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Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Not Keyser Soze posted:

So I just tried out a new squad with the HWK-90. It did reasonably well against a mixed Alliance squad but I wonder about its broader application.

Han Solo — YT-1300
Veteran Instincts
Assault Missiles
Chewbacca
Gunner
Shield Upgrade
Millennium Falcon

Kyle Katarn — HWK-290
Ion Cannon Turret
Recon Specialist
Stealth Device
Moldy Crow

What do you guys think? Can it stand up to competitive lists? It relies heavily on the Falcon being up close and always having focus in addition to TL or evading etc.

It's a *lot* of points to kick out for only two ships, it would do better against smaller lists, but against proper Imperial lists I think it'll have some issues. The Stealth Device on the HWK-290 will probably be blown off pretty quickly too, and Vet Instincts on Han is wasted, only because there are better EPTs to put on him (Han shoots first anyway).

I usually run Imperial lists anyway, but I would definitely advise dropping alot of the upgrades and running an extra ship. Gunner on Han is almost unnecessary due to his ability, Shield Upgrade can be dropped and you might consider dropping Assault Missiles, but you may find the useful.

I don't really know how to run the HWK-290, it looks like a large investment in points for it to do anything useful (ie Jan Ors) so I'd consider dropping it for anything else. My girlfriend usually runs two ships to support, be it Y-Wings, X-Wings, A-Wings or occasionally B-Wings.

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Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

KO Derf posted:

My favorite HWK list is currently Roark with an Ion, and 3 Bs with AdvSen.
29 points of hull/shield, plenty of firepower, and the ability to kill a high PS enemy before they hurt you.
I'll be testing it out against 2 Falcons later today.

Good luck!

This is the list I'll be trying out today.

quote:

1 • Avenger Squadron Pilot - TIE Interceptor (20)
- Stealth Device (3)
• Total : 23
2 • Avenger Squadron Pilot - TIE Interceptor (20)
- Stealth Device (3)
• Total : 23
3 • Alpha Squadron Pilot - TIE Interceptor (18)
• Total : 18
4 • Alpha Squadron Pilot - TIE Interceptor (18)
• Total : 18
5 • Alpha Squadron Pilot - TIE Interceptor (18)
• Total : 18
This is a bit of a variation on the 5x Alpha SQ Interceptors with 3x Stealth. I want to see whether the PS3 pilots are more versatile.


While some may bag the shuttle out, I have had some success with this one too.

quote:

1 • Captain Yorr - Lambda-Class Shuttle (24)
- Darth Vader (3)
• Total : 27
2 • Saber Squadron Pilot - TIE Interceptor (21)
- Push The Limit (3)
• Total : 24
3 • Saber Squadron Pilot - TIE Interceptor (21)
- Push The Limit (3)
• Total : 24
4 • Saber Squadron Pilot - TIE Interceptor (21)
- Push The Limit (3)
• Total : 24
Total:99

Being able to load PtL stress onto Yorr is amazing.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

zVxTeflon posted:

Are you at worlds?

No I am not. I only consider myself an average pilot, but I do get a few games in.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Carteret posted:

The match was pretty crazy to watch. Archive should be the last part of the last video on https://www.twitch.tv/ffglive.

Lists were:

REBEL (100)
Biggs
Rookie Pilot
2x Dagger Squadron + Advanced Sensors

IMPERIAL (98)
5x Academy Pilot
Dark Curse
Howlrunner + Determination + Stealth Device

The Rebel list I expected more or less, but I am pleasantly suprised about the continued effectiveness of the 7xTIE Fighter swarm. Nothing beats the ubiquitous Mookmobile that is the TIE Fighter.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

KO Derf posted:

Typically you would be correct, but he lacked position and only had a shot with one TIE per round.
The last 15 minutes of the video show it pretty clearly. Both guys were playing fast to get Paul (rebel) to the airport.

I think that some people underestimate how unpredicable the B-Wing can be, especially when paired with Advanced Sensors.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

PJOmega posted:

Honestly, every tourney in my area has had a 'have 1 have unlimited' policy on the cards. Ships/Bases you need, but the cards not being codexed is meh.

This is the way to do it , otherwise it's a pain in the rear end getting Lamdas for aAdv Sensors, or A-Wings for PtL. Thankfully the Imperial Aces pack comes with 2x PtL.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

JackMack posted:

Quick question about critical hits after first outing this afternoon.

