The Poor T-65

By Astech, in X-Wing

Guys. Use R7 and Vector Thruster and the Rookie will be all right. 21p + vt 2p + R7 2p. Place target lock on the attacker. If attacker rolls good, use R7. Otherwise save the Target lock for next round

There are so many reasons our beloved X-wing is what it is and I think FFG has done a very good job with keeping the game growing but keep all ships casually playable, with the exception of the Punisher.

Sorry, if this is dumb question. It's been awhile since I've bothered reading up on the current X-wing meta. What is wrong with the Punisher?

Guys. Use R7 and Vector Thruster and the Rookie will be all right. 21p + vt 2p + R7 2p. Place target lock on the attacker. If attacker rolls good, use R7. Otherwise save the Target lock for next round

Or for the same cost take a T-70 BSN with R2 Astromech. Which is objectively a better ship.

Guys. Use R7 and Vector Thruster and the Rookie will be all right. 21p + vt 2p + R7 2p. Place target lock on the attacker. If attacker rolls good, use R7. Otherwise save the Target lock for next round

R7 is surprisingly good when you have some way to get that target lock in the first place. Tarn is the best exmple (in fact, he's so good with it that he blows Rookies with it out f the water) as are knave squadron pilots with FCS in an E-wing. But if you want to increase the survivability of your X-wings, 4 blue squadron novices with R2 + Integrated are 100 pts, and do everything, but better and without the need for dice rerolling shenanigans.

Sorry, if this is dumb question. It's been awhile since I've bothered reading up on the current X-wing meta. What is wrong with the Punisher?

It's not a dumb question, merely an easy one. Take a look at the TIE bomber. It has 1 extra agility, barrel roll instead of boost and three less hull. The generics are 5 points cheaper, and the elites get that precious EPT slot. Overall, the two of them appear at first glance to be about as good as each other. However, the Punisher caps out at an absolute maximum of PS 7, meaning thhat any kind of arc-dodging ace at all (Soontir, Inquisitor, Whisper, even Wedge + BB-8) will run rings around them. If you try to make use of all those ordinance slots, you get an enormously bloated ship that even a classic TIE swarm will take down in a single turn. Yet, if you don't load them up, you're better off with a TIE bomber for the extra maneuverability and significantly lower cost. In short, the Punisher is to the bomber what the T-65 is to the T-70. Living in its shadow.

Just gonna leave my X-Wing fix ideas here, as usual:

Incom Innovations

X-Wing Only. Title.

If you do not have the tech slot, after you execute a bank maneuver, you may rotate your ship 90 degrees and place the base along the maneuver template as if performing a barrel roll. If you do, treat this maneuver as a red maneuver.

You may equip 1 additional Modification upgrade that costs 2 or fewer squad points.

0 points.

Originally I was just thinking of naming it T-65 X-Wing, but I had to come up with something else after deciding it should go on both the T-65 and T-70. The maneuver idea, which I like to think of as a drift maneuver, allows X-Wings to get their arcs more easily aimed in the right direction. It provides them with a fun new maneuver that is similar to a T-Roll, but on banks instead, and they can end up facing one of three directions after dialing in a bank. The fact that it's a red maneuver also pairs well with Targeting Astromech, giving it much more use on an X-Wing than it previously had. This works especially well for Hobbie, who could now do a drift manuever, target lock to clear his stress, and then barrel roll with Vectored Thrusters, allowing for all sorts of maneuver shenanigans. I haven't had much table time with this fix idea yet, but it is pretty fun to fly from what little I've flown of it, and the Hobbie build I mentioned is ridiculously maneuverable. I'd say it gives x7 Defenders a fair run for their money.

