Vectored Thrusters: Bringing New Life to Rebels?

By SpikeSpiegel, in X-Wing

I'm pretty excited for Vectored Thrusters to drop in the new ARC-170 expansion. I love Rebels, played them for the last two years up until triple Jumps forced my hand to bust out the 7-TIE Swarm... Anyway, this isn't a thread to complain about Jumps or Palp Aces, but to start a discussion on the awesome applications of Vectored Thrusters in Rebel builds (and some scum builds).

I can't go into the deeper strategic value of numbers, points cost and in-game meta plays, but I can offer a few lists I've brewed up and the logic behind them:

Jake's Wardens:

Warden Squadron Pilot (23)

Twin Laser Turret (6)

Vectored Thrusters (2)

Warden Squadron Pilot (23)

Twin Laser Turret (6)

Vectored Thrusters (2)

Tycho Celchu (26)

Push the Limit (3)

Proton Rockets (3)

Veteran Instincts (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Total: 97

View in Yet Another Squad Builder

K-Wings benefit from their turret + equipped turret all the time, so instead of Advanced Slam-ing out of a situation, why not barrel roll into a block? Or barrel roll into range 1? Or barrel roll to reposition to dodge an asteroid or arc? In all of these instances, you lose your modifying action and don't benefit from the extra action granted by Advanced Slam, but you keep your weapons activated, and if you do land a block or dodge an arc, you can start throwing dice from your TLT at other targets or PWT whoever is in R1. Jake's in there to thread some needles and poop some prockets while the Wardens lay down fire.

You can also do the same for TLT Y's. A scum 3-Y list with TLTs could easily run the Unhinged Mech and bank/hard 3 all day + barrel roll further from threats and arcs while spitting out nasty TLT fire.

X-X-X 2016

Wedge Antilles (29)

Adaptability (0)

R2-D2 (4)

Vectored Thrusters (2)

Wes Janson (29)

Veteran Instincts (1)

R2 Astromech (1)

Vectored Thrusters (2)

Luke Skywalker (28)

Veteran Instincts (1)

R5-P9 (3)

Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

I've always loved Triple X-Wing Aces. I ran them as an anti-meta choice in the 2015 competitive season and always had a blast! Though, this time around, instead of running R3-A2 on Wes, I dropped him down to an R2 Astro (could also do Biggs Bot for potential damage reduction) for more options in maneuverability while stressed. I gave all of them PS10 for maximum initative while Wes and Wedge VTs so they can start hunting aces and other ships that would be unfortunate to run into their arc. Couldn't fit VTs on Luke, but I figured he's the much less aggressive and more resilient one and would rather hold back and provide modified shots/use his action to focus into a regen.

Here's a shot at some next-gen control:

"Blue Ace" (27)

R2-D6 (1)

Push the Limit (3)

Vectored Thrusters (2)

Ello Asty (30)

Predator (3)

R2-D2 (4)

Vectored Thrusters (2)

Gold Squadron Pilot (18)

Twin Laser Turret (6)

R3-A2 (2)

Vectored Thrusters (2)

BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

PtL Blue Ace has some crazy repositioning abilities, being able to move, boost hard into a barrel roll... I think he might be able to do an almost complete 90* reposition, right? Unfortunately, he suffers at PS5 and won't be outmaneuvering any Imp Aces, but it sure would be a pain to not lock him in your arc or to get bumped by his repositioning shenanigans. Predator Asty also suffers at PS7, but it's probably going to be crazy fun to white T-Roll into a barrel roll. R2-D2 gives him some resiliency and makes his barrel roll ability less dependent on BB-8. The StressHog being able to b-roll also gives his arc some flexibility and the ability to better maneuver to reposition, block or dodge arcs/obstacles.

Or, as an alternative:

Wes Janson (29)

Veteran Instincts (1)

R2-D2 (4)

Vectored Thrusters (2)

Poe Dameron (31)

Veteran Instincts (1)

BB-8 (2)

Autothrusters (2)

Gold Squadron Pilot (18)

Twin Laser Turret (6)

R3-A2 (2)

Vectored Thrusters (2)

BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

Same concept for the StressHog, however, now it has Wes backing up the shot while Poe fires down on the target. Wes' regen from R2-D2 is action independent allowing him to barrel roll for arc/dodging while Poe has BB-8 as his maneuver-bot. You could probably cut both of their VIs down to Adaptability if PS and slapping on R5-P9 is that important, but having that extra maneuverability on Poe is really good. Actually, now that I think of it, if you do cut VI, you could even run Poe as this:

Wes Janson (29)

Adaptability (0)

R2-D2 (4)

Vectored Thrusters (2)

Poe Dameron (31)

Adaptability (0)

R5-P9 (3)

Vectored Thrusters (2)

Black One (1)

Gold Squadron Pilot (18)

Twin Laser Turret (6)

R3-A2 (2)

Vectored Thrusters (2)

BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

VT + Black One title would be loads of fun since you'll get to keep your regen bot instead of relying on BB-8 to combo those locks off of you and your friendlies. Sure, you're knocked down to PS9, but you'll still win the PS war over Omega Leader and the Inquisitor any day.

I'm really excited for Vectored Thrusters and how they'll change up my Rebel game A LOT! What're your thoughts and applications for VTs? I know some people are gonna love them! :D

Edited by SpikeSpiegel

Not really

2 points is a LOT nowadays so you better be ready to abuse it

Which will mostly mean higher PS or higher value ships, especially with TLTs

Palob, Kavil, Norra (when not using bb8) are good examples

And never on Xs. The difference IA makes is just enormous

Edited by ficklegreendice

At what point are you planning on barrel-rolling with your stress-laden only-straight-greens Gold Squadron?

Yeah I'd like it on Palob, but it's not often I have a ship without barrel roll that desperately needs it. Repositioning is great, but that mod slot, and those 2 points, are often more useful elsewhere. IA, AT, etc are all going to do more for you.

Finally, an upgrade to make my X-Wings barrel roll!

No longer do I have to ´fix´ Wedge Antilles with an R2 Astromech and Expert Handling, making my X-Wing as slow as a B-Wing, but without the hitpoints.

Even the so-called ´sluggish´ TIE/sa Bomber´ and the B-Wing can Barrel Roll, but the Rebel Alliance main fighter can´t.

Now, it can!

Sure there might be better options, cheaper options, etc.

But this brings the flavour I was missing to the Classic X-Wing. :)

And never on Xs. The difference IA makes is just enormous

I still don't understand this slavish devotion to a one-shot modification to the exclusion of all other possibilities. I'd rather have something that can help me the entire game rather than something that lets me avoid a damage card ONCE, no matter what it costs.

Erm - your XXX list is a repeat of the Wardens...?

At what point are you planning on barrel-rolling with your stress-laden only-straight-greens Gold Squadron?

Change Gold Squadron's Astromech to and R2 Unit and there lot's of greens and barrel-rolling for repositioning.

At what point are you planning on barrel-rolling with your stress-laden only-straight-greens Gold Squadron?

Change Gold Squadron's Astromech to and R2 Unit and there lot's of greens and barrel-rolling for repositioning.

...simultaneously defeating the purpose of the StressHog™.

At what point are you planning on barrel-rolling with your stress-laden only-straight-greens Gold Squadron?

Change Gold Squadron's Astromech to and R2 Unit and there lot's of greens and barrel-rolling for repositioning.

...simultaneously defeating the purpose of the StressHog™.

And getting three attacks from a BTL-A4 Y-Wing with Twin Laser Turrets in a more maneuverable ship that now has barrel role.

So yes!

[Edit] BUT!!! But as you pointed out, the only greens are straight, so this gives options. A more maneuverable Y-Wing with barrel role or a 'Stress Hog' Y-Wing. Choices

Edited by Ken at Sunrise

that 'Blue Ace' looks super fun !

And never on Xs. The difference IA makes is just enormous

I still don't understand this slavish devotion to a one-shot modification to the exclusion of all other possibilities. I'd rather have something that can help me the entire game rather than something that lets me avoid a damage card ONCE, no matter what it costs.

you can't do **** when you're dead

IA helps you not die embarrassingly fast, and no be so embarrassingly inefficient

Edited by ficklegreendice

Last I checked, it takes

And never on Xs. The difference IA makes is just enormous

I still don't understand this slavish devotion to a one-shot modification to the exclusion of all other possibilities. I'd rather have something that can help me the entire game rather than something that lets me avoid a damage card ONCE, no matter what it costs.

you can't do **** when you're dead

IA helps you not die embarrassingly fast

Last I checked, it takes five damage to blow up an X-Wing. IA stops one. Once. Maybe two if it chucks a Direct Hit, but it's still a one-shot save. If you're down to the point where you need IA to prevent the single point of damage that will kill you, you've got bigger problems at the moment.

