The problemwith R2D6, is that many EPTless Xwing or Ywing pilots abilities are only 1/3 of a combo, an astromech is another 3rd, and EPT is the last third.
Without an EPT, they dont work. And giving up the astromech to get an EPT isnt much better.
The problemwith R2D6, is that many EPTless Xwing or Ywing pilots abilities are only 1/3 of a combo, an astromech is another 3rd, and EPT is the last third.
Without an EPT, they dont work. And giving up the astromech to get an EPT isnt much better.
I am just stepping into the world of Astromech Droids, and R2-D6 seems perfect for any non ept "ace".
I like the idea of using him on Blue Ace, and Autothrusters, but what ept?, Vet Instincts? or Push the Limit?
That's a good question. I asked that about Horton a while ago and never really got a good answer. Everyone says he needs it, but there aren't really many good ones for him to take.
As for another pilot on another ship, well, that's a whole other thread.
ive never considered him for a rebel list because of his price.
Ywings in general are kinda expensive unless youre doing the bareboned ion turret shmuck. I find it difficult to use them elsewise.
ive never considered him for a rebel list because of his price.
Ywings in general are kinda expensive unless youre doing the bareboned ion turret shmuck. I find it difficult to use them elsewise.
Then you havent tried Dutch Vander enough. him throwing out target locks, and then keeping him cheap-sh with a very cheap droid and an ion turret is muc better than a generic one of the same type.
I am just stepping into the world of Astromech Droids, and R2-D6 seems perfect for any non ept "ace".
I like the idea of using him on Blue Ace, and Autothrusters, but what ept?, Vet Instincts? or Push the Limit?
That's a good question. I asked that about Horton a while ago and never really got a good answer. Everyone says he needs it, but there aren't really many good ones for him to take.
As for another pilot on another ship, well, that's a whole other thread.
![]()
Either Deadeye or PTL would be nice on Ordnance Horton. VI would be decent on any Horton. Squad Leader would be decent on a TLT version of him since he's got some built in modifcation and there are a bunch of PS7 or lower ships that could make better use of an action than he can. Marksmanship would be great on him with either a TLT or Cluster Missiles. Crackshot and Adrenaline Rush are both solid single use EPTs for him.
Any/all blanks at range 2-3. Was made to work with range 2-3 torpedoes and not so well with turrets until TLT came out.
The thing is the amount of points you spent on Horton and Y-wings don't have the survivability that they used to as the meta shifted to TLTs. Horton becomes the first one to die and he won't last long enough to make up for all the extra points you spent on him than just taking a Gold w/TLT.
But SUDDENLY TLTs went extinct
![]()
together WITH horton.
poor Horton, playing on a TLT platform that dies to TLTs and melts under ordnance, and dies to boosty-aces.
U-boats kept TLTs in check but after the nerfbat I think they will be back with vengeance.
Or, you know, just a focus token.
The guy is deadly with no tokens. If only an EPT, YOU HEAR ME FFG!
HORTON DESERVES SOME RESPECT!
I ran Horton in a 34 point Furball with TLT, Plasma Torps, and Chimps, and he was a beast. There is no need to take a TL, because his ability is a mini-TL, so I could just sit back and hit with the TLT. Once I had a juicy target in sight, I launched the Plasma Torp for 3-4 hits to erase the target. I was the one that survived the longest before dying the first time (we re-spawned after dying). I will definitely continue to use him in this format.
Horton+TLT+Engine+R2-D2 is quite fun. He does quite well with his ability for offense and he can do greens then boost for some nice movement options making him quite a chore to kill.
12 missions on an Interceptor. You have to get there firstFluffwise, the pilots are flying unfamiliar prototypes and still trying to get used to them. Plus the fancy-pants avionics suite continually keeps crashing, they can't turn for jack and their bulky, heavy helmets keep hitting the canopy whenever they try look over their shoulder. The higher PS ships are those flying the Block II or III models with the kinks ironed out.
do note, however, you only need to fly 12 successful missions, or something, to get into a Tie Defender
come fresh out of the academy, get VERY lucky being the forth guy from the back row in every engagement; bam! trade in your flying coffin for a sports car
![]()