T-70 X-Wing: Autothrusters or Integrated Astromech?

By MalusCalibur, in X-Wing

Since the T-70 expansion came out and Integrated Astromech became available, I've been wondering if it is a viable choice for the T-70 itself. On the surface, it seems that giving up Autothrusters is a non-option - but on reflection, I've considered that close range firefights might suit the ship better than trying to remain at range 3, as Autothrusters requires in order to justify its inclusion.

Anyone else have any thoughts on the matter? Any particular pilots that might benefit from one over the other? How about the generics?

Edited by MalusCalibur

I am a big fan of IA with r2 units. I think you are going to see 4 Blue Squadron novices with IA be a big thing in the coming year. I'm not sure how the math reflects but they have to be just a touch under blue squadron b wings. With better possible staying power, boost, and the talon roll I think this will be one to watch out for.

With all the turrets in the game (even more so with TLTs being so popular), Autothrusters are hugely powerful.

One thing to keep in mind is the possible mass return of PWT large ships due to the recent FAQ in which case autothrusters really shine. Ultimately i'd say that if you are flying generic T-70's then IA would be better as you'll likely have non unique astros in them but the higher PS pilots like Poe definitely want a unique droid for the abilities and tossing it out might not be best idea.

Both options are great and you'd use a different play style for each, I think. Thrusters better for long range and turret engagements. IA you have more versatility in your approach.

A few thoughts I've had:

1.) If you find yourself up close in arc a lot, Autothrusters aren't doing much for you. This is entirely player dependent.

2.) If you don't roll a blank in the situations where Autothrusters activate, they're not doing any good. As T70s only roll 2 dice, this happens sometimes.

3.) If your list is strong against Turrets, but weak against fast, front arc ships, IA might be better, even if Autothrusters is better in a vacuum.

4.) 2 points is 2 points (or 1, if you weren't going to take an astromech in the first place). Those points can be used for something that is also valuable.

I don't think there's a right answer, really. Both are great.

IA is cheaper and more reliable. For certain lists that's certainly worth it.

AT can help block more than one hit, which increases its mileage on the sturdy T-70 frame. Add in a regen Astro and you become a true nuisance.

A cheap Astro with IA is only one point though, which is worthwhile in a different way.

Autothrusters unless you're short on points IMO.

AT is auto-include for Poe. his ability + thrusters = guaranteed evade

everyone else is IA + r2. That gives you a beautiful dial, and regular T-70s get plastered with or without AT

For an upcoming store tournament, I'm looking at running a pair of Blue Squadron Novices with autothrusters alongside a pair of TLT Y-Wings.

I agree with the idea that IA+R2 is probably the more effective way to go, but I've no idea if the T-70 expansion will be out by then, and even if it is, buying two of them just for the extra copy of IA seems a bit over the top.

Still, I do expect to come up against a few TLTs, so I expect AT to do some decent work for me.

I'd make this decision on a case-by-case basis. There isn't a categorically correct answer for all instances of T-70s.

Generally: Autothrusters on Poe, IA on Red Ace (with RD-D2 + Comm Relay), R2 + IA on Novices (Talon Roll all day!). Red Vets are pretty solid with just a Targeting Astro, IA and Crack Shot/Cool Hand. Haven't played with Ello Asty yet so I don't have a recommendation, but my inclination is to run him cheap with VI + R2 + IA.

Auto thrusters will be almost always the correct choice.

Every game you'll be at range three eventually where AT can stop early game damage, against PWT it's a clear winner.

IA could potentially save your ship but the other guy could just roll hits and never trigger it.

Both upgrades have areas they shine and others where they will do nowt.

If facing turrets I'd take AT every time.

Autothusters. Everytime.They need to work once in the game to be more points efficient than IA and they allow you to keep your astromech which can regenerate a shield for you. If you don't have the points for autothrusters for a T-70 then you don't have enough points for a T-70.

Edited by Offswitch

One thing to keep in mind is the possible mass return of PWT large ships due to the recent FAQ in which case autothrusters really shine.

To what change are you referring? I didn't notice any help to PWTs in the new FAQ. But maybe I missed something?

