Wow. So underwhelming I'm mad about it. For like, maybe the second time ever with this game.
Integrated Astro - X-wing Renaissance
Luke and wedge Arnt fine they lack the ability to reposition their contemporaries poses, their abilities are still solid but the ships failing them.
B-wings still edge out the x-wing generics because the extra green dice makes so little difference your better off with the extra shielding.
Just like mk.ii helped the named defenders it just made over costed generics more expensive.
Fair point - but perhaps this is like the ordnance fix - not the single all-encompassing fix we were all predicting, but the first iteration of a number of small incremental fixes
Edited by FunkletonBut even if future fixes ARE coming, what we have between now and post-Wave VIII (Wave IX? Some aces pack?) is a world in which the T70 has outright replaced the T65, far as I can tell. I cannot fathom a reason, other than pilot abilities, to ever fly the latter over the former; and that's the stort of straight-power-creep that X-Wing has, so far, worked very hard to avoid.
This is really cool, just about perfect I think.
Luke and wedge Arnt fine they lack the ability to reposition their contemporaries poses, their abilities are still solid but the ships failing them.
B-wings still edge out the x-wing generics because the extra green dice makes so little difference your better off with the extra shielding.
Just like mk.ii helped the named defenders it just made over costed generics more expensive.
Luke and Wedge are fine. Give them Engine Upgrades. Or VI. Or give up initiative, so Soontir can't just arc-dodge you. I just saw Wedge munch through the Chirpy/Soontir meta, so you're never going to convince me that he's broken.
The difference between a 3/1/3/5 statline and what is effectively a 3/2/3/3 statline is small. At that point, you can start looking at what else it can do. For 22 points, the X-Wing can choose to never take more than two hits (R4-D6), or to have all of its speed 1 and 2 moves be green (R2 Astromech). It can fly faster than the B-Wing, with a lot less red on the dial. You can easily replace a Blue Squadron Pilot from BBBBZ with one of these and do just as well, if not better thanks to the added positional flexibility.
Luke and wedge Arnt fine they lack the ability to reposition their contemporaries poses, their abilities are still solid but the ships failing them.
B-wings still edge out the x-wing generics because the extra green dice makes so little difference your better off with the extra shielding.
Just like mk.ii helped the named defenders it just made over costed generics more expensive.
it's definitely not on the league of the mk. ii
this thing actually matters ![]()
most importantly, it's not overpriced by one point ![]()
if you're taking Luke or Wedge, you're taking astromechs (well, now that BB-8 is out for Wedge) anyway. Might as well take some free insurance, too
btw, on the issue of ditching upgrade cards: would you rather end up ditching a whole ship instead
?
Ever since the article came out, all I can hear is R2D2's screaming as he's lashed by a blaster shot. AWWAAAAAAHH!!!!
I expect Biggs to return with a vengeance in many, many Rebel lists.
Like the card and love the theme, but I really don't like the name.
What is the name supposed to mean? Obviously I know what 'integrated' and 'astromech' mean in isolation but surely if you've got the circuitry of an astromech integrated into the ship then why would you have an actual astromech droid with you to be destroyed / discarded?
Wouldn't something like 'Astromech reroute' (the first thing I've thought of so I'm sure there's better), indicating that your X-Wing has been able to reroute it's circuits past a damaged Astromech be more meaningful and make more sense?
If I've totally misunderstood what it's getting it I'm happy to be corrected of course :-)
I'm thinking it's something like the astromech is so familiar with this specific ship that it knows the extra tricks to keep it going a little longer. Like Crewbacca, but not as strong, because Chewie is a better mechanic.
"Integrated" can mean the astromech can simply substitute its systems for the one that's damaged. Those things have everything from rocket motors to fire extinguishers. Doing so however is an extremely crude use of the astromech and disables it. Doesn't necessarily mean you eject it screaming into space into the path of a blaster shot.
I'm thinking it's something like the astromech is so familiar with this specific ship that it knows the extra tricks to keep it going a little longer. Like Crewbacca, but not as strong, because Chewie is a better mechanic.
"Integrated" can mean the astromech can simply substitute its systems for the one that's damaged. Those things have everything from rocket motors to fire extinguishers. Doing so however is an extremely crude use of the astromech and disables it. Doesn't necessarily mean you eject it screaming into space into the path of a blaster shot.
Both of those make perfect sense :-)
I take back my dislike of the name.
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?
I just want to see R2D2 take a hit, not only is it thematic but I really hate that lil' bugger.
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?)
Green turns. And 2 banks, but mostly the turns. I just love those for the flexibility they give you after k-turning, not to mention how they enable the aces to use PTL (although there are better options here).
I really am looking forward to R2 Rookies. The generics have been in the box for way too long.
