Flight Assist Astros. Xwing Saviours?

By MegaSilver, in X-Wing

5 hours ago, ficklegreendice said:

it isn't a fix at all

Flight Assist simply gives you some (incredibly) situational movement options that helps alleviate just how stiff the X-wing is

given the crazy non-sense other ships are capable of, the X-wing could still benefit from an x7 tier buff and get along just fine with this astromech without coming anywhere close to broken

I've got it!

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Green-Wing (0-Cost)

T-65 Only. Title

You may not reveal 1-speed maneuvers. Whenever you reveal a maneuver, treat it as having one less speed.

Your upgrade bar gains 4 <astromech> slots.

<astromech> upgrades cost 1 less point on this ship.

In an effort to reduce emissions and be more eco-friendly, Incom experimented with replacing the X-Wing's engines with astromechs who could use their built-in thrusters to power the ship. The ship's handling was somewhat reduced, but multitasking became much easier.

Edited by JJ48
3 hours ago, Kdubb said:

The name of the game is to kill your opponents ships. You can’t do that when you can’t get them in arc. This makes sure you keep them in arc for 1 point and allows you to premeasure as well. In other words- it’s good.

How some are under the impression it’s no good is beyond me. This has the possibility of being in the R2D2 and R3A2 club of top tier mechs, and almost certainly catches a spot in tier 2 with R5P9 and BB8.

It helps mostly Wedge and maybe Luke and Wes, but not so much the generics, so there is that.

There are still some other flaws to the XWings, so while this is a healthy boost and should help players be willing to experiment with them again, I suspect they are still a good bit short of being able to deal with turrets and such which are still on another level of efficiency even with this meh providing free repositioning when you don’t have a shot.

Yeah. This is my opinion too. Idk why people are whinging like its crap. Its def not crap. what would you be taking instead? R2 astro for 1 pt?

This is perfect for stuff like Wedge and Wess.

It's a fantastic mech. I'm worried about a BTL y-wing Swarm now.

Best card in the expansion by about a million miles. Arguably the #2 mech in the game after R2-D2.

Edited by Stay On The Leader
11 hours ago, ficklegreendice said:

Hooba's got the right idea, imo

it IS situational but it IS useful (unlike...r3 astromech <_<)

problem is people are hailing it as something amazing when it really isn't (and it's one point so...yeah, it's not supposed to be amazing). it's not going to save the X-wing

decent astro + bad ship = bad ship still, sadly

I feel it's a very important part of the toolbox for the T-65 fix: They've desperately needed Astromechs to either improve their efficiency or their maneuverability for some time, and with maneuverability getting table-coverage (ie, fast flankers and arc hunting) was just as important as re-positioning during a firefight.

This offers an improvement to their maneuverability; I now expect their actual fix to improve efficiency. At which point you're gonna love these things, especially on flankers and arc-hunters.

It's also a 1pt astromech that has proper relevance for the T-65: Even if it doesn't let you play arc-dodger, it's certainly a welcome upgrade at 1 point that you can afford to throw away later in the game!

2x Ion BTL Y-Wings

2x Synced BTL Y-Wings with Thermal Detonators

100pts

FAA is a good choice, not the x-wing fix we are waiting for, but a good alternative for the astromech slot. To be an excellent choice, the text should have been a little bit different...

you cannot attack ships outsider your firing arc.

at the end of the activation phase, if you did non overlap a ship or an obstacle and there are no enemy ships inside your firing arc at range 1-2, you may perform a free boost or barrell roll action.

23 minutes ago, Shinren said:

FAA is a good choice, not the x-wing fix we are waiting for, but a good alternative for the astromech slot. To be an excellent choice, the text should have been a little bit different...

you cannot attack ships outsider your firing arc.

at the end of the activation phase, if you did non overlap a ship or an obstacle and there are no enemy ships inside your firing arc at range 1-2, you may perform a free boost or barrell roll action.

Still makes a lot of sense for vi wes or vi btl horton

End of activation phase reposition would be insane. In. Sane.

45 minutes ago, Ralgon said:

Still makes a lot of sense for vi wes or vi btl horton

Horton can't EPT and flight astro simultaneously.

26 minutes ago, Reiver said:

Horton can't EPT and flight astro simultaneously.

My bad, i must have put r2d6 on as a placeholder. Still, even at ps 8 he's a menace.

Edit: also, did anyone consider this might be bonkers good on ptl nein numb?

Edited by Ralgon

Had the range restriction just been 1-2, that would have made an important difference, not only would it be easier to trigger, but in a chase, you could boost forward to get to range 2 and deny your enemy the extra defence dice. Would have been fun!

