0 Point Astromech - the final piece of the puzzle?

By Funkleton, in X-Wing

Since Integrated Astromech came out, I've been trying to give my x-wings an airing to get a feel for how much IA has improved them, and whether it's enough.

General feeling is that they've undoubtedly improved, but by a small margin, it's not quite enough

Seems to me that the mandatory minimum 1 extra point you need to spend, and the general lack of choice in the 1 point astromech category is just enough to stop them from breaking back into the big time.

So the solution seems pretty simple - provide some more 1 point astros, find a way to reduce the cost of (some) astros, and possibly introduce a 0 point astro or two.

Idea #1 Title Card (Rogue squadron perhaps?) - 0 points

You may reduce the cost of all 1-3 point astromechs by 1 squad point

Idea #2 - Double sided 0 point astro mech card ( perhaps R1A and R1B )

R1A - Once per round when attacking, if you have a focus token, you may change one of your blank results to a focus result

R1B - Once per round when defending, if you have a focus token you may change one of your blank results to a focus result

Idea # 3 - both of the above, but Increase the cost of R1A/B to 1 point

The R1A/B abilities seem pretty stellar - if a little situational - for 0 points

Idea # 3 - both of the above, but Increase the cost of R1A/B to 1 point

The R1A/B abilities seem pretty stellar - if a little situational - for 0 points

I'd expect those abilities to be on a 2 point or better upgrade.

Idea # 3 - both of the above, but Increase the cost of R1A/B to 1 point

The R1A/B abilities seem pretty stellar - if a little situational - for 0 points

I'd expect those abilities to be on a 2 point or better upgrade.

generally I'd agree - but I also had generic E-Wings in mind when I came up with it

I have to admit that I just don't like the idea of a zero point astromech. About the only one that I would think was OK was one that did absolutely nothing. It just let you take Integrated Astromech for free. I think anything else is just a bad idea.

I don't think it's that the 1 pt is too much for players. It's more that they want their res positioning ability that players require or they won't bother with a ship. Why? I don't know, but hey, that's the way it is. So, if you can get them a Boost or Barrel Roll...you will probably see them back in the game. My money is on a T-67 title that is T-65 only that will give the Boost ability for 1pt.

Why? I don't know, but hey, that's the way it is.

It's because nearly every ship in the game has some sort of repositioning ability and those abilities are very useful, that or they have an aux arc or can take a turret. It makes the few that don't have it seem that much worse by comparison unless they're very points efficient, and even then you don't see them often.

The Z-95 for example is every bit as good as the Tie Fighter, perhaps even a tiny bit better, yet how many swarms of Z-95's do you see?

I have to admit that I just don't like the idea of a zero point astromech. About the only one that I would think was OK was one that did absolutely nothing. It just let you take Integrated Astromech for free. I think anything else is just a bad idea.

I don't think it's that the 1 pt is too much for players. It's more that they want their res positioning ability that players require or they won't bother with a ship. Why? I don't know, but hey, that's the way it is. So, if you can get them a Boost or Barrel Roll...you will probably see them back in the game. My money is on a T-67 title that is T-65 only that will give the Boost ability for 1pt.

I'm not convinced about the repositioning thing - so many x-wings are in the middling PS bracket where a BR or boost wouldn't do much for them

Why? I don't know, but hey, that's the way it is.

It's because nearly every ship in the game has some sort of repositioning ability and those abilities are very useful, that or they have an aux arc or can take a turret. It makes the few that don't have it seem that much worse by comparison unless they're very points efficient, and even then you don't see them often.

The Z-95 for example is every bit as good as the Tie Fighter, perhaps even a tiny bit better, yet how many swarms of Z-95's do you see?

The main reason you don't see a lot of Z-95 swarms is because Z-95s don't have pilots like Howlrunner that buff the whole squad. Hypothetically, if you could put Howlrunner in a Z-95, they would see some play. If you also had a 15 point generic with an EPT slot you would see more swarms of Z-95s.

It comes down to a lack of Z-95 pilots.

The notion of designing an astromech to specifically buff the T-65 becomes a significant challenge when anything that buffs the T-65 will likely just be used on the E or T-70. They'd have to be something that works with specific T-65 pilots rather than the ship itself.

