What do folks think of R7-T1?

By Sanguinary Dan, in X-Wing

I'm looking at the R7-T1 on Wedge at the moment. I know it's expensive. But it's cheaper than PTL+EU. And a lot more logical (I think) on a T-65.

I've yet to try it out, maybe Wednesday. But I think it will give Wedge a solid shot at locking someone up and then boosting into R1 to really let them have it.

Has anyone used this and found it useful or useless?

It's a little restrictive. If it didn't have the range restriction or the arc restriction, it would be THE go-to droid for a lot of pilots.

The arc restriction is the big one. If it didnt have that, the 1bank boost could give you arc or you could use it to book it past someone and not even try to get the arc.

Some would say its a super cheap engine mod since it also gives a TL but it has a 1-2 range limitation. Meaning it wont work if you fully disengage (fly off to a corner of the map to reorientate your ship properly) and/or it wont give you a TL on the target you actually want it on, but boost puts you in range of the target.

Dunno, i might give a shot. After all im the guy that somehow got an imperial firespray (Kath) with EU/Daredevil/HLC to be pretty **** mean in a few games lol. Nobody expects that move, so when he suddenly shifts 90 degrees and has perfect range3 arc on someone with crap agility and high value AFTER moving forward 4 speed it caught so many off guard lol (still wouldnt say it makes the firespray a good ship)

It's goddamn situative

and takes place BB-8 wants.

FOr BB-BATWEDGE FUN

Costs more than BB-8 for a bonus and only works in those specific circumstances. Not really bad, just over-priced given how hard it can be to trigger. Maybe with U-boats being a thing it could be useful. Boosting from range 2 into Range 1 will rob them of their torpedo shots, or you could boost out of arc.

Though i did just notice something that could be interesting, given Wedge is PS9.

Adrenaline Rush.

"White" 4k around your target usually puts you really **** far behind them if you werent at range3 or outer range2 the last round. Use R7-T1 to regain some grounds and potentially get back into range1, or at least get out of Range3 so you can keep attacking.

Could also slap some Adv Proton Torps on there and have Kyle in his HWK give the focus token. Often i find with the range1 weapons its really, really **** hard to get range1 and not bump or juuuuust miss when you arent using barrel/boost to solidify the range.

Remember Xwings arent arc-dodgers, theyre jousters.

i might try this.

Edited by Vineheart01

Though i did just notice something that could be interesting, given Wedge is PS9.

Adrenaline Rush.

"White" 4k around your target usually puts you really **** far behind them if you werent at range3 or outer range2 the last round. Use R7-T1 to regain some grounds and potentially get back into range1, or at least get out of Range3 so you can keep attacking.

If you are behind your opponent's ship, you can't use R7-T1 (unless it's got a rear arc like a Firespray),

Edited by WWHSD

R7-T1 would be great if it didn't have both conditions a must, if the card said or, it would probably get some play. It would be great paired with PTL on a high PS ace to get that range one with a focus/TL.

As I said before in another post about R7-T1 it is more of a "if you are already winning by a significant margin win some more, otherwise lose" upgrade. Anyone who has played any type of turn based game will tell you that win more upgrades/cards are not great, not that they are bad it is just they won't be the upgrade/card you will need when you really need an upgrade or a card.

It is most efficient in a jousts with a higher pilot skill and to get into range 1. Getting into range 1 means you will be taking bonus damage so if you get inside range 1 you will want to win the PS bid so you don't take extra damage. If you are already jousting with say Wedge you are already winning the joust so using it to get into range 1 isn't that much of a boon, using it at range 1 you just would'nt do at all. If you don't have the pilot skill this move is suicide.

That is offensively what about defensively as in a firing arc. Well if the player is on your 6 you will not escape. If the player is at range 1 and on your side you very much could escape problem is if you have a target lock you will lose it and place a target lock on an opponent that is outside of your firing arc. Only Y-wings can attack outside of arc and with TLT being range 2-3 might not be so much synergy with the upgrades.

So yeah R7-T1 is only good if you are already winning, and that's not all too great. If you are losing you would want something like BB-8 to get you out of arc or R2-D2 to get you out of one shot range. Maybe with the ARC-170 and an aux firing arc it might be useful getting out of range 1 or into range 2 and still be able to attack at a pursuer with a free target lock. But for now it is just not that good.

