Autoblaster + Accuracy Corrector? Viable?

By Darkcloak, in X-Wing

One generates hits that can't be cancelled by defense dice, the other adds two hits regardless of rolls.

As far as I can see the only ship that can take a system upgrade and an autoblaster of some type, in this case the r1 cannon, is the B-Wing.

So is this a viable combo for a B-Wing or am I just spitballing? The B-Wing gets 4 dice at r1 but even reds can fail right? No use for a focus if you can't roll a blink. Is the chance of 4 hits better than two nearly guaranteed hits? Unless I miss my mark the AC hits can only be cancelled by Evade tokens right? That's no laughing matter.

Edited by Darkcloak

It is not viable, mostly because the Autoblaster is horribly overpriced for how easily avoided it is. Secondary weapons also don't get range boni, so it is just three dice. If you like the Autoblaster effect (who doesn't love to ignore dice?) have a look at Autoblaster Turrets, those can be really effective, although they, too are a bit nieche. At least they are costed well at 2 points, shooting with just 2 dice.

Yeah the autoblaster kinda sucks in both formats. However Accuracy Corrector adds two hits to your dice roll, cancelling your other dice. Seems lame until you pair it with the autoblaster, whose hits need Evade tokens to cancel.

Also, I was pointing out that at range band 1 the primary weapon attack of a B-Wing would equate to 4 dice, thanks to its native attack value of 3. I thought that was a given and this is why I phrased the statement as I did.

I agree that it's maybe not the best platform for a B-Wing, since that ships role seems already well established. But perhaps there is a ship that can take this combo other than the B?

In any case, let's say you could get AC on a ship that could take the superior autoblaster turret. Would it be worth it and which ship would it work best on?

I originally wanted to put this combo on a HWK! But alas no system slot...

Edited by Darkcloak

I believe its possible... but viable? R1 two dice guaranteed hits in arc... of a B-Wing. I'd sure like to line up anything on the other side of that :) 30 points for a blue sq pilot with the above.

You're honestly better off using Ten Numb and calculation at 32 points, guaranteed crit goes through at any range!

Yeah wow, 30 points? Lol... Definitely not a trick for the B-Wing.

Evade tokens do not cancel Autoblaster hits.

Evade tokens do not cancel Autoblaster hits.

+1

I think they used to, but they changed the rules so now Evade tokens add another die result.

The viability of this? Not very good, I think it would be too easy to stay out of R1 of the B-Wing. At least you could concentrate on barrel rolling and hope the Acc Corrector doesn't need to kick in.

it depends on the B-Wing's homies, I suppose. If you had something that dealt some Ion damage, maybe it would be a bit easier to pull off, especially vs a high agility target.

Haha, maybe pair it with another equally overpriced underdog, a generic YT-2400 with Outrider and Ion Cannon. If you won, it would be a great "against all odds" story!

Evade tokens do not cancel Autoblaster hits.

Right, this was changed right before Wave 6 came out. They took it even further with the rules that came out with the new core set. Now, spending an Evade token adds a die with an evade result to the defenders dice pool. It can be canceled or further modified just like other dice.

Edited by WWHSD

However Accuracy Corrector adds two hits to your dice roll, cancelling your other dice. Seems lame until you pair it with the autoblaster, whose hits need Evade tokens to cancel.

Accuracy Corrector seems a lot less lame when you stop thinking of it as an offensive upgrade and start thinking of it as a defensive one. With a guarantee of at least two hits a ship's actions are freed up to take defensive or positioning actions while still maintaining decent attack rolls.

Then of course if you toss it on a two attack ship like the TIE Punisher or Advanced, you always get your maximum number of primary weapon hits at range 2 and 3.

I saw a guy play this on a bro-bots list. It worked really well in untimed matches but with the clock going it couldn't do enough damage in time. Very defensive though.

I saw a guy play this on a bro-bots list. It worked really well in untimed matches but with the clock going it couldn't do enough damage in time. Very defensive though.

Yah. My buddy plays them on his brobots and they just murder low HP stuff, especially untimed games.

I don't know about autoblaster, but:

Kavil(24)

VI (1)

Autoblaster turret (2)

Total (27)

I've had mild success with that. The hard part here is keeping a y-wing in range 1 and out of enemy arcs. I would imagine Autoblaster on a b-wing suffers from similar problems.

Edited by Evenflow30

The question isn't so much about how effective it is (it is effective) but more about the primary target and the delivery platform.