The idea for the additional modification is pretty straightforward. Now X-Wings could take Vectored Thrusters and Integrated Astromech for a balance of maneuverability and durability, Engine Upgrade and Vectored Thrusters for arc dodging potential, or Integrated Astromech and Guidance Chips to be a cheap and durable ordinance carrier. If you really wanted to do something cheesy, you could also give an X-Wing Engine Upgrade and Autothrusters, which would make Luke extremely annoying to kill. The T-70, on a similar note, could now equip Autothrusters and Vectored Thrusters, or Autothrusters and Integrated Astromech. Either way, giving the X-Wing another modification would be great for thematic purposes as well as gameplay, in my opinion.

Guidance Astromech

Once per round, when attacking with your primary weapon, you may change 1 die result to a [hit] result.

2 points.

This provides the Rebellion with something they've desperately needed. An astromech that simply straight-up improves offensive output. No ifs, ands, or buts. This could be a huge help to both X-Wings and the E-Wing, though I admit it might be a little powerful on the ARC-170 (Although most ARC pilots already seem to have found their favorite astromechs). The cost rivals another offence-oriented astromech, the Targeting Astromech. While this one is more reliable and easier to trigger, Targeting Astromechs do have a particular niche. For example, with the title above, I'd always take a Targeting Astromech over a Guidance Astromech on Hobbie, due to his ability. It's also pretty useful on ordinance carriers when they're forced to do red maneuvers in order to get a shot with their torpedoes.

C1 Astromech

When you equip this card, place 1 ordinance token on 1 equipped [torpedo] Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordinance token on that card instead.

3 points.

Basically a more limited version of Extra Munitions. However, it can go a long way toward helping ships that only have a single torpedo slot, encouraging you to take torpedoes on them more often. I decided to have it cost more than Extra Munitions mostly for the fact that having extra torpedoes on ships that were designed with only having a single torpedo shot in mind seems really powerful to me, and I didn't want to risk making it too powerful of an upgrade. But now, with the above title for the X-Wing, it can be an effective torpedo boat with Integrated Astromech, Guidance Chips, Plasma Torpedoes, and a C1 Astromech, putting it at 27 points, the same price as a B-Wing with Plasma Torpedoes, Extra Munitions, and Guidance Chips. A Y-Wing could actually carry three Plasma Torpedo shots with this at 26 points. Granted, none of this really comes close to the points efficiency of the TIE Bomber, but it's still an interesting alternative to load out an X-Wing.

The entire idea here is that I want the X-Wing to re-assume its intended role as the Rebellions best straight-up jouster. By providing it better maneuverability with a brand new type of maneuver, more options for modification layout, and the option to go with either a more point-efficient jouster (Title, Guidance Astromech, Integrated Astromech comes to 23 points with great maneuverability and reliable offense even after doing red maneuvers), or a sturdy ordinance carrier like the one listed above, the X-Wing would now edge out the B-Wing as the main generic filler jouster for the Rebellion. With any luck, that'd push the B-Wing back in the direction it was originally intended, the heavy weapons platform. Though, I'm sure if any or all of these fixes came to pass, the B-Wing would need its own fix to better serve that role... Hmm....

Edited by Underachiever599

a bunch of bunk about the X-Wing being wrong or something

Okay, so according to you the X-Wing in.... X-Wing.... doesn't represent the, uh... X-Wing. But yeah, it actually does. Because you can't look at it in a vacuum (heh). You have to compare it to something else. Because it was designed against exactly three other ships. The Y-Wing, The TIE Fighter, and the TIE Advance.

Is the X-Wing slow? No, because 4 straight is the second fastest maneuver in the game. Is it slow compared to the TIE? Yes. Because A TIE FIGHTER IS FASTER THAN AN X-WING.

Is it maneuverable? Yeah, fairly. Can it do a 1 turn? No. But a TIE Fighter can, because A TIE FIGHTER IS MORE MANEUVERABLE THAN AN X-WING.

Is the X-Wing capable of pulling some maneuvers that the TIE can't, and gain an advantage? Yes. The one forward. I don't know if you were even playing the game long enough to remember this, but back when there were only a few ships, once they had engaged, the X-Wing's slow maneuvers were actually an advantage because the TIE would have to move faster, and could overshoot or be forced to bump. Thematically perceived, the X-Wing is capable of pulling maneuvers that allow it to get a better shot on the X-Wing, because many times the TIE would have to K-turn to even get a shot (this putting it at an extreme disadvantage).