I can see a 0-pt astromech coming with a penalty, say, "Treat your 3-speed [hard turns] as red maneuvers", or, "When you execute a red maneuver, you must receive two stress tokens."

But it seems a little counter-intuitive to have a card that comes with only a penalty, as a means for equipping another card. Maybe in this formula, it would have to say, "You must equip the Integrated Astromech modification."

Or it could say, "You must equip 2 modifications, paying squad point costs as normal." However, this brings up the idea of a T-70 with both IA and Autothrusters. Do we need to go there?

W

The notion of designing an astromech to specifically buff the T-65 becomes a significant challenge when anything that buffs the T-65 will likely just be used on the E or T-70. They'd have to be something that works with specific T-65 pilots rather than the ship itself.

On the Rebel side of things, mechs are probably my favorite upgrade slot. Lots of versatility...but somewhat limited usability. I'm not sure on the 0-point mechs but I think the game could definitely use some more 1pt. and/or more generic mechs.

I'll probably forget some but the only generics we have are:

R2 astromech 1pt.

R5 astromech 1pt.

R7 astromech 2pt.??

Target Astromech 2pt.

Plus of course the uniques;

R2D6

R4D6

R5X3 (who I actually kind of like, even though with IA it becomes an either / or choice.)

I have to admit that I just don't like the idea of a zero point astromech. About the only one that I would think was OK was one that did absolutely nothing. It just let you take Integrated Astromech for free. I think anything else is just a bad idea.

I don't think it's that the 1 pt is too much for players. It's more that they want their res positioning ability that players require or they won't bother with a ship. Why? I don't know, but hey, that's the way it is. So, if you can get them a Boost or Barrel Roll...you will probably see them back in the game. My money is on a T-67 title that is T-65 only that will give the Boost ability for 1pt.

I'm not convinced about the repositioning thing - so many x-wings are in the middling PS bracket where a BR or boost wouldn't do much for them

As someone that almost always plays low to mid PS ships, I still get a lot of use out of boost and barrel roll.

so many x-wings are in the middling PS bracket where a BR or boost wouldn't do much for them

You could say the same about Tie Fighters.

I'm not saying that a barrel roll or boost is the answer to the T-65's issues. But when 90% of the ships in the game can either reposition or have some sort of ability to shoot outside it's primary arc. It makes the ships that can't do either stand out. Consider every ship that lacks one or the other and they're all ships that aren't seen much.

Point value is an issue... But X-Wing is game about arc dodging and positioning which puts ships that aren't effective at that at an disadvantage.

If only 50% of the ships out there had some sort of reposition ability I think the T-65 with IA would seem a lot more competitive.

And as WWSD points out, even for mid to low PS ships, barrel roll and boost are still useful tools

Edited by VanorDM

The notion of designing an astromech to specifically buff the T-65 becomes a significant challenge when anything that buffs the T-65 will likely just be used on the E or T-70. They'd have to be something that works with specific T-65 pilots rather than the ship itself.

It can be done quite easily:

"X-Wing only - this card may not be equipped by a T-70 X-Wing"

Kinda backasswards way of doing it but it checks out

The notion of designing an astromech to specifically buff the T-65 becomes a significant challenge when anything that buffs the T-65 will likely just be used on the E or T-70. They'd have to be something that works with specific T-65 pilots rather than the ship itself.

It can be done quite easily:

"X-Wing only - this card may not be equipped by a T-70 X-Wing"

Kinda backasswards way of doing it but it checks out

Just make it "X-Wing Only, Rebel Alliance Only".

I'm not convinced about the repositioning thing - so many x-wings are in the middling PS bracket where a BR or boost wouldn't do much for them

I'll counter with.....how many mid-PS ships do you ever see of any kind? The way the game has been for a while is it's either super high PS or the lowest PS that is acceptable. At the moment, U-boats are making that PS 3-4. The only exceptions are if you have specific pilots for specific abilities that you would take no matter what their PS bid is. Wampa comes to mind. Inquisitor at PS 8. Or whatever Brobots have their PS. <insert specific pilot that has cool ability> has x PS. Otherwise, you go the highest you can or the lowest you can.