With the weapon malfunction card it is phrased thus:

Ship

Reduce your primary weapon value by 1 to a minimum of 0

Action: roll 1 attack die, on a hit/critical hit flip this card facedown

I am unsure how to interpret this. Is the action part implying I should roll a red dice and ignore the effect of the card if it is a hit. Do I do this straight away or in the action phase at the end of movement?

So during the Activation Phase, instead of taking a regular action on the ships's action bar, you may instead just roll the dice to see if you can clear the critical. This would happen the next time the ship can take an action.

My least favorite crit is Blinded Pilot, as it makes you attack to no effect essentially, and the last time I got it I was in a game winning shot.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

JackMack posted:

Thanks guys. This was kind of along the lines of what I was expecting but it is good to have the clarity from those with functional experience. I really enjoyed my first experience of this game. The feel of the dogfighting between the agile but fragile TIES (I was really impressed with what you can do with barrel roll) and the less agile buts tougher X wings was really good.

and the presence of the action phase and stress tokens make it generally a lot more decisive than wings of war. Looking through the damage cards the one thing I am sad not to see is the absence of movement effects, ie no right turns in the next turn. One of the great things about WoW damage cards for mewas the rudder jams and the effect they had on tactical decisions. They were pretty decisive in a stalemate but with thought they could be a challenging conundrum as either you accelerate away, stall with a short jump forward etc. I appreciate fluff wise why it probably isn't so but I would love the prospect of. Tie fighter having no option but to slew away into an asteroid like in Empire.

Now I am wondering if I could create an asteroid field mission using 40k scatter dice to establish the direction an a d6 the speed of moving . A mechanism for determining new asteroids ( as all will be heading off the board ) ie d3+1 per turn, assign each of the board edges as 1-4 on a d6 and the on a 5 the imperial and on. 6 the rebel gets to choose. It would be quite onerous to move all the asteroids. The mission could be the Millenium Falcon chased by a good number of TIE fighters and has to survive as long as possible. Red die on contacting an asteroid as per normal rules around hitting an obstacle. Asteroids move at pilot skill 0.

I am always impressed by just how maneuerable PtL-equipped TIE Interceptors are. Played a 100 point game of the Asteroid Run mission in the rulebook. Opponent took 2x Rookie X-Wings and 2x Dagger SQ. B-Wings. I took Captain Yorr and 3x Saber SQ. Pilots all with PtL. Being able to boost/something else is just amazing to keep out of firing arcs or to move around an asteroid. While I ended up losing that game, I didn't lose a ship.

If you hit a TIE Fighter with an Ion Cannon, it could potentially crash into an Asteroid. That would be pretty :golfclap: really.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Hra Mormo posted:

My first 2 games of X-wing not including the quickstart both featured Soontir Fel with Daredevil on the enemy team along with 2 TIEs and holy poo poo was that guy a terror. I had Skywalker and Katarn which ment Fel had top pilot skill and with our only expansions being HWK and Interceptor there was just nothing I could put on either Luke or Kyle to keep them from being hilariously outmaneuvered. Hell, even the TIEs were Mauler Mithel and Dark Curse, meaning Kyle was dead last on pilot skill. Luckily a few clutch shots from Katarn's ion turret and the fact we were playing in some pretty drat dense asteroid fields won me both games. The third game I swapped Kyle's ion turret for a blaster one and rolled so monstrously he dropped a TIE every turn with no help from the asteroids, save for one point of damage onto Dark Curse from Biggs who was otherwise a complete nonfactor for that brief but hilariously violent game.

Ofcourse, I rub in every rebel victory by dancing to Yub Nub.

Remember that the Blaster Turret cannot be used to attack Dark Curse, as you need to expend a Focus Token in order to use it, and Dark Curse negates the use of Focus Tokens. Other than that it looks like they were solid games. It's annoying to fight ships with turrets, no matter what you do they are always attacking and drat that's frustrating.


