Zero point Astromech for Generic T-70s?

By Rinzler in a Tie, in X-Wing

Unprogrammed Astromech

0 points

Treat all 4-speed maneuvers as red.

You cannot equip this if your pilot skill is 4 or higher.

Allows the use of Integrated without just giving the ship a free hull. Would provide (little) more space to build with the Rogue One star ship..

And then I could use Primed Thrusters on 4 generics. And Jess.

Edited by Rinzler in a Tie

Unprogrammed Astromech

0 points

Treat all 4-speed maneuvers as red.

You cannot equip this if your pilot skill is 4 or higher.

Allows the use of Integrated without just giving the ship a free hull. Would provide (little) more space to build with the Rogue One star ship..

And then I could use Primed Thrusters on 4 generics. And Jess.

Yeah, but... You also can't use this on Red Squadron Vets.

I wouldnt call it "unprogramed" as that implies it has no programming at all and therefore would be inert and useless. Perhaps "trainer" or "basic" would be a more suitible word.

Generic T-70s need a buff, as do generic T-65s. A zero-point X-Wing only astro could do the job, but I don't think it really needs a drawback.

R2 is already a pretty good buy. That's the only generic that is worth a darn, outside some corner case builds, though.

I was going to say. T-70s really don't need a 'buff' astromech - because 4 T-70s with R2 astromechs is 100 points on the dot, and R2 astromechs are really, really good for T-70s.

I wouldn't mind seeing something for Rookies and Red Squadron - the Targeting Astromech for Red Squadron is....okay but not amazing (Hey, it's better than the R3!).

R2 is already a pretty good buy. That's the only generic that is worth a darn, outside some corner case builds, though.

Yes, R2 is good, but the T70 dies too easily to be make a correct list with only 3 generics. 0 pt R2 would be really good, allowing to take 4 ships either with some 1pt tech, or taking Jess as a leader.

R2 is already a pretty good buy. That's the only generic that is worth a darn, outside some corner case builds, though.

Yes, R2 is good, but the T70 dies too easily to be make a correct list with only 3 generics. 0 pt R2 would be really good, allowing to take 4 ships either with some 1pt tech, or taking Jess as a leader.

You can take 4 generics already. The Baby Blues is a **** dangerous squad.

I accept the desire to take 3 generics and Jess Pava or tech upgrades, but that's the point; it's forcing moderately hard choices onto people. There is, for example, a real argument for taking primed thrusters rather than R2 astromech, despite the Integrated Astromech, and I genuinely would rather have Jess Pava with no astromech in a pack of 3 wingmen than a fourth 'regular' T-70; your defence die rerolls will easily earn back that extra hitpoint.

i think a lot of different 1 point generic and unique mechs would be nice. they just to some thing small but with interrogated astromech the make that one point well spent and could play well into some pilots abilities
because making a 0 point astromeck for t-70 only would suck as so many other ships couldn't use them e.g. ARC, Y-Wing and T75

Targeting Astromech was the correct answer but they screwed up the cost. The fact that it cost two points is still my biggest gripe against FFG. (Really.)

I'd be happy with just another way to get R2 Astros. Not buying anymore Y-wings. 2 Rebel and 2 Scum is enough.

Honestly for 0pts astro does it have to have an ability at all?

0pts fresh astromech

(This takes your astro slot so you can fire him into space later to save your a££)

Edited by Spaceman91

Targeting Astromech was the correct answer but they screwed up the cost. The fact that it cost two points is still my biggest gripe against FFG. (Really.)

I'd be happy with just another way to get R2 Astros. Not buying anymore Y-wings. 2 Rebel and 2 Scum is enough.

Agreed. On a T-70, the R2 Astromech is bloody amazing, both on Blue Novices (for the extra hit for cheap, and to easily recover from Talon Rolls) and for elites (for Push The Limit/Daredevil Pattern Analyser shennanigans). It is kind of daft that you can't get them anywhere else except the Y-wing.

Edited by Magnus Grendel

Lots of points made that I agree with.