Edited by Marinealver

As I said before in another post about R7-T1 it is more of a "if you are already winning by a significant margin win some more, otherwise lose" upgrade. Anyone who has played any type of turn based game will tell you that win more upgrades/cards are not great, not that they are bad it is just they won't be the upgrade/card you will need when you really need an upgrade or a card.

It is most efficient in a jousts with a higher pilot skill and to get into range 1. Getting into range 1 means you will be taking bonus damage so if you get inside range 1 you will want to win the PS bid so you don't take extra damage. If you are already jousting with say Wedge you are already winning the joust so using it to get into range 1 isn't that much of a boon, using it at range 1 you just would do at all. If you don't have the pilot skill this move is suicide.

That is offensively what about defensively as in a firing arc. Well if the player is on your 6 you will not escape. If the player is at range 1 and on your side you very much could escape problem is if you have a target lock you will lose it and place a target lock on an opponent that is outside of your firing arc. Only Y-wings can attack outside of arc and with TLT being range 2-3 might not be so much synergy with the upgrades.

So yeah R7-T1 is only good if you are already winning, and that's not all too great. If you are losing you would want something like BB-8 to get you out of arc or R2-D2 to get you out of one shot range. Maybe with the ARC-170 and an aux firing arc it might be useful getting out of range 1 or into range 2 and still be able to attack at a pursuer with a free target lock. But for now it is just not that good.

Well said.

R7-T1 is a droid waiting for its pilot. It could very well be Norra with PTL as the TL can add an eye onto her roll. So now this droid is giving a boost + 1 extra hit similar to ATC on the adv TIE.

totally didnt notice its the OPPONENT's arc. Yeah thats trash. Maybe if it was a 1pt card then lol

Here's the thing about all this it's too situational... When is Wedge NOT in his opponents arc. Wedge is one of my favorite pilots in the game and I have flown him as a suicide bomb, to an arc dodger, to a tank. Even as an arc dodge he often is getting shot once. Wedge is so strong at range one, and if he has an ally that can help him pound a ship into oblivion before it shoots he is excellent. R7-T1 can get him range 1 and then aWedge and a friend can oummle. I think the two pair very well, after many games with the together. He's also good when Wedge is on the edge of an arc. He might even get a TL on his way out.

totally didnt notice its the OPPONENT's arc. Yeah thats trash. Maybe if it was a 1pt card then lol

I think R7-T1 would have seen more play if it was a cheaper Astromech. Three points is a fairly steep price to pay for an upgrade that is that situational.

Normal game? Garbage / "win-more" ability.

Heroes of the Aturi cluster? Absolutely priceless.

R7-T1 I think gets stronger with the release of the ARC. Weapons engineer lets you use the free lock in funny ways so you can trigger it off of a different ship than the one you end up shooting potentially. Unclear if actually good enough still but has potential.

totally didnt notice its the OPPONENT's arc. Yeah thats trash. Maybe if it was a 1pt card then lol

Why is that trash? I mean surely there's no point using a boost to dodge out of arc when you're not actually IN the arc to begin with. It actually makes R7-T1 better because it's now useful on offense (to close distance and gain an extra dice) and on defence (to swing out of arc).

I think it's not a top Tier Astromech but it's far from trash. If it was 2pts it would get played a lot.

Edited by Stay On The Leader

I think the real problem is that players like reliability. Have to rely on fickle dice is bad enough but it is even worse if your 3 point upgrade never gets to trigger in a game (or is only eligible to trigger when you want to perform some other action).

For 1 more point you can get EU which allows you to Boost whenever you want. There are a few other cards that can give you extra TLs and there is always PTL if you need 2 actions. When the stars align, R7-T1 can be great for pulling off 2 actions without using up either a modification or an EPT slot. The trouble is I suspect that you will probably get more games where the right circumstances do not arise and those 3 points would be better spent on something more reliable.

The abilities it provides are pretty good but the difficulty in using it makes it too expensive.

R7-T1 I think gets stronger with the release of the ARC. Weapons engineer lets you use the free lock in funny ways so you can trigger it off of a different ship than the one you end up shooting potentially. Unclear if actually good enough still but has potential.

The rear arc also makes it more likely that you can boost out of an arc and still have a shot on the target.