Given the combo ignores evade tokens and dice, it is most effective against High Agility/evade targets. Those tend to be Soontir Fel, Corran Horn, and more recently Poe.

Targets also happen to be high pilot skill, and lots of post dial movement, making getting them in arc and range 1 disgustingly difficult. You could counter it with a higher pilot skill, post dial movement ship of your own that has a cannon and system slot, and there exactly 1 of those.

Ten Numb with VI. He's expensive, not particularly fast, and melts under concentrated fire.

Honourable mention goes to IG-88 with VI, but Soontir still runs circles around them

I saw a guy play this on a bro-bots list. It worked really well in untimed matches but with the clock going it couldn't do enough damage in time. Very defensive though.

That was my plan with it originally, pair it wit an HLC. The problem is it being pricy and using up the systems slot. Its a good slap to green dice, except the hardest to hit ships are usually arc dodgers. I gave up on the idea.

The question isn't so much about how effective it is (it is effective) but more about the primary target and the delivery platform.

Given the combo ignores evade tokens and dice, it is most effective against High Agility/evade targets. Those tend to be Soontir Fel, Corran Horn, and more recently Poe.

Targets also happen to be high pilot skill, and lots of post dial movement, making getting them in arc and range 1 disgustingly difficult. You could counter it with a higher pilot skill, post dial movement ship of your own that has a cannon and system slot, and there exactly 1 of those.

Ten Numb with VI. He's expensive, not particularly fast, and melts under concentrated fire.

Honourable mention goes to IG-88 with VI, but Soontir still runs circles around them

Exactly. Autoblaster in theory is great against high agility arc dodging aces. However, alot of the ships Autoblaster can be equipped to have either restricting dials or lower pilot skills than the best arc dodgers. As for attacking 1 or 2 agility ships with it, HLC while more expensive can deal similar if not better damage and has less range restrictions at range 2-3. I don't think Autoblaster really has a "primary target" or a ship its great equipped on compared to other canons. It's just kinda...there.

Autoblasters and Ten Numb's ability seem to complement each other. However in reality the cost of such a build is just too high.

I'm hoping for something that can increase the autoblaster's range to fix it, something like;

Stabilized Weapons Platform: Modification. B-Wing Only. Increase the range of equiped secondary weapons by 1, to a maximum of 3. 2 pts

My only success with Autoblaster has been with Auto-Dash. I took him to a tournament loaded up like so:

Dash Rendar

VI

Autoblaster

Outrider title

Navigator

His escorts were Airen Cracken with VI, Cluster Missiles, and Munitions Failure and two bandits- 98 points for an initiative bid. It was a surprisingly effective build, and most players just didn't know how to handle it. It's very difficult for most ships to stay OUT of auto-dash's donut-hole. With PS9, Navigator, and Barrel Roll he's very good and snuggling right up next to most anyone he wants to. His main weaknesses are getting blocked (though Cracken helps with that) and other PWTs. And of course, at the tournament I took him too almost every single list had a PWT if not two (this was pre MOV change). Even then, I took 6th out of 24+ players. Not too shabby for a very non-standard build.

Try it out sometime, it's a lot of fun to fly. :)

You are a brave person! I also played Autodash once and won, but I would never take him to a tournament.

It's not accuracy corrector but autoblaster seems to play into imperial kath's ability.

Autoblaster is a great technological terror, watching ones opponent face drop as he realizes he does not even get a chance to roll a dice. Yes you can roll those 4 AGI dice and they mean NOTHING!!!! Muha ha ha ha ha!!!!!

I use to play them back before lots of Large Ships and lower AGI ships. But who can carry them, their manueverability, Pilot Skill, and cost really doesn't pan out too well.

I played 2 of them in a couple of tournaments and had great success at times, but couldn't handle an ACE build...that would tear me up. I did get 3rd place in one of them since folks didn't know how to handle them.

I can recommend the autoblaster turret (2 points) with Miranda. She can get into Range 1 more efficiently and can pump 3 attack dice.

The idea is nice, but you equip it at what price?

8 points. 8 points is the price you have to pay for the combo. That's really rough for a combo that has a healthy chance of hardly coming into play.

If you want autoblaster to work, try scum bobba + engine upgrade + veteran instincts.

He's manouverable and fast enough to get most high-agility aces into arc and range, and his ability combines nicely with it.

Still not really worth the points, imo (mangler much better), but at least will work with some consistency.

AB turret and AC on VCX-100