Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?

By Marinealver, in X-Wing

So the long awaited reveal has been made.

swz31_buzz-droid-swarm.png

So when someone hits your buzz droids you will likely attach to the front guides to get them triggered again (unless they use advanced sensor out of it). So it seems like the way to cure this is to shoot it from another ship (if you don't have range 0 attack), face plant into either an obstacle or another (preferably enemy) ship forcing the rear guide attachment. OR else boom.

So will this be a strategy, get the opponent down to their last ship (say a Firespray) then attach buzzdroids to them and simply wait for them to do the work? Call it the Buzzblight tactic or something?

3 minutes ago, Marinealver said:

OR else boom.

Barrel roll is an option too, RAW.

4 minutes ago, Ryfterek said:

Barrel roll is an option too, RAW.

only if you have advanced sensors or someway to barrel roll before you move.

18 minutes ago, Marinealver said:

only if you have advanced sensors or someway to barrel roll before you move.

No.

Move through it, place it in front at range 0, barrel roll away, profit.

Buzz droids will stay where they have been placed. And next turn limit the ships movement options.

Still if they hit in the turn of their deployment they will deal 1 crit, without taking an action or a shot to do so.

And ships without barrel roll are doomed.

Doooooomed!

Edited by Rangor
3 minutes ago, Rangor said:

Still if they hit in the turn of their deployment they will do 1 crit, without taking an action or a shot to do so.

First: How hard is it to jump the Range 2 bracket? That is where these are landing when launched.

Second: They deal their "auto damage" at init 0. Even a couple of /Lns or Bandits should be able to chip through the needed single hit to take this out before it procs.

4 minutes ago, Hiemfire said:

First: How hard is it to jump the Range 2 bracket? That is where these are landing when launched.

Second: They deal their "auto damage" at init 0. Even a couple of /Lns or Bandits should be able to chip through the needed single hit to take this out before it procs.

First: With 3 carriers of these, i will be able to almost certain hit one. Especially when i have a high ps coordinate available. Or when i block your ace where i want it.

Second: We are talking last suriving ace in this thread. Guri died early, you are down to Boba.

Funny you go full defense mode for an upgrade that does not have point cost assigned yet.

From my perspective, and i did pretty well with Nym + Resistance Bomber Lists in first edition, which used similar mechanics of either keeping oopinents from flying some routes or get punished for it, this is a pretty good upgrade, cause you decide to use it after every ship has moved. Lot of area controll / provoking bad descicions in it.

Might be the reason i skip my plan of skipping this faction.

27 minutes ago, Rangor said:

this is a pretty good upgrade, cause you decide to use it after every ship has moved. Lot of area controll / provoking bad descicions in it.

This. Without seeing a points cost, my first impression is that it's pretty good at causing trouble for enemies. Anyone trying to engage a vulture swarm head on has to have a plan to deal with them (which is ideally "don't engage a vulture swarm head-on"....). You don't have to mess your opponent's life up much to justify spending points on doing it.

Unlike, say, a trajectory-flung proton bomb, there are a lot more options to deal with them other than avoiding them in the first place:

  • Your opponent might hold their fire until you have no wingmen left to shoot them off, but then they risk you shooting down one or more of buzz droid carrying shipswith unfired missiles - it's not like killing a vulture droid is hard, after all.
  • Obstacles let a player 'scrape them off' - since you can't place the droids overlapping an obstacle, you can force them to place them on the rear guides - meaning you can leave them behind in the following turn (or immediately if you can boost or SLAM).
  • There are no limits to the number of times the buzz droids can be forced to reposition, so one ship can scrape them off another.
  • Barrel roll moves you out of the way laterally, leaving them behind
  • Friends can shoot them off you, if they have them in arc, as can any damage-inflicting effect (like Darth Vader) or anyone who can fire at range 0.
Edited by Magnus Grendel
3 hours ago, Marinealver said:

So the long awaited reveal has been made.

swz31_buzz-droid-swarm.png

So when someone hits your buzz droids you will likely attach to the front guides to get them triggered again (unless they use advanced sensor out of it). So it seems like the way to cure this is to shoot it from another ship (if you don't have range 0 attack), face plant into either an obstacle or another (preferably enemy) ship forcing the rear guide attachment. OR else boom.

So will this be a strategy, get the opponent down to their last ship (say a Firespray) then attach buzzdroids to them and simply wait for them to do the work? Call it the Buzzblight tactic or something?

If you are down to your last ship (e.g. Boba) and you get Buzzed it is not doom, there is one escape, you fly your ship close to an asteroid so there is no room for it to fit in the front guides - depending on your skill level of flying you might just be able to land, such that you kan 1-turn without getting hit by the obstacle next turn.

Ninjaed by Magnus.

Edited by Sciencius
8 minutes ago, Sciencius said:

If you are down to your last ship (e.g. Boba) and you get Buzzed it is not doom, there is one escape, you fly your ship close to an asteroid so there is no room for it to fit in the front guides - depending on your skill level of flying you might, just be able to land, such that you kan 1-turn without getting hit by the obstacle next turn.

Or you could land close enough to a rock that there is no room for it in the front guides, while still being able to immediately boost away from it with your action... ;)

I can see Collision Detectors being popular when these go live for boosting and barrel rolling onto rocks to get away!

7 minutes ago, DexterOnone said:

Or you could land close enough to a rock that there is no room for it in the front guides, while still being able to immediately boost away from it with your action... ;)

I can see Collision Detectors being popular when these go live for boosting and barrel rolling onto rocks to get away!

