Defence dice useless against the Autoblaster card!

By Stormtrooper721, in X-Wing

Here it is:

autoblaster.png

Watch TIEs die without a hope! Talk about unbalanced power creep - or power LEAP! Every ship that can carry this Autoblaster needs to carry it.

Edited by Stormtrooper721

Oh my... I was debating getting more than two B-wings. But now? I'm definitely getting more.

And then there's this, which is a tad more subtle, but could change things quite a lot. Finally a good 1 pt upgrade for Imps!

adrenaline-rush.png

This is going to be nuts. I guess it depends on the dial, but if you can ram a 3 b-wing squad with autoblasters into a Tie swarm you could count on taking one or two out before they shoot. I hope any straight maneuver that's fast enough to make that possible requires stress so you can't focus at least.

Edited by PenguinBonaparte

Here it is:

autoblaster.png

Watch TIEs die without a hope! Talk about unbalanced power creep - or power LEAP! Every ship that can carry this Autoblaster needs to carry it.

That is a little strong, especially since TIE's excel at Range 1.

I see a lot of Elusiveness on Elite Pilots with Evade actions aplenty. Doesn't say you can't negate with Evade, or other means. Just can't use the evade symbols rolled on the dice.

Adrenaline Rush is a good one-point upgrade for anyone.

The Autoblaster scares me, but Robert M. has been running some numbers and it may not actually fall out as everything it's cracked up to be. It's certainly going to be a hard counter to Stealth Device interceptors, and make Fel a very unhappy boy, but it remains to be seen whether the math on it falls out as a massive power creep.

And I don't know that I'd call it a power creep even if it is as effective as it seems. It will certainly change the meta, but the number of ships it's good against is actually going to be relatively limited. Against tougher, lower-agility ships you're probably better off going with the main guns.

Edit: To qualify that, the "relatively limited" number of good targets is heavily concentrated on the Imperial side. I think it will cause a seismic push towards the Firespray and Lambda, and maybe even the TIE Advanced. Named TIEs are going to be even riskier than before. But especially at 5 points it's not actually an auto-include for every ship out there.

Edited by Buhallin

I think the auto-blaster is scarier against Rebel lists where almost no ships have evades to avoid the hits. But if B-Wings become the rage, I think I'd still prefer a HLC on my Firesprays and B-Wings anyhow.

Best case that I see Autoblaster being useful, at this point, is on the B-Wing against swarm lists.

Yeah i think the autoblaster could be devastating, but don't think it will be as bad as some think. 3 dice only equal an average of 1.5 hits on one ship. Focus and TL improve those odds but still don't equal an auto kill. But i do think that the threat of this weapon will change the way a lot of people play. I think players who have been using the tie swarm for the last year may need to change the way they play with autoblasters lurking in the shadows. In order to use an auto blaster, the B-wing needs to get in range 1. If they are not very maneuverable (as most people anticipate) the tie player will need to use their superior flying ability to avoid that B-wing that is closing in on them. So i think more players will go for flying their ships in less of a formation to allow them to barrel roll, boost out of range 1 arcs.

And in fact not even 1.5, because it is only hits that can not be canceled, not crits. I don't know the exact stats on that but each die only gets a 3/8 chance of scoring a hit that can't be canceled by oponents die reults

Edited by jedi moose

Yeah i think the autoblaster could be devastating, but don't think it will be as bad as some think. 3 dice only equal an average of 1.5 hits on one ship. Focus and TL improve those odds but still don't equal an auto kill. But i do think that the threat of this weapon will change the way a lot of people play. I think players who have been using the tie swarm for the last year may need to change the way they play with autoblasters lurking in the shadows. In order to use an auto blaster, the B-wing needs to get in range 1. If they are not very maneuverable (as most people anticipate) the tie player will need to use their superior flying ability to avoid that B-wing that is closing in on them. So i think more players will go for flying their ships in less of a formation to allow them to barrel roll, boost out of range 1 arcs.

And in fact not even 1.5, because it is only hits that can not be canceled, not crits. I don't know the exact stats on that but each die only gets a 3/8 chance of scoring a hit that can't be canceled by oponents die reults

Ten's ability does cover that balancing factor though. Of course 36 points is pretty steep for just that and there are certainly better ways to build him.

I like the autoblaster. It's steep price and restrictive range means it isn't truly a case of power creep. I'm most excited over the idea that they are introducing cards that are more accurate without being more powerful.

I'm very excited for this wave. I think it's going to bring some nice variations to the game.

I don't think it looks overpowered - range one on a ship that's presumably not very manouverable, so pretty hard to use for the five point.

Ten's ability does cover that balancing factor though. Of course 36 points is pretty steep for just that and there are certainly better ways to build him.

True. But he is a unique pilot. So Imp players don't have to worry about 3 ships with such an ability. And even Ten only works on 1 crit. So with Ten 1 dice has a 50% chance of guaranteed hit, the other 2 dice each have a 37.5% chance I guess.

Adrenaline rush becomes my new favorite way to spend that last point in my list. I think it is a better choice than most of the 1 point upgrades currently available

The one-shot use of Adrenaline Rush is certainly limiting, but at least you can control when to strike, unlike say with Determination.

Autoblaster certainly does look nasty, but if you can consistently stay out of range 1, then you're tying up a lot of points that your opponent can't use.

Autoblaster is certainly interesting but consider a few things about it:

1. The only ships that can equip it are going to be rolling FOUR dice instead of the three this allows as it is range 1 only.

2. While the "hit" results can not be cancelled by Defense Dice the "critical" hits can be and there is nothing stopping other things from cancelling the normal hits.

