AAAAAND Targeting Astromech sucks.

By stevensonson, in X-Wing

Why is everyone focusing on what this does for the X-wing and not looking at what this does for the E-wing? I have found Etahn to be very helpful and now pairing TA to stay on target makes the red that much less painful. But I know competitive didn't like the E-wing out side of Corran...

Because the E-wing already has access to Fire Control System which grants free target locks, is much more reliable and also 2 points.

Obviously, if you want to free up the system slot for advanced sensors, you eat up the Astromech slot.

Etahn is capable of the exact same tanky shenanigans as Corran and was only left behind due to lower PS and less immediately awesome ability

TA on him doesn't feel particularly strong (hell, it doesn't feel particularly strong on anybody; that's what happens when it's situational as all hell but still priced at 2 points)

only Jek can really abuse the crap out of this thing + SoT; problem is he might just kill himself doing so

You dissapoint me. Think about Hobbie: Perform the manouver and aquire stress in the process, aquire a target lock, shed the stress, get an action on the perform action step. Pretty strong on him!

oh yeah, a 27 point ship that only gets full mods when performing a single manuever

incredibly powerful, the new soontir fell; 10/10

Sure it is no Fel, but it is a nifty combo. It is the perfect joust ship and it is rather cheap so it fits into 4 ship builds. I am excited for that new Hobbie.

It's always great to get a new hobbie, right?

The more I think about this, I kind of like TA with Hobbie. Turns him into quite the jouster. Perform your K (and stress); TA activates giving you a TL, which Hobbie's ability then removes. You're then still free to perform a regular action ( focus, duh!). And if you've played it right, you're on your opponents tail with a TL and focus.

Great point Dr! It's a properly lovely astromech for Hobbie, which basically gives him a green k-turn: the (maneuver + action - stress) for his K is pretty unique in the game.

Unique, powerful jouster upgrade, making a really mean 6 health, 27pt ship. It's a great card, that probably raises Hobbie up to a competitive level. Move over Vess!

It's cute. It might win you a friendly game if the rest of your list is up to scratch.

It won't do well competitively, because your entire strategy hinges around pulling off a single maneuver, and it's quite obvious if you're taking a Pinkbot Hobbie what your plan is. If you telegraph that you want to keep K-turning, you're just making it easier for your opponent to block it.

note, it does not give Hobbie a basically green K

you can't K while already stressed (tactician, r3-a2, debris etc.)

It's cute. It might win you a friendly game if the rest of your list is up to scratch.

It won't do well competitively, because your entire strategy hinges around pulling off a single maneuver, and it's quite obvious if you're taking a Pinkbot Hobbie what your plan is. If you telegraph that you want to keep K-turning, you're just making it easier for your opponent to block it.

Well then don't and you are in a good spot! Just because you have a combo at your disposal that is quite potent doesn't mean you have to do it every turn.

It is not green, but it makes his action economy crazy on turns where other ships have none at all. The ability to repeatedly k-turn also shouldn't be underestimated. I see this ship in a good spot, capable of competing.

It's cute. It might win you a friendly game if the rest of your list is up to scratch.

It won't do well competitively, because your entire strategy hinges around pulling off a single maneuver, and it's quite obvious if you're taking a Pinkbot Hobbie what your plan is. If you telegraph that you want to keep K-turning, you're just making it easier for your opponent to block it.

So for two points I lure my opponent into a cunning plan where I dictate his maneuvers? Sending him to block a K-Turn that *WON'T* arrive?

That's worth two points right there.

Headgames. Gotta love'em.

So I had a thought concerning Hobbie;

Since a blocked K-turn is still a red maneuver, he will get the target lock to clear stress. Hobbie essentially has a dial with no reds thanks to TA. He is not going to be super competitive at PS 5, but at least it will be fun to not have to worry about receiving stress with him.

I'd use it on Luke or wedge with SoT, dutch, maybe a generic y wing or t70. Doesn't do nearly enough to make the ps7 or less x wings good or competitive.

I'm also wondering if Engine Upgrade has a place on TA Hobbie. I can see the ability to k-turn then boost to be useful for if you k-turn and your target isn't where you expected them to be, or even just for those times when you need to turn around fast, but want to vary which direction you're pointing afterwards.

I'm also wondering if Engine Upgrade has a place on TA Hobbie. I can see the ability to k-turn then boost to be useful for if you k-turn and your target isn't where you expected them to be, or even just for those times when you need to turn around fast, but want to vary which direction you're pointing afterwards.

If you have the point to spare, giving him a torpedo might not be a bad idea for an effective shot after k-turning.

Edited by Red Castle

Good point, I forgot that EU and IA were competing for the same slot. IA it is then!