So I'm sorry that the X-Wing doesn't still do it for you some 3 years and 9 waves later. But you can't say it wasn't designed like an X-Wing.

a bunch of bunk about the X-Wing being wrong or something

Okay, so according to you the X-Wing in.... X-Wing.... doesn't represent the, uh... X-Wing. But yeah, it actually does. Because you can't look at it in a vacuum (heh). You have to compare it to something else. Because it was designed against exactly three other ships. The Y-Wing, The TIE Fighter, and the TIE Advance.

Is the X-Wing slow? No, because 4 straight is the second fastest maneuver in the game. Is it slow compared to the TIE? Yes. Because A TIE FIGHTER IS FASTER THAN AN X-WING.

Is it maneuverable? Yeah, fairly. Can it do a 1 turn? No. But a TIE Fighter can, because A TIE FIGHTER IS MORE MANEUVERABLE THAN AN X-WING.

Is the X-Wing capable of pulling some maneuvers that the TIE can't, and gain an advantage? Yes. The one forward. I don't know if you were even playing the game long enough to remember this, but back when there were only a few ships, once they had engaged, the X-Wing's slow maneuvers were actually an advantage because the TIE would have to move faster, and could overshoot or be forced to bump. Thematically perceived, the X-Wing is capable of pulling maneuvers that allow it to get a better shot on the X-Wing, because many times the TIE would have to K-turn to even get a shot (this putting it at an extreme disadvantage).

So I'm sorry that the X-Wing doesn't still do it for you some 3 years and 9 waves later. But you can't say it wasn't designed like an X-Wing.

No way, speed one straight and banks can't be useful, the TIE Fighter, most effecient star ship evah, doesn't have them, so those maneuvers just suck. One hard turns all day baby! They won't see it coming!

Sorry, if this is dumb question. It's been awhile since I've bothered reading up on the current X-wing meta. What is wrong with the Punisher?

It's not a dumb question, merely an easy one. Take a look at the TIE bomber. It has 1 extra agility, barrel roll instead of boost and three less hull. The generics are 5 points cheaper, and the elites get that precious EPT slot. Overall, the two of them appear at first glance to be about as good as each other. However, the Punisher caps out at an absolute maximum of PS 7, meaning thhat any kind of arc-dodging ace at all (Soontir, Inquisitor, Whisper, even Wedge + BB-8) will run rings around them. If you try to make use of all those ordinance slots, you get an enormously bloated ship that even a classic TIE swarm will take down in a single turn. Yet, if you don't load them up, you're better off with a TIE bomber for the extra maneuverability and significantly lower cost. In short, the Punisher is to the bomber what the T-65 is to the T-70. Living in its shadow.

I see. Thanks for the info. No big loss as far as I'm concerned. The Tie Punisher is one of the ugliest ships in the game and an example of lazy, unimaginative ship design. I won't cry if I never have a reason to field one on the table.

a bunch of bunk about the X-Wing being wrong or something

Okay, so according to you the X-Wing in.... X-Wing.... doesn't represent the, uh... X-Wing. But yeah, it actually does. Because you can't look at it in a vacuum (heh). You have to compare it to something else. Because it was designed against exactly three other ships. The Y-Wing, The TIE Fighter, and the TIE Advance.

Is the X-Wing slow? No, because 4 straight is the second fastest maneuver in the game. Is it slow compared to the TIE? Yes. Because A TIE FIGHTER IS FASTER THAN AN X-WING.

Is it maneuverable? Yeah, fairly. Can it do a 1 turn? No. But a TIE Fighter can, because A TIE FIGHTER IS MORE MANEUVERABLE THAN AN X-WING.

