Playtesting Eta-2 Actis - Initial Impressions

By TedW, in X-Wing

Yes, I know - as of now there is no information about points and upgrade slots available, but given that FFG has already revealed one pilot and the ship's dial, I couldn't resist and run some initial tests out of sheer curiosity. What can I say, this is my single most awaited ship and I was really hyped to see how it plays out (I also can't help but grin at the fact that I actually correctly guessed it having purple speed 2 tallon rolls :D - https://community.fantasyflightgames.com/topic/301883-reworked-custom-ship-idea-eta-2-actis-interceptor/ ).

Since Fly Casual doesn't yet have Eta implemented, if you can't wait and wish to playtest the ship yourselves, I recommend using TIE Silencer dial, since it has the closest set of maneuvers (just follow the colors and speeds of equivalent maneuvers to match those on the Silencer dial). Anakin's cost is likely to be something around 60-70, so I'd say that 65 could be somewhat reasonable as for this present moment. If you'd like a good proxy miniature that isn't a Delta, Mel Miniatures on shapeways has them available or, if you manage to find it, you can convert a "Star Wars Miniatures - Starship Battles' equivalent, it's pretty much a perfect scale and comes in already painted, just needs a spare stand:

21.jpg.98ad0fd763a1ea375ce582cb1a10d506.jpg

About the ship itself, so far I ran bare Anakin in a few makeshift solo games using FFG's solo play rules and one 1v1v1v1 75pts aces high game - not much to go off yet, so take it with a grain of salt, but already some things came to mind after playing them:

- The ship is fast and incredibly slippery: As to be expected, with a TIE-like dial and access to Boosts and Barrel Rolls, Eta is fast, very **** fast. What makes it annoying to catch are three things - the trait (Intuitive Controls), purple Tallon Rolls and a white Evade action.

The trait stands out the most, given that a pre-move reposition can basically alter the entire moveset in several different ways (pretty much like TIE Strikers or anything agile with Advanced Sensors), so correctly guessing where the ship might end up is a tough predicament. Then again, it has a pretty clever limiter to it by way of the reposition being allowed in the System Phase, meaning that no matter your Initiative, you cannot use it to react after someone moved, making Eta more difficult to fly than it would seem on the surface and having it be tied to good planning. That aspect is in my book is a huge plus, since if your planning fails, you have only a single reposition at best available after your move to see if you can scramble your way out (and remember that one of two reposition options you already spent, so it's harder than it seems).

Tallon Rolls, while of mediocre speed, are still a reverse move with no stress, which in itself is a huge boon, letting you potentially reposition after it and take your opponent by surprise (not to mention alongisde with your trait). Ironically though, I found myself in several situations where a red tallon roll would be more welcome, given that it still consumes a Force point, and the ship's Force point economy is much tighter than in Deltas. Still, the amount of possible shenaningans allows Eta a huge diversity in potential approaches and really rewards creative thinking and careful planning.

White Evade action is what makes me wish that Etas don't have a Modification slot - no longer Purple like in deltas, it can be combined with inner Force reserves to turtle up, and I'd hate to see point fortress Anakin deployed with Stealth Device. Given that the ship has 3 hull and no shields (and passive mods), I found myself using that action pretty often, as it really makes the ship hard to damage.

Last but not least, Anakin's ability allows him to ditch target locks, upping his slipperiness even further. While I wasn't using it very often, the possibility alone is something to be aware of especially when bringing ordnance.

- The ship has tight Force Point economy: Much like Deltas, Eta also makes frequent use of Force Points other than mods alone - it spends Force when activating the pre-move reposition, doing Tallon Rolls and optionally activating Force Powers. It might not seem as much more than Deltas, but it's nevertheless something to be really aware of. The aforementioned slipperiness comes from the fact that you can easily be tempted to do all these things together - spend 1 Force before moving, spend another Force to Tallon roll, maybe even throw in Precognitive/Supernatural Reflexes to further modify the maneuver, and you've got yourself an unusual and surprising combination. The low point side is of course the fact spending all these at once, leaving you with fewer points for attack/defense mods, so the fancier you choose to fly, the more likely you're to be left dry and open for being taken out - something a 3 hull ship should really avoid.