3. It costs five points which may be useful in other places.

No question it can be very helpful when firing against something rolling four defense dice backed up by Focus but against less evasive targets it is almost a complete waste of points.

Autoblaster is certainly interesting but consider a few things about it:

1. The only ships that can equip it are going to be rolling FOUR dice instead of the three this allows as it is range 1 only.

2. While the "hit" results can not be cancelled by Defense Dice the "critical" hits can be and there is nothing stopping other things from cancelling the normal hits.

3. It costs five points which may be useful in other places.

No question it can be very helpful when firing against something rolling four defense dice backed up by Focus but against less evasive targets it is almost a complete waste of points.

I think that this becomes the stealth device killer. For example, Soontir Fel wth PTL and Stealth is a risky ship to take since all of his fancy moves can be negated by one shot from this thing. But then again with ptl he can barrel roll and/or boost out of firing arcs, take an evade and still get a focus to attack with. So maybe it doesn't make this a bad combo, or stealth device useless, but it will change the way people fly with these ships

It may be the "Stealth Device Killer" but it still doesn't help against all of those other things mentioned. Now the threat of an autoblaster may force some different choices but it is an expensive threat when you are paying five to counter something costing three.

1. The only ships that can equip it are going to be rolling FOUR dice instead of the three this allows as it is range 1 only.

Not true; it's a secondary weapon and therefore gets no modifiers for range.

I'm looking to field my B-wings w/ Autoblasters alongside my A-wings w/ Homing Missiles. One weapon can only be evaded with the Evade token, while the other ignores Evade tokens. With the right maneuvers, this could really force some tough decisions for the opponent.

At first I thought this was broken when used with Ten, but the range 1 limitation means you have to get real close to use this anyway, and Ten's first crit gets canceled. Now if he rolls a crit and modified one of his hits with marksmanship...

If you want to Nerf TIE swarms, I see B-Wings flying autoblasters and Sensor Jammers, with a mix of other things. A TIE Swarm's only strategy apart from hoping for benevolence from the Dice gods is to split their forces and try taking advantage of the B-Wing's (hopefully) limited mobility. There are going to be very few B-Wings out, so approach them from different angles and keep hitting them.

1. The only ships that can equip it are going to be rolling FOUR dice instead of the three this allows as it is range 1 only.

Not true; it's a secondary weapon and therefore gets no modifiers for range.

I'm pretty sure he meant that all the ships that can take it would be rolling 4 dice on their primary attack at range 1. So its a choice between 4 dice, or 3 dice with a special ability that costs 5 extra points.

Ah, yes. Gotcha.

1. The only ships that can equip it are going to be rolling FOUR dice instead of the three this allows as it is range 1 only.

Not true; it's a secondary weapon and therefore gets no modifiers for range.

Lizrrdbreath already hit my meaning. The three ships that can take canon upgrades already have a base of three attack dice. Because Autoblaster is range 1 and will be in the front arc only any of those ships could instead be making a NORMAL attack using four dice instead of an Autoblaster attack using only three dice.

If you could put Autoblaster on a ship that normally uses two attack dice that would be one thing but as it is you will be sing a decrease is potential by using it. I'm tempted to say the same thing about a lot of weapon upgrades as they provide more BANG for the buck when used on ships that don't normally have any bang to them.

Edited by StevenO

Power level aside, I am disappointed to see the autoblaster. The last thing we needed was yet another reason to take big ships, the YT-1300 and Firespray were already almost auto-includes in lists. The named YTs could easily use a nerf to bring them down to the Outer Rim Smuggler stat line.

Snub fighters need some serious help vs. the big ships, and wave 3 doesn't seem to be offering anything. Even the Advanced Proton Torpedo is going to be more effective auto-smashing small ships than it is getting hits on a large ship.

Maybe an upgrade that allows two primary weapon attacks vs. a single target whose Agility is considered +1 vs. those attacks. The Concussion Missile was a good try, but falls short because it is so hard to use and ordnance in general seems overpriced.

It definitely seems to make my choice of Tie Interceptors hesitant. I love the Tie Interceptors but they are fragile. The autoblaster makes them even more fragile. But if you play the interceptors correctly...you should never get shot by the autoblaster. B-Wings are going to have a hell of a time even getting their forward arc facing my interceptors let alone being at range 1 at the same time.

Yeah I think it means people who fly interceptors will be the ones who can fly them well and they will become less ubiquitous. That said I think this upgrade isn't so good that we will see it all of the time and so it will just be one of those occasional bad matchups that you risk while running too many squint.

Really I think the only thing this gun will change about the meta is stealth devices. They will become more of a risk to invest in on certain ships.

Also I really don't think this is going to make big ships any better. If the Lambda is as cumbersome as is expected it will never get anything in its front arc at range one unless the opposing play make mistakes of likes taking big risks, and the Firespray would still probably prefer the HLC. I think it will be an interest choice on a B-wing, especially with Ten, but otherwise equates to about the same as on the big ships. It is 5 points for a very situational gun on a number of medium to low manuverability (expected anyway) ships.

If you want help against the big ships try running Jonus with 3 Scimitars all with Cluster missiles and Proton Torps, that will clear some big ships out pretty fast if you play right.

Definitely isn't overpowered, and probably the worst cannon option for the B-wing.

I cant see there being a lot of utility or reason to justify putting what is basically a shotgun on a slow as **** bomber with 4 base attack at range one already, for 5 points. Better to use those points for an ion cannon and targeting computer thingy. Or spend 2 more for the HLC and fire 4 attacks at every range band. The area of the board a ship can target gets smaller the closer the target is. So for a B-wing to hit something you have to basically fly right into it. This is also worse against big ships or a good deal of lower evade fighters than the other options.

2/10 would not equip