Flight Assist Astros. Xwing Saviours?

By MegaSilver, in X-Wing

I still wanna try this list:

Rookie Pilot (21)
Plasma Torpedoes (3)
Flight-Assist Astromech (1)
Guidance Chips (0)

Rookie Pilot (21)
Plasma Torpedoes (3)
Flight-Assist Astromech (1)
Guidance Chips (0)

Rookie Pilot (21)
Plasma Torpedoes (3)
Flight-Assist Astromech (1)
Guidance Chips (0)

Rookie Pilot (21)
Plasma Torpedoes (3)
Flight-Assist Astromech (1)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

Do some pew pew on the first approach, lose one, scatter around, get TLs before coming back around and fire two turns later 2 plasmas with full mods. And getting 4 of those mechs shouldn't be problematic, the mechs are super niche, while the Phantom II seems solid enough to end up once in every collection and the rest is just asking for loans on tournaments and just bringing a printout on casual x-wing nights.

23 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

Speaking of that. I would not surprised of they add a free reinforced action on the potential title. Something like a dual-card "Full shields to the front" and "Full shields to aft" on the backside, requiring an action to switch. Full X7 style with a 2 point decrease in points. ^_^

Edited by SEApocalypse
1 hour ago, SEApocalypse said:

Speaking of that. I would not surprised of they add a free reinforced action on the potential title. Something like a dual-card "Full shields to the front" and "Full shields to aft" on the backside, requiring an action to switch. Full X7 style with a 2 point decrease in points. ^_^

the bases don't have the needed 180 fire arc or line..

57 minutes ago, mithril2098 said:

the bases don't have the needed 180 fire arc or line..

Actually, you don't need that. New reinforcement just saying about in and out from arc. Only the Wookie ship is 50/50, but any other standard ship (like the T-65) should be 75% back and 25% front.

...fun, uh?

On 11/12/2017 at 1:18 AM, Cerve said:

Actually, you don't need that. New reinforcement just saying about in and out from arc. Only the Wookie ship is 50/50, but any other standard ship (like the T-65) should be 75% back and 25% front.

...fun, uh?

Indeed. Pointedly I'd probably only allow you to 'reinforce front' or 'not' rather than letting you reinforce 75% of the ship's facings, but a reinforce token would go a heck of a way to giving the X-wing it's head-on-jousting potential back.

Flight Assist is nice. Is it amazing? no.

Is it at least as good as the other 1 point astromechs? Yes.

