Autoblasters discussion

By LUZ_TAK, in X-Wing

Just a little bit of Threadomancy.

I don't collect Resistance, let alone the travesty of the Transport, so I hadn't really thought much about the new Cannon. I'm thinking it's got to have some uses somewhere.

I love the Scyk and always have. It is a good knife fighter as it has both the 1 hard turn and 1 bank, also combined with Barrel Roll. So, I do think that this could be a really good option on it. I'm not sure about massed Scyks as I always preferred a few with a heavy hitter, but maybe this weapon can make it work.

Serissu w/ Autoblaster Cannon, Fearless, and Hull Upgrade

4 x Tansarii Point Vet w/ Autoblaster Cannon and Fearless

The goal is to get in close as fast as you can. The goal with Fearless is that you have a benefit to be in their arc or not in their arc. It's more meant to cover all bases as opposed to maximize on just one aspect by taking something like Outmaneuver. If you do that, you will be working so hard to get out of arc shots that you will make mistakes. With the dual threat, you just want to get in close and mess with people. Try to block.

The danger would be getting to close range. They do get Speed 5. Serissu can help keep them alive on the way in if they stick close.

I just realized I only have 4 Scyks and will probably need to buy a 5th. I never thought I would be saying that.

13 minutes ago, heychadwick said:

I love the Scyk and always have. It is a good knife fighter as it has both the 1 hard turn and 1 bank, also combined with Barrel Roll. So, I do think that this could be a really good option on it. I'm not sure about massed Scyks as I always preferred a few with a heavy hitter, but maybe this weapon can make it work.

Massed Scyks I'm 7-3, (recorded with this variant of the list) including half that number being against some pretty meta hard hitters. Losses are:

  • to a Sloane swarm, which I tied 54-54 at end of time and lost the salvo
  • a Rebel four ship which I stupidly doubled down when my opponent called which way I was going to go
  • I forget the last one. I think I called it a loss when I ran out of time vs an ARC heavy list, both of us were pretty ripped up. I think I was beaten, but my opponent believed the reverse.

Not sure I prefer the Serissu swarm, because it means you're either locked close to her, or you've paid those points for nothing.

13 minutes ago, heychadwick said:

Serissu w/ Autoblaster Cannon, Fearless, and Hull Upgrade

That's getting up there in price... though I was thinking maybe Serissu w/Autblaster and Predator as a cheap ace in a three ship. If I can ever get myself to fly that few ships again.

13 minutes ago, heychadwick said:

The danger would be getting to close range. They do get Speed 5. Serissu can help keep them alive on the way in if they stick close.

You are correct - the danger is the range three engage. I've been bringing key obstacles to help shield my approach.

13 minutes ago, heychadwick said:

I just realized I only have 4 Scyks and will probably need to buy a 5th. I never thought I would be saying that.

I'm in the market for another used one, and I've got the new one on pre-order... I already own four of the suckers. They're closer to good than they've ever really been in the history of the game.

Inaldra, you don't count. You were never meant to go into combat in those mind link lists.

Edited by LagJanson
5 minutes ago, LagJanson said:

Massed Scyks I'm 7-3, (recorded with this variant of the list) including half that number being against some pretty meta hard hitters. Losses are:

...

That's getting up there in price... though I was thinking maybe Serissu w/Autblaster and Predator as a cheap ace in a three ship. If I can ever get myself to fly that few ships again.

What was your list you tried?

Yes, Serissu is expensive, but I went 4 TPV and Serissu and had 7 pts left over. Wasn't sure what else to do, but figured keeping her alive was the best bet. I could also drop the Hull and get Genesis Red and Laetin, but that still leaves some points for something.

4 minutes ago, heychadwick said:

What was your list you tried?

I've tried several variations now. The two top performers (feels only, don't have enough games to say they are good)

1.

  • 4x Cartel Spacers w/Autoblasters
  • 2x Binayre Pirates
  • 1x Jakuu Gunrunner

2.

  • 4x Cartel Spacers w/Autoblasters
  • 1x Cartel Spacer w/Jamming Beam (yeah, I know)
  • Drea w/ Dorsal Turret

Before points change I had 4 Cartel Spacers (no cannons,) Torkil Mux, and Drea with Dorsal... the last two had a few toys. That list was solid, but is now 201 points. I've just switched over to cannons since I lost Mux.

9 minutes ago, heychadwick said:

Yes, Serissu is expensive, but I went 4 TPV and Serissu and had 7 pts left over. Wasn't sure what else to do, but figured keeping her alive was the best bet. I could also drop the Hull and get Genesis Red and Laetin, but that still leaves some points for something.

