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Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

BigRed0427 posted:

Noob question. 100 point games are usually the standard for pickup games?

One hundo is the standard point limit, yeah

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thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

Strobe posted:

My first list was XXAY all generics and the Xs and Ys all had unique astros.

I was really, really bad at X-wing my first tournament. I went 0-5 with an all-day MOV of 12.
My first one I went 1-3 and got a bye in the last round. My only win was against someone who was also playing in his first, but who had brought a list with a punisher in it when I was running RAC/Whisper. My best placing to date is 7th, but my actual best performance is 4-2 in a regional, a record I'm still trying to beat and still not having enough play against high level meta lists to get there on.

BigRed0427 posted:

Noob question. 100 point games are usually the standard for pickup games?

Yup.

Panzeh
Nov 27, 2006
Probation
Can't post for 16 hours!
So I won a tournament today with:

Dengar (33)
Push the Limit (3)
K4 Security Droid (3)
Engine Upgrade (4)
Punishing One (12)

Ketsu Onyo (38)
Veteran Instincts (1)
K4 Security Droid (3)
Shadow Caster (3)

Total: 100

4-0, trash MOV. Won the last game on a lucky roll(3 dice, 2 evades 1 blank, enemy zuckusses the two evades into two evades.) If that doesn't happen, we kill each other and it goes to a five dice final salvo.

I don't know why he seemed so down about losing on that kind of luck. That game was going down to luck no matter what. This was my final opponent's list:

Dengar (33)
Lone Wolf (2)
Recon Specialist (3)
R4 Agromech (2)
Glitterstim (2)
Punishing One (12)

Bossk (35)
Veteran Instincts (1)
"Mangler" Cannon (4)
4-LOM (1)
Zuckuss (1)
K4 Security Droid (3)
Inertial Dampeners (1)

Our dengars mauled each other, then it came to Ketsu vs Bossk. He was pretty clever to just castle up and let me come in to protect bossk's rear but I got a favorable engagement against his Dengar and in a brutal exchange both of our Dengars died and both Bossk and Ketsu took a ton of damage. I got Ketsu slightly behind Bossk when he tried to stay put and got one unanswered shot which saved the game for me. Once that happened I was pretty sure it was going to final salvo out of a tie(every ship on the board destroyed) but I got lucky and won outright.

Other opponents included Quad TLTs(got lucky and got some money out of the tractor tokens), Manaroo+Kavil+Fenn mindlink list. Got 2 hits on Fenn and then sent Kavil onto rocks and wrecked him. Closed out a game. The other game was uh,. this:

Rear Admiral Chiraneau (46)
Swarm Leader (3)
Hotshot Co-pilot (4)
Gunner (5)

Sienar Test Pilot (16)
Concussion Missiles (4)
Guidance Chips (0)
TIE/v1 (1)

Sienar Test Pilot (16)
Concussion Missiles (4)
Guidance Chips (0)
TIE/v1 (1)

Total: 100

It kinda sucks against maneuverable lists, just a swarm leader gimmick that ended up coming into play once. Got a weak MOV from the game though, Dengar arc dodged, Ketsu did her thing, he had the no straight crit and I tried to send RAC off the board when he dialed a 1 straight but I wasn't quite there- I should have put him on a rock. Still won. The player's a good player but I have no idea why he chose this list.

Also, I didn't realize that you could only boost someone straight with a tractor beam. Welp.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I've finished 9th of 41 (3-2), 17th of 76 (4-2 with a modified win), 25th of 72 (3-3, should tell you how ludicrous my MOV was) in my last three big events, all of which constitute some of the best individual tournament performances I've had. Yesterday's 2nd of 12 (3-0) is the absolute best performance I've put in.

I'm not good at X-wing.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

thespaceinvader posted:

My first one I went 1-3 and got a bye in the last round. My only win was against someone who was also playing in his first, but who had brought a list with a punisher in it when I was running RAC/Whisper. My best placing to date is 7th, but my actual best performance is 4-2 in a regional, a record I'm still trying to beat and still not having enough play against high level meta lists to get there on.


Yup.

Looking back, I think I'm lying. My best Regional or above was 3-3 not 4-2 - I'm aiming to BEAT 3-3 and get to 4-2 at the moment.

hoiyes
May 17, 2007
All three regionals I've been 4-1 after the 5th round and then lost the final game
:negative: dem white dice...

Edit: passed by mov once, and finished 2nd though.

always be closing
Jul 16, 2005
Any suggestions for completive lists using the Firespray? I've also got the blue core set, most wanted and Tie advanced as well so far. Want to make my next $100 in minis go as far as possible.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

always be closing posted:

Any suggestions for completive lists using the Firespray? I've also got the blue core set, most wanted and Tie advanced as well so far. Want to make my next $100 in minis go as far as possible.

There are none for Imps I'm afraid, the Imp Firespray is awful.

For Scum basically Bobattani is the only one that springs to mind: Manaroo/Attani Mindlink, Boba Fett/Attani Mindlink, Fenn Rau/Attani Mindlink/Atutothrusters/Title.

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

thespaceinvader posted:

There are none for Imps I'm afraid, the Imp Firespray is awful.

For Scum basically Bobattani is the only one that springs to mind: Manaroo/Attani Mindlink, Boba Fett/Attani Mindlink, Fenn Rau/Attani Mindlink/Atutothrusters/Title.

