Now before you star yelling at me let me point out that AT is without a doubt one of the best upgrades in the game and with the right built it certainly can be very effective on a T70 (like a tricked out Poe with action-efficiency upgrades). But people have been acting like it is the be-all end-all upgrade option for the T70 especially in renegades to Integrated Astromech. Ever since the card was revealed people where dismissive of the very idea of putting it on T70s simply because AT exists. And first I agreed, but the more I tough over it, the more I started to wonder just how much mileage you would actually get out of AT on generics and low PS named.
Fist lets go over the obvious metrics:
- AT lets you potentially prevent multiple damage if the right conditions are meat.
- There a 2 main conditions. Fist you must be either at range 3 or out of arc. Secondly you have to actually roll a blank (which is by no means a given on 2-3 defense dice.)
- IA is cheaper (1-2 points depending on weather you were bringing a mach to begin with)
- It prevents 1 damage guarantied (possible more depending on crits)
- you get the bonus form the mach which might increase your survivability even further with R5, R4-D6 or R7 (though you lose the point-advantage on the last one)
So based on this we can say that AT has to roughly prevent at lest 2-3 damage to justify the extra cost. And if it can do this depends on how often the trigger-conditions are meat in a game.
As I said before this is about low PS Versions. Low PS T70 you will, in all likelihood, want as jousters, either as support for one Elite Ship or as part of a mini-swarm. So with that in mind you will probably have very little chance to force the condition, since you will move first. Boost doesn't help much either, since you cant really be sure where your opponent will end up and if your jouster is facing away form the enemy you are probably doing something wrong anyway.
So with this in mind the question how often AT triggers will strongly depend on your opponent.
- If your opponent is also jousting shouting at range 3 will likely happen for roughly 0-1 turn before everything end up in the fuzzball. And maybe again after a few ships died and some k-turning. If that fist potential exchange at range 3 goes well it could win you the game, but it might also never occur because your opponent wins the speed-poker. For the most part the extra HP will probably get you further.
- If you are facing a skilled arc-dodger he will not want to trade shoots with you, not even at range 3. He will try (and likely succeed) to get behind you. personally I'd rather have an extra hit-point that would allow me to got through an asteroid and cause a bump with Fel, but that's just me.
- Against fat turrets AT will be better in most cases (unless your facing supper-Dash with HLC in which case I'd rather have IA and R4-D6 any day).
- Against TLT... Its difficult. Even in a worst case scenario with the extra HP your opponent will need at lest 4 attacks to finish you of. For the AT to do better it would have to let you avoid at least 3 out of 8 shoots completely which will only happen if your opponent has you not in arc and rolls no more then 2 hits and you roll 1 blank + something useful. I don't know how likely this is, but the amount of "ifs" don't inspire confidence.
In the end it seams to me that AT is, at best, situationally better on T70. Am I missing something? Feel free to convince me otherwise.
Edited by Duskwalker