Is the X-Wing capable of pulling some maneuvers that the TIE can't, and gain an advantage? Yes. The one forward. I don't know if you were even playing the game long enough to remember this, but back when there were only a few ships, once they had engaged, the X-Wing's slow maneuvers were actually an advantage because the TIE would have to move faster, and could overshoot or be forced to bump. Thematically perceived, the X-Wing is capable of pulling maneuvers that allow it to get a better shot on the X-Wing, because many times the TIE would have to K-turn to even get a shot (this putting it at an extreme disadvantage).

So I'm sorry that the X-Wing doesn't still do it for you some 3 years and 9 waves later. But you can't say it wasn't designed like an X-Wing.

So being slow is thematic to the X-Wings speed that it's supposed to have.

That makes sense.

The Y-Wing is also, apparently, just as maneuverable as an X-Wing. It has the same speed 1-2 maneuvers, except the X-Wings 1 banks are green, which, if you're trying to turn completely around, arent relevant anyways. Neither ship has boost or barrel roll available to it, either. So, in practical terms, the Y-Wing is just as mobile as an X-Wing.

Except in canon that's far from true. The Y-Wings maneuverability is described as being akin to driving a dump truck. "These Y-Wings move like a sleepy Hutt, so watch it."

So why can a Y-Wing turn around just as quickly as an X-Wing?

The answer is, of course, that the X-Wing was not properly designed. In addition to being overcosted as-is, the X-Wing's representation in-game is not consistent with it's portrayal in almost anything. All it takes to know this is knowing that as soon as the B-Wing was released, it superseded the X-Wing in almost all of it's roles, somehow being more maneuverable while also being more durable and having a higher damage output with it's system slot.

Edited by Razgriz25thinf

The answer is, of course, that the X-Wing was not properly designed. In addition to being overcosted as-is, the X-Wing's representation in-game is not consistent with it's portrayal in almost anything. All it takes to know this is knowing that as soon as the B-Wing was released, it superseded the X-Wing in almost all of it's roles, somehow being more maneuverable while also being more durable and having a higher damage output with it's system slot.

Of course it's not a perfect translation from all of the entirety of collected lore to the table. It can't be. There's only so much they can make. And it is "well designed" because again, it's a game and it was going up against TIEs. If it could do everything you wanted it to do, then this game would have died before wave 3 because it would not be balanced enough. Things like the original Three Amigos vs. Howlrunner's Swarm were actually pretty even matches back then. If the X-Wing could also boost and barrel roll with Luke and Wedge doing 1 hard turns, there would have been no reason to play Imperial except to get your own ass handed to you. So you should be glad the T-65 is what it is, or this game would just be a few X-Wings collecting dust on a forgotten shelf in your house.

Seriously, do you know what you get when all the ships and cards try to adhere too hard to all the "cool stuff X thing is supposed to do" that the designers forget game balance? You get Attack Wing. And I don't know about you, but I don't see ANYONE playing that anymore.

Is the X-Wing slow? No, because 4 straight is the second fastest maneuver in the game. Is it slow compared to the TIE? Yes. Because A TIE FIGHTER IS FASTER THAN AN X-WING.

Is it maneuverable? Yeah, fairly. Can it do a 1 turn? No. But a TIE Fighter can, because A TIE FIGHTER IS MORE MANEUVERABLE THAN AN X-WING.

A case could be made that, in most EU sources (and some movie-related sources like the famous Speed Chart) the TIE was close enough in speed to the X-Wing to not deserve such a difference - they could have been the same speed with the TIE having an extra Green Straight that the X-wing didn't have, and it would have been equally "fluff-consistent" and possibly more so.

Similarly, the TIE's fragile hull never made it into the board game - with it having the same hull strength as the X-wing and B-wing.

So, the X-wing is arguably nerfed in this game, and the TIE Fighter buffed by comparison.

Edited by Ironlord

I notice this list doesn't have the "hairy attack shuttle".

Zeb + Chewie. It's 22 points, arguably has better actions & a better dial, and is at PS3, which is out of predator range. Also if you're willing to go to 24 you can slap an autoblaster turret on it.