John McClane posted:

so, is a trio of Biggs/Damage Dealer/Jan Ors as effective as I think it might be

biggs can draw hits, jan can do damage from range/feed extra damage to whoever's putting it out

I don't have too much experience with that type of build, but the theory works out.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Hra Mormo posted:

Biggs shouldn't really be dying 1st round or even 2nd. He's not there to tank all the shots, he's there to deny the enemy a chance to focus fire while preferably forcing range 3 shots. His value dives hard once the enemy has enough shooting to destroy 2 ships per turn on average, but against any other list he gives you a humongous early game advantage. While he may be the first rebel to go down, Biggs should never be the first ship to go down. If your enemy can just focus fire on Biggs he's not going to do it because the card forces him to, he's going to do it because he wants to as that's a round of shooting where Biggs is effectively not Biggs but next round he might be Biggs again and you want to keep focusing fire.

This is my thinking as well. Biggs should just soak damage, he really should be making shots harder for the enemy. Naturally he'll be up there for target priority as you want to be able to choose who you want to fire at, so you'll want to use that focus to inflict as much damage as possible.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

TouchToneDialing posted:

The problem with the HWK is the point values are all to high for what they bring. Taking a rookie pilot or a blue squardron b-wing is always a better option. They cost less, you get more attack and the dials are way way better. You cant even K turn with a HWK plus using Jan Ors ability forces you to do green manoeuvres or its even more of a waste.

Iv never run into a situation that I didnt wish my HWK was an xwing or Bwing after the third turn.

Support ships dont work because they dont support enough to make up the lose of a regular ship.

I've actually revised my opinion on the Lambda shuttle. Previously I loathed it due to how fat it is, but after running it as Captain Yorr with 3x PtL Interceptors I am converted. While you really have to think about where you want it in about 2 rounds, the stress loading and 3 attack die are pretty great. I do think the HWK-290 isn't as good as the Lambda shuttle, both a situational and the meta is dominated by maxing out number of ships.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Fox of Stone posted:

The Lambda shuttle is the only good support ship in my experience. I've seen different people run the Yorr loadout with squints and it's definitely good. I think it's weaker when people already know the strategy behind it but if you give them the crucial 2-3 turns to set up, it's game over. I think the variant with vader is the best since the Lambda just has so many hitpoints. If the opponent wants to kill it that's fine since it's mostly there to break up your formation after it gives out target locks.

I actually use a variant of it with Sensor Jammers instead of Vader. While the crits are nice I don't find too many good shooting opportunities to justify it.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
I had a game today. I flew 1x Yorr with Sensor Jammer and 3x Saber SQ. Pilots with PtL. Opponent brought 2x Rookie X-Wings with R2 Astros and 2x B-Wings with Ion Cannons and one had FCS. I set up in a tight group on the left side, while the Rebels were set up along the table edge.

I don't like blaming the dice for a loss, but after I had all 3 Interceptors attack an X-Wing at range 1 only doing 1 shield(I rolled mostly blanks, nullifying focus) it really set the tone of the rest of the game. While I did some shield damage, and the Sensor Jammer did mitigate a little bit of damage, I was rolled fairly quickly. The greatest strength of this list is maneuverability, which didn't count for much as I was guaranteed to be in a firing arc somewhere and would roll nothing but blanks with 3 or 4 defense dice. Convesly, if you do well with this list, you ~do well~, and you can also lose pretty quickly too. Kind of an 'all or nothing' situation. It wraps up a mini competition I had with the Rebel player, with 2 victories to 1.

I am conflicted with the best way to counter it. On one hand, the list I brought has beaten the 2X2B list before, but it highlights that it's not a sure thing. Statistically speaking, the X-Wing should've died on the first round to the 3x Interceptors with Focus. Even with average defense rolls, my attack rolls were something like 3x Blank 1x Damage, 2x Focus 2x Blank and the last roll was 2x Focus 1x Damage 1x Blank. On the flip side, smaller elite lists like what I brought will always suffer against equal numbers. It's only the third time I've run that list and while I feel like I have gotten the hang of it I would rate the 2X2B list as the one to beat.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

krushgroove posted:

Ask that guy if he wants to adopt a 40-y.o. man-child, will ya?

Has anyone been able to get starter sets for past couple of months? In the UK? I've had an order for a second set waiting for ages with an online retailer, with an A-wing and a TIE interceptor, but the starter set has been held up because of production delays, supposedly. Add on shipping time and it's been close to 3 months since I placed the order, so I'm just wondering if anyone else has experienced this.

I've only used eBay and Amazon, and only sellers with guaranteed stock. 3 months is pretty ridiculous you could probably post one over from the US for about the same price right now. Get your money back as soon as possible.

e: I'm in Aus so no idea on UK stock.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

PJOmega posted:

I've been tinkering with making a casual play version of X-Wing more similar to Star Trek Attack Wing. The primary change is separating pilots from ships. So for instance, a base 1 skill x-wing is 21 points. That makes Wedge into a pilot card that says.

Wedge (Unique), 8 pts, 9 skill, +EPTx1, and his pilot ability.

Similarly, Howlrunner becomes

Howlrunner (unique), 7 pts, 8 skill, +EPTx1, and his pilot ability.

Do you see any really degenerate ship/pilot combinations coming from this system?

Darth Vader in an a TIE Bomber, Howlrunner in an Interceptor, Captain Jonus in a TIE Fighter. Those are the ones I can think of off the top of my head.

TIE Interceptors are pretty great and I feel they are limited by Pilot Abilites (why PtL is always a winner on Saber SQ. Pilots). Also being able to put Green SQ. Pilots into Y-Wings and get a PS 3 with a EPT.

In other news, played a game yesterday. I took Jonus with Concussion Missiles and Proton Bombs and 3x Scimitar SQ. Pilots with Assault Missiles and Seismic Charges. Opponent took a variation of Han Shoots First but with Tycho and Arvel Crynyd. After the Assault Missiles toasted the Falcon the A-Wings ended up K-turning into my bomb field. Game over in about 4 rounds. Bombers strong.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
For anyone who is interested, there is a Galactic Civil War campaign running at the moment. I'm not the guy running it but I think it's worth checking out at least. Imperials were winning in Phase 1 but looks like Rebels are pulling ahead.

http://boardgamegeek.com/thread/1076400/unofficial-x-wing-galactic-campaign

Get that Rebel Base

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

jivjov posted:

Oh that's handy.

I bought 2 cores and 1 each of the TIE and X-Wing expansion packs, so every so often I'll decide to run 2 TIEs that happen to share the token from the expansion set. Thankfully, switching to a different nameless pilot is rarely an issue, and my local league is fine with squads going to 102 points in the event of something like that.

That sounds magical. 102 points would allow me to run 2x Saber SQ. TIE Interceptors and 3x Alpha SQ. TIE Interceptors.

Glorious.

e:

pbpancho posted:

So I tried out VASSAL tonight, and was pleasantly surprised by how straightforward it is compared to what I expected. Anyone else play on it? I'd love to get some games in with Goons.

I'll finally get around to installing it and figuring it out. I'll let you know when I've got it working.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

SquadronROE posted:

Why would you ever want a Y-Wing, aside from living out TIE Fighter reenactments?

They are a very solid support ship. It's great for frustrating TIE swarms and negating the Interceptors maneuverability. The torpedoes are more of a situational bonus.

B-Wings are less vulnerable to crits, and while their Ion turrets can reach to range 3, it's not a turret. However the B-Wing is fairly maneuverable at 1 and 2 speed.

Recoome fucked around with this message at 23:54 on Dec 20, 2013

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

alg posted:

Y-Wing supremacy



Anyone who disagrees can eat poo poo

Agreed. I have 5 Y-Wings for at 100 point Gold Squadron appreciation station. It's actually pretty fun, if gimmicky.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Over the break I'm going to run a 300 point game between a few friends, tentatively themed on the Battle of Endor. Each side will be broken up into two 'Flight Groups' of 150 points; FG Gold and FG Green for the Rebels, while the Empire has FG Alpha and FG Gamma. The inspiration I took for this set up is from the X-Wing vs TIE-Fighter video game, where each force had a number of flight groups.

I haven't decided what type of terrain or asteroids I want to put down yet, I think I'll mock up a few ideas I have to make it more cinematic and get a chaotic feel to the situation. I do know that I want to mark out a few deployment zones on a large table we'll use and randomly assign each Flight Group to even add a bit more chaos to the situation. I also wish to avoid a massive head on situation, I'd like a more fluid dogfight and I am trying to give some ships like A-Wings a chance at not being alpha'd off the field too early.

Each Rebel player picked their own Flight Group composition, while I put the Empire team together. I'm trying to avoid a massive amount of cheese on my part, but I have tried to stick to a theme.