You could also put a Tail Gunner on Kath if you wanted a scary rear arc :v:

always be closing
Jul 16, 2005

thespaceinvader posted:

There are none for Imps I'm afraid, the Imp Firespray is awful.

For Scum basically Bobattani is the only one that springs to mind: Manaroo/Attani Mindlink, Boba Fett/Attani Mindlink, Fenn Rau/Attani Mindlink/Atutothrusters/Title.

Oh yeah, definitely thinking Scum. I'm back and forth on Jumpmaster or Shadowcaster.

BigRed0427
Mar 23, 2007

There's no one I'd rather be than me.

So I am taking my first shot at building a Rebel squad. Here is what I got so far.

X-Wing-Wedge Antilles (29)
-Opportunist (4)
-Intergrated Astromech (0)
-R5-K6 (2)
35 Points total

Y-Wing-“Dutch” Vander (23)
Ion Cannon Turret (5)
R2 Astromech (1)
29 Points total

My thinking is Have them stick together and help Wedge Get off the best shots he can and keep target lock. The X-Wing outpaces the Y-Wing so anything to keep them together helps. Now I just need one more ship to round it out. Or two more ships if Anyone can reccomend anything smaller to use.

Also, I'm seeing that the Y Wings ge a massive boots witht he Most Wanted pack. So I am guessing thats my next purchase.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

BigRed0427 posted:

So I am taking my first shot at building a Rebel squad. Here is what I got so far.

X-Wing-Wedge Antilles (29)
-Opportunist (4)
-Intergrated Astromech (0)
-R5-K6 (2)
35 Points total

Y-Wing-“Dutch” Vander (23)
Ion Cannon Turret (5)
R2 Astromech (1)
29 Points total

My thinking is Have them stick together and help Wedge Get off the best shots he can and keep target lock. The X-Wing outpaces the Y-Wing so anything to keep them together helps. Now I just need one more ship to round it out. Or two more ships if Anyone can reccomend anything smaller to use.

Also, I'm seeing that the Y Wings ge a massive boots witht he Most Wanted pack. So I am guessing thats my next purchase.

I'm currently at dinner, but when I get back let me lay down some sick Wedge knowledge.

Admiral Joeslop
Jul 8, 2010




I bet it doesn't involve Opportunist unless Wes is involved at minimum! I'll let Strobe give his superior advice but will ask; how do you and your group feel about proxying upgrade cards? Just printing out a list opens up so much more for you.

Admiral Joeslop fucked around with this message at 02:47 on Jan 23, 2017

BigRed0427
Mar 23, 2007

There's no one I'd rather be than me.

Admiral Joeslop posted:

I bet it doesn't involve Opportunist unless Wes is involved at minimum! I'll let Strobe give his superior advice but will ask; how do you and your group feel about proxying upgrade cards? Just printing out a list opens up so much more for you.

I actually haven't found a group to play with yet. There is a game store nearby I might give a shot. And I'm looking at Wes Janson now and hot drat. Plus another guide i'm looking at suggests Adaptability with him.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Admiral Joeslop posted:

I bet it doesn't involve Opportunist unless Wes is involved at minimum! I'll let Strobe give his superior advice but will ask; how do you and your group feel about proxying upgrade cards? Just printing out a list opens up so much more for you.

Here's a video of Wedge with Opportunist.

https://mobile.twitter.com/Flomp_It/status/822699862999388160

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Alright, KNOWLEDGE TIME.

First off, there are things you need to understand about T-65 X-wings. They are fragile, they are slow, and they have pathetic available actions. The game has by and large passed the base stats of the T-65 by, and doing anything with them will be an uphill battle against inexorable power creep. That said, the T-65 X-wing has some of the best pilots in the game, bar none. Wedge has one of the most powerful pilot abilities in the game, and so does Wes Jansen. Luke's ability is fantastic. Biggs' ability is situationally incredibly powerful. Tarn Mison has some of the best one on one combat effectiveness in the game with an R7 Astromech.

Alright, now on to the meat of the subject: there are three distinct attributes to build upgrades on Wedge to take advantage of. Offense, Defense, and Maneuverability. Some builds are cheaper than others, and one of the important things to remember is that an expensive Wedge is a bad Wedge. If you load up a T-65 with 12 points worth of upgrades it does not matter how you fly it you will probably lose. The most expensive Wedge I can bear to recommend to you is 38 points. That's already pushing it. Most upgrade suits I can recommend for Wedge are between 4 and 6 points, and no more than that. Within each thing you can build toward, there are a number of viable upgrades, and a number of upgrades that are literally worse than useless. The following are generally viable upgrades. You will probably start to notice a theme.

Offense:
- Predator
- Opportunist*
- Push the Limit
- Crack Shot
- Juke**
- Lone Wolf***

Defense:
- R3 Astromech
- R5-P9
- R2-D2
- Integrated Astromech
- Lone Wolf***

Maneuverability:
- BB-8
- R2 Astromech
- Engine Upgrade
- Vectored Thrusters

* This one should never be used with just Wedge, and requires a specific wingman choice I'll detail later
** This requires some way to get evade tokens. R3 Astromech generates evade tokens, so these two upgrades work well together, but Juke on its own is in the Worse Than Useless category.
*** This one definitely varies depending on your list. I fly X-wings in formation, and there it's basically Worse Than Useless, because Wedge will never, ever be the last ship standing to take advantage of it.

