R3 Astromech

By wurms, in X-Wing

Meanwhile, Defenders get a free Evade for -2 points, without messing up their firepower.

I'm really curious, what incredibly broken synergies did the designers see, to make this so convoluted.

This really ticks me off, how Rebels are always so limited. Why do people even bother playing them?

Edited by Mef82

My somewhat foolish hope is that something in HotR synergies supremely well with R3. Maybe Snap S[hot] allows you to attack prior to performing a maneuver, giving up an attack in the combat phase. This would result in oftentimes using unmodified dice (exception being passive upgrades or a kept target lock), but would be worth it if you are able to catch an ace before they token up. R3 may be ok in such a circumstance.

Or maybe it or the other EPT (trick something?) add a focus result to your roll. Still a high PS only upgrade, but depending on point cost (1 or 2 at the most) it'd be decent.

Note: I'd be extremely surprised if either of these options were the case. Just crazy speculation. It would make sense why they didn't provide any tips on playing R3 in the spoiler article (except for putting him on Norra).

Meanwhile, Defenders get a free Evade for -2 points, without messing up their firepower.

I'm really curious, what incredibly broken synergies did the designers see, to make this so convoluted.

This really ticks me off, how Rebels are always so limited. Why do people even bother playing them?

"always" is kinda silly, considering they've won every worlds so far

wave 8 turned the game on its head with torp scouts devouring TLTs and anti-palp TLT based stressed control as well as rebel regenerators who simply cannot take that burst

as for r3, there are no broken synergies

if even this card was just "at the beginning of combat you may assign an evade token to this ship. Whenever you attack this round, roll one less attack die." the recent FAQ stating that you can no longer spend more than one evade token during a single attack would've made it impossible to abuse

but it would've been worth 2 points

Edited by ficklegreendice

R3 is the mech we're getting. Since I plan to add a couple of ARCs to my collection (they're just nice looking ships), that means I'll have a lot of R3s. That being the case, much as I wished R3 did something different, I'll play around and see if I can make the little bugger useful.

Meanwhile, we can all hope FFG is reading the many criticisms leveled at R3, but realistically, we've already established that someone in the company is a bit of a slow learner. Therefore, I'll figure out how to have fun with the toys they sell me, such as my above noted idea of using R3 on low PS pilots triggered into early activation by a higher skill pilot with swarm tactics. Maybe it'll work well, maybe not. Only field tests will bear out how such combos may turn out.

Eh...this is a pretty early preview, the release isn't for several months.

Things have had their prices adjusted from preview articles, before.

We can always hope FFG sees the light, here, and knocks the guy down to 0 points. Or no more than 1, certainly.

You are imho hoping for the wrong things. R3 should be something useful simply, not cheap and still useless.

If we play along with the Defender x7 idea: "On a 2-Turn get an evade token." or "… get a free evade action"

Edited by SEApocalypse

This really ticks me off, how Rebels are always so limited. Why do people even bother playing them?

Someone maybe like to fly their ships and enjoy their background...

This really ticks me off, how Rebels are always so limited. Why do people even bother playing them?

Someone maybe like to fly their ships and enjoy their background...

That works in casual play. Not in tournament. And again, it's fine to only play casually. But this is a competitive game. So when an entire faction isn't viable in tournament when just 2 waves ago they were extremely healthy and in fact the most played faction, it's a big problem. Now Rebels are by far the least played faction, and have the lowest percentage of tournament victories. 2 waves ago it was the opposite. I'm not saying i want Rebels to be dominant, and i really wanted other factions to have their time in the limelight, but Rebels shouldnt be completely eliminated from the competitive scene to make that happen.

This really ticks me off, how Rebels are always so limited. Why do people even bother playing them?

Someone maybe like to fly their ships and enjoy their background...

That works in casual play. Not in tournament. And again, it's fine to only play casually. But this is a competitive game. So when an entire faction isn't viable in tournament when just 2 waves ago they were extremely healthy and in fact the most played faction, it's a big problem. Now Rebels are by far the least played faction, and have the lowest percentage of tournament victories. 2 waves ago it was the opposite. I'm not saying i want Rebels to be dominant, and i really wanted other factions to have their time in the limelight, but Rebels shouldnt be completely eliminated from the competitive scene to make that happen.

That's less the result of Rebels being "bad" and more the result of jm5k being too strong against them. To bring rebels back into the meta you don't need to give them more powerful upgrades, you need to give them tools to specifically deal with this threat. It doesn't seem that we are getting this with the ARC, but there is still HotR on the horizon and three other ships in wave 9 that might prove effective at quailing the overabundance of Jumpmasters.

Edited by Duskwalker

(doublepost)

Edited by Duskwalker

This really ticks me off, how Rebels are always so limited. Why do people even bother playing them?

Someone maybe like to fly their ships and enjoy their background...

That works in casual play. Not in tournament. And again, it's fine to only play casually. But this is a competitive game. So when an entire faction isn't viable in tournament when just 2 waves ago they were extremely healthy and in fact the most played faction, it's a big problem. Now Rebels are by far the least played faction, and have the lowest percentage of tournament victories. 2 waves ago it was the opposite. I'm not saying i want Rebels to be dominant, and i really wanted other factions to have their time in the limelight, but Rebels shouldnt be completely eliminated from the competitive scene to make that happen.

That's less the result of Rebels being "bad" and more the result of jm5k being too strong against them. To bring rebels back into the meta you don't need to give them more powerful upgrades, you need to give them tools to specifically deal with this threat. It doesn't seem that we are getting this with the ARC, but there is still HotR on the horizon and three other ships in wave 9 that might prove effective at quailing the overabundance of Jumpmasters.

But individually it's NOT the JM5Ks fault. We've been over this many times. Rebels absolutely have ships that can counter and defeat U-Boats. The problem is that these ships lose horribly to Palp Aces. The things that win against Palp Aces get utterly destroyed against U-Boats. Ultimately, the problem is that compared to either faction, in the current and foreseeable meta, Rebels do not have the agility and survivability to survive either major meta threat. The ONLY WAY to truly salvage the game at this point is that JM5Ks need a major nerf, and Palpatine needs to be banned from tournament play. Imperials are healthy even without Palpatine, so ultimately this will effect them very little except to force Imperial players to, well... play better, because they won't have a ludicrously undercosted upgrade providing them a significant safety net behind several powerful safety nets. As for scum, FFG needs to release solid but balanced expansions to allow Scum to be competitive but not make the same mistake that the JM5K did.

Edited by Razgriz25thinf

Yeah be a real shame if someone other than rebels won this year, I'm all upset about the prospect...honestly besides myself at the prospect.

This really ticks me off, how Rebels are always so limited. Why do people even bother playing them?

Someone maybe like to fly their ships and enjoy their background...

That works in casual play. Not in tournament. And again, it's fine to only play casually. But this is a competitive game. So when an entire faction isn't viable in tournament when just 2 waves ago they were extremely healthy and in fact the most played faction, it's a big problem. Now Rebels are by far the least played faction, and have the lowest percentage of tournament victories. 2 waves ago it was the opposite. I'm not saying i want Rebels to be dominant, and i really wanted other factions to have their time in the limelight, but Rebels shouldnt be completely eliminated from the competitive scene to make that happen.

That's less the result of Rebels being "bad" and more the result of jm5k being too strong against them. To bring rebels back into the meta you don't need to give them more powerful upgrades, you need to give them tools to specifically deal with this threat. It doesn't seem that we are getting this with the ARC, but there is still HotR on the horizon and three other ships in wave 9 that might prove effective at quailing the overabundance of Jumpmasters.

But individually it's NOT the JM5Ks fault. We've been over this many times. Rebels absolutely have ships that can counter and defeat U-Boats. The problem is that these ships lose horribly to Palp Aces. The things that win against Palp Aces get utterly destroyed against U-Boats. Ultimately, the problem is that compared to either faction, in the current and foreseeable meta, Rebels do not have the agility and survivability to survive either major meta threat. The ONLY WAY to truly salvage the game at this point is that JM5Ks need a major nerf, and Palpatine needs to be banned from tournament play. Imperials are healthy even without Palpatine, so ultimately this will effect them very little except to force Imperial players to, well... play better, because they won't have a ludicrously undercosted upgrade providing them a significant safety net behind several powerful safety nets. As for scum, FFG needs to release solid but balanced expansions to allow Scum to be competitive but not make the same mistake that the JM5K did.

From what we have seen from wave 9, there seems to be a lot of ace-hate in there, so I'm not to worried about palpaces. And for the JM5K... we'll see.

R3 is pretty terrible. Scrubs don't want it because they've likely already been attacked, making that evade useless. Aces don't want it because it neuters their attack and they'd rather have real regen anyway.

Yeah be a real shame if someone other than rebels won this year, I'm all upset about the prospect...honestly besides myself at the prospect.

