Explain As You Would a Child: Integrated Astromech

By DailyRich, in X-Wing

sarris.jpg

I see everybody raving about this card. And I must be missing something, because I'm just not seeing it.

"When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card (without resolving its effect)."

Okay, so I have to tie up my Modification slot and lose a useful Astromech to avoid one damage card. Granted, that could be a devastating Crit or the one that ultimately destroys me. But it still feels like a pretty high cost for something I'll use once per game. I feel like I'd be better off with a Mod that helps me all game long rather than at one opportune moment (and that doesn't cost me an upgrade I've spent points on to boot).

So I ask you: what's so great about Integrated Astromech? Explain as you would a child.

See shield upgrade? 4 point mod

See integrated? 0 point mod (since you get to use the mech till it triggers)

Discarded astro = astro on dead ship

Alive ship > dead ship, unless it's your opponent

Essentially free shield = good

T-65 + free shield = meh > previously exceptionally mediocre

Biggs + free shield = trolololo

T-70 + free shield = two cheaper than thrusters; protects against about as much damage on lower PS guys.

Poet = almost always thrusters

Edited by ficklegreendice

It's free, and it can save you from 1-2 damage, potentially letting you fight at least one more round.

If you have a Modification you feel like does you more good, take it. But you can't beat free if you're not.

Basically, what it boils down to is extra life. Usually the crit or damage card you discard will be the one that would take your ship off the board. Yes, it does cost you your astromech, so you do lose most of it's utility, but if it allows you to survive one more round and deal more damage to an opponent, it can be very powerful.

At only the cost of a modification slot (and 0 points), it is the same as adding a Hull Upgrade to your ship. So therefore it is much cheaper than a Hull Upgrade and occupies the same spot. Not to mention that it can get rid of devastating crits like "Direct Hit".

You tie up your modification slot, to not die.

Just before you would die, your astromech makes the final sacrifice in your place to give you at least 1 more turn of life.

0 points mod that often keeps you alive one shot longer.

Every other option

Shield - 4 more points for similar effect

Hull - 3 more points for similar effect

Stealth device - 3 points, lost immedietly might not give you an evade ever.

Engine upgrade -4 points you will rarely use, t-70s dont need it and xwings are to fragile.

Guidance chips - 0 points but unlike integrated astrmech it requires an expensive upgrade to get any use.

You use it when you otherwise would be useless or die. To use it you lose nothing, because the astromech also doesn't work when you are dead. There is no downside to it except for the mod slot thing, which isn't as big since EU usually is throwing good points after bad ones on X-Wings.

Though, in the case of R2-D2 when he flies with Red Ace, I consider the "Integrated Astromech" option as saving R2-D2, it ejects him from the ship and protects him from the explosion... so he can show up in the next necessary cinematic moment.

It's great. Just use it. Why? BECAUSE I SAID SO! THAT'S WHY!!

Sure, you can't use another modification slot, but as said, it's like a free Shield Upgrade.

The X-wing really can't take advantage of the other mods out there. Hull and Shield add expense to an already expensive ship. Stealth Device is a waste on a 2 green die ship with no ability to evade. Because the X-wing cannot boost, it is unable to take Autothrusters.

To help keep the X-wing alive longer (and to potentially mitigate a horrible crit effect) the Integrated Astromech can be taken at 0 cost. Play with it a few games and you will quickly understand.

"High cost?" It's 0 points. It's actually free, and what other mod are you putting on an X-wing that's actually worth the points? Also, thinking about what the astromech cost you is silly since if you didn't eject it the ship would be dead, so how is that better? Integrated Astromech is an autoinclude on any T-65 X-wing.

It's great. Just use it. Why? BECAUSE I SAID SO! THAT'S WHY!!

This is the most convincing argument thus far.

Name a better modification to take?

Like said its great, makes t65 better and even allows some of the other pilots for it to be played.

T70 it is good too but slightly less clear cut there are arguments for thrusters over it unless you are min maxing points.

A ship that can shoot again with no droid is better than one that is dead.

Throwing in my 2 cents:
It adds half of Crewbacca's ability to your Astromech for no additional points.

X-Wing W/O IA = awful.

X-Wing W IA = meh.

meh > awful, but you'd be better waiting for Rebel Veterans.

Or you can think of it as taking a 1 point Astro just for the extra "shield," gaining its effect until you need to eject it.

Worth mentioning (again) that R2-D6's EPT stays with the pilot even after the droid is discarded via Integrated Astromech.

You have an excuse to do R2D2's "WAAAAAAAAAOO!!" When you discard it.

Name a better modification to take?

I've had good success with the Biggs+R2-F2+Stealth Device combo. Paired him with Wedge+Squad Leader so he can Focus and activate R2-F2 each turn.

Granted, that's a very specific edge case.

(Edited out some alliterative foolishness on my part)

Edited by DailyRich
ch860122.gif

It's also green dice so it's wrong

Integrated is also an amazing excuse for r2 astro to make interceptors weep with envy. (Use t70 here, not t65)

Name a better modification to take?

I've had good success with the Biggs+R2-F2+Stealth Device combo. Paired him with Wedge+Wingman so he can Focus and activate R2-F2 each turn.

Granted, that's a very specific edge case.

How?

Name a better modification to take?

I've had good success with the Biggs+R2-F2+Stealth Device combo. Paired him with Wedge+Wingman so he can Focus and activate R2-F2 each turn.

Granted, that's a very specific edge case.

How?

By trading in Wingman for Squad Leader.

Name a better modification to take?

I've had good success with the Biggs+R2-F2+Stealth Device combo. Paired him with Wedge+Wingman so he can Focus and activate R2-F2 each turn.

Granted, that's a very specific edge case.

How?

By trading in Wingman for Squad Leader.

Right. I think the "How?" was more directed at the "good success" portion of the comment though. :P

But on a serious note, lets look at how many points you are tying up there for a niche combo that could crumble with one bad dice roll.

3 for stealth

3 for R2-F2

2 for Squad Leader

8 total. And that's not including the opportunity cost of wasting an EPT slot on Wedge on a combo which does next to nothing for you once Biggs is dead.

So you can spend those 8 points, or you can field Biggs with something like, say, R4D6 and integrated astromech for 7 points less instead. It even has similar utility to the combo you mentioned (although instead of seeking to evade damage all together, it negates damage when little has been evaded, which, with T65s, the latter seems to be the better option). Maybe R4D6 +IA is slightly less efficient, but you will more than make up for it in those 7 extra points you have freed up.

Edited by Kdubb