So everyone seems to love our new astromech friend outside of X-Wing, but I don't see much talk about him in our favorite game! I for one think his low cost of 2 points and his excellent ability (performer a free barrel roll when you reveal a green maneuver) make him a great choice for craft that either need to get up-close and personal, or ones who want to keep their distance. There's really nothing too complicated about it - though you could potentially pull off some seriously dirty tricks with it! Here's a few examples I've brainstormed.
Horton Salm (37)
Y-Wing (25), BB-8 (2), Twin Laser Turret (6), Engine Upgrade (4)
Here, we can see BB-8 boosting a Y-Wing's maneuverability, and making it easier to keep the Y-Wing in that sweet 2-3 range band for Horton's ability and the TLT. It could reveal a green maneuver (a simple 1 or 2 straight), perform his barrel roll as soon as the dial's turned over, move, then boost - keeping him where he needs to be range-wise, and allowing him to enter turns without having to use a non-green maneuver if need be. The obvious weaknesses are the lack of natural maneuverability, which means tight spots can break it's movement "chain", and the high cost of 37 points. One could do this configuration for cheaper with lower pilot skill Y-Wings, of course but then you lose Horton's ability to really make the TLT shine.
Gray Squadron Pilot (32)
Y-Wing (20), BB-8 (2), Twin Laser Turret (6), Engine Upgrade (4)
For ten points more, though, you could have this nasty piece of work:
Corran Horn (47)
E-Wing (35), BB-8 (2), Sensor Jammer (4), Push the Limit (3), Stealth Device (3)
With a boosted 4 agility, the ability to barrel roll before moving, Push the Limit off that Barrel Roll, perform the green maneuver to clear stress, then perform your regular action could turn everyone's favorite E-Wing pilot into an arc-dodging jouster from hell. One could shave off two points to get Fire Control System (though this affects his overall survivability a little) for a touch more offensive capability. Evade's a no-brainer for the PTL off the Barrel Roll, followed by a Focus (or, if necessary, Target Lock) after the move. This also gives you the ability to keep an Evade ready in case you happen to bump into another ship, meaning you won't get utterly screwed by a bad move.
Now, for further maneuvering shenanigans, we have one that's a personal fave of mine:
“Blue Ace” (35)
T-70 X-Wing (27), BB-8 (2), Advanced Proton Torpedoes (6)
While I hate that he can't take an Elite upgrade, this fella brings a sort of "Budget Ace" to the table. The free barrel roll followed by a green straight or one bank, followed by a boost that can be any maneuver at Speed 1 means he can find a target and hug them, letting him get into prime position to fire off the Advanced Proton Torpedos' devastating 5 attack dice. One could alternately do it with a Red Squadron Veteran, as such:
Red Squadron Veteran (37)
T-70 X-Wing (26), BB-8 (2), Advanced Proton Torpedoes (6), Push the Limit (3)
Same cost, 1 less Pilot Skill, but he has that oh-so-good Push the Limit. While he can't do epic looping shenanigans like Blue Ace with his ability to use the Turn temples for boosting, this guy can buff himself far more reliably thanks to PTL. One could go even cheaper, as such these:
Red Squadron Veteran (31)
T-70 X-Wing (26), BB-8 (2), Veteran Instincts (1), Autothrusters (2)
Red Squadron Veteran (32)
T-70 X-Wing (26), BB-8 (2), Veteran Instincts (1), Stealth Device (3)
Red Squadron Veteran (33)
T-70 X-Wing (26), BB-8 (2), Veteran Instincts (1), Shield Upgrade (4)
With the T-70's Boost, BB-8's ability really helps the lucky fighter that gets him pull off some serious maneuvering shenanigans, making it an even harder craft to pin down. What of the old X-Wings, though? Who could benefit from our lovable little ball the most?
Biggs Darklighter (31)
X-Wing (25), BB-8 (2), Engine Upgrade (4)
While no one can replace R2D2 in Biggs' heart, BB-8's a good friend too, especially with an Engine Upgrade or Shield Upgrade. The ability to Barrel Roll before moving helps him with lateral shifts, which means it'll be all that easier to stay at your enemy's Range 3 - where you want him to be. But then there's everyone's favorite X-Wing jockey...
Wedge Antilles (38)
X-Wing (29), BB-8 (2), Push the Limit (3), Engine Upgrade (4)
Now this is a setup that should be a lot of fun. If he can close in on a target (aided by BB-8's Barrel Roll-ing and the Engine Upgrade's Boost), he can perform a similar tactic as to Corran above, trading off the sheer firepower from Corran's double-tap ability for Wedge's agility-reducing one, making his just a little more efficient overall.
Sadly, that's all I have for now. I've looked at every other Astromech-using ship (aside from Poe - but Poe & BB-8 is as obvious as Luke with R2-D2!), but I can't think of anyone else who'd really benefit from the ball. Feel free to give your input - this is my first time writing any sort of "tactical"/theory-crafting article for X-Wing, so any comments, critique, and the likes would be greatly appreciated!