So you'd prefer a poorly balanced faction just to ensure that rebels lose?

Maybe on T-70 with comm relay?

ner

comm relay, for the cheap cheap price of more than the astromech itself, allows you to potentially circumvent the PS problem by keeping the evade till next round

note, even relay does not solve

  1. the needless RNG
  2. the need to attack in order to (maybe) trigger r3
  3. the loss of damage potential when using r3

and, again, it's just morbidly expensive for no real reason

people, bless their hearts, have tried to make it interesting with juke but a Red Vet juke relay r3 is pouring on 7 goddamn points and bumping itself up to 33 points total

that's one less than a Juke x7 glaive

different factions, sure, but when the option you are given is an almost objectively worse in just about every respect version of another option, I don't believe it really merits taking

Edited by ficklegreendice

admittedly it would give T70s a way to use comm relay without Jan Ors crew around, but as fickle pointed out that is obscenely expensive, still RNG based, and wont really do much.

Be better off having Jan Ors make an early focus action into an evade. Rebel crew carriers dont have an evade so if the T70s dont lose their evade then just evade the ship shes on, so it wouldnt run out of use. R3 could not only be stupid expensive per ship you do it on but if they dont lose their evade then thats 2pts that literally wont do a **** thing, while Jan Ors would keep doing work every turn.

I would indeed vastly prefer having KK (HWK) with Jan and TLTs (predator?) enabling juke t70s than risking r3

Though I don't think juke t70s are particularly any good to begin with (crackshot just easier and far cheaper to enable) but you could probably fit a juke red vet with a Regen Red Ace and the aforementioned KK

With KK, even after filling relays, you can take Tl actions and just use the focus he gives to fully mod shots

I would indeed vastly prefer having KK (HWK) with Jan and TLTs (predator?) enabling juke t70s than risking r3

Though I don't think juke t70s are particularly any good to begin with (crackshot just easier and far cheaper to enable) but you could probably fit a juke red vet with a Regen Red Ace and the aforementioned KK

With KK, even after filling relays, you can take Tl actions and just use the focus he gives to fully mod shots

Kyle has juke as well. So he can strip tokens from aces before the juke T70s fire.

Juke and no mods even on TLT is bleh

Might as well strip mods just by TLTing them with modifiers

R3 was obviously created because FFG hate trees and wanted to see more cut down. Beyond that? Damned if I can see why they bothered with it.

Heck, it's so bad I wouldn't even risk bringing it in the hope that it might someday, somehow pay off. At 1 point? Maybe, not likely since R2 guarantees me greens, but maybe.

My favorite thing about r3 is the conservatism relative to wave 8. Red maneuvers forever, one point. Reroll all your defense dice, one point. Lock down a token, one point. Generate an evade token? Two points.

'Kay

My favorite thing about r3 is the conservatism relative to wave 8. Red maneuvers forever, one point. Reroll all your defense dice, one point. Lock down a token, one point. Generate an evade token? Two points.

'Kay

not even just that. Have a less than 50% chance to generate an evade token only through primary weapons and only by neutering your attack. 2 points.

generate an evade token for free by executing any one of 8 maneuvers? -2 points.

Not only is X/7 infinitely better than R3 just by it's ability, but it's also 4 points cheaper. Defender needed a buff, but defensively i can't think of a reason why any rebel ship doesnt need a defensive buff as well. I'm fine with a 2 point mech that gives an evade token, but make it easy to get.

X7 doesn't really compare well to R3 because one is a fix. It's like saying chardaan refit is the best missile.

What does compare is the TAP title. Acquire TL and be rewarded with an evade, 1 point.

Or:

Hamstring your offense to have a chance at acquiring an evade, 2 points.

Choose wisely.

Edited by Sekac

X7 doesn't really compare well to R3 because one is a fix. It's like saying chardaan refit is the best missile.

What does compare is the TAP title. Acquire TL and be rewarded with an evade, 1 point.

Or:

Hamstring your offense to have a 50% chance at acquiring an evade, 2 points.

Choose wisely.

You forgot the fact that one is a title, with no other options for that upgrade slot competing to be used. You either take the title, or you don't, because there are no other options. R3 takes up a very valuable upgrade slot. R3 is an infinitely worse ability that costs double and restricts that ship far more than V1 just because you're choosing R3 and not any other astromech.

So that's cool.

Edited by Razgriz25thinf

N/M

Edited by Duskwalker