Aaand in other news: earth is round!

Yes. T-65 is no longer a competitive fighter. It hasn't been for years, arguably from the very beginning (TIE fighters were always more efficient). For a while it's saving grace was the strength of some of the pilots. From that standpoint it still has a place in some competitive lists because BIggs is still around (I should know, I'm flying him in my current list). He's the only one left however. Objectively, that doesn't really make T-65 any worse off than most of the other ships in the game. It's not like this game is shy on ships that only have one viable pilot. In fact, it's way easier to name the few ships that have several viable pilots or even *gasps* generics than the other way around. I think all the calls for a T-65 fix are there mostly because it's such an iconic fighter that it's somehow demeaning when it only shows up every once in a while to bite the bullet for the team.

The X wing pains me mostly because the only pilot one sees with regularity is basically just ablative armor for whatever you really want to shine in the list. I'm totally fine with the T70 being the Poe-mobile, because it gets to shine when it's put on the table. Soontir and Corran are the same way. Biggs just dies. Granted - x wings in episode IV did a lot of dying, but then one of them blew up the death star. The two pilots that survived the death star never see the table.

Is the X-Wing slow? No, because 4 straight is the second fastest maneuver in the game. Is it slow compared to the TIE? Yes. Because A TIE FIGHTER IS FASTER THAN AN X-WING.

Is it maneuverable? Yeah, fairly. Can it do a 1 turn? No. But a TIE Fighter can, because A TIE FIGHTER IS MORE MANEUVERABLE THAN AN X-WING.

A case could be made that, in most EU sources (and some movie-related sources like the famous Speed Chart) the TIE was close enough in speed to the X-Wing to not deserve such a difference - they could have been the same speed with the TIE having an extra Green Straight that the X-wing didn't have, and it would have been equally "fluff-consistent" and possibly more so.

Similarly, the TIE's fragile hull never made it into the board game - with it having the same hull strength as the X-wing and B-wing.

So, the X-wing is arguably nerfed in this game, and the TIE Fighter buffed by comparison.

The so called fragile hull for the TIE always seemed like BS to me, it's just as massive as an X-wing, it just didn't have combat shields. Two hull with ZERO shields would super suck. Of course the real problem with this game is the low numbers they used from the outset that limited the design space for later waves of small ships. I suppose the decision was made to keep numbers and dice low in order to shorten the game play time but it's a bit of a problem now.

If the X-wing had had 4 Hull from the start (and the weaker ships like the A-wing and the Headhunter, 3) it might have fit the computer games better.

Guidance Astromech

Once per round, when attacking with your primary weapon, you may change 1 die result to a [hit] result.

2 points.

This provides the Rebellion with something they've desperately needed. An astromech that simply straight-up improves offensive output. No ifs, ands, or buts. This could be a huge help to both X-Wings and the E-Wing, though I admit it might be a little powerful on the ARC-170 (Although most ARC pilots already seem to have found their favorite astromechs). The cost rivals another offence-oriented astromech, the Targeting Astromech. While this one is more reliable and easier to trigger, Targeting Astromechs do have a particular niche. For example, with the title above, I'd always take a Targeting Astromech over a Guidance Astromech on Hobbie, due to his ability. It's also pretty useful on ordinance carriers when they're forced to do red maneuvers in order to get a shot with their torpedoes.

I think this is similar to the way I would probably want to go if I were put in the unenviable task of thinking of a fix. So much of what is good in the game now seems to be based around action economy which the x-wing really struggles with.

Also from the films and the games it definitely looks like a ship that hits hard, so it would be good to reflect the power of those 4 big laser cannons, but I don't think extra attack dice would be the way to go. I was thinking of an astromech that lets you acquire a target lock when you take a focus action but yours fits that bill just as well. Also the building it into an astromech removes the problem of further buffing a the regen aces (and to a certain extent Biggs if he wants to continue to take R4-D6) so it could also work on the less often see E-wings and T-70s.