  • R2-D6 - an [Elite] upgrade is nice but the card does very little by itself - essentially restricting you to Trick Shot, Adaptability and A Score To Settle unless you're prepared to spend more points on it.
  • R2 Astromech - until now the generic X-wing's best friend. I think I'd still pick an R2 over flight assist for a T-70, because Talon Roll into Hard Turn opens up a lot of board space whilst you're actually engaged with people, and you still have the ability to boost whilst you're not being shot at as your normal action.
  • R5 Astromech - If the ARC-170 pilots weren't pretty much nailed to their synergy mechs of choice (R3-A2 for Braylen, M9-G8 for Thane, R2-D2/BB-8 for Norra) then with 6 hull the R5 might be a decent choice on them or a putative but sadly non-existent PS2 generic pilot. It might be okay on a Y-wing (I've not enough experience with the Y-wing to tell), but the R2's better dial means it never seems to get a look in. On an X-wing, which only ever takes 3 damage cards, one of which kills you regardless and one of which you can discard with Integrated Astromech if you don't like it, it seems a bit pointless.
  • R5-X3 - like flight assist astromech, situational. In theory, you can discard this card, fly through one asteroid, boost across another asteroid and then still get a shot at a target without it receiving a bonus die for obstructed shots from the third obstacle it's hidden behind. If you manage to do that, it's probably game-winning. In real games that you actually play, the odds are you'll manage to do one, maybe two of the above at once, and the discard trigger undermines Integrated Astromech. It should, well used, probably save you a point of damage and/or give you an action you wouldn't have had, so it's still far from awful.
  • "Chopper" - action to recover a shield is....okay? I guess? It depends on what else the ship is carrying. Dunking off integrated astromech is a bit of a waste, so it boils down to packing in a cheap [elite] like adaptability and a cheap [torpedo] like seismic or flechette torpedoes. I think this is probably better on a Y-wing:
    • If you pack a torpedo, you'll probably take Guidance Chips and Extra Munitions, both of which are useless once the torpedoes are away.
    • Extra Munitions' own Munitions Token actually matters - because you can "discard the card" for a shield twice.
    • If you want to, you can pack BTL-A4 Y-wing and discard that too, which would not only recover a shield but allow you to 'unlock' your turret mid game.
  • Flight Control Astromech - it gives you situational access to boost and barrel roll. The situation? You don't have a shot.
    • It's going to be most valuable for T-65s, who lack any native repositioning. They can only joust straight (thanks to the lack of a segnor's loop or tallon roll) so being stuck with a straight-or-bank recovery move is less critical, especially since if they really need it to get back on target they can bank then boost.
    • It'll help engagement moves around obstacles prior to the first shots.
    • It still won't allow more than four X-wings in a squad, so it boils down to what you can fit in the extra points in terms of named pilots.
    • You can get a high PS easily on a T-65, but only by not taking any Shield Regeneration (not that that's inherently a problem!)
    • It might have some mileage on Blue Ace, for whom that free boost is a 90' turn - moving such that you don't have a target in arc and pulling a free 90' turn to unmask your forward guns strikes me as a potentially efficient option, and the fact that it's a free action is very tempting because he still gets a focus token when he does so and/or can take primed thrusters to pull the trick on a tallon roll.

I'm having trouble getting excited about T65s with flight astromech, because I feel like you're leaving points on the table. I like 4 T70s, because you get that extra hp over the 65s and a better dial and action bar. It's tough to spend 3 points on a t65 that is better than upgrading to a 70. Maybe you just use the cheap cost and take 2 65s for 44 points and some big Rebel ship for 56.

3 minutes ago, Biophysical said:

I'm having trouble getting excited about T65s with flight astromech, because I feel like you're leaving points on the table. I like 4 T70s, because you get that extra hp over the 65s and a better dial and action bar. It's tough to spend 3 points on a t65 that is better than upgrading to a 70. Maybe you just use the cheap cost and take 2 65s for 44 points and some big Rebel ship for 56.

As you have noticed, the advantage is being cheaper. T-70 are basically about in line in price with T-65, at least base on that statline, that T-70 dial is still much better. If you take those T-65 you do it either for specific pilots or for being cheaper and thus fitting more or fitting better into the rest of your list.

It still a nice little option for those T-65, it certainly does help them function better. It is still not a T-65 fix. But I am looking forward to a large X-Wing Ace pack. A new PS8 Hera, a new PS8 Luke. some great title in line with the v1 for example, maybe even a dial upgrade. That is the kind of fixes the ship needs, those upgrade are just more options. In general you can't fix a ship via some slot upgrades, especially not with something that goes into the mod slot like Integrated Astromech or that flight-assist astromech ... those kind of upgrades are great for the generics, but they don't fix the issues of the chassis itself.

10 minutes ago, Biophysical said:

I'm having trouble getting excited about T65s with flight astromech, because I feel like you're leaving points on the table. I like 4 T70s, because you get that extra hp over the 65s and a better dial and action bar. It's tough to spend 3 points on a t65 that is better than upgrading to a 70. Maybe you just use the cheap cost and take 2 65s for 44 points and some big Rebel ship for 56.

Maybe something like this?

