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X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: ffgjoshFFGMarkFFGStuartFFG_IanGecko Topics: 1411 | Posts: 17122
Wave 2 Insights
by hothie
Published on 22 January 2013 - 19:27:32
Page 5 of 6 (89 messages) « First page... 3 4 5 6 ...Last page »
Reply #61 | Published on 25 January 2013 - 15:12:57
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Sorry, again I forget that not everybody has all the wave two ships yet.  It's easy for me to say things because I've played them, a lot already. 

Without Signature

Reply #62 | Published on 25 January 2013 - 15:24:20

Picasso said:

Sorry, again I forget that not everybody has all the wave two ships yet.  It's easy for me to say things because I've played them, a lot already. 

How many did you get?  I don't know anyone that has any, let alone enough to use lists comprised mostly of wave 2 models…

That's it man, game over man, game over!

Reply #63 | Published on 25 January 2013 - 15:34:32

i can see some interesting trends emerging with wave2. some of these have already been mentioned by hothie and others.

1) players will move towards smaller sized squads, especially imperials who will probably opt for 4 or 5 ship sqauds which include at least two interecepters in the mix.

2) boost will most likely alter the tactics players will commonly use both on attack and defense which will also lead to less flying in formation and more tactical flying with individual ships mostly operationg on their own without supporting cards like swarm (i am still loathe to ditch Howlrunner from my builds but in time i might have to to counter boosting ships which force me to spread out my forces more than in the past).

3) Falcon and Slave1 based sqauds are still an unknown in many ways. I can see how Y-Wings/Ion cannons will be even more useful as both a means to freeze the bigger ships and counter ships with boost, as mentioned in this thread Y-Wings with boost themselves will give rebel players even more options to disrupt at long range (especially if they can aabuse ceratin upgrades/abilities which let them gain free target locks in consecutive rounds)

"Freedom's worth fighting for". Druss the Legend

 

Reply #64 | Published on 25 January 2013 - 17:22:31
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1

Endgame124 said:

Discussing modifying style of play is going to be difficult to discuss without lists.  A high pilot skill imperial list with lots of push the limits and interceptors (or Engine upgrades) might be brutal against a 4 X-Wing list with lower pilot skills.  On the flip side, if that same imperial list comes up against Wedge with Veteran Instincts, Luke With Veteran Instancs, and Tycho with Veteran Instincts, those boost and barrel rolls will be mostly useless for getting out of fire arcs.  

 

Against highly maneuverable squads 4X lists can be completely out maneuvered and when played against correctly can be denied ever getting shots off.

Without Signature

Reply #65 | Published on 25 January 2013 - 18:27:41
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6

@endgame,

I won a falcon at worlds.  

I played in three Kessel Runs, two with my girlfriend.  My cousin also joined us for two of them. We brought home the following;

1 YT-100

3-Slave ones

1 A-wing

1 ininterceptor 

my cousin wanted one of each of the large based ships which he got.

i traded one of the slave ones for an A-wing and an interceptor preorder. 

I think that's everything.  We had a good weekend minus the first tourny where the store order was intentionally pairing us against each other and adding rounds to what should have been a 2 round format.  The guy didn't know ANY of the rules and his regulars had illegal lists that he let them use.  We still won the tourny and my girlfriend and I decided I would forfeit and head down the road to a second run.  So we took a third there. I won the second tourny.  The rest of my "team" missed that tourny by five min.  I played a tough game in the second round against Thomas Mann, who I met at worlds and now play against when I can sneak a game in not at home.  Thomas is one of the best rebel players I've had the pleasure of playing.   The third run I played was on Sunday and we finished 1, 2, 3.  My girlfriend and I played in the final game and honestly she kicked the snot out of me using the rebels.  I'd like to note that at this tourny the boards were a good foot short and Erin and I had a huge advantage because our coffee table that we play quick games on is the same size. We both said we had an easier time maneuvering the opening of the game because of this. 

Sorry this became long winded.  If you want more details or game breakdowns Send me a message on here and i will put it together for you.

Without Signature

Reply #66 | Published on 25 January 2013 - 21:00:35
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18

Endgame124 said:

Given everything that I'm seeing about imperial maneuverability w/ Tie Interceptors (and fewer ships), I'm really thinking I'm going to throw another Y Wing w/ Ion Cannon in my rebel lists at first -- at least until I see less push the limits in lists.  To really spoil highly maneuverable lists, you could go:

Lando, Expose, Weapons Engineer, Milennium Falcon
Gold Squadron, Ion Cannon, R2
Gold Squadron, Ion Cannon, R2

360 arcs of fire everywhere

A Rebel list without Xwings or Awings?!?!?! What are you thinking man?!?!?!

The answer to that question is "outside of the box," and I absolutely love it. This and EnglishPete's list will be good counters to the Squints and Awings flitting all about the board.