I'm not saying it's not a good upgrade. But I think the way the conversation always goes, "Hey, how about --" "NO, INTEGRATED ASTROMECH" is a little tiresome.

Last I checked, it takes

And never on Xs. The difference IA makes is just enormous

I still don't understand this slavish devotion to a one-shot modification to the exclusion of all other possibilities. I'd rather have something that can help me the entire game rather than something that lets me avoid a damage card ONCE, no matter what it costs.

you can't do **** when you're dead

IA helps you not die embarrassingly fast

Last I checked, it takes five damage to blow up an X-Wing. IA stops one. Once. Maybe two if it chucks a Direct Hit, but it's still a one-shot save. If you're down to the point where you need IA to prevent the single point of damage that will kill you, you've got bigger problems at the moment.

I'm not saying it's not a good upgrade. But I think the way the conversation always goes, "Hey, how about --" "NO, INTEGRATED ASTROMECH" is a little tiresome.

yeah no

see the thing about x-wing, dice game

when you only have 5 health to work with, the exact amount of attacks needed to actually kill you tends to vary wildly

you throw crits into the mix, and that moment can come really **** quick. the difference between a 1 health X and a 0 health X is fairly huge

integrated denies that, as well as any crit that could neuter the X

giving it barrel-roll simply makes it a strictly worse version of basically any other 3 dice ship that can barrel roll, such as the B

none of the named pilots have the means to exploit the added maneuverability up to the point where it'd be worth two points AND the loss of a very powerful mod slot

IA keeps you in the fight longer. But, if you're down to 1 hull and catch 3 shots, IA does not help you one iota. It's not an "auto-effective" upgrade - none of them are.

So, it's worth the 0 points. Having the option for BR T-65s is nice though. If I want to kill things, I could take Outmaneuver on Wedge with a BR. Wes is also another critical ship that wants to have things in arc. It lets me do things like a BR dodge of an asteroid. BR out of arc with Airen Cracken. etc. etc.

Edited by Lampyridae

Erm - your XXX list is a repeat of the Wardens...?

Wedge Antilles (29)

Adaptability (0)

R2-D2 (4)

Vectored Thrusters (2)

Wes Janson (29)

Veteran Instincts (1)

R2 Astromech (1)

Vectored Thrusters (2)

Luke Skywalker (28)

Veteran Instincts (1)

R5-P9 (3)

Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

Edited by SpikeSpiegel

IA keeps you in the fight longer. But, if you're down to 1 hull and catch 3 shots, IA does not help you one iota. It's not an "auto-effective" upgrade - none of them are.

So, it's worth the 0 points. Having the option for BR T-65s is nice though. If I want to kill things, I could take Outmaneuver on Wedge with a BR. Wes is also another critical ship that wants to have things in arc. It lets me do things like a BR dodge of an asteroid. BR out of arc with Airen Cracken. etc. etc.

it does if the only reason you took those extra shots was because of IA

Just imagine Ello Asty with PTL, vectored thrusters and BB-8. Without stress, that creates a white T-roll, barrel roll and boost combo. With stress, barrel for a green courtesy of BB-8, move and boost or roll (or both, to get stress back). It could get very hard to get Ello in arc or escape his arc.

Vectored Thrusters at least allows for some more interesting builds. I was thinking about a "Who do I really want to shoot?" list.

Luke Skywalker (28)

Adaptability (0)

Vectored Thrusters (2)

Tarn Mison (23)

R7 (2)

Integrated Astromech (0)

Chewbacca (42)

Adaptability (0)

Recon Specialist (3) (or C-3PO if you are a filthy cheater)

At 100 points it's pretty durable, has turret coverage. It's hoping that at PS 9 Luke can get out of enough arcs to make VT worth it over IA. It won't exactly be competitive, but it's not a dumpster fire either.

My thoughts in regards to IA vs VT on the T-65:

Yes, the game is about dice. However, this game is also about maneuverability and versatility. The second you decide to put VT on a PS10 Wedge, you're taking the risk of IA's opportunity cost for the benefit of an added maneuver modifier that can:

1. Possibly prevent damage via arc dodging, pushing range or dodging asteroids.

2. Possibly provide damage via repositioning into arc or into a range 1 modifier.

Of course, you can argue that IA does the same thing, but differently. By preventing and providing damage through survivability alone for the sake of staying on the board, you're not making your ship's maneuvers any more versatile than the standard T-65, which could also make a huge difference in games by taking out opponents/dodging arcs before they even get the chance to force you to punch out your Astro and survive. You land in a range 1 arc of a Soontir (or any 3-dice, non-PWT primary), hopefully IA saves me from 4 hits vs. I'll b-roll out of arc or into a block to avoid that risk altogether.