I probably would only have had it at 1 point though. It's definitely a good ability, probably worth 2-3 points, but most players seem to agree that the t-65 is a couple of points overcosted to start so I'd want to make sure it was actually a fix rather than throwing good points after bad.

Edited by asters89

If the X-wing had had 4 Hull from the start (and the weaker ships like the A-wing and the Headhunter, 3) it might have fit the computer games better.

Just double all the dice and hull/shield numbers from Wave 1 and go from there. With a T-65 with 6 red dice, 4 green and 6/4 HP we can give the TIE 4 or 5 hull to be backed up with at least 6 green dice. But then the variance with hits and evades and the large number of HP on the ships would tend to make the games very long even at 100 pts. And at this point you might as well go full version 2.0 and rebuild from the ground up.

The argument for and against vs. what to do is and interesting thread to be sure, but it usually ends up being illogical and bad for the game. The FFG designers are really (mostly) good at balancing ships and game mechanics. I think the TIE and the X-Wing are the base line for these calculations. The cheapness of the TIE keeps the reality of the addition of survive-ability modifications to a basic no, for it would break the math. In direct correlation, adding firepower or hull/shields to the T-65, a ship that can regenerate shield or hull with the use of cool Astromechs, would also break the math. The rhetorical question is, have these wonderful base-line and iconic ships been somewhat passed by newer ships? Sure. But I am sure the the designers are more than well aware that if they try and raise the baseline too much to appease some players, akin to another buff to the X-Wing like the ship-saving Intergrated Astromech card, they may cause a game-core structural crack that could mark the beginning of the end of our beloved game.

I just wanted to point this out for everyone aruging that the xwing doesn't fit its fluff. It isn't the only one. Take a look at the hwk-290. Its stated fluff was it started as an unarmed ship that used its ability to out maneuver and its speed to escape other ships including fighter. In this game it has the evade of an xwing and a worse dail then a y wing.the title of modly crow doesn't reflex the much heavier armed version of the ship it was. Nor does it have a variable stat line like the yt-1300 got. If you really want talk about ships not meeting their fluff I believe the line starts behind the Hawk. Now as for the Xwing while I would love to see it played more. I personally believe it to be a good ship. Not a great one but a good one. I enjoy flying the ship when I do fly rebels and it can be a hard ship to take down when any kind of regen helps it.

It's also tough to make a buff for a ship that has Biggs and Wedge as pilots; increase it's defence and Biggs becomes a bigger nightmare, increase it's offence and Wedge becomes arguably too strong. It's similar to the Soontir issue with the Interceptors: how do you buff the Int without making Fel overpowered, but give the other aces a decent shot at table time?

Just ban Biggs and buff the **** T-65, already. If Wedge ends up a little imbalanced, so be it. The end result could bring multiple T-65 pilots into play again and maybe it could get a little deserved time up top of the meta if Wedge was hot stuff.

Fans of Bigg's mustache can keep playing him in casual games.

...Take a look at the hwk-290...

Every time I look at the HWK-290, I realize the only errata that would help it would be an entire new dial.

Edited by kris40k

Banning Biggs is silly. Biggs by no means is unbalanced in any way whatsoever. Any buff that is applied could simply have a restriction to allowing Biggs to equip if the designers thought it was to powerful for him.

And the problem with the X-wing isn't that it's bad, the problem with the X-wing is that it's mediocre in a game where if you don't take the most optimizable list possible, you are at a disadvantage.

Edited by YwingAce

Banning Biggs is silly. Biggs by no means is unbalanced in any way whatsoever. Any buff that is applied could simply have a restriction to allowing Biggs to equip if the designers thought it was to powerful for him.

And the problem with the X-wing isn't that it's bad, the problem with the X-wing is that it's mediocre in a game where if you don't take the most optimizable list possible, you are at a disadvantage.

Adding Except Biggs Darklighter to possibly every future modification, astromech, EPT (thanks R2-D6) or x-wing title upgrade that they decide to put out is what is silly.

