Are autothrusters worth it if I never face turrets?

By Covered in Weasels, in X-Wing

My gaming group is full of people who don't enjoy flying turreted ships. Should I still take autothrusters on my StarVipers or TIE Interceptors when I am absolutely positive I will not face any turrets, or are there better choices for the modification slot?

It still works range 3 so imo still worth it.

Depends, do you often find yourself at range 2 and 3 instead of 1?

Absolutely. When flying against slippery ships like the Falcon or Poe+BB8, you'll end up in range 3 a lot.

Often an ace like Soontir Fel will find himself in a firing arc despite his best efforts. Autothrusters + the range 3 bonus help make this a very safe place still. Since the range 3 arc is so huge, that opens up a great margin of safety, maneuvering-wise.

Depends, do you often find yourself at range 2 and 3 instead of 1?

I sometimes do when flying Interceptors, but my favorite StarViper pilot is Guri. And of course, Guri spends as much time in range 1 as possible.

How well can you operate at range 3? If you can keep the range and still function then it certainly can be worth it. If you have a hard time working at R3 then it may not be your best option.

Put simply, autotrusters make that almost unavoidable first volley at range 3 inconsequential allowing your fragile arc Dodgers to then break straight for range one where barrel rolls and boosts will work much more effectively for dodging arcs.

So yes, at two points and assuming hats all t does for you all game I'd still say it's worth it

Every time you roll green dice at range 3 and turn a blank into an evade, you have effectively spent 2 points on a hull upgrade. Hull upgrades cost 3 points for one use.

If you can go an entire game without getting shot at from range 3, you're either scary good or need a bit more practice. :)

they are mis-spelled quite often.

the name is "auto-trusters", and I trust them automatically. for good reason ;)

It's always worth paying 2 points to protect 35 points. Don't think there's a special case here.

Here's a question, what if you DO face a turret?

It really depends on your list and if you need the points somewhere else. In alot of games where I have taken Guri autothrusters didn't do anything. she's a knife fighter and wants to be in close

I think a lot of people have forgotten interceptors did win games before autothrusters

When you're at range 1 you can probably dodge their arcs, when you're at R2 you can probably slip into R3, when you're at R3...

...you're at range 3.

It's always worth paying 2 points to protect 35 points. Don't think there's a special case here.

Not when you use Elusiveness.

No turrets at all? Does everyone play Empire? If you remove the turret ships only about half the Rebel ships are left.

No turrets at all? Does everyone play Empire? If you remove the turret ships only about half the Rebel ships are left.

It's not as uncommon as you might think. my place has got like 80% Imperials, most of the rest being Scum.

Between faster, more manoeverable ships and a superior fashion sense, the dark side just has a lot more appeal.

Autothrusters could cost 3 points and not even have the anti-turret thing and it would still be nuts.

Poe at range 3 is invincible. It's good on IG's. When flying 5 Alpha Squadron pilots with 5 Autothrusters if you make the initial engagement at range 3 you're simply not going to take any damage on any of your ships while you'll probably hit something.

It's well worth its points.

Edited by ParaGoomba Slayer

Here's a question, what if you DO face a turret?

Thats unlikely

Here's a question, what if you DO face a turret?

No turrets at all? Does everyone play Empire? If you remove the turret ships only about half the Rebel ships are left.

One guy brought Kyle Katarn once, but besides that I am literally the only person who has ever used a turret. We are quite a small group, to be fair, but we just don't find them as interesting as stuff like A-Wings and interceptors.

So will Autothrusters generally prove more reliable than a stealth device on an agility 3 ship? My experience with the latter has been mixed: either they are great and stay online for most of the match, or my green dice whiff and the ship dies immediately.

I find autothrusters a deterrent for targeting my ships. It makes the opponent want to choose to attack a different ship. So instead of shooting Jake they target a y wing instead.

What makes the autothrusters worth it or not is how you fly with them, not the lists you go against.

Obviously they work best with ships that like to flank and attack from range 3 or out of arc.

If you use them on a list that originally build as flanking and go on and start jousting during the game instead, you wasted the points you spent on them.

Even if you fail to arcdodge some times, when you have autothrusters, it's better to barrel roll or boost to range 3 and gain one evade dice + the autothrusters bonus than stay at range 2 with an evade or focus action.

I think hull on carnor is pretty tempting in your situation, i must say.

And yes I think that if you play your flanking attack correctly, against an opponent with inferior ps, you can easily go a game without getting shot at in R3 (with that flanking ship).

Mind you, it also sounds like your group is ripe for some turret spam! :D 2y's with agromech, two hwks with tactician, all rockin the tlt? That'll learn 'em!

Do you currently use them? How often do they make a difference?

Have you dropped them? Did you notice their absence?

Is there something else you could spend the 2 points on that you would use more often?

What could you get more mileage out of is the real question if you are CERTAIN you won't face turrets? If you're taking Vipers and Interceptors there aren't a lot of options for that mod slot at 2pts. That is yet another reason AUTOTHRUSTERS are almost autoinclude; there is just no other viable option at 1-2pts in the mod slot.