Defence dice useless against the Autoblaster card!

By Stormtrooper721, in X-Wing

3 mostly unblockable dice is better than 4 blockable dice against high defense targets. While against a low agility ship more attacks would be better, against an imperial build where half their available ships have 3 agility it's quite good. Now against a rebel build where only one ship has 3 defense dice and 3 ships have a mere one it would be an almost total waste.

Quite clearly not a generalist weapon. It has a very clear purpose. If that purpose is too narrow for an all comers list so be it but it'll still see action in casual games.

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

A TIE Interceptor with Stealth would get 4 defence dice against your 4 attack dice from a normal shot. Against the Autoblaster, that same Interceptor's 4 defence dice are potentially useless. That is a big difference. Good-bye Soontir Fel and Turr Phenir, bang you're dead, and your high agility is useless.

And people cried over no focus vs Dark Curse? LOL Here is your no-focus anti-DC weapon Rebels. Best defense against this new weapon is to just engage at rage 2-3. I look forward to using it though :P

If the dial on the B-Wing is less than that of the X-Wing, having squints and Tie's stay out of range 1 arcs won't be that hard. I find this to be a very situational weapon. I'd sooner have the advanced protons or a HLC.

B-Wings will be a major target on everyone's list if facing them and with 1 agility, they will go down fast, that makes the 5 points a bit of a waste if you never get a shot off with it.

Edited by Englishpete

If the dial on the B-Wing is less than that of the X-Wing, having squints and Tie's stay out of range 1 arcs won't be that hard. I find this to be a very situational weapon. I'd sooner have the advanced protons or a HLC.

B-Wings will be a major target on everyone's list if facing them and with 1 agility, they will go down fast, that makes the 5 points a bit of a waste if you never get a shot off with it.

Having Biggs escort your B-Wings will almost certainly guarentee that they will get to within range 1.

Range 1, yes, but range 1 and fire arc, not so easy as everyone appears to think.

The usual set up on Soontir and Turr will allow them a very good chance to avoid that range 1 arc.

They'll move after you and fire before you.

If you bring Biggs, then you are getting 2 B-Wings at most and probably only base level ones if you want autoblasters and target lock systems.

This means that most Squints and the ties you care about will also move after and shoot before them.

Most people will simply stay at range two until they can get in behind you and shaking ties and squints that do that is a real pain.

Its a lot of points on top for the same or less attack dice you would already be using. Sure, its ace against TIEs but not so great when facing Falcons or Shuttles etc. I like it.

Range 1, yes, but range 1 and fire arc, not so easy as everyone appears to think.

The usual set up on Soontir and Turr will allow them a very good chance to avoid that range 1 arc.

They'll move after you and fire before you.

If you bring Biggs, then you are getting 2 B-Wings at most and probably only base level ones if you want autoblasters and target lock systems.

This means that most Squints and the ties you care about will also move after and shoot before them.

Most people will simply stay at range two until they can get in behind you and shaking ties and squints that do that is a real pain.

Possible solutions for that exist, y-wings and HWKs with ion turrets, one of the Bs using an ion cannon to set up their friend, adrenaline rush on a named B-wing so it can take a red maneuver...

I'm not saying it won't work, just it's not the new game breaker. Making it work is situational and expensive points wise is all :-)

One thing is may do is change the way swarms are played. Many have said that swarms are difficult to play effectively especially for new players since a co-ordinated attack flying in unison is often desired. But experienced players controlling 7 or 8 Ties on the board made them a serious threat. So many attacks, so many targets... Now it may be even more difficult because you may need to spread out, flanking from multiple sides.

If you thought the Imperial player was taking too long making their move wait until 8 ships are coming in at different angles. Only and expert could keep from ramming themselves. Two squads of 4 maybe.

Edited by Ken at Sunrise

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.

As of right now, all ships that have the cannon upgrade can attack with 4 dice at range 1 with their primary weapons.

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.

That depends on if the B-Wing has a 1-speed turn, bank, and (known) straight maneuver or not. If it does, it is going to easily be the most maneuverable ship in the game.

If its a lower level PS, barrell rolls are a great way to get that tie in your sights for the autoblaster.

A b-wing with a Hwk or YT wingman could make good use of the Inteligence agent crew, too. The wingman can look at a particular ties chosen maneuver. Then when you move your B-Wing, you can barrel roll appropriately to line up your autoblaster shot even if said tie is a higher PS.

If its a lower level PS, barrell rolls are a great way to get that tie in your sights for the autoblaster.

A b-wing with a Hwk or YT wingman could make good use of the Inteligence agent crew, too. The wingman can look at a particular ties chosen maneuver. Then when you move your B-Wing, you can barrel roll appropriately to line up your autoblaster shot even if said tie is a higher PS.