- The ship lacks firepower: Given the crazy amount of mobility, the fact Etas don't pack a big punch is a positive, and it's because of 2 major things - the Target Lock action is purple and the only powerful attack is restricted to Bullseye.

The sole fact that locks are purple is what discouraged me from acquiring them in a lot of cases, as it is another Force-spender on a ship that needs to manage its reserves well. Even then, the majority of shots come with 2 attack dice and by activating a re-roll for them you're spending 1 potential mod, so I'd say that in the vast majority of situations, a simple Focus is just better.

The Bullseye shot, while more powerful, tends to be hard to land because of the ship's trait modifying the entire move and not allowing a double reposition after it. To line up a Bullseye shot, you not only might need to sacrifice some positioning (which on a fragile ship is risky), but also make a really precise estimate on where you and your target will potentially end up. Combined with the fact that TL is purple, I found it really hard to deal significant damage with Eta, which I feel is appropriate for a very agile and tricky ship. If you want your Jedi to hit harder, either configuration on a Delta with classic double reposition is a much better bet.

- The ship is fragile: With a 3 hull 0 shield stats, it's pretty obvious. As mentioned before, Etas can turtle pretty well with Force and white Evades if needed, but allowing it to be caught in the open is still best avoided, especially given the ship's Force economy - spend too many on mods and your mobility can suffer.

- Summing up: As opposed to its Delta cousin, Eta seems to be more demanding and less forgiving in gameplay, but also much more rewarding. The curious thing about it is that, because of Force, it's likely going to be similarly costed as Deltas or maybe even more, but it doesn't bear a lot of firepower either, which makes me fear that they might cause Anakin or Obi-Wan to be used as annoying point fortresses. On a more mundane level though, Eta is a fast and costly ship that doesn't hit that hard, meaning that it might actually be a less attractive target than heavy-hitters that are much easier to catch and damage, which likely means that an Eta needs a really well thought-out squad composition to offset its weaknesses and capitalize on its strengths.

- Thoughts on potential upgrades: Since it's pretty obvious Etas will get at least Force and Astromech slots, here are some of my thoughts on what could work and how:

R3 Astromech: No ordnance, weak firepower and it costs Force to acquire locks - not worth 3 points on this one imho.

R4 and R4-P Astromechs: Surprisingly not a strong pick in my opinion, as the only way for Eta to gain Stress is through its KTurn, which I'd argue you should avoid most of the time, given that it shuts down your trait in the following turn (unless you can ditch it with Anakin, but it costs Force).

R4-P17 and R4-P44: Like above, I'd advise against doing the only red maneuver available, so it's a no from me.

R2-C4: A solid maybe. With Evade being white now and Force being more precious, it could actually turn out to be a good idea to spend an Evade offensively every once in a while.

R2-A6: I still don't know why it doesn't have its cost based on Initiative, but I can see it work on Anakin and other I5s, given that you don't have double reposition (kind of) and Bullseye is hard to line up.

Chopper: It could be an interesting pick, given Eta's mediocre firepower. If you're willing to turtle near opponents and stick to knife-fighting, Chopper's debuff might turn out to be pretty beneficial.

R2-D2: Unless the ship can equip Shield Upgrade, I really doubt it will be worth the cost (which is likely to be pretty darn high). With no shields and devices not being certain to appear, you're left with repairing a faceup damage card and given Eta's 3 Hull, it's likely to blow up before having the option.

Brilliant Evasion: Two evades for one Force? Yes please, worth it.

Sense: While I didn't have the opportunity to try it out, it seems like the single best Force power for any Eta pilot because of the fact its trigger has the same timing as the trait, so you can basically peek at a dial and then choose where to go. Alone or together with R2-A6, it might be a scarily good pick since it offsets a lot of the challenge in flying an Eta.

Precognitive/Supernatural Reflexes: A double reposition before executing a maneuver... It is likely going to be strong especially in very good hands, but the fact you spend 2 Force at once for that is a pretty big warning sign, for the reasons I listed before. It could save your life, but misusing it might backfire.

