0 Point Astromech - the final piece of the puzzle?

By Funkleton, in X-Wing

You know....the Wave 9 stuff has really opened my eyes on some possibilities. Maybe it's not repositioning that gets added to the T-65. The idea that ships can get various bonuses added to their results has me thinking. The Fang Fighter gets +1 Evade for every attack at R1 and both in firing arc. The Rebel Refit for the ARC-170 adds results as can the Special Forces title. There are things that give a free Eyeball result to your attack...which means if you have Focus, you just add in a hit. The Fang Fighter likes to be at R1 as it gets in close.

How does this relate to the X-wing? What is it? A Jouster. Why not add something like a free Eyeball result added to all attacks where you are in their firing arc at R2? So...if you have a Focus....you ADD a whole hit result? That would be pretty dang impressive to me. It also makes it unique and distinctive from the Fang Fighter, too. It WANTS to be at R2 with someone. That's also different than something with Auto Thrusters.

But maybe the real issue is simply that the game X-Wing has changed so much over the last 8 waves that a ship like the X-Wing which is a pure jouster simply can never be truly viable in this game.

Perhaps something that encourages ships to attack the x-wing head on might bring jousting back into the game.

Something along the lines of:

"once per round when defending, if the attacker is outside of your firing arc, you may add 1 evade result (or perhaps focus if that's a bit OP) to your dice roll.

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?

So, by your thinking the Z-95 should be able to reposition like a TIE fighter? I thought they were differently designed ships and could carry ordinance? So then TIEs get ordinance, shields and other slots like the 95 and we have all ships the same with just different model shapes?

The Z-95 is slightly more efficient than the tie fighter as a low ps generic. It also has an easier but lower quality dial.

I don't think BR or boost is all that big a deal on low ps generics.

"once per round when defending, if the attacker is outside of your firing arc, you may add 1 evade result (or perhaps focus if that's a bit OP) to your dice roll.

I know there's a good logical fix to insure our 65's see more table time in tournaments if we just keep thinking.....hoping....begging.

I find this idea a bit illogical. Ships moving towards each other at great rates of speed can evade far better, as the slightest course corrections are amplified by the opposing ships closing speed. If anything, evading is far more difficult when the enemy is on your 6 and has greater mobility.

"Stabilize your rear deflectors! ...... Watch for enemy fighters!"

OK that was Davish Krail in a Y-Wing ....... and they all died

But the X-Wing is a far more advanced ship than the Y-Wing

Edited by Funkleton

I don't know that I like the idea of a zero cost astro who does nothing but trigger IA... That's a card that you buy that does nothing but get discarded thanks to another free card. I think if we open that door, we won't be able to close it.

Again, I think what the T-65 needs and someone pointed out that the non-Poe T-70's really have the same issue... Is something new and different.

Perhaps a way to sacrifice firepower for shields and visa versa like in the X-Wing games or even speed for one or the other. Something like making all speed, 3, 4 and 5 maneuvers red but you get an extra shield, or a extra dice at range 1, or even range 3.

Maybe something that stops the other ship from getting an extra evade dice at range 3 and/or an extra attack die at range 1.

Again not saying these are the ideas FFG should use, but something new and different is needed. But one thing I'll say about FFG is that over the last few years they have never failed to surprise me with some truly creative stuff they've added to the game.

Not sure how a topic about low or no cost astromechs became another "fix" thread but since we are here:

Not sure how to make it happen but I want viable ordnance on the X-wing. Chimps and targeting astro have helped but we're not quite there. There are still better options for those slots. X-wings firing torps is both thematic and makes the ship / game better. Is there a lesser used upgrade slot than torp on an X?

Not sure how a topic about low or no cost astromechs became another "fix" thread but since we are here:

Because a 0 point astromech is really a fix for the T-65.

I'm not sure how you make filling the random ordnance slots on ships worthwhile without making them auto-include.

