RT-71: What's the Verdict?

By Rinzler in a Tie, in X-Wing

So I've been toying with Rebel builds that include Corran and Red Ace. I like R2-D2 on the latter, so I started looking through alternate Astromechs for the Horn.

R7-T1 (Unique)

Action: Choose an enemy ship at range 1-2. If you are in that ship's firing arc, you may acquire a target on that ship. Then, you may perform a free boost action.

What is the verdict on this bot? Seems alright but I've yet to see it on the table. So I've been arguing with myself about this it..

Situational?

Hardly. Corran is a huge target. He'll be getting aimed at a lot.

But, Fire Control System...

Alright, put FCS on him - though I posit it's not a necessity. Pretend you've boosted into range 1 (or out of arc, if possible/you choose) because someone aimed at you. Corran now has locks for both of his shots, not just the first. And with potentially 8 reds coming from him, that ship immediately regrets aiming at Corran.

What about Corran's other awesome actions, like evade and barrel roll?

Agreed - taking up his action is a hard sell. The economy with R7-T1 is there, #BOGO, but so is the other added benefit of PS 9 repositioning.

And here's, a thought: PtL. Now you have three actions per turn and -

Well I'll just stop you there - Corran needs to do greens to clear that stress, wouldn't R2 be better here?

Maybe.. But with R7-T1 I don't NEED to take Engine Upgrade and that clears his modification slot AND 4 points. Plus, now FCS isn't a must-have either. And there's Experimental Interface which means technically I don't need PtL so I could take VI or Juke or, or...

And around we go. I need help settling this.

Here's the build that I am referencing above:

Corran Horn (35)

- Stealth Device (3)

- Sensor Jammer (4)

- Push the Limit (3)

- R7-T1 (3)

Other modification options:

- Experimental Interface (3),

- Hull Upgrade (3), or of course

- Engine Upgrade

Edited by Rinzler in a Tie

Minor correction: Corran has a lock for both his shots with the droid, not just the second that would happen normally. He gets the FCS lock for the double tap, but the first shot isn't usually modified (unless carried over from previous rounds).

Edited by AEIllingworth

Corran without regen is going to have a lot of trouble being worth his points.

I'm a fan of that astromech on Dutch and Horton when they equip turrets. Because they move later in the round, they can use the boost to fly out of a firing arc but still keep their shot on their chosen target. Helps keep them alive a little longer too.

I've used R7-T1 a few times on Blue Ace, which has been pretty fun. Not super competitive, but it's resulted in him having a lot of mobility and a target lock as well. It's a decent combo.

Minor correction: Corran has a lock for both his shots with the droid, not just the second that would happen normally. He gets the FCS lock for the double tap, but the first shot isn't usually modified (unless carried over from previous rounds).

Yep - noted. Sorry if that wasn't clear in my rambling.

Corran without regen is going to have a lot of trouble being worth his points.

This. I think that's why I gravitate towards Sensor Jammer and Stealth. With PtL you can evade then stress. That increases his survivability but you're right - that's a lot of points on a 5 hit point ship.

I've used R7-T1 a few times on Blue Ace, which has been pretty fun. Not super competitive, but it's resulted in him having a lot of mobility and a target lock as well. It's a decent combo.

Genius. Hilarious. What's the look like in your opponent's eyes when they have you t-boned and then they don't? And Blue is staring at them with a TL lol

It's R7-T1 btw.

Anyway, I think it's a tragically underused astromech, due to the existence of R2-D2. I've flown funzies lists with this mech on Dutch or Wedge, and it's been pretty good, honestly. If you can dodge an arc, that's as good or better than regen on everything except Corran Horn and Poe. It's also decent on Horton, if a little redundant with his ability. I think it's a case of opportunity cost, and a SEVERE lack of pilot options on E-wings and Y-wings.

Seriously, how long can we go in this game with only two rebel Y-wing pilots, and none with EPTs?

I've used R7-T1 a few times on Blue Ace, which has been pretty fun. Not super competitive, but it's resulted in him having a lot of mobility and a target lock as well. It's a decent combo.

Depends on the meta and what flies with it. Blue Ace is a menace to all PS 4 and under ships. R7-T1 makes Blue even more unpredictable and harder to shake. Put IA on him an Blue weighs in at 30 points.

If you fly him on Dutch, when does the buddy-TL kick in? Before boost or after?

on the topic of blue ace, i actually love BB-8 on him.

Long as he isnt stressed, which is REALLY easy to do with how fast he turns, that guy can **** near do a K-turn in a 1range bubble. Ive had him almost solo an entire list because my other ships blew up and he just kept swinging around rocks at breakneck speeds to get reararc shots lol.

Even dodges rocks if you arent already on the rock, since BB-8 goes off before you move.

If you fly him on Dutch, when does the buddy-TL kick in? Before boost or after?

AS the card states: TL first, then Boost.

It's a great option in HotAC, BTW, especially in conjunction with ExpInt.

I'm a fan of that astromech on Dutch and Horton when they equip turrets. Because they move later in the round, they can use the boost to fly out of a firing arc but still keep their shot on their chosen target. Helps keep them alive a little longer too.

I have had great success with R7-T1 on Dutch with an Ion Cannon. Allows him to be really arc dodgy!