Patience: Depending on its cost (I assume something between 3 and 6), it might be good, but it further strips Etas from firepower. Better survivability and resource management? Obviously, but be wary that you're paying for a ship that might end up rolling 1 attack die per attack.

What do you guys think of Eta so far? Seems broken or weak? What ships would you see as good wingmates to Etas?

Cheers! :)

Matches my experience too. Very cool ship, I like it a lot more than the Delta, because it can't just do everything. For that reason, I reckon some people are going to like it a lot less...

51 minutes ago, TedW said:

The ship has tight Force Point economy....more demanding and less forgiving in gameplay, but also much more rewarding.

Nice Summary!! Testing these the past few weeks has been super refreshing. I am beyond excited to finally have a ship piloted by my favorite characters that has real in game "constraints" and "risks". Absolutely can't wait for the ETA-2 and all the awesome Jedi + Clones lists that should fit at a lower price point. CLT Jedi still have such outrageous offensive output and riskless reposition. They come close to the feel of an ETA-2 but the pilot ability simplifies the puzzle to much, and the Athers action choices (both reposition & modification) feel so trivial at times. The key to delivering on all this ETA excitement will be having the Athersprite mostly removed from Hyperspace upon release. Maybe they keep 1 or 2 pilots in hard to say.

Tried so far...

  • ETA2 Ani + ETA2 Obi + i2 V + i2V + i2V
  • ETA2 Ani + LAAT + i2V + i2V + i2V

I am looking forward to having to lean into actual Clone Support to complement/supplement ETA-2s constraints a bit more with a Republic list. Rather than just copying and pasting as many jedi and purple tokens as possible. Their lower price point should make a mix with clone squads more achievable provided we don't see Athersprite + ETA as the defacto Republic archetype. Other thing to keep an eye on is the LAAT + Yoda Crew + Patience mitigating the Force Management with ETAs as it reduces the need to Lock and Regens Force. Although I suspect itll be at a price point that makes that less of a concern. Bringing a LAAT or ARC will likely mean 1 less Jedi on the table so could be a net positive even if it encourages making that choice.

Republic as a faction has a chance to be as diverse and interesting as FO thanks to the ETA, LAAT, and V-Wing.

Edited by Boom Owl
27 minutes ago, svelok said:

Matches my experience too. Very cool ship, I like it a lot more than the Delta, because it can't just do everything. For that reason, I reckon some people are going to like it a lot less...

When it arrives FFG please move the Aethersprite to extended. Then Republic players like myself will have a new ship to learn to manage, fly and have fun with.

Edited by Cgriffith
16 minutes ago, svelok said:

Matches my experience too. Very cool ship, I like it a lot more than the Delta, because it can't just do everything. For that reason, I reckon some people are going to like it a lot less...

The most fun part to me though is that it can do a lot, arguably even more than Deltas in terms of mobility, but it's all tied to a playstyle that's less reactive and more pro-planning in order to make the most out of it. Devil's in the details and Eta's ability to reposition before maneuvering opens up a lot of gimmicks and adds sheer speed, but messing up planning and/or resource management can put a wrench in the entire endeavor. As much as I like Delta's simplicity, I can't help but love Etas far more for the more rewarding gameplay :)

By the way, what experience did you mean? I'm curious to hear what the game was and how it went :D

7 minutes ago, Boom Owl said:

Tried so far...

  • ETA2 Ani + ETA2 Obi + i2 V + i2V + i2V
  • ETA2 Ani + LAAT + i2V + i2V + i2V

By 'V's do you mean Torrents or V-Wings? :D Because frankly I'm also looking forward to trying out V-Wings, although the fact they have an unrevealed configuration (which I'm guessing might improve mobility and/or add an A-Wing like linked action) is enough for me to wait until more information is revealed. On the other hand, we do have a bomber configuration already... :D

1 hour ago, TedW said:

Chopper: It could be an interesting pick, given Eta's mediocre firepower. If you're willing to turtle near opponents and stick to knife-fighting, Chopper's debuff might turn out to be pretty beneficial.

