...most of which, unsurprisingly, are pretty bad or only half thought out and never really improved upon. We arent game designers here...as much as some people here like to think they are. The smugness I sense when something comes out close to something they may have suggested bugs me. Those things bother me...and I dont have to sit back and keep my mouth shut so I dont. I am sorry you my dissenting voice irritates you so (and if it doesn't well the fact you called me out in this instance makes me think otherwise)...perhaps you could add me to your ignore list?

I never claimed to have incredible wisdom (outside of the supply threads in which I dont claim wisdom...just real world expertise and an intimate knowledge of the very issues being discussed...) and I have straight up admitted before that I am no game designer. I have no interest in making new rules as it isnt something I feel I am capable of...I would put out a great many bad ideas if I sat down and started suggesting things...but I can spot bad ideas when I see them. And I am not afraid to let the person know its a bad idea and why I feel that way. I am content with the game as is...I am not very competitive and I only get to play every other week. We almost never run the same list twice and every game is a fresh new experience. If the designers want to release something new I am good with that. They have experience and they have information none of us do in regards to the future of the game. Those of us trying to "improve" the game for the most part don't....I believe that includes you but I dont know you personally...feel free to correct me on this point if I am wrong. In the end, if you have a problem with what I say, again, you may put me on ignore...I dont really care.

I am primarily an Imp player yes...but I own an extensive amount of rebel ships, and up until the decimator, had little experience in utilizing turret ships and was just fine with my arc dodging interceptors and phantoms. Where did you get that argument? Or are you just looking for ways to try to deride me...cause if that is the case you should really try to find something better.

My disposition on the 3rd faction came from my real world hatred of pirates/piracy and the fact that in most my SW experience they were nothing more than a side player...mostly unimportant. I still feel they could have been brought in as part of the rebel or imperial factions as the slave had been. I dont like them...plain and simple. I came to terms with their existence in this game long ago and I accept it...but I dont have to like it. I also dont have to like the fact that mere hours after the 3rd faction was announced there were threads clamoring for a 4th.

As I said, I am fine with the game as is. I dont feel it is my place to "improve" it...I don't feel its the place of any of us on here. I have seen a few good ideas and a whole slew of bad ones. I let those I like know they are liked and vice versa. I am certainly not afraid of new things...I just dont trust anyone on this board to be able to do it properly. I have shared a few things that I felt would improve certain situations (see the latest "looking for a way to make a 3 player game work" thread.) I have no ideas that I won't share...you seem to have read enough of my posts to know that I wont keep my mouth shut if I have feelings on something.

So in closing...if you dont like what I have to say (my "bickering" as you so chose to eloquently call it) then stick me on ignore. I am not going to lose any sleep over the fact that ForceM doesn't like what I have to say. If you wish to respond to this I would ask that you start a new thread...you can even copy this response. I enjoy arguing...and dont want to dereail osoroshiis thread as it is discussing something genuinely interesting and I would like to keep following it for what it is....

If you want a static environment where rules issues are ignored for years at a time 40k May be more your speed, ffg unlike gw care about the game and are trying to make all ships playable and trying to promote more flexibility in lists.

Here here sir!! Well said!

Edited by ShakeZoola72

I hate the way that the rules change every time a ship comes out. Wait a while and the power will creep back to turrets.

FFG seem like they are now committed to rewriting the rules everytime they release a new ship (they have to release new upgrades, EPT's and lord knows what else), it's actually getting quite tedious, not fun, to have to buy new ships just to keep up with the rules changes.

I hardly recognise the game I started playing a while back, it's being slowly eroded.

TIE swarm has been a thing since release, and still is.

Sure the upgrades have changed around a bit. Hull upgrade is popular on Howlrunner, I've also seen VI on her in response to Phantoms.

I still see the 4x Academy, 4x Obsidian every so often and casual and tournament events.

4 ship Rebel build is still around. You get lots of combinations of BEXYZ, with the occasional A thrown in, though I see A's far less often.

Luke is still flown, sometimes with VI, sometimes with DtF, usually with R2D2, sometimes with R3A2. Wedge is still very popular.

I completely disagree with your sentiment. The range of tools available to us has dramatically increased, but the soul of the game is still there.

I hate the way that the rules change every time a ship comes out. Wait a while and the power will creep back to turrets.

FFG seem like they are now committed to rewriting the rules everytime they release a new ship (they have to release new upgrades, EPT's and lord knows what else), it's actually getting quite tedious, not fun, to have to buy new ships just to keep up with the rules changes.

I hardly recognise the game I started playing a while back, it's being slowly eroded.

None of this is really required. FFG has clearly stated and maintains a goal that all ships released should be competitive as a stand-alone purchase. It does not encourage new players to join if they have to spend $1000 to buy-in.

A wave 1 build is just effective now as it was then, just like wave 3. It's perceived power creep because you have to adapt to the new ships. You can't expect to fly the same in wave 5 as you did in wave 1. Most people assume they have to buy the new ships causing an artificial power creep, but it's not necessary.