Biggs is the elephant in the room when it comes to discussion of the X-Wing and overall Rebel cards like astromechs. Getting rid of that elephant would open up a lot more options for the developers. I've also made it known before that I find that pilot ability as anti-fun, but that's a side conversation that doesn't need to be hashed out in this thread.

I do agree that the X-Wing runs into a jack-of-all-trade issue which limits it being a "best choice" for anything when you are building a list.

Edited by kris40k

If they make a fix for the X-wing (and I'm sure they will), they just have to balance it right. Make it something that wouldn't matter to Biggs. If you find Biggs to be anti-fun, that's your peresonal problem, but you are letting your feelings cloud logic. There is no reason to ban a perfectly balanced pilot just because it makes designing cards a little harder. If that was a good reason, we might as well say good bye to half the pilots in this game.

It's also tough to make a buff for a ship that has Biggs and Wedge as pilots; increase it's defence and Biggs becomes a bigger nightmare, increase it's offence and Wedge becomes arguably too strong. It's similar to the Soontir issue with the Interceptors: how do you buff the Int without making Fel overpowered, but give the other aces a decent shot at table time?

Just ban Biggs and buff the **** T-65, already. If Wedge ends up a little imbalanced, so be it. The end result could bring multiple T-65 pilots into play again and maybe it could get a little deserved time up top of the meta if Wedge was hot stuff.

Fans of Bigg's mustache can keep playing him in casual games.

...Take a look at the hwk-290...

Every time I look at the HWK-290, I realize the only errata that would help it would be an entire new dial.

Agreed

Guidance Astromech

Once per round, when attacking with your primary weapon, you may change 1 die result to a [hit] result.

2 points.

This provides the Rebellion with something they've desperately needed. An astromech that simply straight-up improves offensive output. No ifs, ands, or buts. This could be a huge help to both X-Wings and the E-Wing, though I admit it might be a little powerful on the ARC-170 (Although most ARC pilots already seem to have found their favorite astromechs). The cost rivals another offence-oriented astromech, the Targeting Astromech. While this one is more reliable and easier to trigger, Targeting Astromechs do have a particular niche. For example, with the title above, I'd always take a Targeting Astromech over a Guidance Astromech on Hobbie, due to his ability. It's also pretty useful on ordinance carriers when they're forced to do red maneuvers in order to get a shot with their torpedoes.

I think this is similar to the way I would probably want to go if I were put in the unenviable task of thinking of a fix. So much of what is good in the game now seems to be based around action economy which the x-wing really struggles with.

Also from the films and the games it definitely looks like a ship that hits hard, so it would be good to reflect the power of those 4 big laser cannons, but I don't think extra attack dice would be the way to go. I was thinking of an astromech that lets you acquire a target lock when you take a focus action but yours fits that bill just as well. Also the building it into an astromech removes the problem of further buffing a the regen aces (and to a certain extent Biggs if he wants to continue to take R4-D6) so it could also work on the less often see E-wings and T-70s.

I probably would only have had it at 1 point though. It's definitely a good ability, probably worth 2-3 points, but most players seem to agree that the t-65 is a couple of points overcosted to start so I'd want to make sure it was actually a fix rather than throwing good points after bad.

I went with 2 points mostly to keep the Targeting Astromech still relevant. Also, an X-Wing with this and Integrated Astromech would pull quite a bit ahead of a B-Wing, considering it only costs 1 point more, so I feel it's pretty fair. Oh, and of course, since it can be used on more than just the X-Wing (Namely, the ARC-170), I wouldn't want it to be too cheap. Can you imagine Norra Wexley with this astromech and Finn? "Oh, I'm just going to add a blank result with Finn, then turn it into a hit with Guidance Astromech. Then I'll spend my target lock to add an eyeball result, and then spend my focus that I had from PtL to convert it into a hit." Terrifying. Having flown Norra with Finn in a few different builds, the thought scares me of having her be such a monster at 38 points, not needing Shara or some other support to help modify Finn's blank.

Edited by Underachiever599