But if the said Tie is a higher pilot skill it will often be easy to barrel roll or boost out of range 1. A barrel roll will move you a long way. I think that it will still be janky to line that shot up and be able to keep them in range one. Also an auto blaster is going to work so much better with a focus, I think you would be loosing a lot of potential damage is you are barrel rolling instead.

while u kill 1 tie the other 5 will tear u up at range 1

while u kill 1 tie the other 5 will tear u up at range 1

Yes, this, please tell me more about how 3 B-wings with autoblasters will destroy 7 ties without taking any damage.

3 mostly unblockable dice is better than 4 blockable dice against high defense targets. While against a low agility ship more attacks would be better, against an imperial build where half their available ships have 3 agility it's quite good. Now against a rebel build where only one ship has 3 defense dice and 3 ships have a mere one it would be an almost total waste.

Quite clearly not a generalist weapon. It has a very clear purpose. If that purpose is too narrow for an all comers list so be it but it'll still see action in casual games.

Who tailors for casual games?

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

A TIE Interceptor with Stealth would get 4 defence dice against your 4 attack dice from a normal shot. Against the Autoblaster, that same Interceptor's 4 defence dice are potentially useless. That is a big difference. Good-bye Soontir Fel and Turr Phenir, bang you're dead, and your high agility is useless.

Unless you manage to, you know, out maneuver the B-wing and just fly away full speed before coming back for another joust. Or k turn behind it. Its a slow as **** bomber, you arent supposed to be able to go toe to toe with it in a direct fight. Theres a reason they have weight classes in professional fighting.

If the dial on the B-Wing is less than that of the X-Wing, having squints and Tie's stay out of range 1 arcs won't be that hard. I find this to be a very situational weapon. I'd sooner have the advanced protons or a HLC.

B-Wings will be a major target on everyone's list if facing them and with 1 agility, they will go down fast, that makes the 5 points a bit of a waste if you never get a shot off with it.

Having Biggs escort your B-Wings will almost certainly guarentee that they will get to within range 1.

I think Biggs and 2 autoblaster B-wings is going to get beaten down hard by a tie swarm or interceptors.

I still think that 3 blue squadron pilots with ion cannons, fire control system, and advanced proton torpedoes has more potential to be game breaking than any autoblaster spam lists, and is much more well rounded.

Who tailors for casual games?

People who play casual games? Or if you mean from the designers... Those who realize that casual is just as valid a playstyle as tournament play?

And it's not a purely casual weapon. Just that it might be too narrow for every situation or list. Which is good. We have far too many op options like Wedge or HLC as is. It's all sorts of annoying that anything with an actual job is considered underpowered and useless. Autoblaster isn't a game maker, it's an ace in the hole for when you find yourself needing to swat flys. B-wing might not be able to line up a range one attack every turn but so what? just once or twice will soften up or finish enough to help and even if you never get it off it's a decent deterrent.

Just for thought... I play casual games and build for them. I generally prefer them over tournament. I enjoy the play, trying different builds even loosing in a good game.

I've played in tournaments, they are most often taken very seriously. I've played very serious games too. All are fun, I just prefer casual over serious.

Minmaxing against your opponent is kinda low IMO. Building an all around list (read: tournament list) and being able to adapt to new situations and play styles is a very useful skill.

If you want a very good troll list, play 5 GSP all with draw their fire.

How can you put 'Draw their fire' on a Gold Squadron Pilot?

How can you put 'Draw their fire' on a Gold Squadron Pilot?

Green squadron pilot...

Okay, I'm slow. How does having 5 guys with Draw Their Fire help?

You get to protect the lead guy at the cost of the guy behind him?

Okay, I'm slow. How does having 5 guys with Draw Their Fire help?

You get to protect the lead guy at the cost of the guy behind him?

Exactly. Think tie swarm vs that. If they cause two hits, one a crit, that crit can be taken on a shield on a differnt ship instead of the hull on that ship. It lets you mitigate destroyed ships by spreading crit damage to a ship with shields. Think of 5 tie fighters immune to crits like Chewie is.

This thing sounds scary, and it is, but it has so many weaknesses that it may not end up being worth the points.

3 attack and range 1.

The B-Wing gets to roll 4 dice at range 1. No cancelling is awesome no doubt, but only against certain targets. If you are targetting a ship that only gets to roll 1 green, then the higher dice count is the way to go, and you could preserve any criticals you get.

It's going to be awesome against Ties, and Interceptors (especially the ones with stealth upgrades), but again you are looking at some highly situational affairs here. A tie swarm seems like a great counter to this. Sure, you are going to take a big hit, but even if you lose a Tie, you have the rest firing against an agility 1 craft.

And the interceptors are being flown much better with experience. They are dodging obvious attack vectors and any good player is going to be able to keep his interceptors out of the range 1 firing arc of the slow B-wing.

It will be interesting to see in play, and I don't look forward to facing off against them, but I think in the long run they won't be as amazing as some assume.

Thank god for THE GHOST