There's something to be said for leaving 'bid' as points your opponent can't kill, but a lot of casual games don't put the game on the clock so not to your advantage at all. I suppose she's still only 52 points with all that... With 3 green and one free re-roll on it... I'm sure there's a better use for points but she could be fun.

Honestly, the res Transport is probably THE place for it

1.) It's a support ship, so you don't have to worry about utilizing the highly situational benefits of autoblasters

You support first; blast when able

Imo, this is probably THE most important point, as blasters are exceptionally situational. Though the price is right, you have to see what the rest of your ship is doing!

2.) Crew-3po and Nodin' make it easy to support and still have mods to pewpew with.

3.) The transport is generally flown alongside high priority aces, allowing autoblasters to turn it into the perfect "ignore me if you dare!" ship

Otherwise, I'd try the Xg-1 boat since that's a pretty obvious synergy AND they can pack ordnance to fall back on

Ex:

New Squadron

(41) Major Vynder [Alpha-class Star Wing]
(0) Xg-1 Assault Configuration
(2) Fire-Control System
(2) Autoblasters
(3) Advanced SLAM
(9) Plasma Torpedoes
(1) Marksmanship
Points: 58

Total points: 58

Edit: Probably also the only Ig-88b cannon worth a ****** ...

Edited by ficklegreendice
24 minutes ago, ficklegreendice said:

Edit: Probably also the only Ig-88b cannon worth a ****** ...

Make that "only cannon" and you're pretty close.

Though recently I've gained a newfound respect for Tractor Beam; with three dice all the way out to range 3, the ability to throw a ship onto a rock and/or reduce its agility is quite powerful at just 2 points and is an excellent value. Krassis Trelix with Outmaneuver can be goofy with it, especially combined with IGB, though that doesn't leave room for a decent 3rd, so probably struggles against I5-6. I've also seen it used on Poe to great effect.

Just wish Ion and HLC were down a point or two to match; they'd be quite comparable for efficiency as well.

33 minutes ago, ficklegreendice said:

Honestly, the res Transport is probably THE place for it

6 minutes ago, ClassicalMoser said:

Though recently I've gained a newfound respect for Tractor Beam; with three dice all the way out to range 3, the ability to throw a ship onto a rock and/or reduce its agility is quite powerful at just 2 points and is an excellent value.

A friend of mine has recently been running an Invincible Vennie list with a Transport with Tractor Beam. Seemed good. Being able to use 2 points to swap from 2 red dice to 3 red dice, to reduce the agility of a defender seemed worthwhile. Reduce agility isn't *necessarily* the same as dealing an extra damage on the next attack, but probably as likely to actually do damage.

It seemed worth the two points when I tried it on 0-66 carrying Dooku.

1 hour ago, theBitterFig said:

A friend  of mine has recently been running an Invincible Vennie list with a Transport with Tractor Beam. Seemed good.

While it's a great use of tbeam, the list was also built around it.

Tbeams are obviously more effective if shot before your actual damage dealers, and invincible Vennie is i2.

You can't really get tbeams to decently support the great staple of i5 resistance pilots, for example

Also, your friend's list is now called Vennie and the Beams

14 minutes ago, ficklegreendice said:

Also, your friend's list is now called Vennie and the Beams

7 hours ago, ficklegreendice said:

You  can't really get tbeams to decently support the great staple of i5 resistance pilots, for example 

Have to disagree here. 2 I5s and Poe is a very solid list, and Tractor is among his best hardpoint options for pure consistency. I’ve seen it used with Rey and Tallie to quite devastating effect.

3 hours ago, ClassicalMoser said:

Have to disagree here. 2 I5s and Poe is a very solid list, and Tractor is among his best hardpoint options for pure consistency. I’ve seen it used with Rey and Tallie to quite devastating effect.

Talking about the r transport there, which caps at I 4 😛

14 hours ago, ClassicalMoser said:

Though recently I've gained a newfound respect for Tractor Beam; with three dice all the way out to range 3, the ability to throw a ship onto a rock and/or reduce its agility is quite powerful at just 2 points and is an excellent value. Krassis Trelix with Outmaneuver can be goofy with it, especially combined with IGB, though that doesn't leave room for a decent 3rd, so probably struggles against I5-6. I've also seen it used on Poe to great effect.

My most successful list in 2nd Ed has a Tractor Beam and it's a gem. I've thrown so many people onto rocks that it's hysterical. Sometimes before they shoot, so that they don't get a shot. Also, the 3 other Kihraxz Fighters and Mist Hunter all have 3 red dice that can just melt a ship.

6 hours ago, ficklegreendice said:

Talking about the r transport there, which caps at I 4 😛

Yeah I’ll give you that one. Unless you’re doing generic spam, 4xI4, or 4a+ Cova it probably won’t help.