Wes Janson (29)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Tarn Mison (23)
R7 Astromech (2)
Integrated Astromech (0)

Rookie Pilot (21)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Rookie Pilot (21)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

The rookies will be low priority targets but can do some work, especially if Wes is stripping tokens. Tarn is an annoyance if you leave him to late game. Maybe not better than 4 T-70's but doesn't feel like it's leaving points on the table.

Quite happy this isen't THE fix cause I won't buy thes ugly as **** molten plastic twingo

..well because of my plastic spaceship disorder I will buy one tbh

3 minutes ago, Hannes Solo said:

Quite happy this isen't THE fix cause I won't buy thes ugly as **** molten plastic twingo

I have an odd urge to pest some haters gonna hate meme :P
And it is not because you don't like the plastic twingo, I am not a big fan of it's visuals either ^_^

Besides that, I think it is actually a solid support ship. But hey, what do I know, when Sabin's TIE came out I was immediately jumping onto Captain Rex and loving it. ^_^

I'm going to try a squad with some of the T65 Aces, but I think Blue Ace or Ello would actually be pretty good with FA. This maybe a lot of fun:

Ello Asty (30)
Intensity (2)
Flight-Assist Astromech (1)
Autothrusters (2)

"Snap" Wexley (28)
Intensity (2)
"Chopper" (Astromech) (1)
Pattern Analyzer (2)
Autothrusters (2)

Total: 70

View in Yet Another Squad Builder

11 minutes ago, SEApocalypse said:

I have an odd urge to pest some haters gonna hate meme :P
And it is not because you don't like the plastic twingo, I am not a big fan of it's visuals either ^_^

Besides that, I think it is actually a solid support ship. But hey, what do I know, when Sabin's TIE came out I was immediately jumping onto Captain Rex and loving it. ^_^

Not saying it is bad, I just don't like it for the looks and the Rebel smell. Also Cpt. Rex is great and I hate him for being the most efective TIE and not being imperial. that's just salt in my imperial wounds.

1 minute ago, Hannes Solo said:

Not saying it is bad, I just don't like it for the looks and the Rebel smell. Also Cpt. Rex is great and I hate him for being the most efective TIE and not being imperial. that's just salt in my imperial wounds.

Clone Troopers > Stormtroopers. So I am fine with the best TIE-Pilot being an old clone veteran. The new guys are just not up to the old standards. At least not until you reach the elite squadrons. ^_^

6 minutes ago, Wiredin said:

I'm going to try a squad with some of the T65 Aces, but I think Blue Ace or Ello would actually be pretty good with FA. This maybe a lot of fun:

Ello Asty (30)
Intensity (2)
Flight-Assist Astromech (1)
Autothrusters (2)

"Snap" Wexley (28)
Intensity (2)
"Chopper" (Astromech) (1)
Pattern Analyzer (2)
Autothrusters (2)

Total: 70

View in Yet Another Squad Builder

If you go with T-70 and flight assists, com-relay seems like a good plan, or later the new focus saving tech, which hopefully is just 2 points.

8 minutes ago, SEApocalypse said:

Clone Troopers > Stormtroopers. So I am fine with the best TIE-Pilot being an old clone veteran. The new guys are just not up to the old standards. At least not until you reach the elite squadrons. ^_^

Clonetroopers are so overrated.

11 minutes ago, SEApocalypse said:

If you go with T-70 and flight assists, com-relay seems like a good plan, or later the new focus saving tech, which hopefully is just 2 points.

My theory is to boost/BR to trigger intensity to get the evade and then use focus for my main action. Primed or pattern to allow one to do it after a TR too.

This card is gonna bring life to quite a few ships. It's very very powerful. A key benefit to this card that many people have not noticed is that you get a measurement for in/out of arc before combat and not wasting an action. How many times have you been like "Do I want to boost to guaranteee arc but fire naked, or just focus and hope I have arc?" Now you get to measure and verify you have a shot so you can take the proper action.

How about rebel alpha strike? VI Wes/Wedge w/ FAA + Proton Torps.

You move and try to take a target lock, "Oh schucks, just a millimeter out of range 3. Guess I will free boost into range 3 and take my target lock!"

Or "Hmmmm, Im not sure if I have you in arc for my torpedo. I will declare a barrel roll with FAA. Oh look, You are in my arc so I cant barrel roll, but I have verified my torpedos are good to go in combat phase, so I will take my target lock."

Fantastic card for 1pt

Edited by wurms

Luke Skywalker (28)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Total: 30

PS 10 w/ boost or barrel roll to get a shot, and then take a target lock, plus defense mods. This is 30pts I can definitely put on the table.

2 hours ago, SEApocalypse said:

Clone Troopers > Stormtroopers. So I am fine with the best TIE-Pilot being an old clone veteran. The new guys are just not up to the old standards. At least not until you reach the elite squadrons. ^_^

Skill as a pair of boots on the ground =/= piloting skill. He should be Tarn Mison good, not Corran Horn good

Tried it and it helps a tiny bit, but sadly it probably has a little too much restriction.

Had two x-wings live on one health but no flight assist after losing integrated on the pass.

Edited by FrightfulCommand

I just want to know where I can buy 6 of these cards.

44 minutes ago, wurms said:

This card is gonna bring life to quite a few ships. It's very very powerful. A key benefit to this card that many people have not noticed is that you get a measurement for in/out of arc before combat and not wasting an action. How many times have you been like "Do I want to boost to guaranteee arc but fire naked, or just focus and hope I have arc?" Now you get to measure and verify you have a shot so you can take the proper action.

How about rebel alpha strike? VI Wes/Wedge w/ FAA + Proton Torps.

You move and try to take a target lock, "Oh schucks, just a millimeter out of range 3. Guess I will free boost into range 3 and take my target lock!"

Or "Hmmmm, Im not sure if I have you in arc for my torpedo. I will declare a barrel roll with FAA. Oh look, You are in my arc so I cant barrel roll, but I have verified my torpedos are good to go in combat phase, so I will take my target lock."

Fantastic card for 1pt

Yep...this highlighted information it gives you is kind of fantastic for high PS ships. I'm torn on BB-8 vs R5-P9 on Poe.

Wes Janson (29)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Wedge Antilles (29)
Adaptability (0)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Poe Dameron (31)
Veteran Instincts (1)
BB-8 (2)
Primed Thrusters (1)
Autothrusters (2)
Black One (1)

Total: 99

View in Yet Another Squad Builder

Or just screw it and go old school with a 9-point bid? Why not.

Wes Janson (29)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Wedge Antilles (29)
Adaptability (0)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Luke Skywalker (28)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Total: 91

View in Yet Another Squad Builder

I'm just going to keep going. 4-point bid PS9 list?

Wes Janson (29)
Adaptability (0)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Wedge Antilles (29)
Expertise (4)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Jake Farrell (24)
Veteran Instincts (1)
Proton Rockets (3)
Intensity (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 96

View in Yet Another Squad Builder

6 minutes ago, gennataos said:

Yep...this highlighted information it gives you is kind of fantastic for high PS ships. I'm torn on BB-8 vs R5-P9 on Poe.

Wes Janson (29)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Wedge Antilles (29)
Adaptability (0)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Poe Dameron (31)
Veteran Instincts (1)
BB-8 (2)
Primed Thrusters (1)
Autothrusters (2)
Black One (1)

Total: 99

View in Yet Another Squad Builder

Or just screw it and go old school with a 9-point bid? Why not.

Wes Janson (29)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Wedge Antilles (29)
Adaptability (0)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Luke Skywalker (28)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Total: 91

View in Yet Another Squad Builder

Or give them all plasma torpedos?

Just now, BlodVargarna said:

Or give them all plasma torpedos?

Thought about it, originally had it like that. Do you give up IA for chips for a not-all-that-great alpha strike?