Sell me on Blue Ace

By BlueMusketeer28, in X-Wing

I agree strongly with what's been said already, but I'll add that he's a pretty decent choice for Lone Wolf (with R2D6). He can sort of circle around, cutting in with his boost as needed. It makes it easier to keep at Range 3+ from your other ships.

Just as a thought experiment:

Blue Ace, R2D6, Flechette Torpedoes, Lone Wolf, Integrated Astromech = 32

Nien Nunb, Snap Shot, R3A2, Integrated Astromech = 33

Snap Wesley, Predator, Primed Thrusters, Flechette Torpedoes, R2 Astromech = 35

You get three mid/high PS T70s that all have some pretty nice maneuver tricks help avoid getting hammered by Jumpmasters. They also all have some control element to help contain aces. Sort of a middle-ground squad.

I like R7-T1 on blue ace a lot. Like what has been said. It was almost made for him. It helps him get some action economy and still actually puts damage out. It takes time to get used to trying to move to get in an enemy arc so you can actually use it. But when you do get used to it. Man it's cool.

As a side note I like to make Red Vets with daredevil and R2 Astros. Makes them a poor mans Blue ace. It's fun to fly as well. 2-turn and daredevil the same turn. Pretty fun to fly as well.

Blue ace.

BB8

Integrated astromech

Efficient and blocky/outmaneuvery

Bank left, pre barrel left, boost 90 right

Edited by Ravncat

T-70 X-Wing: · "Blue Ace" (27)

· R2-D6 (1)

· Experimental Interface (3)

Daredevil (3)

Best build for him, 2 (count them, TWO) 1 turn boosts. Confuse your enemies with your crazy boosting. They will never understand what your doing.

I ran this build a bit earlier this year. In my first game against double torpmasters +1 I got a 100-0 victory. It was almost impossible for the U boats to keep me out of range 1 and in arc because I was so much more maneuverable. The one turn that you're double stressed and have to do a green can be rough, of course, but it is just a fun ship to fly around. Doing a 2 hard turn, then a 90 degree boost, and then an EI Daredevil is just silly, and it is impossible to fully predict for your opponent.

Relying on naked dice the whole game is not as fun.

It's funny, because blue ace's ability can sometimes read,you may treat your talon rolls as white, but if you do, skip your perform action step. But he can also pull the 4 straight 1 turn which is niiice. What x wings need are an offensive modification, allowing them to do other actions while still getting an attack mod.

It's funny, because blue ace's ability can sometimes read,you may treat your talon rolls as white, but if you do, skip your perform action step. But he can also pull the 4 straight 1 turn which is niiice. What x wings need are an offensive modification, allowing them to do other actions while still getting an attack mod.

Exactly. Blue Ace's ability is great for getting him wherever you want, facing whichever way you want. What you then need is the "so what?" - because 3 dice with no modifiers is a bit......lackluster.

Which is why you want either R7-T1 for a target lock, or R2-D6 for an elite pilot talent (either predator or push the limit).

BB-8 is nice too - because it really is "where the hell did he go now!" but you do find his shots a bit feeble as a result.

I agree strongly with what's been said already, but I'll add that he's a pretty decent choice for Lone Wolf (with R2D6). He can sort of circle around, cutting in with his boost as needed. It makes it easier to keep at Range 3+ from your other ships.

Just as a thought experiment:

Blue Ace, R2D6, Flechette Torpedoes, Lone Wolf, Integrated Astromech = 32

Nien Nunb, Snap Shot, R3A2, Integrated Astromech = 33

Snap Wesley, Predator, Primed Thrusters, Flechette Torpedoes, R2 Astromech = 35

You get three mid/high PS T70s that all have some pretty nice maneuver tricks help avoid getting hammered by Jumpmasters. They also all have some control element to help contain aces. Sort of a middle-ground squad.

Blue Ace has no EPT

Edited by IG88E

BB-8 is nice too - because it really is "where the hell did he go now!" but you do find his shots a bit feeble as a result.

The minimalist bb8 version has the maneuverability to get out of arcs and in the way of aces - while setting up for future turns - its a 1 or 2 turn action hit to get into a chase position, the real secret to leveraging it is running blue ace with other higher or lower , but not equal , value targets - because ignored 3 attack guns are worth their weight in gold.

I agree strongly with what's been said already, but I'll add that he's a pretty decent choice for Lone Wolf (with R2D6). He can sort of circle around, cutting in with his boost as needed. It makes it easier to keep at Range 3+ from your other ships.

Just as a thought experiment:

Blue Ace, R2D6, Flechette Torpedoes, Lone Wolf, Integrated Astromech = 32

Nien Nunb, Snap Shot, R3A2, Integrated Astromech = 33

Snap Wesley, Predator, Primed Thrusters, Flechette Torpedoes, R2 Astromech = 35

You get three mid/high PS T70s that all have some pretty nice maneuver tricks help avoid getting hammered by Jumpmasters. They also all have some control element to help contain aces. Sort of a middle-ground squad.