Even just 'afterburnering' or using adaptive ailerons to pass over an obstacle is worth a thought - a 50/50 chance of damage is better than a garuanteed critical damage, and Mining Guild TIEs, Dash Rendar, or landing Vultures don't even risk that.

Also note that any obstacle works - so far, nothing has indicated gas clouds apply a negative effect on a ship passing through them; all that's been mentioned is the defensive boost. They're still obstacles, though, so would still prevent you placing the buzz droids.

Edited by Magnus Grendel
1 minute ago, Magnus Grendel said:

Even just 'afterburnering' or using adaptive ailerons to pass over an obstacle is worth a thought - a 50/50 chance of damage is better than a garuanteed critical damage.

Losing the buzz this way = take one normal damage. So 1 damage and roll for obstacle instead of 1 crit.

1 hour ago, Rangor said:

Losing the buzz this way = take one normal damage. So 1 damage and roll for obstacle instead of 1 crit.

Yes, but that seems pretty fair. They're effectively a bomb/missile hybrid so having them do some sort of guaranteed damage doesn't seem too powerful. I think they'll lead to some interesting scenarios and solutions but whether they're overpowered or not will only be known once we've seen the points.

The only way Buzz droids stay is if you cant BR, either you dont have the action or because of an obstacle. They are annoying as action deniers, but hardly game breaking.

Buzz droids are not NPE, or the return of the terrors from 1.0, they reward skillfull flying both for you and the opponent. Should you lack the skill, then they are also a maximum of 3 x one non-reccurring charge - they will be fun.

Points dependent of course but Buzz Droids also have the opportunity cost of replacing Energy Shell Charges. I'd much rather deal with the puzzle of Buzzers than face a swarm of 3 attack dice ships.

4 minutes ago, gamblertuba said:

Points dependent of course but Buzz Droids also have the opportunity cost of replacing Energy Shell Charges. I'd much rather deal with the puzzle of Buzzers than face a swarm of 3 attack dice ships.

Yep, everything will be about the price.

And dependend what you fly, swarms or miniswarms will prefer to play against buzz droids i guess.

I suppose Twin Laser Turrets would be a good counter ( pause for outrage). Either way things that let you shoot twice, or fling bombs forward into the droids will be useful. was it assault missiles that had burst damage? Maybe we will see them again.

Don't forget that the buzz droid carriers must stay on the game until the end for being lauched while the opponent has 1 ship remaining. Also, since you know where the buzz droids are equipped, you can be carful to do not get in range of lauch.

I suspect that the opponent will make target priority if he sees these as a problem in winning.

Also, it will simply be another reason to get more ships on the table.

So just to chime in, Buzz droids are a Remote. Remotes are a new type of thing for X wing 2.0 and until we get the rules update for Remotes we are not going to know how they interact with certain things. For example alot of people are speculating that you can just move and then barrel roll off the buzz droids. I am not saying this is wrong, I am saying we dont know. When the remote rules come out and say that you dont pick up and place a remote that is attached to a ship until the ship has finished its entire activation what then? That means your cute move > Barrel roll does not get rid of them. It will take Adv Sensors/Super Reflex to barrel roll and not move over them or possibly depending on rules an out of activation barrel roll from Coordinate or some other out of activation ability.

So I really hate them.

I'm glad so much automatic damage got left behind in 1e. These look like massively unfun bull to me. Are there ways to deal with it? Seems like, but we can't be 100% sure of it, due to remotes being new. But even still, these seem far more frustrating than bombs and mines. Like, a mine blows up once and it's done, plus are a lot harder to launch forward.

Eh. We'll see once they hit the table. But I'm not looking forward to it.

3 hours ago, Magnus Grendel said:

(which is ideally "don't engage a vulture swarm head-on"....).

I'm thinking of flying tragedy sim named punishers at Adepticon just to mess with vulture swarm users. It'll be hilarious against the one guy with 5 limited edition Adepticon vultures. Seismic + Concussion is a funny combo: just a massive range proton bomb!

5 hours ago, Marinealver said:

So will this be a strategy, get the opponent down to their last ship (say a Firespray) then attach buzzdroids to them and simply wait for them to do the work? Call it the Buzzblight tactic or something?

They will be somewhat expensive and can only be taken on Vulture Droids and Hyenas. We don't know if the Belbullab has the Missile slot. Separatists will have to make the decision to put them on all of their ships or just a few. If it's on just a few, then those ships are the ones that will get focused on first. These are guys that are 2/2/3 and can only Calculate. It won't be too hard to take them out. If you put them on all of the ships, then that will get expensive. It means you will have one or two fewer ships in your list just for the Buzz Droids. Will it really be worth it? I think it probably won't be worth it in the long run....or....not as horrible as one might think.

I'm also calling it that the Buzz Droids stick to you as you move. I don't think you will be able to Barrel Roll off of them, either. Yes, I know RAW from what we know now it's that way, but that doesn't mean that it's going to stay that way. I'm just saying that I don't think it will be that way. Not due to balance or anything like that. I just think it's stupid if they just drifted off because you move.

A lot of things are stronger if you can keep them around until your opponent's last ship, y'know?

That's the payoff for the cost of not killing them faster early on and risking losing it before it goes off.

Also:

E5QyzTh.png

The threat range really isn't that big, you guys.

I’d really wait for rules to come out before taking any new mechanic in a reveal article at face value.