Edited by Admiral DeathrainExactly. People saying "I don't want to lose R2-D2's effect, getting shields back is better" are missing the point. You choose when you trigger this ability, and as you're discarding a card, not cancelling damage, you get to see the effect (in the case of a critical) before you decide to use it.
Yes, R2-D2's theoretically infinite shield recharges are better than discarding one damage. But if that damage card is going to kill you because you've already taken two (or you've taken one and it's something like direct hit), then what are you complaining about? If you don't use the zero-cost option to have R2 sacrifice himself, you're still destroyed anyway. Nothing forces you to use this on the first hit you suffer.
It also lets you use any defensive astromech's ability before you throw him over the side. R4-D6 isn't much cop against twin laser turrets, but if you have a spare point he's great if you expect to see heavy laser cannons and torpedos, and R7s are vey nice value for points.
R2 Astromechs, as noted, are really good support to Push The Limit - it essentially gives you the important bits of a TIE interceptor's dial - which goes double on a T-70, which also has boost up its sleeve if it wants it.
The main thing which will need confirming is whether losing a slot forces you to discard things. Based on epic I assume it does, but I'm not going to die in a ditch either way. If so, then R2-D6 comes with a slight cost increase - depending on what upgrade you take, of course.
Exactly, its free last ditch 'get out of jail free card'
I say free as i cant remember the last time i ran an xwing *without* a mech so its a given im going to put at least an r2 on one.
What I particuarly love is the sheer subtlety of this.
Xwings were always a bit squishy for their price.
Astromechs were always a bit lame for their points. (Compare FCS and R5-K6, y'know?)
Letting you get an extra spot of utility by letting every X-wing mounted Rebel Astromech act as a Salvaged Astromech (Or another way to look at it: half a Chewbacca crew card!) for free is not a half bad way of making both of them a little nicer.
The only real question is whether any of the 1-pt astromechs is worth as much as the B-wings Barrel Roll. If it is, I think we'll see a little bit more of these fellows in the future. ![]()
What I particuarly love is the sheer subtlety of this.
Xwings were always a bit squishy for their price.
Astromechs were always a bit lame for their points. (Compare FCS and R5-K6, y'know?)
Letting you get an extra spot of utility by letting every X-wing mounted Rebel Astromech act as a Salvaged Astromech (Or another way to look at it: half a Chewbacca crew card!) for free is not a half bad way of making both of them a little nicer.
The only real question is whether any of the 1-pt astromechs is worth as much as the B-wings Barrel Roll. If it is, I think we'll see a little bit more of these fellows in the future.
The problem is, I still don't think it's really enough to beat the B-wing. R2 Astro is kinda crummy on the X-wing, R5 has been made redundant, and any of the more expensive ones prices it over the B-wing, pushing it's efficiency in a straight joust down.
R4-D6 is a very happy droid though, but he's unique.
This feels like a 'fix' in the same way the E/2 fixed the B-wing, or the TIE MKII fixed the Defender.
I like it, with the new T-70, they would have been stupid to make a super fix for the original X wing as it would have brought them too close together.
It is very in theme with the job of an astromech as well.
I think this can be a very useful upgrade for the T-65 generics. Put it on rookie or red with a 1 point astromech and you get a nice one shot effect.
But as I said in another thread, if this is the fix for the T-65, then 4 of my 6 ships are going on a shelf as display pieces. But I can't accept that this is intended as the fix for the T-65. This seems like just another multi-ship upgrade like the TIE MK2 was.
Biggs Darklighter
+ Integrated Astromech
+ R4-D6
Best 26 points you can buy in this game.
Edited by DraconPyrothayandon't forget r7 tarn!
"Integrated" can mean the astromech can simply substitute its systems for the one that's damaged. Those things have everything from rocket motors to fire extinguishers. Doing so however is an extremely crude use of the astromech and disables it. Doesn't necessarily mean you eject it screaming into space into the path of a blaster shot.
the later is far too fun not to imagine
Edited by ficklegreendiceI like the idea, I just wish it was a title instead of a modification... of course that does leave room for FFG making a title if they need to.
Reason being, if you take integrated astromech, you negate the option for taking shield upgrade or hull upgrade, which esssentially does the same thing by buffing your ship to take one more damage, or engine upgrade or stealth device, which gives you potential to not take that one extra damage. (Note, not a complaint, just an observation).
Although I do plan to get a couple copies to play with anyway, and I guess we will see how this develops. Personally i'm thinking a T-65 title that says " If you take integrated astromech, you may take another modification" would be nice, but the card we have revealed now will be interesting enough.
This feels like a 'fix' in the same way the E/2 fixed the B-wing
...what?