Chopper looks hella strong on Anakin. Because of the strictness about what actually counts as a requirement, you'll be able to use Chop, then clear the stress with Ani's ability, then Focus for a nice token stack while you're spending charges, and once you've spent them and are knife fighting, that 2 T-Roll into reposition should be really good at keeping you at Range 1 of an enemy. 2 T Roll should still be reasonable, but not as good as I thought.

1 hour ago, TedW said:

R3 Astromech: No ordnance, weak firepower and it costs Force to acquire locks - not worth 3 points on this one imho.

Purple Lock is almost an argument for R3. Spend one force, get two locks, so you don't have to re-lock someone else later, because those locks are so costly. I can see it not being practical on table, but it strikes me as worth examination.

//

To that end, if these fellows have Mod slots, then it's really time to sign up for SynCon, maybe toss in an Oddball. It's basically 1 point per ship to allow everyone in your list to coordinate locks to everyone else, during the engagement phase. If Anakin is safe, but with a bad shot, take the lock, sling it over to Obi-Wan who has a good shot.

Of course, these might not have Mod slots, but if they do, don't sleep on SynCon.

Then again... if they have Mod Slots... maybe just Targeting Computer? I can see arguments for each way...

Edited by theBitterFig

The LAAT ship ability giving rerolls seems tailor made for these guys so they don’t have to bother locking.

I am definitely excited for Sense/R2-A6 Ani in the Eta, win or lose I’ll be having a blast.

1 minute ago, theBitterFig said:

2 T-Roll into reposition should be really good at keeping you at Range 1 of an enemy.

Does Chopper not trigger before the action step?

I know Deltas can FTC before Chopper, but didn’t think they could double repo before jamming someone?

8 minutes ago, FriendofYoda said:

Does Chopper not trigger before the action step?

No, you're right. I just goofed.

16 hours ago, theBitterFig said:

Chopper looks hella strong on Anakin. Because of the strictness about what actually counts as a requirement, you'll be able to use Chop, then clear the stress with Ani's ability, then Focus for a nice token stack while you're spending charges, and once you've spent them and are knife fighting, that 2 T-Roll into reposition should be really good at keeping you at Range 1 of an enemy.

Purple Lock is almost an argument for R3. Spend one force, get two locks, so you don't have to re-lock someone else later, because those locks are so costly. I can see it not being practical on table, but it strikes me as worth examination.

//

To that end, if these fellows have Mod slots, then it's really time to sign up for SynCon, maybe toss in an Oddball. It's basically 1 point per ship to allow everyone in your list to coordinate locks to everyone else, during the engagement phase. If Anakin is safe, but with a bad shot, take the lock, sling it over to Obi-Wan who has a good shot.

Of course, these might not have Mod slots, but if they do, don't sleep on SynCon.

Then again... if they have Mod Slots... maybe just Targeting Computer? I can see arguments for each way...

Yep, exact same thoughts on Chopper. The only issue is Eta being fragile and less reactive, so it might be risky to go into knife fighting, but in good hands I'm sure it'll find its uses :)

And yes, I was thinking of R3 before writing that down. The way I see it, it's still 3 points to acquire 2 locks on a ship with 2 attack most of the time, so is it worth it? It would require further testing for sure, I'm just skeptical about the potential (which is an argument for testing it even more :D )

I honestly doubt they'll get a mod slot, but if they do, Consoles/Targ Comps could be an interesting pick. Then again, Stealth Device could be seriously tempting, as well as Shield Upgrade? I can't help but feel FFG might intentionally avoid a mod slot to not allow point fortressing with these (since you could then consider R2s and so on), but how it ends up going is anyone's guess.

Edited by TedW
misread question
1 minute ago, TedW said:

Yep, exact same thoughts on Chopper. The only issue is Eta being fragile and less reactive, so it might be risky to go into knife fighting, but in good hands I'm sure it'll find its uses :)

And yes, I was thinking of R3 before writing that down. The way I see it, it's still 3 points to acquire 2 locks on a ship with 2 attack most of the time, so is it worth it? It would require further testing for sure, I'm just skeptical about the potential (which is an argument for testing it even more :D )

I honestly doubt they'll get a mod slot, but if they do, Consoles/Targ Comps could be an interesting pick. Then again, Stealth Device could be seriously tempting, as well as Shield Upgrade? I can't help but feel FFG might intentionally avoid a mod slot to not allow point fortressing with these (since you could then consider R2s and so on), but how it ends up going is anyone's guess.