New and different ... we're already creeping into territory where attacks can occur outside the Attack Phase, so how about this:

Predictive Targeting

Algorithm Astromech:

X-Wing Only

Action: You may perform a primary weapon

attack during the activation phase on a ship

you have target locked. You may not re-roll

any dice during this attack. You may not

perform another attack this round.

0 pts.

That will boost the low-PS generics, but not proc too often to make it overpowered because it requires a turn of setup to get the TL. And it has the penalty of basically being a naked dice roll with no available modifiers. Situational, yes. But that's probably what you want for a 0-point mech to pair with IA.

Again, I think what the T-65 needs and someone pointed out that the non-Poe T-70's really have the same issue... Is something new and different.

Perhaps a way to sacrifice firepower for shields and visa versa like in the X-Wing games or even speed for one or the other. Something like making all speed, 3, 4 and 5 maneuvers red but you get an extra shield, or a extra dice at range 1, or even range 3.

Maybe something that stops the other ship from getting an extra evade dice at range 3 and/or an extra attack die at range 1.

Again not saying these are the ideas FFG should use, but something new and different is needed. But one thing I'll say about FFG is that over the last few years they have never failed to surprise me with some truly creative stuff they've added to the game.

Maybe the way to think about it is not necessarily in terms of the strengths and weaknesses of the ship, but look at things that improve the overall viability of jousting as a strategy.

The Khirazx, The X-Wing, and now even the previously solid B-Wing, are all having a hard time of it - so maybe it's not just the ships, maybe there's an imbalance of efficiency between arc dodging and jousting, and it's that which needs to be addressed.

Again, I think what the T-65 needs and someone pointed out that the non-Poe T-70's really have the same issue... Is something new and different.

similar issue; not the same issue

T-65 x-wing:

  • can only joust
  • is a bad jouster

T-70 x-wing:

  • can only joust
  • is a bad jouster

the T-70 is even less efficient than the T-65, but at least the bugger can boost and Talon Roll (and have a generic with a native ept slot, eh Red Squadron pilot? Get your **** together, man!)

if nothing else, it makes them far more fun because you get to boost-block

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and you get to troll around like you own the place

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Edited by ficklegreendice

The Khirazx, The X-Wing, and now even the previously solid B-Wing, are all having a hard time of it - so maybe it's not just the ships, maybe there's an imbalance of efficiency between arc dodging and jousting, and it's that which needs to be addressed.

That's a great point, because if you look at the ships that are generally considered subpar they're all jousters. The Khirazx, the X-Wing, the B-Wing, even the Z-95... The Tie Fighter really is a jouster two, but it works because it's cheap, and has Howlrunner and cheap generics with EPT.

So perhaps a generic system that makes jousting effective against arc dodgers or PWT types would be what the game really needs.

IMO one thing it should have, is a way to make low-mid PS ships viable again.

it's not really arc-dodging V jousting as much as the arc-dodgers are better at jousting than the jousters

I believe juggler, after updating his joust-wing formula, noticed that aces were more jousting efficient than jousters (when taking to account all their modifiers from PTL etc.). Their high pilot skill contributed considerably to their efficiency, especially when taking on enemies that could be focused down before they got their chance to shoot

having the higher PS matters a huge deal here on top of stacked defensive tech that just makes 3 dice + focus hilariously unreliable even when you don't get dodged

far as I'm concerned, the way to overcome this problem is to overcome RNG. Crackswarm's already proven itself consistently over the course of Wave 8 regionals, thanks to the lovely lovely crackshot

torpscouts are also sorta jousters, but their "jousting" farts out almost guaranteed 4-hits sans range 1 bonus on top of incredible blocking capabilities. The PWT is mostly just for show (except, sadly, against jousters because their limited defensive tech will allow them to get whittled away) unless you get some lovely anti-dice tech in the form of 4-lom

during Wave 7 (though no one bloody used it) conner nets ruled the palp ace and brobot dominated scene, while stress tech also kept aces in check. Both conners and stress tech are, you guessed it, dice independent

Jumpies blew up both these things sadly :(

but basically, that's my spiel. If all you can do is joust, you better be rewarded for jousting well

sh*tty dice is never a reward

Edited by ficklegreendice

Pretty Simple Solution for the 0 astromech repositioning thing ...