I fully expect tractor beam to prevent boost and barrel roll actions. But we'll see.

The lack of boost on Xwing is not a "problem". It is a design choice. The problem is that they cost too much. This droid does too. IMAO.

you've got to hit the enemy first.

ion cannon's supposed to limit dodgers just as well, buuuuuuut it doesn't.

lack of boooost = lack of high PS use. because why bother with it if you still can't do hell with that knowledge of who's where, when you have 0 ability to react.

IA fixed basic X-wings, but no fix for the "high echelon"

Ace of your choice

Stay on Target

Targeting Astromech

Integrated Astromech

Could be pretty nasty.

Generally falls in the 30 point range.

Wedge is already 29 stock.

slap SoT and TA on him and he's already out of 30 point range.

and grinds his teeth to dust the following turn, looking at his AWESOME *sarcasm* greens

Edited by Warpman

I fully expect tractor beam to prevent boost and barrel roll actions. But we'll see.

The lack of boost on Xwing is not a "problem". It is a design choice. The problem is that they cost too much. This droid does too. IMAO.

you've got to hit the enemy first.

ion cannon's supposed to limit dodgers just as well, buuuuuuut it doesn't.

lack of boooost = lack of high PS use. because why bother with it if you still can't do hell with that knowledge of who's where, when you have 0 ability to react.

IA fixed basic X-wings, but no fix for the "high echelon"

Flatchet torps are cheaper than EU and don't have to hit to ruin the day for Soontir or Vader. They give ya three of em on the Transport but I guess they weren't the 'fix' everyone was looking for then either.

And why are we trying to turn Wedge, Luke and The boys into arc dodgers? If we are trying that then Stay on Target with TA has to be at least as good as Expert Handling with R2 for some quasi-dodging.

I fully expect tractor beam to prevent boost and barrel roll actions. But we'll see.

The lack of boost on Xwing is not a "problem". It is a design choice. The problem is that they cost too much. This droid does too. IMAO.

you've got to hit the enemy first.

ion cannon's supposed to limit dodgers just as well, buuuuuuut it doesn't.

lack of boooost = lack of high PS use. because why bother with it if you still can't do hell with that knowledge of who's where, when you have 0 ability to react.

IA fixed basic X-wings, but no fix for the "high echelon"

Flatchet torps are cheaper than EU and don't have to hit to ruin the day for Soontir or Vader. They give ya three of em on the Transport but I guess they weren't the 'fix' everyone was looking for then either.

And why are we trying to turn Wedge, Luke and The boys into arc dodgers? If we are trying that then Stay on Target with TA has to be at least as good as Expert Handling with R2 for some quasi-dodging.

yep, they don't have to hit, but at TL requirement and a mod slot filled with Failsafes they don't come close to rebel stress-induction provided by the TLT.

Because either you are an arc dodger, arc dodger food or PS10+ whom the arcdodgers can't....erm...arcdodge o_o

IF one aims on them becoming viable, there's BB-8+PTL combo. Targetting astromech isn't actually an X-wing fix, it's really more of an Y-wing thing.

and Stay on Target is Farlander's "That's my EPT" favourite choice.

IA already helped generics, but ace-T65 fix is either on it's way or failed miserably.

Flatchet torps are cheaper than EU and don't have to hit to ruin the day for Soontir or Vader. They give ya three of em on the Transport but I guess they weren't the 'fix' everyone was looking for then either.

Wait what? Are you trying to imply Rebel players are ungrateful for Flechette Torpedoes not being an X-wing fix? They're awful on X-wings, because you pay 2 points for a one off unmodified attack + stress on some small ships that you also have to give up a defensive focus to use.

Flatchet torps are cheaper than EU and don't have to hit to ruin the day for Soontir or Vader. They give ya three of em on the Transport but I guess they weren't the 'fix' everyone was looking for then either.

Wait what? Are you trying to imply Rebel players are ungrateful for Flechette Torpedoes not being an X-wing fix? They're awful on X-wings, because you pay 2 points for a one off unmodified attack + stress on some small ships that you also have to give up a defensive focus to use.

What do you want for 2 points? It's a one time for sure stress token that might cause damage as well. Good enough. How many times in one match do you need to stress ships? How many times does the wonderful TLT stresshog get to stress targets before it gets blowed up or just not needed anymore because there's only so many arc dodging aces in each list.

And no i don't believe the flatchets were anything like a fix. It's so wierd how they stuffed the Trasport with em though.

Giving a Flechette Torpedo to Hobbie with a Targetting Astromech might not be a bad idea.

Make your K-Turn - Gain a Target Lock - Clear Stress - Take a Focus Action - Shoot your Torpedo for a 3 dice+Focus attack and give a stress.