RE: Chopper @FriendofYoda is right... the Jam isn't quite as great.

RE: R3. Some of it is "what other Droid does any good?" 3 points isn't too expensive, and those times you do get 3 dice from Bullseye or just Range 1, you'll want to have full mods to capitalize on it. Again, maybe it doesn't really work out on table. Well... R5 is the droid which would also be good... I wonder if that'll see agility scaling soon... 2/3/4/7?

RE: Shield/R2. Folks haven't really been able to points fortress CLT Aethersprites effectively, and on paper, they're fairly similar. Not exactly, but I think we can draw some lessons.

1 hour ago, FriendofYoda said:

The LAAT ship ability giving rerolls seems tailor made for these guys so they don’t have to bother locking.

I am definitely excited for Sense/R2-A6 Ani in the Eta, win or lose I’ll be having a blast.

I was thinking

Sense/R2-A6 Anakin

Yoda/7th Fleet Gunner LAAT

+ 2 V-Wing or Obi-Wan (Eta)

I wonder if Anakin, Obi-Wan a LAAT and V-Wing will fit?

14 minutes ago, Cgriffith said:

I wonder if Anakin, Obi-Wan a LAAT and V-Wing will fit?

~62, ~53, ~46, ~28 = 190 and those arent the most aggressive possible estimates

3 hours ago, TedW said:

Sense: While I didn't have the opportunity to try it out, it seems like the single best Force power for any Eta pilot because of the fact its trigger has the same timing as the trait, so you can basically peek at a dial and then choose where to go. Alone or together with R2-A6, it might be a scarily good pick since it offsets a lot of the challenge in flying an Eta.

This and LAAT rerolls (or other lock-passing abilities, but I don't think Tarkin or synched console are much good) both look handy for this ship. Sense is a real standout though - you can even block someone with your pre-move reposition and then fly away someplace else with your actual move

12 minutes ago, gadwag said:

I don't think Tarkin or synched console are much good

The thing about SynCon is that it's basically free. Suppose something like ETA-Anakin + 7B Obi + V + V became a list. SynCon is 4 points, and maybe lets you shuffle around the Locks you don't need. I've ran it on Saesee/Lumi/Mace with a triple 7B list, and it just kinda flows naturally from what you want to be doing.

Oddball, particularly with Homing Missiles, is a decent pest of a ship for the price. A 37 pointer doing a damage, sending a free action to someone more important, and soaking a good few attacks seems worth the cost. If there's room for a LAAT, great, but there might not always be points to spare.

I'm not going to build a strategy on SynCon, but as something cheap that helps my list become a bit more efficient, it's worthwhile. Without a doubt, if CLT Jedi had the slot, SynCon would be the best way to spend the spare point per ship.

17 minutes ago, gadwag said:

Sense is a real standout though - you can even block someone with your pre-move reposition and then fly away someplace else with your actual move

That seems nigh-on rage inducing to me. Move to block, do your purple T-Roll. Light someone up at Range 1 after having blocked them. At least it's a T-Roll and not a S-Loop. **** that'd get annoying.

3 hours ago, theBitterFig said:

basically free

3 hours ago, theBitterFig said:

SynCon is 4 points

I think we have different definitions of "basically free". It is pretty cheap, but still a tough call for an upgrade that is only situationally useful. If you're rolling hot enough to not spend locks you're already doing well, and who's to say that it's better shuffling a lock off to a different ship than keeping it on the same ship to re-use?

I am tempted by the oddball idea, with homing, ion or mag pulse. I think he's probably a trap but I can't see a better way to get the lock rolling for cheap.

6 hours ago, gadwag said:

I think we have different definitions of "basically free". It is pretty cheap, but still a tough call for an upgrade that is only situationally useful. If you're rolling hot enough to not spend locks you're already doing well, and who's to say that it's better shuffling a lock off to a different ship than keeping it on the same ship to re-use?