Blue Ace has no EPT

R2-D6!

BB-8 is nice too - because it really is "where the hell did he go now!" but you do find his shots a bit feeble as a result.

The minimalist bb8 version has the maneuverability to get out of arcs and in the way of aces - while setting up for future turns - its a 1 or 2 turn action hit to get into a chase position, the real secret to leveraging it is running blue ace with other higher or lower , but not equal , value targets - because ignored 3 attack guns are worth their weight in gold.

I think it's probably also worth splashing the horrific cost of 2 points for Primed Thrusters once they come out. Being able to Talon Roll and then do a 90 o boost is just sick, and the following turn you can dial in a green maneuver, still get your BB-8 barrel roll, clear the stress, and then boost again.

I cannot "sell" you on Blue Ace because I am not a used car salesman and I'd feel guilty trying to sell you a lemon.

Blue Ace's ability is awesome, and he is a lot of fun. If he had an innate EPT, he'd be worlds better. But even then, he'd still be a non-Biggs X-Wing and pretty much wasted points on the most competitive stage. X-Wings cannot outmaneuver Palp Aces (even Blue Ace cannot) and even if they could they'd never be able to actually hit the aces for reliable damage anyways. X-Wings also cannot outjoust a Crack Swarm or Torp Scouts.

So I'm not sure what X-Wings are good at right now, but this is a big reason why so many players say that the X-Wing (both versions) need a lot of help and the reason you do not seem them on final tables of any significant event, outside of the occasional Biggs gimmick, since Biggs does the only thing X-Wings are good at doing: dying.

Sheesh.

Edited by BlodVargarna

BB-8 is nice too - because it really is "where the hell did he go now!" but you do find his shots a bit feeble as a result.

The minimalist bb8 version has the maneuverability to get out of arcs and in the way of aces - while setting up for future turns - its a 1 or 2 turn action hit to get into a chase position, the real secret to leveraging it is running blue ace with other higher or lower , but not equal , value targets - because ignored 3 attack guns are worth their weight in gold.

I think it's probably also worth splashing the horrific cost of 2 points for Primed Thrusters once they come out. Being able to Talon Roll and then do a 90 o boost is just sick, and the following turn you can dial in a green maneuver, still get your BB-8 barrel roll, clear the stress, and then boost again.

Primed Thrusters are 1 point, Pattern Analyzer is two. Seems well-costed to me, but time will tell.

For me, Blue Ace's main ability is to get shots on target. Sort of like shots on goal in soccer, the more opportunities you have to inflict damage, the better it will be. If you're used to flying T-65 X-Wings and having to spend a couple turns getting them back into the fight, Blue Ace's ability is sort of like a very wide Tallon Roll with no stress. I also find him very useful in the opening phases, reacting to the deployment of higher PS ships. Place him in the middle and then you can quickly merge with your high PS force early on - or go deep for flank shots.

I find that he very much wants to be paired with someone that can pass tokens. Running R2-D6 Predator on him is just too pricey. I would say Shara Bey is an excellent pairing.

Enough about "Blue Ace", What about " Red Ace "? :P

Enough about "Blue Ace", What about " Red Ace "? :P

Comm Relay, R2-D2.

Enough about "Blue Ace", What about " Red Ace "? :P

As the Blue Musketeer I need to make the Blue Ace work.

Enough about "Blue Ace", What about " Red Ace "? :P

As the Blue Musketeer I need to make the Blue Ace work.

Or turn red from :angry: or :unsure:

R2-D2, Comm Relay, Red Ace won me an escalation tournament. Dude's a tank.

Enough about "Blue Ace", What about " Red Ace "? :P

Comm Relay, R2-D2.

Forgot the Asteroid, 1st move a 1 straight onto a rock untill you get that 1st evade token. ;)

Enough about "Blue Ace", What about " Red Ace "? :P

Comm Relay, R2-D2.

Forgot the Asteroid, 1st move a 1 straight onto a rock untill you get that 1st evade token. ;)

Funny I place two small rocks at range 2 of my own edge and edge of table. That way I can try to get his evade, from going 4 forward through either of them, with my choice. No matter where I deploy :)

This is a great thread, I've been working my way though the different T-70 pilots and was looking at Blue Ace next.

What about:

Blue Ace

-Integrated Astro

-Targeting Astro

-Primed Thrusters.

Talon Roll or K turn, free target lock, followed up by 1 hard boost. Maneuverability + dice modification.

Similar to the R7-T1 build I guess

Nice! You're 2 points shy of R2-D6/Predator, but the T-70 tends to end-around often enough for the Targeting Astromech to be good - especially with a boost to line up the shot.