I don't think I would make it T-70 only but I think it needs some sort of draw-back because of its use with Integrated Astromech. That's a free point of health. I don't think slowing the ship down a bit (due to the low-tech of a "fresh" droid) is a terrible price to pay for that.

Unprogrammed Astromech

0 points

Treat all 4-speed maneuvers as red.

You cannot equip this if your pilot skill is 4 or higher.

Allows the use of Integrated without just giving the ship a free hull. Would provide (little) more space to build with the Rogue One star ship..

And then I could use Primed Thrusters on 4 generics. And Jess.

This wouldn't accomplish much. Integrated Astromech doesn't help X-Wings win games, it just makes them lose a little more slowly. That astromech slot is crucial to an X-Wing's effectiveness, and the only competitively effective astromechs all happen to be unique: R4D6 (Biggs only), R3A2, R2D2, and R5P9.(Poe only). Blanket access to a free astromech+Integrated would do nothing to help X-Wings run down and/or gun down the big bad meta ships right now: Palpatine-Backed Aces, Dengar, Party Bus, Dash, Rey, Fenn Rau. You could probably give X-Wings +3 Shields for free and I bet they'd still lose most games against the Top Meta lists. They need teeth, not toughness.

Unprogrammed Astromech

0 points

Treat all 4-speed maneuvers as red.

You cannot equip this if your pilot skill is 4 or higher.

Allows the use of Integrated without just giving the ship a free hull. Would provide (little) more space to build with the Rogue One star ship..

And then I could use Primed Thrusters on 4 generics. And Jess.

This wouldn't accomplish much. Integrated Astromech doesn't help X-Wings win games, it just makes them lose a little more slowly. That astromech slot is crucial to an X-Wing's effectiveness, and the only competitively effective astromechs all happen to be unique: R4D6 (Biggs only), R3A2, R2D2, and R5P9.(Poe only). Blanket access to a free astromech+Integrated would do nothing to help X-Wings run down and/or gun down the big bad meta ships right now: Palpatine-Backed Aces, Dengar, Party Bus, Dash, Rey, Fenn Rau. You could probably give X-Wings +3 Shields for free and I bet they'd still lose most games against the Top Meta lists . They need teeth, not toughness.

LOL @ this guy. No one claimed opening a four T-70 build to a 1-point tech would take the meta.

Anyway, compare these two and tell me which you'd feel better running:

x4 Blue Squadron Novice

- 0-point Astromech

- Integrated Astromech

- Primed Thrusters

or

x4 Blue Squadron Novice

- Slew of 1-point Astromechs

- Integrated Astromech

I'd much rather have four 3-dice primaries with the ability to T-roll and then boost into range or arc AND ditch the astromech for a hull point than whatever quirks that the 1-point astros would bring.

Unprogrammed Astromech

0 points

Treat all 4-speed maneuvers as red.

You cannot equip this if your pilot skill is 4 or higher.

Allows the use of Integrated without just giving the ship a free hull. Would provide (little) more space to build with the Rogue One star ship..

And then I could use Primed Thrusters on 4 generics. And Jess.

This wouldn't accomplish much. Integrated Astromech doesn't help X-Wings win games, it just makes them lose a little more slowly. That astromech slot is crucial to an X-Wing's effectiveness, and the only competitively effective astromechs all happen to be unique: R4D6 (Biggs only), R3A2, R2D2, and R5P9.(Poe only). Blanket access to a free astromech+Integrated would do nothing to help X-Wings run down and/or gun down the big bad meta ships right now: Palpatine-Backed Aces, Dengar, Party Bus, Dash, Rey, Fenn Rau. You could probably give X-Wings +3 Shields for free and I bet they'd still lose most games against the Top Meta lists . They need teeth, not toughness.

LOL @ this guy. No one claimed opening a four T-70 build to a 1-point tech would take the meta.

Anyway, compare these two and tell me which you'd feel better running:

x4 Blue Squadron Novice

- 0-point Astromech

- Integrated Astromech

- Primed Thrusters

or

x4 Blue Squadron Novice

- Slew of 1-point Astromechs

- Integrated Astromech

I'd much rather have four 3-dice primaries with the ability to T-roll and then boost into range or arc AND ditch the astromech for a hull point than whatever quirks that the 1-point astros would bring.