IA is undeniably good, but I'm not saying we should ditch IA altogether for VTs, I'm saying it might benefit X-Wing aces to consider the option of utilizing the barrel roll action rather than auto-including IA and letting everyone else barrel roll out of your arc.

I think of VT as Rebel's way of repaying Scum for the BTL-A4.

VT will see much more (practical, decisive) use on Scum squads, as BTL found a home on Rebel squads, despite one coming on the other faction's expansion.

Last I checked, it takes

And never on Xs. The difference IA makes is just enormous

I still don't understand this slavish devotion to a one-shot modification to the exclusion of all other possibilities. I'd rather have something that can help me the entire game rather than something that lets me avoid a damage card ONCE, no matter what it costs.

you can't do **** when you're dead

IA helps you not die embarrassingly fast

Last I checked, it takes five damage to blow up an X-Wing. IA stops one. Once. Maybe two if it chucks a Direct Hit, but it's still a one-shot save. If you're down to the point where you need IA to prevent the single point of damage that will kill you, you've got bigger problems at the moment.

I'm not saying it's not a good upgrade. But I think the way the conversation always goes, "Hey, how about --" "NO, INTEGRATED ASTROMECH" is a little tiresome.

yeah no

see the thing about x-wing, dice game

when you only have 5 health to work with, the exact amount of attacks needed to actually kill you tends to vary wildly

you throw crits into the mix, and that moment can come really **** quick. the difference between a 1 health X and a 0 health X is fairly huge

integrated denies that, as well as any crit that could neuter the X

giving it barrel-roll simply makes it a strictly worse version of basically any other 3 dice ship that can barrel roll, such as the B

none of the named pilots have the means to exploit the added maneuverability up to the point where it'd be worth two points AND the loss of a very powerful mod slot

I somehow thought that when IA came out everyone said 'well it's not worthless but it almost totally sucks because now I have to bring an astromech'.

Now it is "a very powerful mod slot' for Integrated Astromech.

powerful mod slot

I somehow thought that when IA came out everyone said 'well it's not worthless but it almost totally sucks because now I have to bring an astromech'.

Now it is "a very powerful mod slot' for Integrated Astromech.

the people who said it sucked were

a.) wrong

b.) not exactly able to parse how losing your astromech was preferable to losing your X-wing

granted, it didn't make the X-wing a god among men like the x7 did the defender, but it certainly made it suck a lot less. Now you can run rookies next to Bs without embarrassing yourself!

I think IA was fine when it first came out. It's just that as it hit TLT's, crackswarms, and ordnance jumpmasters hit around the same time renderring it fairly moot. It made the X-Wing not completely suck, more than it did bump it up.

From a thematic standpoint I like vectored thrusters simply because Talonbane, Wedge, Luke, etc. can actually fly like mobile aces. If it were 1 point, I would be absolutely thrilled. It's 2, but beggars can't be choosers and with the exception of Wes (who will be perma stressed from R3-A2) it is now my go to mod on T-65 aces.

Choices are good, I'm hoping for an unrevealed boost card (for small ships only) in one of the other sets for less than 4 points. We shall see ;)

some xwing pilots i'd ditch IA for VT but not others. The main ones that draw attention (biggs, wedge, wes, poe) i would leave IA on there because they are going to need that more than barrelroll most of the time.

However the other xwings are going to love this. Any idea how many times my Tarn Milson has JUUUUST lost his arc because my target boosted/barrelrolled? Now i can barrelroll to secure that arc, and im not worried about no focus/TL because its TARN (with R7) nobody wants to hit him anyway lol.

Ello Asty can basically do a 3K white now. No "action" since the barrelroll to return it to a 3K instead of a talon but it does fix my issue with talons usually putting me in an unfavorable spot vs a rock, or no arc, so i rarely use it. I did 3 games with Ello, Wedge, and Tarn on Wednesday and i used the talon roll ... twice? lol. Strictly because of both those complaints every time.

Edited by Vineheart01