For an upcoming store tournament, I'm looking at running a pair of Blue Squadron Novices with autothrusters alongside a pair of TLT Y-Wings.

I agree with the idea that IA+R2 is probably the more effective way to go, but I've no idea if the T-70 expansion will be out by then, and even if it is, buying two of them just for the extra copy of IA seems a bit over the top.

Still, I do expect to come up against a few TLTs, so I expect AT to do some decent work for me.

T-70s are available in the U.S., not sure about release times everywhere else though. If it does come out wherever you're at, you could always run one of each, which is probably what I would do if I hadn't received multiple for Christmas. With the durability of the T-70 already, autothrusters will probably have plenty of chances to work against TLTs, or any other turret.

Indeed they are available in the U.S., I picked up 3 of them last week.

Edited by Moore1980

I grabbed my TIE/FO and T-70 expansions almost two weeks ago. I watched the new movie, and totally bought the crap out of them. :3

As for the topic at hand, there's really no -wrong- choice! If turrets are at play Autothrusters are pretty much a must, but I have to give it to Integrated for being free. There are times when due to forgetfulness I just don't remember AT is even equipped, and I knife fight anyway. T-70's are pretty brutal! They're like the new B-Wing if you ask me, but all the more appealing for the astromech options out there.

I'm down under in Australia, and in a non-major city to boot. I kind of expect to wait another month in the least before I see them.

Back to the topic at hand, I suspect that IA will really need some more 1-point astros to really shine on the T-70, especially something to help a little with the action economy. But that is also true of running it on the T-65, which is arguably the ship the upgrade was really designed for. R2 is pretty neat as it allows for an easier recovery from the S-Loop, but it's kind of the only really viable non-named option at its cost.

Both IA+R2 and AT do seem like seriously decent options though, and I expect which is better will come down to what's on the table alongside and opposite it.

Certain ships will ignore anything Autothrusters can do for you, but nothing can ignore IA discarding an Astromech to stop damage.

I'd only put Authrusters on a T-70 with BB8, or Poe.

Certain ships will ignore anything Autothrusters can do for you, but nothing can ignore IA discarding an Astromech to stop damage.

I don't think this is the right way to think about it. You can use IA against more types of shots but AT will be able to be used multiple times a turn against more than one type of shot from some of the best ships in the game ie TLT ships, Dash, HLC IGs etc.

A couple rules of thumb:

Autothrusters helps most when you are trying to mitigate damage by not being in arc of those attacking you.

Integrated astromech is best when you are trying to mitigate destruction by tanking damage.

The higher the PS of the ship, the more likely it is to be able to use reposition abilities to get into its preferred range/out of arc.

The lower the PS of a ship, the more likely it is to be a good blocker- which kind of demands being at range 1 or (better) range 0.

So putting all that together: Poe and Asty should probably take Autothrusters. Red and Blue aces probably do as well, as their abilities give them a lot of survivability/reposition. But Red Vet and Blue Novice _probably) want Integrated Astromech.

As above

Plus, oftentimes the best way to beat dash/TLTs is through the doughnut hole

AT seems lovely against them too, but it's nowhere near enough on your non-poe t-70

AT is auto-include for any T-70 with regen (i.e. R5-P9 or R2-D2) simply because your effective hit points could easily be >10 in which case AT will likely save you a ton of hits.

For other T70's, I think IA is only worth it if you actually wanted a droid in the first place. Otherwise, the droid tax is overshadowed by AT in terms of cost-effectiveness IMO.

One thing to keep in mind is the possible mass return of PWT large ships due to the recent FAQ in which case autothrusters really shine.

To what change are you referring? I didn't notice any help to PWTs in the new FAQ. But maybe I missed something?

...

I believe this is a reference to a minor technical change to the tournament rules where you (again) count full points for large ships when determining whether the win is modified or full but then for the Margin of Victory you still count half-points-for-half-health. The previous tournament rules was half-points-for-half-health when determining both Margin of Victory and whether the win is modified/full.

Someone correct me if this is not the case.

link: https://images-cdn.fantasyflightgames.com/filer_public/9f/48/9f486f3a-67af-47bb-a59d-379140f4e9ca/x-wing_tournament_rules_v4.pdf