AAAAAND Targeting Astromech sucks.

By stevensonson, in X-Wing

Dutch Vander can also use this after a Kturn or red maneuver to get a target lock and pass one on to another nearby ship. This also allows BTL Ywings to pull a Kturn and have the ability to modify dice. Imagine using an ion turret hitting an opponent and then Kturning to get behind him with a target lock to ionize him again.

Yeah, it's kinda ass

The problem with the trigger isn't just the sorely limited maneuvers, its that you can't spam reds but once every other round

So for everyone going "Ywings!" Yeah just check out those greens, all 2 of them

Really janky and situational

The FOs are much more generally appreciable (makes sense, need to catch up to Poe)

No it's okay you just take the astromech that makes three moves green...oh wait.

We just had our hearts set on it costing 1 point.

We just had our hearts set on it costing 1 point.

where it would have been useful and have a cost reflective of its incredibly situational usage

I like this mech. It may not be an auto-include or anything, but as the discussion in this topic suggests, it breathes new life into some under used pilots. When is the last time someone seriously considered Hobbie? Dutch? Even Porkins seems new utility. Similarly, generics will find good use in this little guy. 23-25 points for a generic x wing pilot isn't horrible and provides a decent option when trying to fill gaps in a list.

We just had our hearts set on it costing 1 point.

That tends to be the downside of many upgrades. Man, was Extra Munitions pumped up far, far more than what it was going to be.

Outlaw Tech has a very similar ability but assigns a focus token instead of a target lock. While target locks aren't as flexible as focus tokens, Pinkbot can be discarded to Integrated Astromech, so I'd say they are about equal in effectiveness. I use Outlaw Techs quite often in my Scum lists and their price seems fair. I think this guy would've been too strong at 1 point, and I for one look forward to using it after the T-70 is released.

Dutch Vander can also use this after a Kturn or red maneuver to get a target lock and pass one on to another nearby ship. This also allows BTL Ywings to pull a Kturn and have the ability to modify dice. Imagine using an ion turret hitting an opponent and then Kturning to get behind him with a target lock to ionize him again.

Unless you run him without a turret/as BTL, Dutch will only ever K-turn when he is completely out of the fight usually leaving him in a position where everyone ells is to far away to get a target look or make use of his ability.

Outlaw Tech has a very similar ability but assigns a focus token instead of a target lock. While target locks aren't as flexible as focus tokens, Pinkbot can be discarded to Integrated Astromech, so I'd say they are about equal in effectiveness. I use Outlaw Techs quite often in my Scum lists and their price seems fair. I think this guy would've been too strong at 1 point, and I for one look forward to using it after the T-70 is released.

Outlaw tech is great on ships like the YV which has a variety of red maneuvers. X-wings have one. It seems like an OK card but the ships that can take it could really use a good to great upgrade. Aces like Poe and Corran aren't likely to bother with it so a 1pt cost is not going to break anything.

Dutch Vander can also use this after a Kturn or red maneuver to get a target lock and pass one on to another nearby ship. This also allows BTL Ywings to pull a Kturn and have the ability to modify dice. Imagine using an ion turret hitting an opponent and then Kturning to get behind him with a target lock to ionize him again.

Unless you run him without a turret/as BTL, Dutch will only ever K-turn when he is completely out of the fight usually leaving him in a position where everyone ells is to far away to get a target look or make use of his ability.

I think you run this especially for a BTL Dutch.

Please help me out here. I've read the entire thread just to make sure I wasn't missing something, but it wasn't explained.

Why is it bad that the Koiogran Turn is so easily blocked? At least two people have said this, but from my readings of the rules and the FAQ, it seems like this droid would still proc if your K-turn is blocked. That's not terrible. Take a target lock when you can't be shot back. Of course, the following round or two could be a bit rough trying to draw a bead on your target without getting lit up, but it's better than getting your K-turn blocked and NOT having a target lock, right?

Or am I totally wrong, and "after you execute a red maneuver" means you have to complete said maneuver?

Y-Wings just keep on getting better and better...

:lol:

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Man, if these people get this upset about one upgrade in a miniatures game I really don't wanna be around here when the new movie hits.

Y-Wings just keep on getting better and better...

:lol:

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This is actually my biggest beef with the card - I'd been really kinda hoping for an Astromech that was better on the X-wing than the Y-wing, given the X-wing is the ship that wants the most help (And has the most excitement coming in the same pack, what with Integrated Astromech once again).

The Y-wing already gets more out of R2 and R5; now we just have yet another generic droid that suits Old Faithful better than the ship it came with. And generics matter; uniques are fun, but lead to centrepieces, not solid filler, and the Y-wing is rapidly sucking up all the oxygen in the low-20s rebel fillers as-is.

Targetting Astromech is just one more reason to start fielding Eaden Vril like all the time.

Y-Wings just keep on getting better and better...

:lol:

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This is actually my biggest beef with the card - I'd been really kinda hoping for an Astromech that was better on the X-wing than the Y-wing, given the X-wing is the ship that wants the most help (And has the most excitement coming in the same pack, what with Integrated Astromech once again).

The Y-wing already gets more out of R2 and R5; now we just have yet another generic droid that suits Old Faithful better than the ship it came with. And generics matter; uniques are fun, but lead to centrepieces, not solid filler, and the Y-wing is rapidly sucking up all the oxygen in the low-20s rebel fillers as-is.

We of The Y-WING Clan understand your points... but have little sympathy for the old T-65.

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It is our time to shine as monsters from The Old Folks Home!

:lol:

Love X-WINGS... then just play T-70's.

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Kinda funny because for two years Y-WINGS sucked and people kinda hated them.

:D

AutoThrusters will save me!!!!!!! :lol: DIE YWINGS!

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Man, if these people get this upset about one upgrade in a miniatures game I really don't wanna be around here when the new movie hits.

You should see the Kanan thread. They say the sky is falling and X-Wing is ruined for ever. Same old, same old.

Yeah, it's kinda ass

The problem with the trigger isn't just the sorely limited maneuvers, its that you can't spam reds but once every other round

So for everyone going "Ywings!" Yeah just check out those greens, all 2 of them

Really janky and situational

The FOs are much more generally appreciable (makes sense, need to catch up to Poe)

No it's okay you just take the astromech that makes three moves green...oh wait.

There's still the whiff of a hint that we will get something that allows two mechs... After all, why design a card that refers to "one of your astromechs" if such a thing isn't in the pipeline?

AutoThrusters will save me!!!!!!! :lol: DIE YWINGS!

Oh-No you didn't!!!

:angry:

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Oops... clipped an old slow-ass T-65, entirely on accident!

:D

Dutch anyone

Ja, ik! Onder andere, er zijn er meer natuurlijk.

I walked right into that :lol:

I don't know if it's been said before, but I think this droid could be interesting on Luke with Stay on Target and Integrated Astromech for 32 pts: Change your maneuver at PS8 if you need to, gain a TL, and you still have your natural ability to protect yourself.

FFG has had several chances to fix the Xwing...why don't they just fix it already!?

It is good with stay on target as well.

FFG has had several chances to fix the Xwing...why don't they just fix it already!?

They did. It's called Integrated Astromech.

I like the idea of 4 Red Squadron Pilots with Targeting Astromech and Integrated Astromech. But what if instead you left them as Rookies and gave each of them Flechette Torpedoes? I imagine it would make the Palpatine-Aces list a lot more manageable, and could help the X-wings lock down Corran before (or after) they've dealt with Dash. Also potentially helpful against IG-88s. I don't think it's meta-shaking awesome, but I really like how the droid can let you fire these babies off a K-turn. Cool possibilities.