New to the forums, with a question about T-70s

By delenmast, in X-Wing

Hello everyone. I go into this game at release but and stopped shortly after Wave 2. Just got back into the game with some friends and now I am beating myself for taking that break every day.

So my question is are T-70s just that much better than T-65s? It seems that T-65s still edge out pilot wise. Both have access to Integrated Astromech. I mean the Boost on T-70s seems great, but I always felt that X-Wings of any kind needed that focus or TL.

What am I missing?

Thanks for reading

if you're still happy and comfortable flying without boost (and AT..), then the T65 -with IA- is a still viable ship - maybe even underestimated. I'd continue to fly the real thing, then. you already have it, it is more iconic and looks cooler any day.

you can still dib your feet into t70waters once you get unhappy - but why should you? ;)

So my question is are T-70s just that much better than T-65s?

They're better, but how much depends...

If you take away the point difference, they're a ton better. More HP's, better dial, boost, ect... But when consider points, they're only a bit better.

The T-Roll can be quite useful, and they can TL or Focus like the T-65 can. They have boost as an option, which means sometimes you can shoot and not get shot back which is better than a TL+F shot in most cases.

Then there's the extra shield that makes things like R2-D2 and such even better.

Welcome to the forums!

With access to integrated astromech for the T-65, they are both pretty capable ships. I don't think I would say one is a better option over the other. They fill different enough roles that you can just fly whichever feels better to you.

We now know (we didn't know until table testing) that jousting value is highly dependent on attack dice. Not hull or defense. So in that sense: once you get near 24 points, you basically become like a defender. You begin becoming overcosted for 3 attack and really really require crazy mobility to make up that jousting value.

So basically the naked ps2 t70 doesn't seem to be the best value so far. You have to want the tricks and gimmicks. It also will basically want auto over IA. So no... The ships don't really share IA.

Also boost is drastically reduced in value at low PS. As we see with ps 1 interceptors.

The old X is more cost efficient now. With IA. Also cheaper.

New X wants auto. Is more of a long term player.

In sum:

Either are fine. Take what you need.

Old X for firepower

New X for mobility blocking and auto

Thanks for the replies. I already feel like I am knowing more about this game. Knowledge is power!

I tend to find that in the grand scheme, T-70s are way more versatile than T-65s are. They have just enough improvements over the T-65 that it makes them able to fill any role easier. The addition of a boost, T-Rolls, faster green, and additional shield makes a T-70 very capable. It may seem on the outside to be a minor improvement, and it could accurately be described as what the T-65 should have been like to begin with, but... that doesnt matter.

The point is, both the uniques and the generics have their place. Don't let anyone tell you otherwise. PS2 generic? R2 and IA. Cheap, agile, and durable blocker and skirmisher for only 25 points. PS4 generic? Crackshot, R2, and IA. 28 points of meta-shaking power. Hits above the current PS2 standard, the Crackshot and R2 give it a better chance of following and doing damage to aces. Throw 2 of those in a list, a PS4 stresshog, and a Tala Squad pilot with a hull upgrade... this is impressive damage and control projection, with an extremely high HP count, you have a counter-meta list on your hands.

Blue Ace... Eh. Havent found a use for him yet, but i will. I've been toying around with R2-D6, IA, and PTL. I tend to stick him in a list that has Decoy somewhere in there to take advantage of his superior agility, so that he might out-dodge enemy aces. The great thing is, that with a recent ruling, using IA to pop out R2-D6, this doesnt actually remove PTL. Since PTL was placed before the game started, that's a permanent upgrade to the person it's on. Essentially, it's literally a shield with no loss in using it.

Red Ace is the tankiest thing ever when you put her with R2-D2 and Comm Relay. IA or AT is up to you. You do not want to face her late game, which you almost certainly will. If i can fit her in with an ace that my opponent wants to kill early, like Poe, Wedge, or TLT Horton, it guarantees that she will live long enough to clean up late game when the handful of enemy ships left can't do enough damage to kill her with her regen and dodgy-ness. It's kind of a win-win, because even IF my opponent focuses fire on her, that means that ace gets to clean house while they focus fire on her. The only thing is that she's not cheap, she needs a minimum of 7 additional points to her natural 29 points be run properly. That's a total of 36 points, which can become steep when another ace is in the list. Still though, she makes things hard for the enemy, no doubt.