3 hours ago, Stay On The Leader said:

2x Ion BTL Y-Wings

2x Synced BTL Y-Wings with Thermal Detonators

100pts

Nice one, though I think I'd like to add some action economy into this. Getting rid of a Y-wing to replace with Rebel Operative (Spec. Ops, TLT) maybe ?

There are a number of things that pop out with this dude. Good or bad may vary, but:

Ewings will be fast as h@ll. Speed 5 + boost + BR used to cost a stress.

Ello Asty just became even more of a defender. White talon, boost or br into pos if needed and focus to shoot.

Snap is now erratic++

Bomber Ys... Yes. Situational, sure. But man, i want to play them.

15 hours ago, Rakaydos said:

Blue Squadron Novice (24)
Flight Assist Astromech (1)
Primed Thrusters (1)
Integrated Astromech (0)

Total: 26

View in Yet Another Squad Builder

T roll, and if that doesnt give you a shot, boost and barrel roll

This was a build that first came to mind.

2 hours ago, Stay On The Leader said:

End of activation phase reposition would be insane. In. Sane.

Norra wants

1 hour ago, Giledhil said:

Nice one, though I think I'd like to add some action economy into this. Getting rid of a Y-wing to replace with Rebel Operative (Spec. Ops, TLT) maybe ?

Yeah that's also a build I came up with.

Its Ion Ys vs Synced Ys, which is better. But if ppl are happy with 33pt Ion Defender then a 24pt Ion Y-Wing has to be ok right?

16 hours ago, MegaSilver said:

Xwings and Warthogs can freely boost or br into shots so long they dont have anyone in arc. All for 1 pt, and generic to boot! Time to revisit 4 T-70s

13 hours ago, Grivoire said:

Eh. I see this droid as the best opening tool ever.

spread your x-wings apart in the map. Then the farthest xwings from opp can spam the boost/br until first engagement, most likely in flanked positions.

5 hours ago, Stay On The Leader said:

2x Ion BTL Y-Wings

2x Synced BTL Y-Wings with Thermal Detonators

100pts

You guys all get this. This is a really good cars for quad rebel generics. I've run a bit of quad T70s, and love flying it. I think it's way better than most people think, but the 1 point astromech has always been kind of situational and throwaway.

These are fantastic, though. They substantially increase your opening turn flexibility, boosting or barrel rolling around rocks or extending or delaying a flank move. They make your joust entry moves very unpredictable as well. You can go between 1.5 and seven bases forward, and always have a Focus. It lets you disengage and regroup your squad better as well.

If you like quad Rebel fighters (which is about the only kind of Rebels I like to fly), this droid is your jam.

4 hours ago, Stay On The Leader said:

End of activation phase reposition would be insane. In. Sane.

Agree, some people really needs to improve their flying skills. This Astro is really, really good. Probably even better than R2-D2. And it's amazing both for generals and aces.

Edited by Cerve
32 minutes ago, Cerve said:

Agree, some people really needs to improve their flying skills. This Astro is really, really good. Probably even better than R2-D2. And it's amazing both for generals and aces.

... Some people really needs to improve their manners.

Just a game.

Just a forum.

Judge yourself, not other people.

I only REAL downside of the upgrade is...

You have to by 4 of the expansion to run 4 FAA toting Rebel ships.

This feels less justified than normal, I cant imagine playing with all 4 at once, ever.

Just now, phild0 said:

I only REAL downside of the upgrade is...

You have to by 4 of the expansion to run 4 FAA toting Rebel ships.

This feels less justified than normal, I cant imagine playing with all 4 at once, ever.

For now, at least. It's not really ship-specific, so it's entirely possible that it will appear in a future expansion, too.

8 minutes ago, phild0 said:

I only REAL downside of the upgrade is...

You have to by 4 of the expansion to run 4 FAA toting Rebel ships.

This feels less justified than normal, I cant imagine playing with all 4 at once, ever.

It's kind of feeling like a Vassal Special right now, isn't it?

2 minutes ago, Biophysical said:

It's kind of feeling like a Vassal Special right now, isn't it?

Gotta love those vassal specials. 4 attack shuttles anyone?

1 hour ago, Shinren said:

... Some people really needs to improve their manners.

Just a game.

Just a forum.

Judge yourself, not other people.

Lol

Edited by Cerve

This would have been a real savior when trying to shake that pesky Ion Scyk off Jess in my game today... Natural boost, then barrel roll off the droid. I can see this as quite useful, especially with Primed Thrusters (double repositioning after T-roll!).