Two possible scenario:

1- if your target also k-turned to continue the joust, it's now double stressed (except for Defenders).

2- if you are behind the target after the k-turn, you can continue to tail it one more turn.

Also possible to stress the target the turn before k-turning so you can get behind it next turn for a F+TL attack.

I think it's pretty handy, but won't set the world on fire.

T65 has 1 red move. Granted K turns are pretty strong positioning, having actions when you do them is also strong, but as we see from the defender, can't carry a ship on its own. With IA, you're choosing between R2 and targeting astromechs for your extra hit point so it's more based on your opponents squad as to what's more useful.

Named T65 pilots, depends on abilities and EPT. This is something that synergises with stay on target other than Keyan. Hobbie is also a strong contender.

T70 generics get more from this as they have 3 red moves and are less predictable as a result. Being more expensive, their overall cost doesn't increase as much.

Overall, not a fix, a slightly underpowered card with some strong specific interactions. I'm not down on the upgrade, but it won't change the meta.

I think a Rookie with Targeting Astromech, Intergrated Astromech and Flechette torpedoes is pretty solid 25, but I also would run 4 of them.

Blue Squadron Novice (24)
Targeting Astromech (2)

Blue Squadron Pilot (22)
Fire-Control System (2)

Blue Squadron Novice (24)
Targeting Astromech (2)

Blue Squadron Pilot (22)
Fire-Control System (2)

Total: 100

View in Yet Another Squad Builder

The way I fly X-Wings, I will often fly them away at angles good for K-turns and have them converge on something from multiple angles.

A free TL is nice. I'm a big fan of R7's even on non-Tarn ships, but this /rewards/ me for doing a K-Turn instead of penalizing me. It allows me to almost always get actions off.

If this card was just K4 Security Droid in the astromech slot it'd be boring and power creepish. Not everything needs to be able to do 5 actions a turn. You don't deserve a free action for doing that green one bank you were going to do anyways.

I like this card, it's interesting. It's also nice to have an Astromech that fits well with Y-Wings. On T-70's it's even better with Talon Rolls.

I like that list Raykaydos, seems fun.

Edited by ParaGoomba Slayer

Blue Squadron Novice (24)

Targeting Astromech (2)

Blue Squadron Pilot (22)

Fire-Control System (2)

Blue Squadron Novice (24)

Targeting Astromech (2)

Blue Squadron Pilot (22)

Fire-Control System (2)

Total: 100

View in Yet Another Squad Builder

You forgot Integrated Astromech. :P

I think the most annoying aspect of all of this, is not that TA is truly awful, it's not, it's just a (yet another) highly situational card, but that yet again it's a missed opportunity to really improve the range of trashcans. Rebel astro droid carriers are still hobbled with highly situational droids, where a couple of really good solid 1-2 or even 3 point choices offering action economy or more shenanigans for the sorely shenanigans-strapped T-65 would make a world of difference. Scum have actually got more useful droids (barring rebel uniques). I'd love to take unhinged or agromech on a T-65 or Rebel BTL-A4 and the Y gets more use out of the two 1 point generics than the T-65 ever has.

I don't agree with the argument that a K4 clone droid is wrong because it rewards you for doing derpy greens. Fine, but no more than you benefit from doing greens to clear stress. If anything it makes you more predictable and forces you to choose to go slow. If TA worked on white moves it would need to cost at least 5 points, as it would be borked on an X Wing dial. Why shouldn't making slower, more predictable and also more efficient moves give you some benefit, if you have a droid that can take advantage of them (BB8 says Hi)?

The T-65 is not an interceptor, it doesn't have an interceptor dial, it's designed to do different things - slow moves to maximize weapon coverage whilst hammering fire into targets. A K4 clone would be thematic in that sense. The Y Wing would also benefit from a K4 clone as it would allow it to become a better ordnance carrier - crawling foward using action economy boosts to fire Torps. Or are people going to argue that a droid that improved ordnance carriers is OP and unthematic because they already exist for scum?

So come on FFG! Give us poor schmucks (the ones that play your game and bankroll your company), a couple of really good astro mechs to tie IA to, instead of hobbling the T-65 'fix' (and I say fix through gritted teeth) to the mostly useless range we have now. Either IA is the 'fix' because there are astro mechs we SHOULD be taking, or else give us a card that lets us fill the droid socket with concrete. Because even lugging that much deadweight around would be preferable to being forced to take the astro-jank we currently get, to improve a fighter you misdesigned in the first place.

Edited by phocion

R5, R2-D2, R3, R7, astro and now targetting are all strong unique upgrades to qualify your ship for your extra free shield. There were 5 mechs in the world final. Will the X-salt never stop?