Red Ace with R2-D2, Comm Relay, and IA; Poe Dameron with VI, R5-P9, and AT, and a PS2 Stresshog. Who does the enemy shoot? Poe? Stresshog sets up for a domination late game by Red Ace. Stresshog? Poe lays into them and Red Ace survives. Red Ace? Poe lays into them and the Stresshog locks them down. Split their fire? They'll never do enough damage to be able to significantly dampen ANY of the three, especially when 2 of the 3 are regen, and the 3rd has 8 HP. No matter who they shoot at, the other two make things bad for them. Losing the stresshog isn't even a big deal. Chances are it'll survive at LEAST 2 rounds, and by then it and the other two have given back as much as they've taken. By the time the SH is dead, and one of the two remaining ones are dead, the last surviving squad mate will be able to easily seal the deal. This list becomes better once the G1-A comes out, because you can put Adaptability on Poe and put AT on Red Ace.

Ello Asty is the king of maneuver shenanigans. VI works on him well, he can use positioning at PS9 way more effectively. PTL-BB-8 combo is also excellent on him, making him an expert arc dodger, even when he's not using his ability. a T-Roll with a bank boost points you directly towards where you just came from. And you can do that back-to-back-to-back. Forever, if you wanted.

Poe Dameron. The one and only. His ability is so versatile that there aren't very many loadouts that don't work on him. He likes regen, that much is obvious. R5-P9 is his personal favorite. The longer he lives, the more and more dangerous he becomes. With lots of shields, AT, regen, his ability, and anything from PTL, Predator, VI, and back around again, makes playing against him difficult. He is incredibly consistent, capable, and powerful. I would recommend staying away from Weapons Guidance with Poe, that works better on the generics when you want them to be more consistent with their attack dice, but it forces Poe to spend his focus, which you shouldnt ever do unless it's to regen a shield. For a while i favored PTL-BB-8 on him, to make him into an arc dodging champ. It works really well, but with Ello Asty being a thing now, that has a better home than on Poe now. My personal favorite by far, though expensive, is Predator, R5-P9, and AT. His ability is a good starting point that makes hims significantly more durable already, Predator takes care of the errant blank rolls on attack, AT covers for the blanks on defense, and since Poe never spends his focus anyways, he gets a free shield regen without restricting his maneuver choice like R2-D2 does.

The thing to remember about T-70s is you don't joust with them. They're similar to T-65s in that weirdly they're not that great at jousting, the difference being that T-70s have the capabilities to actually avoid jousting. With significantly more durability through an additional shield and AT, and repositioning options through Tallon Rolls, boost, and BB-8, they can successfully avoid a fight they don't want to be in, and even have a chance to come out relatively unscathed through a fight, whereas the T-65 can only suck it up and hope for a luckily small amount of damage.

Edited by Razgriz25thinf

So my question is are T-70s just that much better than T-65s? It seems that T-65s still edge out pilot wise. Both have access to Integrated Astromech. I mean the Boost on T-70s seems great, but I always felt that X-Wings of any kind needed that focus or TL.

Different they are

can't say "better" in all cases though.

As an ace platform (Looking at PS8+ pilots, in other words Poe) it's really much better, because point increase isn't that huge, but an ace will LOVE the boost and autothrusters it allows you to take.

but as a generic filler\jouster for minimal points that will just trade shots the old but gold Rookie pilot, who got a hefty bonus with the introduction of Integrated Astromech (basically lets your astromech to cosplay Chewbakka crew, letting you discard any crit before resolving it, so it can be +1 or even +2 hull points saved for 1 point!)

So you can't say "better" in overall.

better for aces, a bit too expensive for basic jousters.

Red Ace with R2-D2, Comm Relay, and IA; Poe Dameron with VI, R5-P9, and AT, and a PS2 Stresshog. Who does the enemy shoot?

Hey look its the list I have been practicing with lately, although I have been swapping poe out for Asty some times. Have you flown it often, who does your opponent isually pick. Seems to me stress hog is public enemy #1.

As far as the original post goes I have found alot of fun in both ships. Personally I really enjoy Tarn for the T65, and he is even better now with IA. Your best bet is to fly what you like. Except A-wings, those just die too quickly.