Of X-Wings and Astromechs

By ObiWonka, in X-Wing

With the recent revelation of the Integrated Astromech modification (shown below) for X-Wings (of both persuasions), there has been some talk of getting more X-Wings (classic, T-65) onto gaming tables again. I wanted to share my thoughts on particular pilot and Astromech combinations, who Integrated Astromech is really good for, and get some further ideas from the community. Please note that I'm not interested in starting another debate thread on whether or not this modification does enough to 'fix' the X-Wing. Rather, I want to promote creativity, discussion, and enjoyment of X-Wing (the game).

integrated-astromech.png

There she is. Integrated Astromech (IA) essentially improves your X-Wing's stat line with almost no cost. While not necessarily central to this thread, I'm including it in a number of ship builds, so it's here for handy reference.

Let's start with the basics.

Rookie Pilot (21)

+ R2 Astromech (1)

+ Integrated Astromech (0)

Once utilized as solid wingmen, Rookies are currently more commonly seen on the sidelines. With IA and a cheap Astromech, perhaps they can resume their former role. Yes, at a 22-point minimum, they compete directly with certain B-Wings and other 'filler' ships, but that's a topic for another thread. Here, I've chosen R2 Astromech. It's cheap and improves the dial by helping shed stress (after K-turning, Flechette Torpedoes, etc). Of the alternatives, R5 Astromech might actually be worth considering because it can deal with unwanted Ship crits before the kill shot where it will get sacrificed for one last save.

Red Squadron Pilot is pretty similar, though PS4 can be worth it to beat out other generic pilots, and it gets access to R2-D6.

Tarn Mison (23)

+ R7 Astromech (2)

+ Integrated Astromech (0)

Tarn and R7 have been stapled together since the beginning of time. Due to the defensive, tanky nature of the combo, Hull Upgrade was often a good buy, making this annoying gobstopper even more long-lasting. IA now does the same (if not better for being able to discard a crit) for 3 points less. At just 1/4 your standard points, Tarn provides cheap durability to any list.

Biggs Darklighter (25)

+ R4-D6 (1)

+ Integrated Astromech (0)

Speaking of durability... for only a point more, you can make every other ship in your build more durable, because Biggs must be shot if able, of course! While he may get saddled with stress, his dial isn't really that limited unless you've only got one and want to clear it for a defensive Focus token. Thanks to R4, Biggs can already shrug off a couple Heavy Laser Cannon shots, and with IA he'll possibly survive another shot as well.

"Hobbie" Klivian (25)

+ R3-A2 (2)

+ Integrated Astromech (0)

Like Tarn above, "Hobbie" has a pretty obvious companion. As long as he can manage a Target Lock, he can give an opponent stress and immediately remove his own by spending that TL. The 'stress-bot', R3-A2 is often an early target since it can be a real thorn in an opponent's side. IA provides a little protection at no cost.

Garven Dreis (26)

+ R2-D6 (1)

+ Adrenaline Rush (1)

+ Integrated Astromech (0)

Similarly, Garven might be an early target for the action efficiency he provides his team. I've paired him with R2-D6 to get him an Elite Talent, and chosen Adrenaline Rush for 2 reasons. First, he can still get a Focus to share with his team after K-turning. Second, since you may be discarding R2-D6 to IA anyway, having a one-shot Elite Talent isn't so bad. The upcoming Cool Hand is an alternative. It gives you the option for an Evade token if that suits your situation better, but leaves you stress, probably making it inferior overall.

Jek Porkins (26)

+ Push the Limit (3)

+ R5-D8 (3)

+ Integrated Astromech (0)

Another classic pilot-Astromech pairing. Jek can perform both his Focus and Target Lock every turn, and if discarding stress causes himself damage, he can still get a regular action on top of R5 trying to fix his Hull. Here, IA stands in for a Hull Upgrade that would give Jek more opportunity to utilize his ability without prematurely exploding. I actually have one small complain in this instance. An alternative build of Marksmanship and Experimental Interface (over PtL and Hull Upgrade) provided slightly better offense at the cost of durability. That option is a lot less attractive now that IA makes the above build 3 points cheaper.

Luke Skywalker (28)

+ Engine Upgrade (4)

+ R2-D2 (4)

+ Lone Wolf (2)

What's Luke Skywalker without R2-D2? Engine helps mitigate mobility limited by shield-restoring green maneuvers, and well as leverage Luke's higher PS to react to enemy positioning. Pairing Lone Wolf with Luke's ability means he can even weather small swarms on his own. LW also helps Luke retain some offense while boosting.

