The sad news about Autothrusters

By TheRealStarkiller, in X-Wing

Adrenaline Rush? On TIE interceptors? They're EPT TIE interceptors, they have Push The Limit.

Haha! You play not fair.

You told to have no idea what AR is.

Then you deleted it entirely.

So you suggetst to use 4 RGP with PTL and ignore Autothrusters completely?

I'm fine with this. 5x Autothruster Alpha more than makes up for it. There are some pretty good 1 and 2 point EPTs. Adrenaline Rush and Wingman come to mind.

I'm more sad that Avenger Squadron is at a weird point value. 22 points with Autothrusters makes it so you can't take 5, but no EPT slot to spend the 3 point hole each one makes. I suppose not every ship needs to be part of a spam list.

I think that for a large number of players, running Alpha and Avenger Squad Interceptors isn't a viable option because of cost. I've got 5 Interceptors but I've only got 1 Alpha. I'd like to run 5 x Alphas w/Autothrusters but not enough to spend $60.

Calculation is a decent EPT for one point.

Wingman really needs to be 1 point instead of 2. It's an EPT that doesn't see much use mainly due to the opportunity cost of filling the EPT slot, having it cost two points makes it hard to fit into lists. I've had a couple of lists that might have worked that use Autothruster Sabers that ended up being overpriced that would have fit if Wingman was a point less.

Edited by WWHSD

I'm fine with this. 5x Autothruster Alpha more than makes up for it. There are some pretty good 1 and 2 point EPTs. Adrenaline Rush and Wingman come to mind.

I'm more sad that Avenger Squadron is at a weird point value. 22 points with Autothrusters makes it so you can't take 5, but no EPT slot to spend the 3 point hole each one makes. I suppose not every ship needs to be part of a spam list.

I think that for a large number of players, running Alpha and Avenger Squad Interceptors isn't a viable option because of cost. I've got 5 Interceptors but I've only got 1 Alpha. I'd like to run 5 x Alphas w/Autothrusters but not enough to spend $60.

Calculation is a decent EPT for one point.

Yes, maybe.

But: You would need 4 StarVipers for 4 Calculation ...

Four Green squadron prototype veterans with wingman and push the limit.

One gets proton rockets.

You still CAN run 4 sabres, although they have to be upgraded differently:

2 Sabres w/ PtL + AT = 26 x 2

2 Sabres w/ PtL = 24 x 2

The autosabres are your vs turret 'insurance'. If you like flying in formation, like a pinwheel or box, put the autosabres in the back

Or if you want them ALL to have autothrusters, then:

2 Sabres w/ PtL + AT = 26 x 2

1 Sabre w/ LW + AT = 25

1 Sabre w/ AT = 23

Lone wolf guy flanks if possible. Last guy could also take wingman instead of autothrusters to help out his buds, but of course he's the 'redshirt' and will die first...

If you run 4 Sabers, they needed to be equipped identically.

Adrenaline Rush? On TIE interceptors? They're EPT TIE interceptors, they have Push The Limit.

Haha! You play not fair.

You told to have no idea what AR is.

Then you deleted it entirely.

So you suggetst to use 4 RGP with PTL and ignore Autothrusters completely?

I looked up AR. Nobody had replied so I edited my post rather than double post.

Autothrusters give a conditional evade at Range 3 or out of arc. Push the Limit gives you an evade token. Against a single target, an evade token beats Autothrusters. It triggers at any range rather than just Range 3/out of arc. Autothrusters win out when you're shot more than once, and at Range 3, and you roll a blank, and that blank switching to evade makes a difference. That's quite the stack of conditions.

Against a fat turret that's much less likely. Against everything else, you want Push the Limit and pilot skill: not being shot beats extra evasion and the evade token beats Autothrusters in the majority of circumstances. Plus with arc dodgers you want to be close up: a Range 1 arc is easier to dodge with Boost Barrel than a Range 3 arc. No turret, PTL wins. Turret, PTL wins.

Autothrusters' true power on the EPT TIE interceptor is being able to stack it with PTL. Given neither Saber nor Royal can take Autothrusters and PTL, you're better off with just PTL than just Autothrusters. Royals then beat Sabers on pilot skill so, unless you have a better use for 4 points than a virtual VI for all of your Sabers in mind, Royals win out.

Although to be honest, I wouldn't take four interceptors period. While 4x RGP trumps 4x Saber, arc dodgers usually benefit from having a more durable ship to anchor the battle so they can dodge around it. If I were going full on interceptors I'd swap one out for a Lambda, a TIE bomber, a pair of TIE fighters or a TIE advanced.

The list I want to try is 4 Royal Guard with VI, Autothrusters.

Again, PTL beats Autothrusters on damage cancellation in addition to its other advantages. Although I can see the attraction of PS8 interceptors...

Again, PTL beats Autothrusters on damage cancellation in addition to its other advantages. Although I can see the attraction of PS8 interceptors...

I have been thinking this same thing for awhile. I am by no means a seasoned veteran but I do not see the auto-include allure people have for autothrusters. PTL sure I see advantage to but the first time I saw the AT upgrade card in my packs I thought wow this is situational and stupid. Is turrent fear so rampant that people take any scrap of perceived advantage against it? I personally would much rather have mobility and action options to being forced to stay at range 3. Rush that turrent and pour some red dice right down it's throat!

Everyone seems to spend too many points on upgrades for Saber Squadron Pilots. This is Star Wars! Run your Sabers light.

Well, 'Elusiveness' is famously inferior to PtL-evade (same stress token, but only a 50/50 result on breaking the enemy's shot instead of the guarantee of an evade token), it does have some advantages, here:

- It fits in the price range, where PtL doesn't

- It doesn't take an action to use, so even if you bumped you still get to take advantage of the ability, while PtL only works if you can take an action

- You don't need to take the stress. With PtL-evades, you are pulling a stress in order to get an evade token that you may never use. With 'Elusiveness', you only get the stress if you need to force a re-roll.

- You can selectively target 'crit' results ahead of enemy 'hits'. With an evade token granted via PtL, it can only stop crits if all the hits are already stopped.

- It stacks with evade outright. IE., you can take 'evade' as your regular action and have that evade token out there...often going to get that autothruster blank conversion...and can (if needed) use elusiveness to force a re-roll...no need to PtL for the focus+evade combo and hope you get focus results.

Edited by xanderf

thrusters alphas are 20 points a pop

so is swarm howlrunner

hint hint :)

Edited by ficklegreendice

Again, PTL beats Autothrusters on damage cancellation in addition to its other advantages. Although I can see the attraction of PS8 interceptors...

I have been thinking this same thing for awhile. I am by no means a seasoned veteran but I do not see the auto-include allure people have for autothrusters. PTL sure I see advantage to but the first time I saw the AT upgrade card in my packs I thought wow this is situational and stupid. Is turrent fear so rampant that people take any scrap of perceived advantage against it? I personally would much rather have mobility and action options to being forced to stay at range 3. Rush that turrent and pour some red dice right down it's throat!

Autothrusters is definitely good, but for the arc-dodging TIE interceptor it's not autoinclude. It's definitely nice to have but its power lies in not being vaped by turrets. You put it on if you can but you don't sacrifice PTL for it. It's crazy good on IG-88B and D because those two fight at Range 3 but again I wouldn't downgrade an Aggressor elsewhere to include it.

With PtL-evades, you are pulling a stress in order to get an evade token that you may never use.

Or boost + barreling, or boost/barrel + focusing. If you're not using the Interceptor's mobility to the max you might as well go with 5 Alphas or the BSE StarViper.

thrusters alphas are 20 points a pop

so is swarm howlrunner

hint hint :)

Four Alphas with Howl or six Academies with Howl though? The Alphas can't push those dials to the max if they're stuck in formation with a TIE fighter.

Edited by TIE Pilot

the dial between the int and the fighter are the exact same, minus the 4k --> 5k and the greater range of greens

I have no idea if it's any good or not, but it's a way or marrying autothrusters with as many ints as possible

True, but then you've got to ask yourself why you're using the TIE interceptor over the TIE fighter or TIE advanced. It's not going to excel outside of its element.

Edited by TIE Pilot

True, but then you've got to ask yourself why you're using the TIE interceptor over the TIE fighter or TIE advanced. It's not going to excel outside of its element.

it is if you like flying Tie interceptors :)

Again, PTL beats Autothrusters on damage cancellation in addition to its other advantages. Although I can see the attraction of PS8 interceptors...

I have been thinking this same thing for awhile. I am by no means a seasoned veteran but I do not see the auto-include allure people have for autothrusters. PTL sure I see advantage to but the first time I saw the AT upgrade card in my packs I thought wow this is situational and stupid. Is turrent fear so rampant that people take any scrap of perceived advantage against it? I personally would much rather have mobility and action options to being forced to stay at range 3. Rush that turrent and pour some red dice right down it's throat!

Autothrusters is definitely good, but for the arc-dodging TIE interceptor it's not autoinclude. It's definitely nice to have but its power lies in not being vaped by turrets. You put it on if you can but you don't sacrifice PTL for it. It's crazy good on IG-88B and D because those two fight at Range 3 but again I wouldn't downgrade an Aggressor elsewhere to include it.

With PtL-evades, you are pulling a stress in order to get an evade token that you may never use.

Or boost + barreling, or boost/barrel + focusing. If you're not using the Interceptor's mobility to the max you might as well go with 5 Alphas or the BSE StarViper.

thrusters alphas are 20 points a pop

so is swarm howlrunner

hint hint :)

Four Alphas with Howl or six Academies with Howl though? The Alphas can't push those dials to the max if they're stuck in formation with a TIE fighter.

4 Alphas fare far better vs high-agility problems.

6 TIEs fare far better vs pancakes.

Both have identical offensive dice at Range 2, but the TIEs suffer more vs Agility, and benefit more from Howlrunner.

6 TIEs are collectively tankier, but are substantially less of a threat once Howlrunner's off the table.

4 Alphas are more fragile, but far faster and able to dodge more damage individually.

It's an interesting study.

My favorite part about 4 Autothruster Alphas + Howlrunner is a sly hidden tactic. Not your best option against every match-ups, but certainly a beautiful way to dictate the terms of engagement against foes that can't slow-roll or beat you from afar, like dual aggressors.

Edited by DraconPyrothayan

I can see where you are coming from Tie Pilot and I don't own an Aggressor so I'll have to look into one. I have been wanting a sniper option for an attacker and that may just fit. I just see so many posts about AT I figured everyone was pretty much carrying 2 in their wallets just in case. Thanks for your insight on it.

Edited by LordFajubi

I can see where you are coming from Tie Pilot and I don't own an Aggressor so I'll have to look into one. I have been wanting a sniper option for an attacker and that may just fit. I just see so many posts about AT I figured everyone was pretty much carrying 2 in their wallets just in case. Thanks for your insight on it.

We got the posts out of the way when it was spoiled, and determined it was basically an auto-include.

Lack of conversation basically means a unified position, not that its obscure.

I have been thinking this same thing for awhile. I am by no means a seasoned veteran but I do not see the auto-include allure people have for autothrusters. PTL sure I see advantage to but the first time I saw the AT upgrade card in my packs I thought wow this is situational and stupid. Is turrent fear so rampant that people take any scrap of perceived advantage against it? I personally would much rather have mobility and action options to being forced to stay at range 3. Rush that turrent and pour some red dice right down it's throat!

I think you might be misreading Autothrusters. Autothrusters triggers in one of two situations:

1. You are at range 3 (or greater).

2. You are out of your attacker's firing arc.

You don't need to be both out of arc and at range 3.

Against turrets, sure, but against an arced ship Range 3 is the only trigger. Fine by the Aggressor, which is quite happy firing its Heavy Laser Cannon from Range 3, but the elite TIE interceptor wants to be close up so it can use its arc dodging capability to the maximum.

I have been thinking this same thing for awhile. I am by no means a seasoned veteran but I do not see the auto-include allure people have for autothrusters. PTL sure I see advantage to but the first time I saw the AT upgrade card in my packs I thought wow this is situational and stupid. Is turrent fear so rampant that people take any scrap of perceived advantage against it? I personally would much rather have mobility and action options to being forced to stay at range 3. Rush that turrent and pour some red dice right down it's throat!

I think you might be misreading Autothrusters. Autothrusters triggers in one of two situations:

1. You are at range 3 (or greater).

2. You are out of your attacker's firing arc.

You don't need to be both out of arc and at range 3.

In fact, if you're in Range 3 while measured in arc, and they have a turret that can shoot you at Range 2, Autothrusters still work!

Against turrets, sure, but against an arced ship Range 3 is the only trigger. Fine by the Aggressor, which is quite happy firing its Heavy Laser Cannon from Range 3, but the elite TIE interceptor wants to be close up so it can use its arc dodging capability to the maximum.

Well, yes, but in those cases you've traded up to the "Instead of Autothrusters triggering, instead the enemy cannot attack me at all", which is still very much a win.

If you've got a defensive upgrade that doesn't see use because you weren't attacked, you had spare points to play with anyway.