Rebel Team posted:


FG Gold
1 • Han Solo - Millennium Falcon (46)
- Chewbacca (4)
- Millennium Falcon (1)
• Total : 51
2 • Luke Skywalker - X-wing (28)
- R2-D2 (4)
• Total : 32
3 • Blue Squadron Pilot - B-wing (22)
- Ion Cannon (3)
• Total : 25
4 • Blue Squadron Pilot - B-wing (22)
- Ion Cannon (3)
• Total : 25
5 • Prototype Pilot - A-wing (17)
• Total : 17

FG Green
1 • Horton Salm - Y-wing (25)
- R2 Astromech (1)
- Proton Torpedoes (4)
- Proton Torpedoes (4)
- Ion Cannon Turret (5)
• Total : 39
2 • "Dutch Vander" - Y-wing (23)
- R2 Astromech (1)
- Proton Torpedoes (4)
- Ion Cannon Turret (5)
• Total : 33
3 • Gray Squadron Pilot - Y-wing (20)
- R2 Astromech (1)
- Proton Torpedoes (4)
- Proton Torpedoes (4)
- Ion Cannon Turret (5)
• Total : 34
4 • Green Squadron Pilot - A-wing (19)
- Push The Limit (3)
• Total : 22
5 • Green Squadron Pilot - A-wing (19)
- Push The Limit (3)
• Total : 22

Imperial Force posted:


FG Alpha
1 • Howlrunner - TIE Fighter (18)
- Swarm Tactics (2)
• Total : 20
2 • "Dark Curse" - TIE Fighter (16)
• Total : 16
3 • Winged Gundark - TIE Fighter (15)
• Total : 15
4 • Obsidian Squadron Pilot - TIE Fighter (13)
• Total : 13
5 • Turr Phennir - TIE interceptor (25)
- Determination (1)
• Total : 26
6 • Saber Squadron Pilot - TIE interceptor (21)
- Push The Limit (3)
• Total : 24
7 • Alpha Squadron Pilot - TIE interceptor (18)
• Total : 18
8 • Alpha Squadron Pilot - TIE interceptor (18)
• Total : 18

FG Gamma
1 • Captain Jonus - TIE Bomber (22)
- Concussion Missiles (4)
- Proton Bombs (5)
• Total : 31
2 • Scimitar Squadron Pilot - TIE Bomber (16)
- Assault Missiles (5)
- Seismic Charges (2)
• Total : 23
3 • Scimitar Squadron Pilot - TIE Bomber (16)
- Assault Missiles (5)
- Seismic Charges (2)
• Total : 23
4 • Scimitar Squadron Pilot - TIE Bomber (16)
- Assault Missiles (5)
- Seismic Charges (2)
• Total : 23
5 • Obsidian Squadron Pilot - TIE Fighter (13)
• Total : 13
6 • Obsidian Squadron Pilot - TIE Fighter (13)
• Total : 13
7 • Academy Pilot - TIE Fighter (12)
• Total : 12
8 • Academy Pilot - TIE Fighter (12)
• Total : 12

I think it'll shape up to be a fun match, the last time I took TIE Bombers I completely murdered the Millenium Falcon. I suppose the only concern is the amount of Y-Wings and B-Wings in the lists. While they are at 1 agility, they can certainly punch fairly hard.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

zVxTeflon posted:

I refuse to acknowledge a battle of endor list that doesnt have lando and wedge

I tried telling her that, but she prefers Han Solo. If I played Rebels more I'd use Lando because I think it's a better support ship.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
I didn't like the Shuttle at first, but I've still been using it more than the Firespray-31. I do find it hard to use the larger Imperial ships because the Rebels usually are packing X-Wings or B-Wings.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Drake_263 posted:

I just had my younger brother over and actually tried the game for the first time - just a basic training mission, X-wing versus an Academy Tie and a Black Tie, a couple of asteroids for variety, no upgrades. He chose Imperials. In the first mission I misjudged the length of the 4-template and managed to fly out-of-bounds while going for a handbrake turn, in the second I winged the Black Tie before getting overwhelmed. Little bastards are a lot more agile than I thought, using barrel rolls to slip in and out of firing solutions.

I do like how the rules of the game are easy to pick up, though, each round lasted like twenty minutes and by then we had a good handle on the basics. Really enjoyed it so far, well worth the effort :)

That is really good to hear.

