Is the Auto Blaster Cannon worth taking?

By devotedknight, in X-Wing

At 5 points, the price on the Autoblaster Cannon is high enough that it needs to be something that you'll get a lot of use out of each game. Situationally it can be useful but if those situations aren't too common it's hard to swallow the 5 point cost. For the most part, the ships that you take Autoblaster to kill are the ones that you'll have trouble getting in arc at range one.

So, I just saw Autoblaster on Scum Boba. It is a TIE killer...

In the FCB game? It is one shotting TIES out of the park left right and centre.

Some clowns are trying to argue statistics against the autoblaster on Boba. Sorry, but practice overrules stats. AB dominates TIEs.

Being able to dominate TIEs would have been awesome back in Wave 2. Taking out TIEs isn't really something that Scum Fett needs much help with.

The short range can make it hard to use effectively on a ship able to mount it, and bwings/defenders have four attacks at range one anyway.

Green dice Arnt strong enough that you need a cannon that can ignore them.

This is the biggest issue with this is that it essentially a downgrade for 5 points. All ships with the cannon upgrade has 3 attack so thus 4 attack dice at range 1. So technically an autoblaster cannon is a firepower 2 upgrade. The only ship that gets a buff is the MA-3 Scyk interceptor, and with that it technically cost 7 points (as much as an HLC) and as a 14 point tie fighter it is not that good deal.

No doubt, it is still a niche upgrade. But watching Boba tear through TIEs like butter, it does help understand how powrful it can be vs high Agi ships. And with it now ignoring Evade tokens, it can be pretty powerful.

Green dice aren't the most reliable, sure. But, wouldn't you prefer bypassing them when you are looking at a turtled up Fel or Whisper?

When using the Autoblaster do you roll 3 dice or 4?

When using the Autoblaster do you roll 3 dice or 4?

Secondary weapons don't get range bonuses. Only primary weapons do.

You can get more dice on the Autoblaster with certain pilot abilities or Elite Talents, but the default is 3 (or 2 for the turret).

When using the Autoblaster do you roll 3 dice or 4?

Secondary weapons don't get range bonuses. Only primary weapons do.

You can get more dice on the Autoblaster with certain pilot abilities or Elite Talents, but the default is 3 (or 2 for the turret).

Thanks!

Is the Auto Blaster Cannon worth taking?

Unavoidable hit rolls? Yes, of course it has a place!

Autoblaster Cannon on Scum Boba with VI, Tactician, Engine, and Dampners. It's brutal for 52 points. Been flying it as my Boba/IG build for a bit and works well. Just need to learn when and how to use it. With Tactician at R2 and Boba moving last with Engine, you can decide to stress your target or boost into R1 to autoblast them with a 1 die reroll.

Ultimately it's a "finisher". With so many Chirafel lists and Corrans out there, the ability to take out a 1-2 HP Soontir or Corran is priceless, especially when they're turtled up with focus and evade behind 3 agility dice.

Then consider the dampners. If Soontir or someone tries to fly to your R1 to block you, you just full stop and autoblast them. I've killed enough Soontirs this way to make the 5 points worth it.

This Boba is more of a "control" ship rather than damage dealer. Otherwise, I'd probably put an HLC on him and take out Tactician/Autoblaster Cannon if you want raw damage.

All below with 1 die reroll for Boba:

3 dice (autoblasters) vs 0 agility = somewhere around 1.6 hits (if you rolled a crit, they can still evade)

4 dice (R1) vs 3 agility = 1.45 hit

4 dice (R1) vs 3 agility plus focus = 1 hit

4 dice (R1) vs 3 agility plus focus/evade = 0.3 hits

4 dice (R1) with focus vs 3 agility plus focus/evade = 0.8 hits

So the only time you use your regular R1 attack at R1 against a 3 agility ship is when they have no focus token, and even then, they can roll extremely well on evades and only take a hit. You're most likely to get 1 hit with autoblaster with 1 reroll anyway.

I experimented with it on Keyan Farlander. Got some impressive results.

I think it's probably also worthwhile for attacking pancakes with 2+ evade tokens (or equivalents).

I hadn't thought of putting one on a defender. That's an interesting thought, and Vessery can take an engine upgrade for improved agility and still get a target lock....

It's definitely best with high PS ships that can boost or BR to get that R1 shot. Someone once used Autoblaster Cannon and Outrider Title on Dash just for fun. It was pretty hilarious and worked well against some lists. ;-)

Many will say no, especially on a competitive level.

Whatever I play, I tend to get in close and draw my opponent in a close-quarters furball.

Green dice and me are not the best combination, therefore I prefer ships which can soak the damage.

The B-wing is excellent for this style of play. With an autoblaster it is real fun. Whatever you opponent prepared, it doesn´t matter.

Nice... ;)

Been flying VI Scum Fett with Autoblaster and Tactician backed up with four headhunters (PS3) and it creates a nice situation for Interceptor and IG players.

Whilst they need to engage Boba they can only do this prior to seeing his final position, don't like being in range 2 due to the additional stress which on either is going to cripple their action economy or jump into Range 1 and pray I don't roll 3 hits, which with a focus and a re-roll seems to happen a fair bit.

The PS10 helps reduce the frequency of Interceptors boosting and barrel rolling out of arc unless they are seasoned players and can predict very well my movement AND base size.

I have found however that you need to explain Autoblaster to your opponent before the game, as you declare that you are going to use it and again once you have rolled the dice, ESPECIALLY if it is against Soontir Fel and you have just managed to finish with three hits. It is a sour 35pt pill to swallow. . .

I may try this in the near future

Scum Boba with:

Autoblaster

Stay on target

Outlaw tech

Tie swarm blocking your way? Use Stay on target to either get them in your rear arc or bump into them while still getting your focus and your range 1 shot againt one of them. One of them can't shoot you and the other one is in for a world of hurt :)