Did you figure out the theme? Offensive upgrades are universally elite pilot talents. Defensive upgrades are almost universally astromechs or astromech related. Maneuverability strongly leans toward modifications. Technically this means you can build all three, but with a couple exceptions ends up in the realm of a Wedge that is way too expensive. There are four or five viable individual Wedge builds that at one point or another I've had success with.

Predator (3)
R2 Astromech (1)
Integrated Astromech (0)

Predator is one of the best EPTs in the game, and improves offense from base when not stressed and sustains offense while stressed. With a general lack of post-dial repositioning options, you will probably be k-turning a lot, which means stress. R2 Astromech helps shed that stress by opening up your dial with more greens, which means you can pursue things that are faster and harder to pursue without being a sitting duck and having to k-turn every other turn until you die. Integrated Astromech is a 100% auto-include in any Wedge that has an astromech.

Opportunist (4)
R2 Astromech (1)
Integrated Astromech (0)

Opportunist pumps your offense way the gently caress up. That is its only reason for existing. However, Wedge shoots at PS9, which is way ahead of most ships, and also way ahead of most of your ships. Opportunist requires no focus or evade on the defender, which means that you need a way to strip that token or ensure it isn't there in the first place. Trying to block is unreliable; Wes Jansen is not. Every time he attacks he strips a token of your choice from the defender. The problem here is that Wes is PS8, so you need to slap either Adaptability or Veteran Instincts on him. I'm sure the application here is obvious: point Wes and Wedge at the same target. Shoot with Wes first, strip a token, then open up with Super-gently caress-you Wedge and watch things die. It's very satisfying when it works, and heartbreaking when it doesn't. The R2 Astromech keeps you from being totally crippled in terms of maneuver after the attack, and Integrated is of course (R5-K6 is bad on Wedge don't use it).

Juke (2)
R3 Astromech (2)
Integrated Astromech (0)

This one is where things get kind of interesting. Juke basically magnifies Wedge's ability, since you basically get his innate agility reduction, plus the ability to juke away another result. Bring Wes along just like with Opportunist, and suddenly we're talking about TIE Fighters having one green die that matters. The evade token generated by R3 also sticks around, and improves your defense on top of things. If you manage to keep your focus (which you probably will, since you're cancelling a focus result to get the token), you are now the dodgiest X-wing this side of Luke. Integrated is of course. The downside to this one is that once you blow the R3 on Integrated, your EPT is basically useless, and it's not a guarantee you'll roll a focus in the first place. That said, this is my second favorite Wedge after Predator/R2.

Push the Limit (3)
BB-8 (2)
Integrated Astromech (0)
(optional) Engine Upgrade (4)

This is hands down the most expensive Wedge I can ever recommend, ever, but it's pretty good. BB-8 lets you do a free barrel roll before you execute your maneuver if you are unstressed and reveal a green maneuver. You can use Push the Limit on that to take another action (which is the only reason Engine Upgrade is even optional), then you do the green maneuver you just revealed to clear the stress and taken another action after the maneuver finishes. That's a lot of maneuverability, and it also potentially means maneuverability plus TL+focus each turn. The downside here is that I think it's more predictable than any other Wedge. Sure, you have the largest ability to react to previous moves, but you also have exactly four maneuvers that let you pull off the combo, and there are only so many places those combos can get you. It is still a good combo.

Opportunist (4)
R2 Astromech (1)
Proton Torpedo (4)
Guidance Chips (0)

This is a special one, because it requires you to be running both Wes Jansen, and probably Dutch. It's simple: pick on someone lower PS than you. Grab a TL from Dutch, line up the shot and take a focus. Strip the enemy token with Wes (and don't give a poo poo if you hit or not), and then blow them the gently caress away with a fully modded god-torpedo at range 3 and net -2 agility. It's a one trick pony and can only do that trick once, but rolling five crits against a TIE Fighter and watching it explode pitifully is an amazing feeling. Don't run this in a serious tournament, it's bad.

You might have noticed another theme: I mention Wes Jansen a lot. He's amazing, and he pairs with Wedge very, very well. Since they're both T-65s, they're the same speed, and it gives your opponents previously unthinkable issues with targeting priority where Wedge might not actually be the most dangerous thing in the list.

The rest of flying Wedge is the third ship you bring along. Never fly Wedge with fewer than three ships. Trying to fly Wedge with more than three ships will probably not end well.

While I was typing this up, I realized that this might actually be an interesting Wedge list:

Wedge Antilles (29)
Swarm Leader (3)
R2 Astromech (1)
Integrated Astromech (0)

Wes Jansen (29)
Adaptability (0)
M9-G8 (3)
Integrated Astromech (0)

Prototype Pilot (17)
Chardaan Refit (-2)
Autothrusters (2)

Prototype Pilot (17)
Chardaan Refit (-2)
Autothrusters (2)

Total: 99

Wedge loves stressless dice pumping, and 6-dice at range one with a mini-TL and focus is all kinds of my poo poo.

Tequila Ranger
Sep 11, 2004

host after host after host ...

Panzeh posted:

I tried to send RAC off the board when he dialed a 1 straight but I wasn't quite there- I should have put him on a rock. Still won. The player's a good player but I have no idea why he chose this list.

Also, I didn't realize that you could only boost someone straight with a tractor beam. Welp.

Am I miss reading this or did you try to tractorbeam-boost a large base ship? Because that part only works on small base ships.

Edit: NM I see what you were saying now sorry.

BigRed0427
Mar 23, 2007

There's no one I'd rather be than me.

Thanks for the advice here. One question. Opinions on Photon Torpedoes in relation to Wedge/Wes lists?

Edit: Nevermind, dumb question. Here is my current list.

ROUGE 2

99 points

PILOTS

Wedge Antilles [R2 Astromech, Proton Torpedoes, Opportunist, Integrated Astromech] (38)

“Dutch” Vander [R2 Astromech, Dorsal Turret] (27)

Wes Janson [R2 Astromech, Proton Torpedoes, Adaptability, Integrated Astromech] (34)

View: http://xwing-builder.co.uk/view/639189/rouge-2

Tweak: http://xwing-builder.co.uk/build/639189

XWS: http://xwing-builder.co.uk/xws/639189

Wes and Wedge both have torpedoes because I still have 9 points left and don't know where else to go with it. Any ideas on what those last 9 points could be spent on is helpful, especially if they can go towards Dutch.

BigRed0427 fucked around with this message at 04:46 on Jan 23, 2017

Acebuckeye13
Nov 2, 2010

Against All Tyrants

Ultra Carp

BigRed0427 posted:

Also, I'm seeing that the Y Wings ge a massive boots witht he Most Wanted pack. So I am guessing thats my next purchase.

I love Y-Wings more than is probably rational, but it's hard to argue the Y-Wing options in Most Wanted are a strict upgrade. The first, Bomb Loadout, only matters if you plan on taking bombs (Obviously), which not a lot of people do. The second, the BTL-A4 Title, is very situational. Basically, it lets you shoot with your turret after you shoot your primary, but it restricts you to only ever being to fire the turret in your forward arc. When it works, it hurts-double tapping people can be extremely effective, and if you get lucky you can potentially knock out two ships in one round of shooting (As both shots count as a separate attack). The downside is that Y-Wings are hideously unmanuverable, and after the initial joust it can be pretty difficult to keep people in your forward arc, meaning you can't shoot at them at all. There are some builds it works well with, don't get me wrong-Stresshog (Gold Squadron Pilot with R3-A2, a TLT, and the title) is capable of utterly crippling aces, certain Horton Salm builds can push out a ton of damage, and a 4 TLT titled Y-Wing list is capable of rolling up to 36 dice per turn, if you feel like channeling your inner ImpGuard player. But like I said, it's situational, and I personally can't tell you how many times I've gritted my teeth and wished I'd left the title at home.

So, if you are really set on flying Y-Wing bombers, or want to start playing Scum, Most Wanted is a good pickup. Otherwise, I'd hold off until I'd built up more of a collection, and simply run vanilla Y-Wings until then.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





I'm finally home and settled down, so I can write up a good tournament report!

I played six games of swiss (Record 4-2) and two games in the top cut (washed out at top 8). My MoV and SoS were quite high, but I don't have those numbers on-hand. I hope Plano posts to List Juggler sooner rather than later.

I ran the FennZuckMan list I've talked so much about. Final Manaroo loadout was Mindlink, TacJammer, R4 Agromech, Intel Agent; Fenn and Zuck have been unchanged for weeks.

https://geordanr.github.io/xwing/?f...:&sn=FenZuckMan

Game 1 vs Kanan/Biggs (Win: 100-0)

This was an interesting Kanan/Biggs variant that I'd never seen before. It was Autoblaster/FCS/2x Recon Spec/Tac Jam on Kanan, R2-D2 and hull upgrade on Biggs. Why not Integrated Astromech? I dunno. Neither did my opponent, when I asked him after the game.

He set up about range 2 from the top (my perspective) right side of the board. I set up Manaroo and Zuckuss in the bottom right corner, with Fenn centered, making him choose who to chase. I went aggressive with everyone on the first move, and so did he, angling for Fenn. He could potentially kill Fenn in one round with autoblaster. I had to avoid the range 1 bubble.

So I just turned and ran with Fenn. He chased. Zuckuss and Manaroo were able to get up behind him, and chewed through Biggs very quickly. I eventually got Fenn back in the pack behind the Ghost, and whittled it down over several rounds.

FCS didn't do a lot of good for him, as both Fenn and Zuckuss were able to stay out of arc, forcing him to switch targets. Manaroo would just pass the locks over if he switched his lock to her, so he never did, and thus every shot at Manaroo was virtually unmodified. I was able to make him shuffle his locks several times, or choose between terrible shots with the lock or good ones without.

Despite this bad loss, this player ended up in the Top 16, the first of three of my Swiss round opponents who made the cut.

Game 2 vs Kanan/Biggs (Loss 82-100)

A second Kanan/Biggs list in a row! This was a crazy offensive variant with TLT, FCS, Rey, Finn crew, and Tac Jammer. Biggs had M9-G8 and integrated astromech. Zeb in the Phantom had Chopper.

If you can't tell from the score, in the end Zeb won the game.

This game went much different from the other. The TLT covers a MUCH larger area than Autoblaster, and Finn + FCS makes the primary arc very scary (up to 6 dice at range 1). At the start, Biggs took a lock on Kanan, allowing him to re-roll during TLT shots. He'd use locks for bad rolls, M9 for good ones, and sometimes focus. I'd estimate he was averaging 2.5 hits per TLT roll, which really sucks when only one of your ships has 3 evade dice!

He managed to take out Zuckuss in two rounds without Zuckuss evading a single shot, even with obstructions and an evade token. I build Manaroo explicitly to allow Zuckuss a chance at surviving multiple TLTs, but it didn't work this time. It just was not to be. Zuck dealt some pretty hefty damage to Biggs before dying, and Manaroo finished him off. Fenn was zipping around the edges of the fight, sniping a bit here and there.

I got Manaroo in front of the Ghost and started blocking him (I love Intel Agent) while Fenn closed in for the kill. I was able to arc dodge the rear arc several times. On rounds I couldn't arc dodge, I deliberately bumped to take no shot. In fact, we had three consecutive turns where none of our ships moved much. I got the Ghost to just a couple of HP as it finished off Manaroo.

It was looking good, but then Fenn took the worst possible crit: Damaged Engine. Turns were red. This is a near disaster as Fenn can't turn around and is literally the worst possible crit he can take. He also can't go slow, like most ships that have lovely turns! I was doomed to overshoot the ghost eventually. I managed to kill it off before that happened, but Zeb popped out. Behind me.

I made a terrible decision to engage instead of running away to re-set. Then I made an even more terrible decision to 4k turn (instead of Talon Roll) to continue that engagement. I wounded him but didn't kill him. Then, when he 4k'd behind ME the next turn (using Chopper to get a lock), there was nothing I could do but eat the shot, and I died.

This was the second of three players I faced in Swiss who made the cut.

Round 3 vs Snap/Crack A-Wing Swarm (Win 100-32)

This was easily the most fun game I had all day. Crack Shot is always scary, and Snap Shot could potentially kill Zuckuss with his low agility. We set up in opposite corners. Fenn moving around for a flank while Manaroo/Zuckuss went more for a joust. Then I turned all of them into the rocks, forcing him to come in to engage me there or risk my being behind him.

I deliberately threw Manaroo at the swarm first with a fast move, hoping to make him use a bunch of his Crack Shots; he used three. The other two he didn't need to use them. Manaroo then disengaged; he obligingly started to chase her, right into Fenn's path. She died and the swarm turned its attention towards Fenn.

With (most) of the Crack Shots gone, Fenn's title, and a focus from mindlink, I was comfortable jousting the swarm with him, especially with one wounded from the first engagement with Manaroo and Zuckuss. Fenn was able to kill the wounded one; the others did no damage.

Zuckuss was the real MVP of this game. It turns out that Advanced Sensors + Barrel roll is really loving good at controlling range and arc dodging. I, not my opponent, controlled when and where he took Snap Shots (and that was "almost never"). In fact don't think Zuckuss took more than one or two shots at all the entire game, but got shots nearly every round. And what shots they were! If an A-Wing was wounded, Zuckuss finished it off. I think he had 4 kills to Fenn's 1 this game.

Game 4 vs Dash/Lothal (Win 100-32)
Not a lot to say about this one. It went pretty standard for this type of match. The Lothal (which had autoblaster) move into the middle to bully, while Dash circled around. I called the Lothal's move on the first true round of engagement, and managed to slam everyone into it to avoid the shots. It had to then K-turn to re-set. After that, it was playing catch-up instead of acting as a blocker.

The Dash player took initiative, which seemed very weird to me, as it allowed me to be very reactive to Dash's positioning with Zuckuss. In fact, it may have cost him the game. The Dash player spent a lot of time chasing Manaroo and fleeing from Fenn.

Zuckuss just got to the middle of the board and used pre-movement barrel rolls more-or-less hover in place, tracking Dash without covering much ground. Zuckuss basically solo'd Dash while Manaroo and Fenn kept him busy. Lost manaroo eventually, but Fenn and Zuckuss had no problems with an autoblaster ghost.

Game 5 vs Palp/Backdraft/Maarek (Loss - I don't even remember the score. 50-100 ish?)

This was the most frustrating game of X-Wing I've ever played. I've been disappointed before, and I've been annoyed before, but never before have I been angry at my opponent.

The less said about this the better. Everyone, including myself, acted poorly. All parties (myself, my opponent, and the judges) came to an understanding after the game. Water under the bridge.

Instead, let's talk about his list. I was impressed. I love jank. Seriously, I'm flying a G-1A in serious competition. As my most expensive ship. Jank is my middle name. For all my reservations about my opponent, I gotta say that I really want to try out this squad.

https://geordanr.github.io/xwing/?f...amed%20Squadron

The entire point of this list is to suck away the opponent's focus tokens so that Backdraft and Maarek can put a bazillion crits into a ship. If they hold onto their focus to save against Maarek, then Backdraft is tanky. If they spend it on Backdraft, then Maarek is that much more likely to get a crit through on you. It's evil, and I wish I'd thought of it myself.

He played rather conservatively at first using Palp as the usual defensive bastion, but once he got his sights on a ship without shields, he went pure offense. He'd use Palp for crits, fishing whatever. I had literally discarded HALF of my damage cards before the game ended.

I just gotta try this.

This is the third of my Swiss opponents who made it into the cut

Game 6 vs 4x TLT Y-Wings (Win 100-16)
I knew I had to have amazing MoV to make it into the finals, so when I saw my opponent, my heart kind of fell. I'd never actually fought Thug Life with this list, but I knew it could get ugly, fast. Zuckuss could die in one round, and almost certainly in two. Manaroo was unlikely to last 3. Fenn could get unlucky early, but would probably be OK if I could kill 2 of the Ys.

My opponent clearly recognized Fenn as the biggest threat and, after I set up directly across from him, did something I did not expect: he went for the joust. After the match, he said he'd beaten a Fenn earlier by jousting, using one Y as a blocker, then sniping him with the others at range 2 in arc. An admirable plan, but it didn't work. Fenn managed to slip into range 1 of two, bumped the third, and the fourth was range 1 out of arc.

Manaroo and Zuckuss came up the middle, with Manaroo moving ahead as a shield for Zuckuss. He started shooting at Manaroo, and that gave Zuckuss time to slip into the scrum with some janky advanced sensors + barrel roll shenanigans.

After that, it was all over by the crying. Fenn and Zuckuss were taking big bites out of Y-Wings every round. It wasn't always the SAME Y-Wing, but it only took three rounds before two Ys were dead, one was heavily wounded with Fenn on its tail, and the last healthy Y-Wing split off to try to catch a 1-health Manaroo for the kill. Zuckuss caught it, landed a huge hit on it, and my opponent conceded. I didn't lose a ship, but he did get half health on Manaroo.

With a huge win under my belt, I managed to squeeze into the finals.

Top 16 - Rematch Palp/Backdraft/Vessery (Win, 100-64)
See Game 5 above.

This time, I managed to kill Backdraft very quickly, either round 2 or 3, but lost Manaroo in the process when Maarek rolled two natural crits and Palp'd a third. Fished out two directs and something else.

Fenn and Zuckuss took out Palp, and then started chasing Maarek. On the last round, a 1-health Fenn with Lock/Focus charged into range 1 of Maarek, with a 4-health Zuckuss right behind him. Fenn forced Maarek to spend everything, but Maarek survived.

Knowing that 1on1 with Fenn wouldn't be pretty, he took the Hail Mary shot and managed to squeeze out the kill.

Then Zuckuss got his revenge, and blasted the tokenless, heavily damaged Maarek out of the sky.

Top 8 - Palp/Quickdraw/Ryad (Loss, 50-100)
Another TIE/sf + Defender list? Sign me up! I eat those TIE/sfs for breakfast!

Was going quite well for me--Quickdraw down to 1hp after the first engagement, having entirely wasted his revenge shot--but then the crucial turn of the game happened. Fenn got that drat "Damaged Engine" crit again, on a turn where I couldn't afford to stress the entire squad, but Fenn had no other moves to get him back into the fight. It was turn (stressing all), K-Turn (stressing all), or spend a couple rounds re-setting. I chose to reset.

Quickdraw ran, Manaroo couldn't catch him because the shuttle and Ryad were physically blocking the path, and Zuckuss was also facing the wrong way. He fled in an attempt to pull the enemy towards Fenn, but the enemy shot him down before he could get out of range. Manaroo ate into the shuttle a bit before dying herself just as Fenn got back to the fight. He finished off Quickdraw, and took half off the shuttle.

But without the ability to turn, there was no chance of outflying Ryad. It took a couple more rounds, but it was a foregone conclusion at that point.

AndyElusive
Jan 7, 2007

Strobe posted:

Alright, KNOWLEDGE TIME.

This is a pro fuckin X-Wing post if I've ever read one.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I love X-wings :shobon:

kingcom
Jun 23, 2012

Strobe posted:

I love X-wings :shobon:

A good drat post about a good drat ship

Acebuckeye13
Nov 2, 2010

Against All Tyrants

Ultra Carp

BigRed0427 posted:

Thanks for the advice here. One question. Opinions on Photon Torpedoes in relation to Wedge/Wes lists?

Edit: Nevermind, dumb question. Here is my current list.

ROUGE 2

99 points

PILOTS

Wedge Antilles [R2 Astromech, Proton Torpedoes, Opportunist, Integrated Astromech] (38)

“Dutch” Vander [R2 Astromech, Dorsal Turret] (27)

Wes Janson [R2 Astromech, Proton Torpedoes, Adaptability, Integrated Astromech] (34)

View: http://xwing-builder.co.uk/view/639189/rouge-2

Tweak: http://xwing-builder.co.uk/build/639189

XWS: http://xwing-builder.co.uk/xws/639189

Wes and Wedge both have torpedoes because I still have 9 points left and don't know where else to go with it. Any ideas on what those last 9 points could be spent on is helpful, especially if they can go towards Dutch.

Here's my thought:

Wes Janson [R3-A2, Adaptability, Integrated Astromech] (31)

Wedge Antilles [R2 Astromech, Opportunist, Integrated Astromech] (34)

“Dutch” Vander [R2-D6, Ion Cannon Turret, Shield Upgrade, Draw Their Fire] (34)

Basically, have Dutch try to absorb crits and draw fire away from Wes and Wedge, while trying to reduce the fire/modded dice coming in via stress and ionization. Alternatively, you can swap out Draw Their Fire and the Shield Upgrade for Veteran Instincts and Vectored Thrusters, to better guarantee you'll be able to get into TL range.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I wish XXX was meta-competitive still. Stuff like Fenn, Dengar, and Zuckuss crew just eat them for breakfast. :( I might still write-up an :effort:post about how to fly a three ship Rebel in formation, because that's something I still do with my current list.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Acebuckeye13 posted:

Here's my thought:

Wes Janson [R3-A2, Adaptability, Integrated Astromech] (31)

Wedge Antilles [R2 Astromech, Opportunist, Integrated Astromech] (34)

“Dutch” Vander [R2-D6, Ion Cannon Turret, Shield Upgrade, Draw Their Fire] (34)

Basically, have Dutch try to absorb crits and draw fire away from Wes and Wedge, while trying to reduce the fire/modded dice coming in via stress and ionization. Alternatively, you can swap out Draw Their Fire and the Shield Upgrade for Veteran Instincts and Vectored Thrusters, to better guarantee you'll be able to get into TL range.

Forget Veteran Instincts; I don't generally feel like the EPT Droid is worth it on Y-wings. Targeting Astromech is amazing, though, especially on Dutch, because you can use it to do a maneuver that a Y-wing otherwise flat-out cannot do and still take TL to pass one along. Vectored Thrusters is the superior modification when dealing with a TLT, but with an Ion Cannon Turret I think that spending the points on a Plasma Torpedo and Guidance Chips is honestly better. Three ship Rebel demands high damage output, and Dutch just can't keep up if he doesn't have some alpha ability.

All that said: the third ship in a Wedge/Wes combo is a matter of taste, personal preference, and practice. With Opportunist, Dutch is a good pick for his ability alone. With Predator, I like to take Luke as a closer. It's also possible, if not exactly a great idea, to take Ten Numb with Flechette Torpedoes, Adaptability, extra Munitions, and Guidance Chips. With the list above, that fits into exactly 100 points at all PS9, and that Ten build is an excellent accompaniment to Stress Jansen. It dies hard after the first alpha, but sometimes that can be the difference.

canyonero
Aug 3, 2006

ConfusedUs posted:

I made a terrible decision to engage instead of running away to re-set. Then I made an even more terrible decision to 4k turn (instead of Talon Roll) to continue that engagement. I wounded him but didn't kill him. Then, when he 4k'd behind ME the next turn (using Chopper to get a lock), there was nothing I could do but eat the shot, and I died.

Awesome write and awesome performance. Just one note: the Phantom didn't have a TL action. Hopefully you're just misremembering and he used Chopper to focus here. Otherwise maybe this shouldn't have been a loss.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





canyonero posted:

Awesome write and awesome performance. Just one note: the Phantom didn't have a TL action. Hopefully you're just misremembering and he used Chopper to focus here. Otherwise maybe this shouldn't have been a loss.

It might have been a focus. Wanna say it was a lock, though. I mean, yeah, that would suck, but it's virtually the same chance for focus to result in 4 hits as a TL, so I can't be too mad

TheKingslayer
Sep 3, 2008

Man, all these posts makes me wish I was actually off to play tournaments anymore :(

The only events I can make are weird weekday stuff that my local store puts on, like 50 point tournaments, escalation and furballs. Escalation is my jam and the low points stuff is a ton of fun. I really want to bring a TIE swarm to a big event to see if I can still play it at all. Are any of the Gozanti TIE pilots good for a swarm or am I better off just throwing a ton of Academy Pilots at everyone?

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





TheKingslayer posted:

Man, all these posts makes me wish I was actually off to play tournaments anymore :(

The only events I can make are weird weekday stuff that my local store puts on, like 50 point tournaments, escalation and furballs. Escalation is my jam and the low points stuff is a ton of fun. I really want to bring a TIE swarm to a big event to see if I can still play it at all. Are any of the Gozanti TIE pilots good for a swarm or am I better off just throwing a ton of Academy Pilots at everyone?

Swarms are probably bad for the first time ever, right now. There are several major lists that can eat a TIE or even two per turn, are virtually immune to 2-dice attacks, or both.

That A-Wing swarm I posted in my tournament report is probably the best swarm in the current meta, and I dismantled it without any real fear.

If you wanna run a TIE swarm, you probably want Black Squadrons with Crack Shot. Academy Pilots are only good as blockers. Wampa from the Gozanti is pretty good and scares the poo poo out of several pilots because his ability to deal damage can slip under shields; you can use him in place of a black squadron.

TheKingslayer
Sep 3, 2008

ConfusedUs posted:

Swarms are probably bad for the first time ever, right now. There are several major lists that can eat a TIE or even two per turn, are virtually immune to 2-dice attacks, or both.

That A-Wing swarm I posted in my tournament report is probably the best swarm in the current meta, and I dismantled it without any real fear.

If you wanna run a TIE swarm, you probably want Black Squadrons with Crack Shot. Academy Pilots are only good as blockers. Wampa from the Gozanti is pretty good and scares the poo poo out of several pilots because his ability to deal damage can slip under shields; you can use him in place of a black squadron.

ah drat, that's a shame mainly because I was the only person in my area running swarms at the time. I was huge fan of Defenders before Imperial Veterans came out and now they're super popular so maybe that could be worth it. I did have a little practice with Rey and Poe which worked out alright. Bah, just sucks that my favorite list is kinda garbage.

Kai Tave
Jul 2, 2012
Fallen Rib

BigRed0427 posted:

Thanks for the advice here. One question. Opinions on Photon Torpedoes in relation to Wedge/Wes lists?

Edit: Nevermind, dumb question. Here is my current list.

ROUGE 2

99 points

PILOTS

Wedge Antilles [R2 Astromech, Proton Torpedoes, Opportunist, Integrated Astromech] (38)

“Dutch” Vander [R2 Astromech, Dorsal Turret] (27)

Wes Janson [R2 Astromech, Proton Torpedoes, Adaptability, Integrated Astromech] (34)

View: http://xwing-builder.co.uk/view/639189/rouge-2

Tweak: http://xwing-builder.co.uk/build/639189

XWS: http://xwing-builder.co.uk/xws/639189

Wes and Wedge both have torpedoes because I still have 9 points left and don't know where else to go with it. Any ideas on what those last 9 points could be spent on is helpful, especially if they can go towards Dutch.

Did someone say Wes, Wedge, and Dutch?

Here is my advice to you as someone who's flown a ton of these three pilots together in a list, I won't profess to being some super expert, I only know what works for me.

1). Ditch the torpedoes, ordnance isn't really very worth it without Guidance Chips and you want Integrated Astromech on your X-Wings, so cut the points out there.

2). Opportunist can work with a Wedge/Wes pairing but I prefer Predator because it's less conditional...if Wes winds up out of position to strip tokens, if Wedge winds up having to pull a K-turn, whatever, Predator always procs.

3). Go with R3-A2 on Wes instead of the R2 Astromech because being able to lay down some stress can be quite useful, especially against ships that rely on Push the Limit or self-stressing abilities.

4). Here is the biggest piece of advice I have, passed down to me from Shockeh who originally inspired me to git gud with this list...instead of torpedoes, put Seismic Charges + Extra Munitions on Dutch. Seismic Charges don't necessarily look impressive at first blush but the thing is that it's an actionless source of free damage, even if all you can do with them is hit a single ship at a time that's still 1 extra point of damage per bomb that you didn't have to roll for, and overall squad hitpoints are a precious resource in X-Wing. Also because very few people utilize bombs much in lists, especially on Y-Wings, a lot of players will completely forget you have them until you plunk one down. Especially being able to tag a slipperier, more fragile ship is potentially a gamechanger, that extra point of damage can be the difference between killing their agile token-heavy ace and having him continue to be able to shoot at you for another turn or three.

The list I use looks like this:

Wedge Antilles
-Predator
-R2 Astromech
-Integrated Astromech

Wes Janson
-Veteran Instincts
-R3-A2
-Integrated Astromech

Dutch Vander
-Bomb Loadout
-Extra Munitions
-Seismic Charges
-Twin Laser Turret

It's 98 points, enough to give you a reasonably generous initiative bid. It gives up the potential spike damage of torpedoes for consistent, reliable damage coming from Predator Wedge, a TLT, and bombs.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





TheKingslayer posted:

ah drat, that's a shame mainly because I was the only person in my area running swarms at the time. I was huge fan of Defenders before Imperial Veterans came out and now they're super popular so maybe that could be worth it. I did have a little practice with Rey and Poe which worked out alright. Bah, just sucks that my favorite list is kinda garbage.

While I didn't check every list, the only swarm of any sort I saw in Plano was that A-Wing swarm.

TheKingslayer
Sep 3, 2008

Are there any competitive lists with the U-Wing yet? I've been looking at everything and so far it's mediocre at best. I really just liked ship in Rogue One and hoped something decent would come out of it.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





TheKingslayer posted:

Are there any competitive lists with the U-Wing yet? I've been looking at everything and so far it's mediocre at best. I really just liked ship in Rogue One and hoped something decent would come out of it.

I've seen some people experimenting with them as a tankier, more traditional ship (among normal ship things like shooting) holds Sabine while their K-Wing bombers swoop around dropping bombs everywhere.

I'm pretty sure a third k-wing is strictly better, tho.

There's a local player experimenting with a rebel swarm-ish list that's actually not bad.

2x Tala Squadrons with Thread Tracers
2x Blue Squadons with Fire Control Systems
1x U-Wing with...stuff? I forget what.

And continuing swarm chat: I think the Kylo Ren condition in Wave 10 is gonna bring swarms back. Kylo can reliably stop a ship from shooting with Blinded Pilot crits, which royally fucks up the anti-swarm lists out there right now such as Dengaroo and Palp Defenders. Kylo suuuuucks when the entire power of a list resides in just one or two ships.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Kylo condition makes me genuinely consider bringing back the old damage deck, so my Hotshot Co-Pilot YT can still strip a focus even after Blinded Pilot comes up.

Tequila Ranger
Sep 11, 2004

host after host after host ...
Its making me consider Determination on RAC.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Tequila Ranger posted:

Its making me consider Determination on RAC.

It's making me consider Determination on everything.

I don't think the condition is broken, but there will be a lot of teeth-gnashing and bitching because it's going to force a huge change in list-building. I think it'll push the game back down towards more, cheaper ships with maybe an ace. Instead of the average list having 2-3 ships with all named pilots with strong abilities, you'll see 3-5 ships, half of which are generics.

If I'm right Vader + Miniswarm might be good for wave 10. Vader owns and he's one of the few "ace" type pilots not married to a particular EPT.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Ha, well good for me. I just bought the TIE Advanced and Imperial Aces expansions. Already toying with ideas of how to build out all 5 TIEs, now I just need to start actually playing...

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Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.

Strobe posted:

Get janky with it! Cassian pilot plus title, Sensor Jammer, Stealth Device, Elusiveness, Jyn and Jan crews. Tanky motherfucker that still gets decent offense while everyone tries to kill Rey.

Cassian Andor (27)
Elusiveness (2)
Sensor Jammer (4)
Jan Ors (2)
Jyn Erso (2)
Pivot Wing (0)
Stealth Device (3)

Rey (45)
Expertise (4)
Finn (5)
Kanan Jarrus (3)
Millennium Falcon (Segnor's Loop Version) (1)
Smuggling Compartment (0)
Inertial Dampeners (1)

Total: 99

Thanks, I do own of all this. My first version of the Rey Anger Management Squad had rage, HotShotCop, Finn and Tac Jammer on TFA Falcon, while Cassian packed Elusiveness, Recruit, Kanan, Stealth, Reinforced deflectors and title, which on paper has the potential to be funny as well.

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