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Taran_Wanderer
Nov 4, 2013
My Netrunner group also dabbles in X-Wing, and we're really starting to get a good group at our FLGS. I think we've managed to sell something like half a dozen core sets, two dozen small ships, and a couple big ships in the past week alone. Myself, I just dabble, usually sticking to small basic rebel squads. Ran this over the weekend:

"Dutch" Vander (23)
Ion Cannon Turret (5)
Proton Torpedoes (4)

Wedge Antilles (29)
Marksmanship (3)
Proton Torpedoes (4)

Biggs Darklighter (25)
Proton Torpedoes (4)
R2-F2 (3)

Total: 100

View in Yet Another Squad Builder

Won against my friend's squad of three Tie Interceptors and a Tie Fighter, though it came down to the wire. It was really great when I managed to Ion Cannon his Soontir Fell two turns in a row. Dutch was absolutely my MVP, and while Wedge was pretty great, I think I'll switch him out for Garven Dreis or Jek Porkins to free up some more points for upgrades. Maybe I'll try out some Flechette Torpedos, too. What do you guys think?

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Taran_Wanderer
Nov 4, 2013

Strobe posted:

To sum up my recommendations:

Cool! The original plan was to have Wedge get a Target Lock from Dutch and use his Agility reduction for the Torpedos, but that didn't work out quite so well. I modified it this way:

"Dutch" Vander (23)
Ion Cannon Turret (5)
Proton Torpedoes (4)
Flechette Torpedoes (2)
R5-K6 (2)
Munitions Failsafe (1)

Garven Dreis (26)
Proton Torpedoes (4)
R2 Astromech (1)

Biggs Darklighter (25)
Flechette Torpedoes (2)
R2-D2 (4)

Total: 99

View in Yet Another Squad Builder

Hopefully Dutch and Garven can swap Target Locks and Focuses for their Proton Torpedos and do some good damage. I dropped another Proton for Flechettes, so hopefully they'll do some damage, but if they don't the Stress tokens should mess around with them. Two Stress tokens on Soontir Fel sounds like a fun plan. I'll have to give your squad a try sometime, too. Thanks for the advice.

Taran_Wanderer
Nov 4, 2013
So I was messing around in the Squad Builder, and this is a thing:

Rookie Pilot (21)
Flechette Torpedoes (2)

Rookie Pilot (21)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Total: 100

View in Yet Another Squad Builder

I may try this out this weekend as a comedy option.

Taran_Wanderer
Nov 4, 2013

Thundercloud posted:

However I'll be running a participation game with the local nerd society in a couple of weeks.

Does anyone have a participation game format for completely new players?

I may have to accomodate like 8-10 people. I was thinking of 1 ship each, but 2 Ties for some.

This is an interesting thought. Let's say I own a core and one of each expansion that's out at the moment. If I wanted to set up several games to teach people, giving each person one or two ships, what would be fair match-ups?

Taran_Wanderer
Nov 4, 2013
Next up is going to be the Battle of Hoth, obviously.

Taran_Wanderer
Nov 4, 2013

Tippis posted:

That just raises a different question — or rather resurrects it — from back in the days of the WEG Star Wars RPG. In one intro adventure, the players had to sneak through a base crawling with imperials, hop in the Y-Wing parked at the bottom level, and escape in a panic as two AT-ATs were closing in to reinforce the imperial troops.

But of course, the players being RPG players, they just took the Y-Wing, casually proton torpedoe:d the walkers and flew off into the sunset without a care in the world. Was there ever any rational explanation (or, hell, an irrational one) for why they didn't do that on Hoth and instead relied on dinky speeders with blasters and harpoons?

I always thought they had limited Space Fighters that they needed to escort the evacuating Transports, so they might as well use the Speeders since they were going to be left behind anyway.

Taran_Wanderer
Nov 4, 2013
Played another couple of games of X-Wing on Sunday with my XXY Torpedo build (Wedge, Garven, "Dutch"). First game was against Bounty Hunter, Onyx Squadron Pilot, "Dark Curse", and Academy Pilot. Did okay at first, but bad maneuvering on my part had the Firespray get 4 Attack Dice on Wedge, who then landed on an Asteroid. "Dutch" was my workhorse, as usual, but his ion turret couldn't connect after that. Almost managed to send the Defender off the field with it, but after that failed and "Dutch" was my only ship left, I decided to concede gracefully.

Second game was against Wedge, Etahn, and Bandit Squadron Pilot. Also my first game against Rebels! Things started out slow, with lots of evasion all around. My Garven finally got a lucky Critical and blew his Bandit out. Focusing on Etahn, I finally managed to kill him several turns later, and while his Wedge was back at full health due to his R2-D2, we decided to call it in my favor.

Overall, I was pleased with how the squad played, though less so against the Rebels. I was also less then pleased with Garven, as I didn't get many opportunities to use his ability. Talking it over with the guys, I think Wedge would really like to be able to Boost and/or Barrel Roll. After some deliberation, I swapped out Garven with "Hobbie" and came up with the following:

"Dutch" Vander (23)
Ion Cannon Turret (5)
Proton Torpedoes (4)
R2 Astromech (1)

"Hobbie" Klivian (25)
Flechette Torpedoes (2)
R3-A2 (2)

Wedge Antilles (29)
Outmaneuver (3)
Flechette Torpedoes (2)
R7-T1 (3)

Total: 99

View in Yet Another Squad Builder

Thoughts?

Taran_Wanderer
Nov 4, 2013

Tekopo posted:

Need some input on a list that I'm thinking of using: it centers around a Lambda and a Defender, but i don't know what to put in for the third ship.

So far I have:

Colonel Jendon: (34)
Fire Control System, ST-321, Weapons Engineer

Colonel Vessery: (41)
PtL, Proton Rockets

The idea is that you either lock anything on the table with the Lambda to provide the lock for Vessery, or you fire at something with focus, get a lock with that and then get another lock anywhere else on the board thanks to weapons engineer. I'm unsure what to take with the the remaining 25 points however. Royal Guard Pilot with PtL? Or maybe get wingman to remove stress from Vessery? Or maybe even just remove PtL from Vessery altogether. I'm really not sure.

Maybe a TIE Bomber with some Ordinance? That way you've got another use for all the Target Locks flying around. I'd suggest a TIE Advanced, but no one likes them :(

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Taran_Wanderer
Nov 4, 2013

Tekopo posted:

The idea behind PtL was to be able to focus + barrel roll to get into position, which seems useful. I can't really think of anything else useful in terms of EPT if I want to get into position, really. I can't even really take VI because that breaks the combo with the Lambda.

Edit: Also with PtL don't you pretty much have a 2 speed sharp turn because you can do a 3 speed and then barrel roll in while still getting the focus.

Yeah, I think it's pretty cool, but getting stress on a Defender is rough, since the only green moves are straights. Looking at it more, I don't think Jendon needs ST-321, since you'll want him fairly close to your other ships for his ability. Dropping that will let you up the Bomber to Captain Jonus, who can then take Wingman to help the Defender with Stress. As for Ordinance, I'm a big fan of Flechettes, but maybe you'll want to mess around with bombs? Something like this, maybe:

Colonel Jendon (26)
Fire-Control System (2)
Weapons Engineer (3)

Colonel Vessery (35)
Push the Limit (3)
Proton Rockets (3)

Captain Jonus (22)
Wingman (2)
Flechette Torpedoes (2)
Seismic Charges (2)

Total: 100

View in Yet Another Squad Builder

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