Wedge Antilles (29)

+ Engine Upgrade (4)

+ Push the Limit (3)

+ BB-8 (2)

This is an offensively powerful, if a little expensive, ship. The combos here are incredible. Reveal a green maneuver, barrel roll with BB-8, Push the Limit for one of your 3 actions, preform your maneuver and remove the PtL stress, then perform another action. That's 3 actions in one turn (one must be barrel roll), no stress, including the possibility of repositioning twice before your actual maneuver!

Wes Jansen (29)

+ Engine Upgrade (4)

+ R5-X3 (1)

+ Veteran Instincts (1)

VI and Engine on Wes has been used before so he can chase down wily targets at PS10 and strip their token, either to set up other shots or weaken opposing offense before it shoots. R5-X3 gives Wes even more options for tailing a target, and can even deny an agility die to a target behind an obstacle.

I've got some ideas on the T-70 as well, but I'll share those later. For now, what pilot and Astromech combos are you excited to try (or already proxy-testing) now that IA has shined a little bit of a spotlight back on the X-Wing?

EDIT: T-70s here!

Edited by ObiWonka

The Wedge combo is great, though since i usually put BB-8 and PTL on Poe Dameron, whose new best friend is Wedge, i have a second layout for Wedge:

R7-T1, Outmaneuver, Integrated Astromech

You still have the option of boosting and getting a target lock, so that way when you get behind or to the side of your enemy, even if you havent had another turn to focus, the enemy will at least be TLed for that attack, meaning that your shot wont be completely unmodified(I was having a lot of trouble getting a round to perform a focus or TL action and then rolling all blanks on a 4 to 1 shot when i had EU on Wedge.) You still have the option to boost as long as you're in someone's arc, which isn't that uncommon. And when the time comes to light up, say, Vader at range 1, it's gonna be 4 focused and TLed reds to his 1 green and 1 evade. If he takes too much damage, pop out R7-T1 and stay in the game for at least one more round.

The Wedge combo is great, though since i usually put BB-8 and PTL on Poe Dameron, whose new best friend is Wedge, i have a second layout for Wedge:

R7-T1, Outmaneuver, Integrated Astromech

You still have the option of boosting and getting a target lock, so that way when you get behind or to the side of your enemy, even if you havent had another turn to focus, the enemy will at least be TLed for that attack, meaning that your shot wont be completely unmodified(I was having a lot of trouble getting a round to perform a focus or TL action and then rolling all blanks on a 4 to 1 shot when i had EU on Wedge.) You still have the option to boost as long as you're in someone's arc, which isn't that uncommon. And when the time comes to light up, say, Vader at range 1, it's gonna be 4 focused and TLed reds to his 1 green and 1 evade. If he takes too much damage, pop out R7-T1 and stay in the game for at least one more round.

I'd honestly rather put Predator on Wedge, due to the number of 1-agility ships out and about.

Wedge Antilles (29)

+ Engine Upgrade (4)

+ Push the Limit (3)

+ BB-8 (2)

Having played this build yesterday, I'm going to suggest something radical:
You don't need Engine Upgrade.
It was nice to have, for sure, but a lot of the time I wasn't using it. Instead, I was using BB-8/PtL to ensure I always had heavily modified shots, which meant Wedge was dealing ridiculous amounts of damage. I think that might be enough, and investing more into a second ace that can clean up after Wedge inevitably goes down (because no one in their right mind leaves that much firepower on the table for long) could be the better bet.
Edited by DR4CO

not needing EU isn't radical

there's nothing more overrated in this game than small base boost :P

it's nice to have, sure, but on a ship that's only really going to be super maneuverable off of limited green maneuvers and is paying out the nose for it...

yeah, better just make him slightly less...glassy. BB-8 is goddamn amazing on his own and Wedge on full modifiers (No stress) is absolutely terrifying

The Wedge combo is great, though since i usually put BB-8 and PTL on Poe Dameron, whose new best friend is Wedge, i have a second layout for Wedge:

R7-T1, Outmaneuver, Integrated Astromech

You still have the option of boosting and getting a target lock, so that way when you get behind or to the side of your enemy, even if you havent had another turn to focus, the enemy will at least be TLed for that attack, meaning that your shot wont be completely unmodified(I was having a lot of trouble getting a round to perform a focus or TL action and then rolling all blanks on a 4 to 1 shot when i had EU on Wedge.) You still have the option to boost as long as you're in someone's arc, which isn't that uncommon. And when the time comes to light up, say, Vader at range 1, it's gonna be 4 focused and TLed reds to his 1 green and 1 evade. If he takes too much damage, pop out R7-T1 and stay in the game for at least one more round.