What's the point?

People could spend hours writing interesting treatises and analyses of how the game of chess would be played if the King moved 2 spaces instead of 1 space. But guess what, the King only moves 1 space.

Either of those quad T70 lists would still perform roughly the same against the meta, so if you really want to fly some janky T70 generics for the fun of it then just fly what's actually available . Integrated isn't obligatory, if you want to fly it with quad Primed Thrusters just drop the integrated astromech and do so (after you buy four HotRs, lol). I don't see the point in debating the merits of fictional fanboy list -vs- current actual list if the assumption is that the fanboy suggestion isn't meant as a fix to make them actually competitive in the meta but rather just as a "hey wouldn't this be marginally better than what we have now?"

On the other hand, if the point is to discuss how to fix the X-Wing (namely the generic X-Wing), then I stand by my point that this would do nothing to accomplish that.

i would rather pay 1pt for R2 and get 4 more greens for the time being.

2turn greens are really good.

Unprogrammed Astromech

0 points

Treat all 4-speed maneuvers as red.

You cannot equip this if your pilot skill is 4 or higher.

Allows the use of Integrated without just giving the ship a free hull. Would provide (little) more space to build with the Rogue One star ship..

And then I could use Primed Thrusters on 4 generics. And Jess.

This wouldn't accomplish much. Integrated Astromech doesn't help X-Wings win games, it just makes them lose a little more slowly. That astromech slot is crucial to an X-Wing's effectiveness, and the only competitively effective astromechs all happen to be unique: R4D6 (Biggs only), R3A2, R2D2, and R5P9.(Poe only). Blanket access to a free astromech+Integrated would do nothing to help X-Wings run down and/or gun down the big bad meta ships right now: Palpatine-Backed Aces, Dengar, Party Bus, Dash, Rey, Fenn Rau. You could probably give X-Wings +3 Shields for free and I bet they'd still lose most games against the Top Meta lists . They need teeth, not toughness.

LOL @ this guy. No one claimed opening a four T-70 build to a 1-point tech would take the meta.

Anyway, compare these two and tell me which you'd feel better running:

x4 Blue Squadron Novice

- 0-point Astromech

- Integrated Astromech

- Primed Thrusters

or

x4 Blue Squadron Novice

- Slew of 1-point Astromechs

- Integrated Astromech

I'd much rather have four 3-dice primaries with the ability to T-roll and then boost into range or arc AND ditch the astromech for a hull point than whatever quirks that the 1-point astros would bring.

What's the point?

People could spend hours writing interesting treatises and analyses of how the game of chess would be played if the King moved 2 spaces instead of 1 space. But guess what, the King only moves 1 space.

Either of those quad T70 lists would still perform roughly the same against the meta, so if you really want to fly some janky T70 generics for the fun of it then just fly what's actually available . Integrated isn't obligatory, if you want to fly it with quad Primed Thrusters just drop the integrated astromech and do so (after you buy four HotRs, lol). I don't see the point in debating the merits of fictional fanboy list -vs- current actual list if the assumption is that the fanboy suggestion isn't meant as a fix to make them actually competitive in the meta but rather just as a "hey wouldn't this be marginally better than what we have now?"

On the other hand, if the point is to discuss how to fix the X-Wing (namely the generic X-Wing), then I stand by my point that this would do nothing to accomplish that.

Which list would you prefer?

I'll forgo arguing the merit of questioning a theory-crafting post on an internet forum where theory-crafting is 50% of the content and just apologize for wasting your time lol but I will say the point was to get feedback on the upgrade as it relates to generics - which I got. I don't always wear my meta-slave hat - apologies for not caring about its chances against Dengaroo.

It would take a mountain of upgrades to make T-70 generics viable in the meta, didn't think I needed to caveat the whole topic with what everyone already knows...

Unprogrammed Astromech

0 points

Treat all 4-speed maneuvers as red.

You cannot equip this if your pilot skill is 4 or higher.

Allows the use of Integrated without just giving the ship a free hull. Would provide (little) more space to build with the Rogue One star ship..