There are two functions of this card. TL boost into range 1 for better damage output. And TL boost out of an opponents arc. On the face of it this seems like an over costed card which is hard to find a suitable place for. But what if you had a high PS pilot who would not face a return shot after doling his boost into range 1 TL shot. For example with Biggs. Though I haven't tested this I'd imagine over the first few turns getting a TL boost for a range 1 shot with Wes or Wedge while your opponent is forced to take range 3 shots at Biggs would be extremely useful. Of course this advantage diminishes as Biggs is lost but a significant amount of useful damage can be dealt while Biggs is alive while having no concern about retaliation. Strike first, strike hard, no mercy shown.

Edited by charlesanakin

Problem with Biggs trying to defend someone thats boosting is you gotta remember if hes not in range1 of that ship, the opponent can fire freely on that ship. Biggs doesnt draw all fire to him if he can be hit at all, which i commonly come across people thinking thats how it works, he only draws fire in range 1. If he isnt boosting with the person hes trying to protect, its pretty safe to assume he wont be able to protect them. Not always but most of the time, especially in the early round joust where theyre flying in the same direction still.

I like the ARC idea. That actually gives that ship a fair bit of versatility, unless he completely disengages he is bound to have somebody in range2 looking at him considering hes going to be moving slow. An interesting idea for the 2nd ARC, since you know people are going to load up with 2 of these things and one is either going to be C3P0 and some regen droid or BB8 + Tactician.

Problem with Biggs trying to defend someone thats boosting is you gotta remember if hes not in range1 of that ship, the opponent can fire freely on that ship. Biggs doesnt draw all fire to him if he can be hit at all, which i commonly come across people thinking thats how it works, he only draws fire in range 1. If he isnt boosting with the person hes trying to protect, its pretty safe to assume he wont be able to protect them. Not always but most of the time, especially in the early round joust where theyre flying in the same direction still.

I like the ARC idea. That actually gives that ship a fair bit of versatility, unless he completely disengages he is bound to have somebody in range2 looking at him considering hes going to be moving slow. An interesting idea for the 2nd ARC, since you know people are going to load up with 2 of these things and one is either going to be C3P0 and some regen droid or BB8 + Tactician.

Of course being aware of that means that you don't have to fly them in a straight horizontal line. Flying a triangle with Biggs at the top enables a boost to maintain range 1 distance and ensure that Biggs is the target. It wouldn't take much practice to understand the relationship needed between Biggs and a wing pilot with R7-T1. The challenge would be to maintain that over several passes. If you can output enough damage that might not be an issue.

Necro, but rather important regarding this guy.

As per FAQ:

"If a ship equipped with R7-T1 is at Range 1-2 and inside the firing arc of an enemy ship the following sequence occurs: the ship equipped with R7-T1 may acquire a target lock on the enemy ship. Then, the ship equipped with R7-T1 may perform a free boost action, even if it did not acquire a target lock on the enemy ship."

Food for thought here. If you are more interested in dodging Range3 than you are the targetlock, then after checking if you are in range 1-2 for R7 you just declare another ship that IS and simply not acquire the targetlock (if you already got one lying around you'd rather not give up).

I ran Wedge with this guy and a bumper-wing Keyan last week and that exact situation popped up a couple times. Had i known about this faq, R7 would have been a LOT more useful than he actually was. I found myself just out of Range3 of the ship i actually wanted to attack but i already had a targetlock on so i didnt want to give it up for the boost.

I think once we get a large ship with an astromech slot, the droid will become very potent. Imagine the falcon would habe one, you could easily escape from enemy firing arcs with a boost (without havin an engine upgrade).

R7-T1: His time will definetively come

I think once we get a large ship with an astromech slot, the droid will become very potent. Imagine the falcon would habe one, you could easily escape from enemy firing arcs with a boost (without havin an engine upgrade).

R7-T1: His time will definetively come

Perhaps on Nora Wexley. Unfortunately R7-T1 plus Action Torpedo will require Enhanced Interface to actually work, making it an expensive 1-off.

Edited by Lampyridae

Thanks to family I've yet to get the chance to test Wedge and R7, but I'm hopeful for next week. I can really see him being effective. At least with the way the game is played at my FLGS. Maybe I should get on Vassal? :)

Regardless, thanks for the input folks.