I'd honestly rather put Predator on Wedge, due to the number of 1-agility ships out and about.

Crack Shot is also nice for when you just need something to die right now.

Also a big one i'm surprised I never see from the three aces with an EPT slot is PTL plus a generic R2 astro.

Also a big one i'm surprised I never see from the three aces with an EPT slot is PTL plus a generic R2 astro.

That's because it's not actually as good as you might think. PtL loses a lot of value when you have less options, and few ships have as few options as the X-wing. If you put up a TL but don't find an opportunity to spend it for a while (either because you have no shot or roll really well when you do), then suddenly PtL and the Astro aren't doing you any good. If you add Engine Upgrade to increase your options, then suddenly you're spending an awful lot of points, which is what fickle and I are talking about above re. Wedge.
The reason why it works with BB-8 is that the little soccer ball adds more options, a way to dodge getting blocked, and keeps your dial open for next turn in case you need to do something different.

Also a big one i'm surprised I never see from the three aces with an EPT slot is PTL plus a generic R2 astro.

That's because it's not actually as good as you might think. PtL loses a lot of value when you have less options, and few ships have as few options as the X-wing. If you put up a TL but don't find an opportunity to spend it for a while (either because you have no shot or roll really well when you do), then suddenly PtL and the Astro aren't doing you any good. If you add Engine Upgrade to increase your options, then suddenly you're spending an awful lot of points, which is what fickle and I are talking about above re. Wedge.
The reason why it works with BB-8 is that the little soccer ball adds more options, a way to dodge getting blocked, and keeps your dial open for next turn in case you need to do something different.

Yeah I get that but it still allows for a fully modded shot every single turn while still being to use most of your dial. Besides, my BB-8 is married to Poe >.>

Edited by Princezilla

We seem to be forgetting that by taking IA we cannot take Engine upgrade as they are both mods...

Yeah I prefer IA over engine on most of your aces, especially Luke. Saves 4 points and yeah you don't want to be kicking R2 out the ship but if it saves you and gives you one more turn of firing it's worth it every time. I'd rather be alive with no shield regen than dead!

Yeah I prefer IA over engine on most of your aces, especially Luke. Saves 4 points and yeah you don't want to be kicking R2 out the ship but if it saves you and gives you one more turn of firing it's worth it every time. I'd rather be alive with no shield regen than dead!

Agreed, I think that outside of Vader EU is extremely overrated and overpriced on small ships.

My Porkins build would be this, since i can chain either repair to barrel roll or vice versa or one of both to a normal action.

Jek Porkins (26)

Expert Handling (2)

R5-D8 (3)

Experimental Interface (3)

Total: 34

View in Yet Another Squad Builder

Edited by ForceM

My Porkins build would be this, since i can chain either repair to barrel roll or vice versa or one of both to a normal action.

Jek Porkins (26)

Expert Handling (2)

R5-D8 (3)

Experimental Interface (3)

Total: 34

View in Yet Another Squad Builder

Dang! That's what I was going to recommend, well except the Exp. Interface. I don't know if it's really needed. I try to keep Porkins cheap and you don't really have to have it. I do get that it would let you have PTL, basically. That is a good thing. I just try not to push his ability TOO much. Hmm....maybe I should look at it, though. If you remove the stress and have an action that turn, there is only an 11% chance that you still have damage at the end of the action. That's a good thing.

I have found Porkins to be really useful in certain situations. His ability deals you a damage directly to the hull and bypasses shields, which is what you want. So, you can then fix it with his droid that very turn. There are a lot of times that he's been shot down to 1 hull and I've been able to peel off and repair all that damage. Giving him the free ability to just get that hull upgrade is nice. It could keep him alive a little bit longer.

The only problem with Porkins that I've found is that he's not good as the main ace as he gets focused down too easily. He also needs enough other ships to cover him when he peels off and repairs. So....what's a good list to put him with?

What about on the T-70? Does anyone see a pilot or a scenario where IA would be better than autothrusters?

With the prevalence of turrets (and the rise of TLT) it seems like autothrusters are **** near required on any ship with boost.

Idk about the proposed Wedge Build. That's 38 points. It just seems too much on an X-Wing. He can dodge arcs like that for days but he is just too expensive if i compare those 2 i know which one i would take any day of the Week.