And then I could use Primed Thrusters on 4 generics. And Jess.

This wouldn't accomplish much. Integrated Astromech doesn't help X-Wings win games, it just makes them lose a little more slowly. That astromech slot is crucial to an X-Wing's effectiveness, and the only competitively effective astromechs all happen to be unique: R4D6 (Biggs only), R3A2, R2D2, and R5P9.(Poe only). Blanket access to a free astromech+Integrated would do nothing to help X-Wings run down and/or gun down the big bad meta ships right now: Palpatine-Backed Aces, Dengar, Party Bus, Dash, Rey, Fenn Rau. You could probably give X-Wings +3 Shields for free and I bet they'd still lose most games against the Top Meta lists . They need teeth, not toughness.

LOL @ this guy. No one claimed opening a four T-70 build to a 1-point tech would take the meta.

Anyway, compare these two and tell me which you'd feel better running:

x4 Blue Squadron Novice

- 0-point Astromech

- Integrated Astromech

- Primed Thrusters

or

x4 Blue Squadron Novice

- Slew of 1-point Astromechs

- Integrated Astromech

I'd much rather have four 3-dice primaries with the ability to T-roll and then boost into range or arc AND ditch the astromech for a hull point than whatever quirks that the 1-point astros would bring.

What's the point?

People could spend hours writing interesting treatises and analyses of how the game of chess would be played if the King moved 2 spaces instead of 1 space. But guess what, the King only moves 1 space.

Either of those quad T70 lists would still perform roughly the same against the meta, so if you really want to fly some janky T70 generics for the fun of it then just fly what's actually available . Integrated isn't obligatory, if you want to fly it with quad Primed Thrusters just drop the integrated astromech and do so (after you buy four HotRs, lol). I don't see the point in debating the merits of fictional fanboy list -vs- current actual list if the assumption is that the fanboy suggestion isn't meant as a fix to make them actually competitive in the meta but rather just as a "hey wouldn't this be marginally better than what we have now?"

On the other hand, if the point is to discuss how to fix the X-Wing (namely the generic X-Wing), then I stand by my point that this would do nothing to accomplish that.

Which list would you prefer?

I'll forgo arguing the merit of questioning a theory-crafting post on an internet forum where theory-crafting is 50% of the content and just apologize for wasting your time lol but I will say the point was to get feedback on the upgrade as it relates to generics - which I got. I don't always wear my meta-slave hat - apologies for not caring about its chances against Dengaroo.

It would take a mountain of upgrades to make T-70 generics viable in the meta, didn't think I needed to caveat the whole topic with what everyone already knows...

In that case I, like Vinehart above, would prefer the second list.

The point of IA is you are paying for an astro to get that free hit point.

So I don't think a 0 point astro will happen unless it had a line that you can't equip any mods if you have it.

Agreed. T-70s benefit a lot from R2 astromechs. Because you find yourself talon rolling a lot, and R2 means you can come out of that talon roll into a hard turn and still clear stress.

Primed thrusters are nice, but if the baby blues have a 'party piece' that has a meaningful chance in a tournament game, it's the ability to lay down four target locked 3-dice attacks on someone at the same time, and enough toughness that essentially nothing in the game can one-shot you before you fire (it's certainly enough to make the agility 1 and agility 0 bloated barges like VT-49s, VCX-100s and YV-666s quite nervous).

Unmodified three dice attacks aren't aweful, but they really can't cope with the ridiculously modified green dice you can see in recent tournament builds (TIE/x7, lone wolf/countermeasures, push the limit aces, concord dawn protector, etc).

This got me thinking about a fix for the t-65 for 0 points

instead of a 0 point Astromaech what about a 0 point unique "experimental integrated Astromech interface" upgrade card T-65 only

"After preforming an action if your Astromach has the action function then you may preform this as a free action"

this would get some of those unused Astromechs back into play and give you a sought of limited PTL

Basically it would only work with R2-F2, R5-D8 , R7-T1.

You could have Luke with a constant 3 green dice or Wedge with a free boost when he target locks.

Edited by shotbyscott