TIE Fighters definitely aren't to be underestimated, the barrel roll ability is invaluable to the survival of the TIE's and I barrel roll with mine when I am able. When attacking, go for the Academy TIE when possible, as the PS1 pilot is almost guaranteed to move first will be unable to move out of your potential firing arc unless your opponent is amazing. Also remember that attack die are better than defense die, so if you can keep blapping away at any range he will eventually roll enough blanks. I've even had 4 blank defense die out at range 3 after a Y-Wing tried a long range primary attack. I was dealt a direct hit critical and a regular damage, so ship destroyed :negative:.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Drake_263 posted:

I just need to learn to imagine the travel arc of my ship - in the first match I managed to pretty much hit every single drat asteroid on the way so I didn't get a chance for actions, before accidentally handbrake-turning myself out of the map. Almost got the Obsidian Squadron Tie out of the sky on my opening salvo in the second round though, target-locked him and splatted a full salvo in - three hits, only his evade token saved him. Going to get interesting when we have a little bit more time - I've got a B-wing and an A-wing I'm itching to try out!

I'd recommend using the Green SQ. Pilot with Push the Limit for the A-Wing, it's really only equalled by the Saber SQ. Pilot with PtL for maneuverability and flexibility. Don't be scared to use the double action because the A-Wing has enough green maneuvers to be able to clear the stress. B-Wings are pretty nasty too, especially with the 2 speed K-turn.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Drake_263 posted:

I'm just going to have to try and resist the urge to go nuts with the secondary weapons, I've got a bunch of different missiles that look all sorts of mean (Cluster Missiles, Assault Missiles, Seeking Missiles and Concussion Missiles) along with enough proton torpedoes to arm a third world country with. And yes, being able to, say, pull an evasive maneuver or boost while pulling up a target lock. Is it just me or is Tycho Celchu damned mean, what with being able to execute actions even with stress tokens?

Tycho is really good, especially paired with PtL. The only issues I have with him is that while you may be able to execute actions, you will not be able to execute red manuevers. Also it's a fair investments in points which can be hamstrung by a an unlucky dice roll, but that could be said for most TIEs. Some will dimiss him, but I am actually a fan of Arvel Crynyd. You can just run him into whatever and still get shots off.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Well, I'm now convinced I'll have to pick up the Imperial Aces pack, I really want to use Tetran Cowell, Carnor Jax and Lorrir. The K-turn ability is unlike anything else, if you paired that with Captain Yorr and someone with Squad Leader I could see that being amazing.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Is the line up the rules of the league you are playing? I only ask because I would normally anchor a list around the YT-1300, B-Wing or HWK-290, rather than all three. Getting them to work well together will be very challenging.

I think that the fact you will only be coming across the occasional Bomber is a fantastic advantage. Normally, 3x Bomber with Jonus would destroy the traditional HSF. I ran TIE Bombers whenever I thought I might encounter a Falcon and I have not played against a Falcon for a while. I think that your best option would to tailor your list to the expected meta in your area. Either way, it's not a pretty combination. I am struggling to figure out what to do myself because the ships themselves do not cooperate. The B-Wing risks being more of an X-Wing unless you jam an Ion cannon on it to give yourself some crowd control, I'd advocate for the Recon Specialist and Blaster Turret on the HWK-290 but it doesn't have the agility or hitpoints to survive a determined attack. The YT-1300 has only 2 attack, while decent for a turret it's going to suffer at range and it won't be able to take the beating of the regular Millenium Falcon. The X-Wing is going to end up being the most vanilla ship because it's already a decent frontline fighter.

Any combination you generate will have to be a compromise, and it'll probably play as such. It likely won't be able to generate the first hit capability of the HSF, and against a 100-point TIE Swarm you will also likely lose a ship in the first turn, either the X-Wing or the HWK-290.

This is what I came up with, it's probably not the best combination but it's got some interesting gimmicks. The YT-1300 gaining the Evade is purely for survivability, the Saboteur is a gimmick to attempt to crit wounded TIEs close to you (lack of shields). The B-Wing is for Crowd Control and if you can get the Falcon close to what you hit you could potentially turn it into a critical. The HWK-290 is a gunboat so run it like a Falcon and it should be focusing every turn. Finally the X-Wing is there to shoot mans, the R2 is to try to pull stress off it if you decide to K-Turn. It's the best I can do.

quote:

1 • Outer Rim Smuggler - Millennium Falcon (27)
- Saboteur"; (2)
- Millennium Falcon (1)
• Total : 30
2 • Blue Squadron Pilot - B-wing (22)
- Ion Cannon (3)
• Total : 25
3 • Rookie Pilot - X-wing (21)
- R2 Astromech (1)
• Total : 22
4 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)
• Total : 23

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

smashthedean posted:

I'm fairly new to X-Wing, but have been playing around with lists for a while, testing them out in Vassal, and finally got to try out a list I've been working on the other night against an actual person. The list is:

[43] Bounty Hunter
-heavy laser cannon
-recon specialist

[33] Soontir Fel
-push the limit
-stealth device

[12] Academy Pilot

[12] Academy Pilot

TOTAL: 100

The idea being the Bounty Hunter hang back and provide heavy fire from range with the HLC while Soontir zips around out of firing arcs and the TIEs fly interference. I opted for the Recon Specialist on the BH over upgrading him to Trelix as the extra focus token gives him a little more survivability, but I'll probably try it out the other way at some point too. I played the other night against a new player running Chewie, Biggs, and Salm and did quite well, but we'll see how I do against someone more experienced with a tighter list.

I have considered dropping the Academy TIEs for a Lambda with an ion cannon, but am not sure if that would be good or horrible (plus I own the TIE models so I'll probably stick to that for a while).

Thoughts?

It's certainly not a bad list, I would normally run a Bounty Hunter over Krassis Trelix these days anyway, because I like jamming the maximum ships in to my Imperial lists. A trap people fall into is over-upgrading the Firespray-31, for example Trelix with a HLC and gunner. While the gunner is good insurance, you will likely get at least one hit with the HLC. I don't think you've fallen into that trap, although you may find that sometimes that Evade is the better action.

The only variation I could suggest is swapping Soontir Fel for Darth Vader with Squad Leader, and then upgrading the Academy TIEs to Obsidian SQ Pilots. The only reason I'd suggest it is because Darth Vader can use Squad Leader to give the Firespray an extra action, so potentially an evade or target lock if you are using your focus. I like your as-is, but if you feel like you are making the hard call between Focus and getting the extra from Recon Specialist or Evading, then definitely consider Darth Vader. The TIE Advanced X1 may be an underperforming ship, but Darth Vader makes it decent.

e: So I am looking forward to the new Imperial Aces pack. This will likely be my fun list when it comes out, Im going to proxy it next game and see how it works out.


1 • Carnor Jax - TIE Interceptor (26)
- Push The Limit (3)
• Total : 29
2 • Tetran Cowall - TIE Interceptor (24)
• Total : 24
3 • Lieutenant Lorrir - TIE Interceptor (23)
• Total : 23
4 • Saber Squadron Pilot - TIE Interceptor (21)
- Push The Limit (3)
• Total : 24

I didn't put anything on Cowell because he'll be K-Turning anyway and I was strapped for points because I wanted all the cool pilots.

Recoome fucked around with this message at 00:13 on Jan 14, 2014

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

SquadronROE posted:

So my wife and I were playing last night and were curious about a couple of rules:

1. Can you switch up target lock targets, ever, or are you stuck with the target you locked until you spend it?
2. Can you target lock (as an action) and then fire a torpedo/missile in the same round you locked in?
3. Since you roll simultaneously, can you decide whether to spend a focus token after seeing the results of the roll?

1. You may acquire a target lock on another enemy ship if you already have a target lock, but you'll lose the original one, unless you have a Weapons Engineer.

2. Yes. Whether it's a good idea or not is situational (IE supported by Jonus).

3. You can choose to expend a focus token after the roll is made, so when you modify attack/defense dice. The combat example in the rulebook has a good example on what is supposed to happen.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
The 2x X-W pair with a B-W and a Y-W would be a solid list just from a hitpoint perspective alone. Running 3 ships with that load out would've been a gamble, and that list could be one of the worst possible lists to face with it.

If you wanted to use something similar, I'd go with the following;

Darth Vader w/ Squad Leader
Saber SQ. Pilot with Push the Limit
Scimitar SQ. Pilot with Assault Missiles
Academy Pilot
Academy Pilot

Do use Darth Vader's ability to pass out an action to the TIE Bomber. The biggest trap with the Bomber is to overload it, you likely won't get to use all those munitions you loaded and I am not a gigantic fan of Rhymer because I think his cost is excessive. Don't get me wrong, being able to shoot Adv. Torpedoes and Range 2 or nuke yourself with Assault Missiles at Range 1 is a great thing but it's not increasing the chance the weapon will hit. Jonus is a solid pilot but when taking a solo Bomber it's not the best choice.