All I mean is you can't get cheaper for 1 point. I've flown enough of it to say "folks ought to just try it for it's normal use." It's worth flying with it some, getting a feel for it on board.

As to shuffle vs saving, it's just that immediacy is often better. Kill the thing now, and then it won't be around next turn. It's felt good for me, but maybe that's just perception bias. I dunno. And these might not even have a mod slot. There's nothing which is obviously a mod upgrade in the spread pictures...

6 hours ago, gadwag said:

I am tempted by the oddball idea, with homing, ion or mag pulse. I think he's probably a trap but I can't see a better way to get the lock rolling for cheap.

Oddball is... well... I don't think a trap, but but he's kinda gotta fit the list Tetris.

For example, Broadside might be better, or a LAAT, but they're more expensive. Two Vs or 2 Torrents is going to be better. I think Oddball is good for his cost, but not vastly better than his cost, so he might easily not be a good fit in a lot of lists.

14 hours ago, TedW said:

R2-A6: I still don't know why it doesn't have its cost based on Initiative, but I can see it work on Anakin and other I5s, given that you don't have double reposition (kind of) and Bullseye is hard to line up.

Why more folks don't use this is off in my opinion. It made sense when R2's were the same price, but it's a fantastic ability. But I suppose that when R2's went down, Chopper came along.

14 hours ago, TedW said:

Chopper: It could be an interesting pick, given Eta's mediocre firepower. If you're willing to turtle near opponents and stick to knife-fighting, Chopper's debuff might turn out to be pretty beneficial.

This is a solid choice and is likely going to be one of the "go-to" astromechs for the Eta-2. Chop works better on a Delta, however, since FTC triggers at the same time as Chop, allowing for greater flexibility for who that Jam goes to.

14 hours ago, TedW said:

Brilliant Evasion: Two evades for one Force? Yes please, worth it.

I've long thought this was a slept on upgrade. I ran Vader, GI, and 7th with Brilliant Evasion back about 8 months ago. You need about 3 ships shooting at a TIE/v1 to get damage in barring poor rolls.

14 hours ago, TedW said:

Sense: While I didn't have the opportunity to try it out, it seems like the single best Force power for any Eta pilot because of the fact its trigger has the same timing as the trait, so you can basically peek at a dial and then choose where to go. Alone or together with R2-A6, it might be a scarily good pick since it offsets a lot of the challenge in flying an Eta.

200.webp?cid=ecf05e47pwdurf4kix36n3d5fgv

1 minute ago, 5050Saint said:

I've long thought this was a slept on upgrade. I ran Vader, GI, and 7th with Brilliant Evasion back about 8 months ago. You need about 3 ships shooting at a TIE/v1 to get damage in barring poor rolls.

There's kind of never been a great home for it... Vader and v1s and Kylo can use it, but they could also use Hate for the same price. They're both force-efficiency talents as much as anything, and Hate fits better with many of the pilot abilities (particularly 7th Sister and 5th Brother). Mathematically 2-green ships like Luke or 7B don't get enough from it. So just the CLT Aethersprites until now. And they've mostly been better light. Actis seems more force-hungry, kinda.

16 hours ago, TedW said:

Sense: While I didn't have the opportunity to try it out, it seems like the single best Force power for any Eta pilot because of the fact its trigger has the same timing as the trait, so you can basically peek at a dial and then choose where to go. Alone or together with R2-A6, it might be a scarily good pick since it offsets a lot of the challenge in flying an Eta.

It would appear Sense seems almost stapled onto these boys.

I think that the ETAs will pair nicely with gunships. Assuming that the base LAAT is comparable in cost to an ARC (trade the bonus die out the front for 1 more overall hull and the support ability), they should fit nicely in Republic list Tetris. I'm intrigued by an adaptation of "Meat Mountain" (Obi 3 ARCs) with 2 ARCs, 1 LAAT, and the new Anakin. You should still have a few points to play around with for either a force crew, astromechs, or hull upgrades.