Finding the moment to use Integrated astromech

By nikk whyte, in X-Wing

So with store championships breathing down our necks, and new toys in the toolbox to use, my squad will receive a small boost in the form of integrated astromech. In my chosen build, I only have 1 x-wing - wedge with BB-8. Giving wedge that little bit of wiggle room in maneuverability has been a good send, makes him almost impossible to block, and improves his turning.

But when should I blow the integrated astromech and send BB-8 careening wildly through space? Obviously, you use it to block the kill shot, but is there ever a point before hand that you would jettison your droid? If you knew this was their best shot to get you, and would have to spend turns reacquiring you after word, do you blow it then to weaken their best shot at you? It's going to be used at some point. I think I'd almost rather blow it in the mid-game, while I have more than 1 health left, in case the kill shot is overkill and it becomes ineffective.

What do you think?

I can only see if there is a crit so bad that you need to block it.

Either that or you hate BB-8 for some reason and like to eject him as soon as possible....

Maybe to prevent a Direct Hit or a Crit that prevents you from doing what needs to be done the next turn.

I've been running 3 T-65's locally, and it's doing well. Classic Wes, Wedge, Luke. I'm having the same problem with IA, there hasn't really been a great time to use it, always seems the kill shots do enough damage to bypass IA altogether.

... but is there ever a point before hand that you would jettison your droid?

Either to save your life or for a crit you don't want. Never for a facedown damage that won't kill you.

If you jettisoned early that later overkill shot would have just been a kill shot. And maybe avoidable all together if you hadn dumped BB early.

IA for kill shots and especially nasty crits only.

... but is there ever a point before hand that you would jettison your droid?

It's hard to define a strict threshold for when to jettison, but I would guess that you'll know it when you see it.

That was my exact experience.

When you're in the trench and Vader is locked onto you and hits you with that free crit result.

I don't think Of it as edjecting your droid, as much as using to repair, therefore losing its other function.

Crebbok has a good answer.

I'm using IA on Tarn Mison with R7. Probably the best 25 points you can spend in the Rebel faction.

I will also betaking a stress bot with two B-wings with FCS. Very solid list.

For clarity sake, what's the timing on using IA? The general consensus seems to be "check out the crit then toss it" but that doesn't seem quite right

For clarity sake, what's the timing on using IA? The general consensus seems to be "check out the crit then toss it" but that doesn't seem quite right

"When you are dealt a damage card", so you look at the card, and then chuck the droid if you want.

For clarity sake, what's the timing on using IA? The general consensus seems to be "check out the crit then toss it" but that doesn't seem quite right

"When you are dealt a damage card", so you look at the card, and then chuck the droid if you want.

I am guessing you are not allowed to look at the bottom of a facedown card? In case the enemy has some ability to flip over cards, like Colzet, choosing to discard a facedown direct hit might save you down the road, but looking at the bottom might be cheating.

Edited by Vulf