Otherwise do what is fun, I think the solo Bomber pumping out missiles is great.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Drake_263 posted:

7 ties? A couple of cluster missiles later... :gibs:

TIE swarms were pretty much the top list during Wave 1, which preceded the Assault Missiles. Even today, you could probably do pretty well with a TIE Swarm as long as you manage it carefully.

Also you usually take Howlrunner in the TIE Swarm due to the primary weapon rerolls.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

TouchToneDialing posted:

In practice missiles never seem to work well. Not to mention 5 points per missile gone right away and the only decent ships that can hold them are both large. There is a reason people don't use missiles in competitive play.

The only "splash" damage lists that I dread playing as a swarm are double bounty hunter with Assault Missle and Seismic Charge. But no one plays that competitively because 4 ship builds tear it apart.

I only use Assault Missiles in my 4 ship Bomber list, I agree it's pretty specialised. Also I think secondary weapons like missiles needs focus or marksmanship or Jonus to work properly.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

PJOmega posted:

What they really need is lower point cost or ability to reload.

I think it's a tough call either way, because I find the point values to be more or less balanced. Some combinations are not as optimal as other (ie: TIE Advanced) but holistically speaking it's alright.

I think if you made the points lower for missiles or made them able to reload you certainly would see more of them, but probably at the cost of gameplay. What I'd like to see is more Pilot Talents or abilities which increase the effectiveness of missiles. That way if you wanted to build a missile-centric list you can, but it can also be countered and you are essentially specialising you squad towards launching said missiles.

Personally I don't run missiles outside of my Bomber list, just because I feel like it needs the support to be good. Maybe I'm just spoilt by Howlrunner.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
But JEK PORKINS

Also some PS 3 unique pilot who I've never heard of. I'll probably get it but only so I can torpedo it with my TIE Bombers :v:

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Grey Hunter posted:

So I got this yesterday for by Bday, I've only had a quick game, but I've already ordered a second set like everyone mentions (its basically get a ships free, plus dice and movement tokens)

But, Where do I go from there? Do I get another TIE and X-wing for the cards, or get some other ships to make it look more interesting.

Getting an X-Wing and a TIE-Fighter for the cards are both good moves, as you get some of the better Imperial and Rebel pilots with those. If I use TIE Fighters I at least use them in groups of 5.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
B-Wings really shine when paired with a Heavy Laser Cannon or something like that. The Autoblaster is deadly but the slow speed and 1 agility kind of hampers it.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
The poorly aligned guns and engines are pretty typical of the first run of X-wings, all my Xwings are like this.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.

Poopy Palpy posted:

I'm assuming that moving straight doesn't have any surprises, but banks look pretty clever. You put the notch in the template on the back corner of the front base, then move the front corner of that base so that it nestles into the first corner of the template for a length 1 bank or the second for a length 2 bank.

This is what I think also. Ages ago they said they wanted to convey a sense of mass with the movement template for the Gr-75 and it doesn't look like it'll disappoint.

I really cannot wait to torpedo it with my TIE Bombers though.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
I am so happy, I will take all but the E-Wing. I actually liked the game the TIE Phantom appeared in, but I can't remember the name of it.

The Z-95 will add an interesting dimension. I don't think it'll be effective as a TIE Swarm but pair it with Assault Missiles and it will be a challenge until we figure out some counters. The TIE Defender could be solid as a support ship but drat it's expensive.

e: content

Recoome fucked around with this message at 23:05 on Feb 7, 2014

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Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Training scenarios from X-Wing vs TIE Fighter are now go.

"Don't touch anything until told to"

I think the trap to fall into is taking super expensive ships with high attack, defense and shield values and then get stomped by the inevitable TIE Fighter/Z-95 Swarm. In the past there was a sentiment that the TIE Interceptor would be the new TIE Fighter because it was essentially a +1 TIE Fighter. It didn't exactly turn out that way and even today I'd be surprised to see a competition list based around the Interceptor. I think the same will happen here, there will be a few gimmick lists involving the E-Wing/TIE Defender/Phantom, but I don't think the meta will change that much.

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