The notion of designing an astromech to specifically buff the T-65 becomes a significant challenge when anything that buffs the T-65 will likely just be used on the E or T-70. They'd have to be something that works with specific T-65 pilots rather than the ship itself.

It can be done quite easily:

"X-Wing only - this card may not be equipped by a T-70 X-Wing"

Kinda backasswards way of doing it but it checks out

Just make it "X-Wing Only, Rebel Alliance Only".

That'd work too

The notion of designing an astromech to specifically buff the T-65 becomes a significant challenge when anything that buffs the T-65 will likely just be used on the E or T-70. They'd have to be something that works with specific T-65 pilots rather than the ship itself.

It can be done quite easily:

"X-Wing only - this card may not be equipped by a T-70 X-Wing"

Kinda backasswards way of doing it but it checks out

Just make it "X-Wing Only, Rebel Alliance Only".

Or "T-65" only :)

The notion of designing an astromech to specifically buff the T-65 becomes a significant challenge when anything that buffs the T-65 will likely just be used on the E or T-70. They'd have to be something that works with specific T-65 pilots rather than the ship itself.

It can be done quite easily:

"X-Wing only - this card may not be equipped by a T-70 X-Wing"

Kinda backasswards way of doing it but it checks out

Just make it "X-Wing Only, Rebel Alliance Only".

Or "T-65" only :)

There is no such thing as a T-65 in X-Wing.

More discussion on 0 point Astromechs here - I think you're right Funkleton, but not everyone was as convinced.

I'm hoping the R3's in the ARC-170 are 0 point Astromechs, but what kind of "Once per" ability could they have at that point value?

i wouldnt release a cheap astromech with the intention of fixing xwings. Otherwise the other astromech users might get out of control, perhaps.

Imagine R1A on the upcoming ARC with its rear arc ability? Flatout guaranteed crit for 0pts.

And i really dont like the idea of making ship-specific astromechs. So i think a title would be best here like you suggested to reduce the cost a bit of existing astros, even if it brings it to a min of 0 thats fine because its taking a title to do so meaning nobody else can do it and go out of control

I agree about Z-95s needing a generic with an EPT slot. If we follow the Z-95 vs Tie Fighter logic, the rebel Z-95 should be PS5 and cost 14 points, but have an EPT slot for Crackshot. If that pilot existed in the way that Black Squadron pilot exists for Tie Fighters, you'd see Z-95s on the table. Perhaps not in massive swarms, but they'd be solid filler.

I'm not convinced about the repositioning thing - so many x-wings are in the middling PS bracket where a BR or boost wouldn't do much for them

I'll counter with.....how many mid-PS ships do you ever see of any kind? The way the game has been for a while is it's either super high PS or the lowest PS that is acceptable. At the moment, U-boats are making that PS 3-4. The only exceptions are if you have specific pilots for specific abilities that you would take no matter what their PS bid is. Wampa comes to mind. Inquisitor at PS 8. Or whatever Brobots have their PS. <insert specific pilot that has cool ability> has x PS. Otherwise, you go the highest you can or the lowest you can.

Fair comment - what I was trying to get across was that there are some great mid-ps x-wing pilots that could really see a lot of use with just the smallest nudge in performance - but a BR or boost isn't what would give them that nudge.

Take Garven for example - really nice little ability - but because of that he's always going to focus - what he really wants is a way for him to guarantee a focus on one of his rolls so he maximises the value of his ability and doesn't end up doing the old "spend focus to convert zero focus" thing.

R1A would work nicely there.

same with Biggs but from the other direction - he always focuses too but for his defensive roll - 1 guaranteed evade per round with R1B wouldn't break him

Or "T-65" only :)

there is no T-65 - only x-wings and t-70 x-wings

Nah i wouldnt say 1 guaranteed evade on Biggs would be broken. He only has 5hp total, he dies pretty **** quick when you focus him. Only time i had issues taking him down was when someone brought R2F2 on him and Kyle in his HWK to dump a focus that got swapped to an Evade with Jan Ors crew on him - 3die w/ evade. That was annoying lol. But it put too much into keeping biggs alive so he really didnt have much of a threat lol