Piloting Astromech 0 pts

X-Wing only

You may add Boost to your Action bar.

T-70's wouldn't use it, and the uniqueness of the T-70 would be the upgrades and maneuver dial (plus the native boost).

New and different ... we're already creeping into territory where attacks can occur outside the Attack Phase, so how about this:

Predictive Targeting

Algorithm Astromech:

X-Wing Only

Action: You may perform a primary weapon

attack during the activation phase on a ship

you have target locked. You may not re-roll

any dice during this attack. You may not

perform another attack this round.

0 pts.

That will boost the low-PS generics, but not proc too often to make it overpowered because it requires a turn of setup to get the TL. And it has the penalty of basically being a naked dice roll with no available modifiers. Situational, yes. But that's probably what you want for a 0-point mech to pair with IA.

I like this, one of the better and more creative ideas that has come around for sure. Maybe...just maybe.... we get Corran Horn's "whistler" and this is his special ability. I think it's going to have to be a unique Astro.

I can see some cool hand offs with some of the X and Y pilots too... this is wicked... maybe should be 1 point

I like this, one of the better and more creative ideas that has come around for sure. Maybe...just maybe.... we get Corran Horn's "whistler" and this is his special ability. I think it's going to have to be a unique Astro.

I can see some cool hand offs with some of the X and Y pilots too... this is wicked... maybe should be 1 point

I can see a LOT of rules questions about that interaction with Corran.

Can he use the attack Action the turn after he double taps?

Is the attack Action an Attack or an Action ?

I like this, one of the better and more creative ideas that has come around for sure. Maybe...just maybe.... we get Corran Horn's "whistler" and this is his special ability. I think it's going to have to be a unique Astro.

I can see some cool hand offs with some of the X and Y pilots too... this is wicked... maybe should be 1 point

I can see a LOT of rules questions about that interaction with Corran.

Can he use the attack Action the turn after he double taps?

Is the attack Action an Attack or an Action ?

I probably goofed first by saying: "Action: You may..." It would have to be, "Action: Perform a primary weapon attack..."

To really avoid problems, it would probably have to omit the "Action:" and say, "You may perform a primary weapon attack during the activation phase...etc. If you do, you may not take any actions during your Perform Action step."

Edit: But without clarifying this as an "Action:" effect, then the question becomes whether you can perform this special attack before or after you execute a maneuver. I guess either way is fine, but if not, to say that you can't adds a lot more words on an already wordy card.

Edited by PaulTiberius

I like this, one of the better and more creative ideas that has come around for sure. Maybe...just maybe.... we get Corran Horn's "whistler" and this is his special ability. I think it's going to have to be a unique Astro.

I can see some cool hand offs with some of the X and Y pilots too... this is wicked... maybe should be 1 point

I can see a LOT of rules questions about that interaction with Corran.

Can he use the attack Action the turn after he double taps?

Is the attack Action an Attack or an Action ?

I probably goofed first by saying: "Action: You may..." It would have to be, "Action: Perform a primary weapon attack..."

To really avoid problems, it would probably have to omit the "Action:" and say, "You may perform a primary weapon attack during the activation phase...etc. If you do, you may not take any actions during your Perform Action step."

Edit: But without clarifying this as an "Action:" effect, then the question becomes whether you can perform this special attack before or after you execute a maneuver. I guess either way is fine, but if not, to say that you can't adds a lot more words on an already wordy card.

I think it would have to be worded as an action.

Action (Target Lock): You may spend your target lock to perform a primary weapon attack. Attack dice cannot be modified during this attack. You may not attack again this game round.

I think with that wording it would make it so Corran could not attack after a double tap, and could not double tap if he were to take that action.

Edited by Wiredin