Wedge Antilles (29)

Push the Limit (3)

BB-8 (2)

Engine Upgrade (4)

Poe Dameron (31)

Push the Limit (3)

R5-P9 (3)

Autothrusters (2)

Total: 77

View in Yet Another Squad Builder

Take BB-8 on Poe and he is the same cost but still more durable. I think the new X is just superior...

Idk about the proposed Wedge Build. That's 38 points. It just seems too much on an X-Wing. He can dodge arcs like that for days but he is just too expensive if i compare those 2 i know which one i would take any day of the Week.

Wedge Antilles (29)

Push the Limit (3)

BB-8 (2)

Engine Upgrade (4)

Poe Dameron (31)

Push the Limit (3)

R5-P9 (3)

Autothrusters (2)

Total: 77

View in Yet Another Squad Builder

Take BB-8 on Poe and he is the same cost but still more durable. I think the new X is just superior...

Why not just take both?

Poe Dameron (31)

Predator (3)

R5-P9 (3)

Autothrusters (2)

39 points

Wedge Antilles (29)

Push the Limit (3)

BB-8 (2)

Integrated Astromech (0)

34 points

Biggs Darklighter (25)

R4-D6 (1)

Integrated Astromech (0)

Total: 99 points

As fickle and I said above, Engine Upgrade can probably just be left aside, in which case you use BB-8 to help line up shots and ensure you have maximum modifiers every. Single. Time. It also leaves Wedge at a much more palatable 34 points, and frees up the modification for IA which can get you that one, crucial extra round of shooting. Use Biggs to keep Wedge alive that little bit longer, and use Poe as a flanker and late-game finisher. You even get a small initiative bid. It actually looks pretty solid to me.

Edited by DR4CO

I'd rather have r5-p9 on Poe

stiff, yes, but holy **** will you infuriate the hell out of any swarm or tlt player while wedge goes after aces :P

as for IA on T-70s, you probably won't see it until you stop seeing PWTs or TLTs. The novice is simply far too inefficient even with IA and the Red Vet can hunt TLTs like an absolute pro so he probably won't ever leave thrusters at home.

I'm still in the camp of if you're running just x-wings, you need 4

Wedge (ptl, bb-8, integrated astro)

Rookie (r2/r5 astro, integrated astro) x 3

have fun buying four t-70s :P

Wedge, ptl, R2 astro, and IA for 33 points. Its cheap and brutal if not particularly subtle. If you want to dodge arcs take a T-70 or an A Wing these boys are here to joust.

Here's a build I've been experimenting with lately.

Wedge

- Push the Limit

- BB-8

- Integrated Astromech

Porkins

- Veteran Instincts

- R3-A2

- Integrated Astromech

Poe

- Veteran Instincts

- R5-P9

- Autothrusters

With everyone moving at PS9 or higher, I find that I don't really miss Engine Upgrade very much. Unless my opponent gives me initiative, my ships are moving after him, so he's making his decisions blindly. Poe is still able to boost anyway to catch any pesky arc-dodgers.

Porkins and R3A2 are a lean combo for only 29 points as long as you can plan ahead. You don't want to eat the stress if you can afford to do a green move later, and you don't want to take the stress if you think you'll need to K-turn next round.

I really don't like BB-8 with IA, yeah it will keep you alive for another round but it completely neuters your strategy so you won't likely accomplish much with that extra turn. I think that the classic X Wings are at their best when you keep them simple and stop trying to make them fill roles best left to other ships. Make them your anvil and use other ships as the hammer to crush your opponents in between them.

I really don't like BB-8 with IA, yeah it will keep you alive for another round but it completely neuters your strategy so you won't likely accomplish much with that extra turn.

Huh? You'd rather always die than take a 0 point upgrade that might have saved you? I think its pretty clear that if you don't need your mod slot on your X-Wings, you should probably have IA on it, even if it means you have to pay 1 point for an astromech if you didn't have one already. 1 point/free extra health is always extremely useful.

I think that the classic X Wings are at their best when you keep them simple and stop trying to make them fill roles best left to other ships. Make them your anvil and use other ships as the hammer to crush your opponents in between them.

How does paying 1 point for an extra health hurt the XW's ability to be an anvil?

Bb8 doesn't make you an arc dodger (Though you can EASILY dodge arcs)

It gives you full mods without stress and an action that cannot be blocked or obstacled

Adding in the amazing flexibility of the premove roll (navigate obstacles with ease; no need to dodge arcs when you can just bump fools while still focusing; barely move with the green bank and turn into a stationary gun of doom) and bb8 is a shoe in for one point over r2