Integrated Astro - X-wing Renaissance

By Marvingardns, in X-Wing

So do you all feel that the integrated Astro IS the Xwing fix, or only part of it? That was certainly unexpected. The first build I had in mind is the beefed up Xwing mini-swarm:

Red Sq, R2, Int Astro (x2)

Biggs, R5, Int Astro

Tarn, R7, Int Astro

That whole squad can now negate four hits at a minimum (incl crits) and up to eight maximum. Two of them can clear stress decently, two others can take a beating while the two Reds go to work after the first joust.

I only play casually, so I have no idea if this is any good; but I prefer playing with generic pilots, so I had this in mind:

4x Red Squadron w/ Integrated R7

well if they buff it too much it will get in the way of the T-70!!

I mean, it's nice, but it's not a 'fix'. It's just a 'cool thing'. I don't *hate* it, unless we're expected to believe this is the complete T-65 uberfix.

Where'd this come from? I don't see any article posted

Well lets be honest, the T-70 is the actual X-wing fix lol.

T70s have functionally 3 Hull 4 Shields now, for 1 point more. Pretty hench. That's close to B-Wing levels of efficiency. Better, because they can take Autothrusters which average 3 points per use.

Edited by Darth Ruin

Don't **** this up for us, JJ.

T70s have functionally 3 Hull 4 Shields now, for 1 point more. Pretty hench. That's close to B-Wing levels of efficiency. Better, because they can take Autothrusters which average 3 points per use.

If they take the Integrated Astromech, they can't take Autothrusters. They're both Modifications.

I don't think it's THE fix, but I could make it the fix with some cheap or free offensive astromechs.

T70s have functionally 3 Hull 4 Shields now, for 1 point more. Pretty hench. That's close to B-Wing levels of efficiency. Better, because they can take Autothrusters which average 3 points per use.

No they can't because you only get one modification, so you wouldn't really see it on a tricked out T70

I KNEW that was going to the the fix! I knew it. Only thing that made good sense to me.

It's not the way I hoped they'd go but it's a decent buff, especially for the named guys. I'd have preferred something more radical and more offensive, but the mass of people dismissing this out of hand are letting disappointment blind them.

I don't think it's THE fix, but I could make it the fix with some cheap or free offensive astromechs.

I Think that Astro card in the expack is part of it.

Looks to me like it lets you perform a target lock for free after executing a certain type of maneuver?

Edited by Talonbane Cobra

I don't think it's THE fix, but I could make it the fix with some cheap or free offensive astromechs.

I Think that Astro card in the expack is part of it.

Looks to me like it lets you perform a target lock for free after executing a certain type of maneuver?

Yea it's probably just like the k4. If that is 1-0 points then I could do real work with those x wings.

integrated-astromech.png

I don't think it's THE fix, but I could make it the fix with some cheap or free offensive astromechs.

I Think that Astro card in the expack is part of it.

Looks to me like it lets you perform a target lock for free after executing a certain type of maneuver?

Yea it's probably just like the k4. If that is 1-0 points then I could do real work with those x wings.

Suspect it will be at least 2.

It's not really a fix for generics. At 22 points (cheapest astro) they still can't compete with bsps

It's a quality of life improvement for anyone with:

R4-d6

R7

Bb-8

All I can think of off the top of my head (why would you use r2 astro on either x?)

I don't think it's THE fix, but I could make it the fix with some cheap or free offensive astromechs.

I Think that Astro card in the expack is part of it.

Looks to me like it lets you perform a target lock for free after executing a certain type of maneuver?

Yea it's probably just like the k4. If that is 1-0 points then I could do real work with those x wings.

Suspect it will be at least 2.

Well at 2 points you can run 4 Reds with integrated K4-D2 or 4 rookies with integrated K4-D2 and Flachettes

It is an X-wing upgrade that works better on a T-65 than a T-70 only because the T-70 can take the better modification autothrusters and the T-65 can't. Still does it bring the T-65 up to T-70 levels? No, I think a T-70 with autothrusters and R2-D2 is still better than a T-65 with integrated atstromech and R2-D2.

However here is a curious question. How does that upgrade work with R2-D6 say like on Hobbie with VI. If you use the integrated astromech does hobby discard VI as well?

Edited by Marinealver

No, I think a T-70 with autothrusters and R2-D2 is still better than a T-65 with integrated atstromech and R2-D2.

Might be better but it's 5 points more, so is it unbalanced better?

Not what I was hoping for, but I guess it works thematically. I was hoping for a Critical Damage Card that destroys an astromech.

No, I think a T-70 with autothrusters and R2-D2 is still better than a T-65 with integrated atstromech and R2-D2.

Might be better but it's 5 points more, so is it unbalanced better?

For the price of a T70, I could have a T65 with Integrated Astromech, R2 Astromech and Flechette Torpedo. For the price of a T70 with Autorthrusters, I can bump up to a Red Squadron Pilot. You can get your free evade result at range 3, but I have initiative, can tag you with a stress at range 2-3, roughly equal durability, and all of my speed 1-2 maneuvers are green.

Heck, even R2D6 can come into play with this card. Use it to give one of your Red Squadron Pilots a one-shot EPT like Crack Shot, then burn him to prevent a damage whenever you need it. Or Lightning Reflexes, for your own crazy turnaround maneuver.

Edited by PhantomFO

Discard your astromech to stop one critical hit. No thanks. I'd prefer to keep my astro for the duration of the game.