Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...
You are here: FFG Forums /  Miniatures /  X-Wing

X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: FFGStuartFFG_IanGecko Topics: 1438 | Posts: 17289
Evacuate? In our moment of triumph?
Published on 04 December 2012 - 10:29:56
Page 3 of 3 (36 messages) « First page... 2 3
Reply #31 | Published on 05 December 2012 - 15:58:36

Vorpal Sword said:

In tournament-style play, you're assigned an edge before asteroids are placed..

 

Well that's unfortunate.

Without Signature

Reply #32 | Published on 05 December 2012 - 16:44:35

Hrathen said:

You can't force your opponents to spred out there shots, but you all Bigg's does is force them not to.  I think his point is that Bigg's ability to force your opponent to focus all their attacks on each ship one at a time is not very useful.

 

I have killed so many Wedge, Biggs, Luke squadrons, by simply killing Biggs, then Wedge, then Luke. 

 

Exactly.  I may not always be able to force a target on my opponent, but when I take Biggs, they're going to focus no matter what.  Rebel Lists really are like a chain, and Biggs is like making one of those links out of gold.  It's shiney, obvious, not very strong and definitely expensive.

"I am Captain Soontir Fel.  I will teach you how to fly & how to survive.  If you think you know better than me, all I can teach you is how to die."

Reply #33 | Published on 05 December 2012 - 20:56:44
4
18

Alamoth said:

Man, forget maneuvers even. Let's take a look at what happens before you even start moving.

  1. Setup obstacles
  2. Select table edge
  3. Deploy squads

Setting up the asteroids will greatly change the dynamic of the game. I would recommend that if you have a more maneuverable squad (3x X-Wing for example) then you want a field of battle with more asteroids. If you have a less maneuverable squad (8x TIE Fighter for example) then you will want more open spaces. Then you need to consider if you want to create a make-shift asteroid field, or an asteroid belt. A field of asteriods will create havoc in a central location. A belt of asteroids will allow for some maneuvering space, but create some really interesting options for maneuvers.

Selecting your table edge may seem trivial but remember that TIE Fighters can move at a top speed 5 and X-Wings/Y-Wings can only move at a top speed of 4. If that asteroid field you planned to use to your advantage is on your opponent's side of the table, the odds are they can clear it before you engage them. Did you ever wonder why the designers decided to always let the Rebels pick which side of the table they deploy on? This certainly wasn't an arbitrary decision as the Rebels seem to have more potential to benefit from terrain than the Empire does.

Deployment is done in order of Pilot Skill. In general this means that many of the TIE Fighters will be on the board before you place your final ships. This means that the Rebel player will often have a good idea of the Imperial opening before having to choose their opening. This is definitely one of the benefits of going with a Luke/Wedge/Biggs list. You deploy at pilot skill 5, 8 and 9 meaning that there are only six Imperial ships that would deploy after Biggs and they're all named. An army of eight TIE Fighters would have to be completely deployed before you selected your starting positions.

All three of these can be used to give you an advantage and you haven't made a single maneuver or rolled a single die. This is where wargaming awards skill over army composition and the same can be true of X-Wing battles.

(Yoda voice) Yes! Yes! To Alamoth you listen, hmmm?

I've been toying around with some Rebel builds in preparation for the KRT, and one thing that people forget about is asteroid placement. If I go with a 3 ship build (don't yell at me, I know 4 is better, just let me lose and have fun), and I assume I'm playing an Imperial squad, I'll set up the asteroids where I think the fighting is going to take place. My 3 ships can avoid the asteroids better than a 6+ TIE squad can. And if I know my maneuvers ahead of time, and I assume I know what the Imp player is going to do, I'll place the asteroids on my half of the board. I mean, seriously, what good does placing asteroids on the Imperial player's half of the board do if all he has to do is fly 5 and get past them in one turn? Guess what, now the asteroids that you placed are in YOUR way if you want to koiogran turn or something. And according to Alamoth, I go with the asteroid field theory, creating havoc for my opponent, while my 3 ships can maneuver a little better in them than a TIE formation can.

FFG Hall of Heroes Member

Reply #34 | Published on 05 December 2012 - 22:58:53

CaptainRook said:

 

Hrathen said:

 

You can't force your opponents to spred out there shots, but you all Bigg's does is force them not to.  I think his point is that Bigg's ability to force your opponent to focus all their attacks on each ship one at a time is not very useful.

 

I have killed so many Wedge, Biggs, Luke squadrons, by simply killing Biggs, then Wedge, then Luke. 

 

 

 

Exactly.  I may not always be able to force a target on my opponent, but when I take Biggs, they're going to focus no matter what.  Rebel Lists really are like a chain, and Biggs is like making one of those links out of gold.  It's shiney, obvious, not very strong and definitely expensive.

 

 

This is what doesn't make any sense.

You can keep from getting focused on when running pilots not named Biggs, but you bring Biggs and you can't help but put him under everyone guns?  You can use the same tactics you normally use with Biggs he doesn't have to take every single shot.  He's this there to add another dimension of avoidence by bringing him in and forcing bad shots at him instead of good shots at other pilots.  You can just as easily juke him out of line to prevent every shot from going his way.

This is especially important with pilots like Mauler and Backstabber on you.  A 4 dice attack on a 2 dice evade is devastating.  It's like Wedge on a TiE.  Biggs can turn a 4/2 to a 2/3, its a huge swing.

I just think it's disingenuous to say that you can force your opponent to spread his shots via manuvers, but in the same turn say with Biggs on the table he will eat every shot.  They still have to have them in thier field of fire, it isn't like those rules change.

 

Without Signature
Reply #35 | Published on 07 December 2012 - 00:23:24

Biggs has been a must include for me for a while now. To me he has one main role to play, and that is to buy my other ships some time to deal some serious damage. Pair Biggs up with R2-F2 and try to keep him at range and it makes a world of difference. 

Without Signature

Reply #36 | Published on 07 December 2012 - 10:29:56
3
1

DeadInkPen said:

Biggs has been a must include for me for a while now. To me he has one main role to play, and that is to buy my other ships some time to deal some serious damage. Pair Biggs up with R2-F2 and try to keep him at range and it makes a world of difference. 

I think CaptainRook's point is that good maneuvering can often get you an even better effect than Biggs, which is distributing damage across multiple pilots. That is, you shouldn't need Biggs to buy time, because your movement is going to buy it for you.

I'm not sure I agree that maneuvering is always enough, and I think there are definite benefits to encouraging your opponent to focus fire on a hard target. But I do appreciate the idea that Biggs' ability is situational, and depending on context, could even be considered a drawback.

Without Signature
Page 3 of 3 (36 messages) « First page... 2 3
You are here: FFG Forums /  Miniatures /  X-Wing

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS