Afterburners: Where are you using them?

By PhantomFO, in X-Wing

4 hours ago, RoockieBoy said:

I had a similar idea, but using AS instead of FCS. That way you can do an action before performing a red maneuver to recharge elusive. You could even regen before the maneuver. FCS is also very good, but I really like AS.

Only thing I don't like about AS here is you don't have option of using Afterburners if you AS first.

I use Afterburners on a light Corran (Marksmanship, FCS, Afterburners) to setup his bullseye at range 1 or to get out of dodge after lighting someone up.

Side note, the boost is an additional action right and I could still focus if I'm not stressed?

I've faced Corran with Afterburners. The best use of it was when I had him dead to rights - I guessed right where he was going to be for a cherry rng 1 shot into his side with no return fire possible - and he Afterburnered his way out. He would have been toast. It's a useful tool when you need it - both from an offensive and defensive standpoint. I think it's well worth the points in the right list, but those lists are very specific.

1 hour ago, Danath said:

Side note, the boost is an additional action right and I could still focus if I'm not stressed?

Correct.

22 hours ago, hargleblarg said:

Full disclaimer, I am aware that Soontir Fel is probably best naked with a bid.

But I like this:

Soontir Fel — TIE Interceptor 52

Elusive 3

Afterburners 8

Ship Total: 63

I find elusive to be a very valuable ept for his survivability. It's almost like a rechargeable stealth device, since rerolling a blank is tantamount to rolling an extra die. But to recharge it, you need a stress-free turn so you can execute a red maneuver. At the same time, an interceptor lives and dies by repositioning. Aftrrburners lets you nab that boost and still focus/evade/barrel roll without stressing yourself, leaving your dial completely open.

I like that combo, although when I fly Soontir to be the centerpiece of the list (like that for fun) instead of his more competitive support role, I slap on stealth device. He just won't die with that, especially with that free focus when blocked!

The best use I have experienced is on a Supernatural Vader. Although he will sometimes supernatural a shield to boost before movement without the burners, it is a very convenient tool to use to double-reposition after or away from something (although it has to be boost before barrel roll unless supernatural was used to BR).

5 hours ago, buckero0 said:

I feel like the Virago title has this covered to an extent for cheaper.

Different timing windows. Either one adds a layer of unpredictability to an already squirrelly ship. In getting to Vader, I dialed 4-straight, Afterburners, Barrel-rolled; same thing the following turn had me tucked in at Range 1 behind Vader. Even after I had done it once, my opponent didn't believe I'd do it again and so was unprepared for it. Later in the match, after killing Vader, the title-fueled end-of-round Boost kept Guri tucked in behind his swarm; Afterburners wouldn't have worked due to the speed requirement, but the title-Boost wouldn't have allowed me the flexibility or the raw speed required to get to Vader at the start of the game. They each have their place, if you can afford them.

edit: duplicate

Edited by Kleeg005

talonbane really wants them.

9 hours ago, SpiderMana said:

...any non-large base Rebel ship? And some large ships are options if you don’t mind leaving them with fewer mods.

But you could put two x-wings with torps, two y’s with turrets and some other upgrades, two Auzi’s, two b’s with some upgrades, three a-wings, four z-95’s...

There are loads of options. If you wanna optimize Corran’s effectiveness, Fenn with Swarm tactics gives you the capability to reposition and shoot at i6, with room for another ship. Or Roark can let you shoot at i7.

I agree that Fenn to coordinate and also lock out enemy tokens seems to be a really good option to include with "Chubby" Corran. Another option is Jake with Concussion Missiles, and this fits in addition to Fenn. The conc missiles help with the anemic offense of Jake, and I think he's also a good mid game harassment ship

Went 2-0 last night in initial playthrough with the following list:

Corran Horn
- Elusive
- Afterburners
- Chopper
- FCS

Wedge Antilles
- Trick Shot
- R5 Astromech
- Servos

Thane Kyrell
- Trick Shot
- Servos

The Burners were pretty irrelevant, with exactly one point in either game where I thought about using them. But, for a 3-ship Rebel build of all IN5-6, with a 3-point bid and 90 points invested in a ship that can regen itself back above the 50% health threshold, it did pretty well.

I ran burners on Norra last night, and after trying them out I'd never fly her without them. They got me an early shot in the game and were vital for arc dodging boba Fett with a 3 hard -> boost.

With only two charges, though, Norra is still too slow to chase another ship across the board. She can't keep up in r1 for long so break off and come back around.

On Vader’s squad in my Trench Run scenario since otherwise they get outrun by the 4-and-a-boost X-Wings in front of them.