As for this particular list, you will never use the Weapons Engineer, so i would drop him quickly. I say this because you don't have Dutch handing out target locks like candy, so the Falcon will have to use its own action for target lock. Having the weapons engineer on there means lots of things have to happen:

1. You do not use Expose as your action
2. You do not use Evade as your action, since you also have the Millenium Falcon title card in your squad.
3. You do not use Focus as your action
4. You are not stressed
5. You do not collide with another ship
6. You do not collide with an asteroid
7. Given all of the above factors, you then can perform a target lock
8. After performing said target lock, you then do not USE it this combat round
9. Next round, You do not use Expose as your action
10. You do not use Evade as your action
11. You do not use Focus as your action
12. You are not stressed
13. You do not collide with another ship (which have now all moved since the last round)
14. You do not collide with an asteroid
15. The ship that you previously target locked has not been destroyed
16. You then can perform another target lock on another ship. THIS is where your Weapons Engineer comes into play.

For me, I'd say he's a waste of points for you, especially without Dutch. If you're going to change one of your Gold Pilots to Dutch, I'd say drop the MF title card and Expose. Then the Weapons Engineer might actually work better for you.

Also, don't get me wrong when I say this will be a good counter. It will render the defensive aspects of Boost useless, and the ion cannons will slow ships down, but you're still running 3 ships with a 1 agility, and offensively, you're really not going to scare anyone. So, I don't think it will necessarily win much, but I love the thought that goes into this squad.
 

 

 

The_Brown_Bomber said:

i can see some interesting trends emerging with wave2. some of these have already been mentioned by hothie and others.

1) players will move towards smaller sized squads, especially imperials who will probably opt for 4 or 5 ship squads which include at least two interecepters in the mix.

2) boost will most likely alter the tactics players will commonly use both on attack and defense which will also lead to less flying in formation and more tactical flying with individual ships mostly operationg on their own without supporting cards like swarm (i am still loathe to ditch Howlrunner from my builds but in time i might have to to counter boosting ships which force me to spread out my forces more than in the past).

3) Falcon and Slave1 based sqauds are still an unknown in many ways. I can see how Y-Wings/Ion cannons will be even more useful as both a means to freeze the bigger ships and counter ships with boost, as mentioned in this thread Y-Wings with boost themselves will give rebel players even more options to disrupt at long range (especially if they can abuse ceratin upgrades/abilities which let them gain free target locks in consecutive rounds)

I'm glad you are sensing trends that I have seen as well. It makes me think my little corner of the world is at least a small representation of what others are doing with this game. I ran Vader and Howlrunner at the World Championships, and kept my squad in a 2X3 column, and I think if I brought that squad against a Wave 2 squad, I'd get creamed by anyone with half an inkling on how to fly. I am sad about leaving Holwrunner to collect dust as well, but with the way the game is changing, I have to change my tactics with it. The Imperials now have 2 ships with a base 3 attack, and there are going to be many ships with a base 4 agility. Wave 1 squads will have hard times competing with those.

I have gone to, as you said, squads with ships that can stand alone, flying them to be able to attack from different firing arcs. I think you have to change your style like that or be left in the dust, snuggled alongside your Howlrunner with Swarm Tactics…

FFG Hall of Heroes Member

Reply #67 | Published on 25 January 2013 - 22:13:31
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So, the Falcon w/engineer can only acquire 1 TL per round? We have been playing it as 2 TL on the same action phase!  If I am reading this right, my opponent will only be able to acquire one per round?!  Please confirm!

Deck Officer: "Gunners! Fire at will!" 

Laser turrets tracking targets, fires at targets.

Deck Officer: "What do you mean you rolled "blanks"?!?!?!"

Gunner: "I don't know what happened sir!!! The targets, where'd they go?"

Reply #68 | Published on 25 January 2013 - 22:27:55
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Two target locks for one target lock action.  Must be on different ships.  

Card reads as, "When you aquire a target lock, you may lock onto two different ships."

 

Without Signature

Reply #69 | Published on 25 January 2013 - 23:03:48

hothie said:

Endgame124 said:

 

Given everything that I'm seeing about imperial maneuverability w/ Tie Interceptors (and fewer ships), I'm really thinking I'm going to throw another Y Wing w/ Ion Cannon in my rebel lists at first -- at least until I see less push the limits in lists.  To really spoil highly maneuverable lists, you could go:

Lando, Expose, Weapons Engineer, Milennium Falcon
Gold Squadron, Ion Cannon, R2
Gold Squadron, Ion Cannon, R2

360 arcs of fire everywhere

 

A Rebel list without Xwings or Awings?!?!?! What are you thinking man?!?!?!

The answer to that question is "outside of the box," and I absolutely love it. This and EnglishPete's list will be good counters to the Squints and Awings flitting all about the board.

As for this particular list, you will never use the Weapons Engineer, so i would drop him quickly. I say this because you don't have Dutch handing out target locks like candy, so the Falcon will have to use its own action for target lock. Having the weapons engineer on there means lots of things have to happen:

1. You do not use Expose as your action
2. You do not use Evade as your action, since you also have the Millenium Falcon title card in your squad.
3. You do not use Focus as your action
4. You are not stressed
5. You do not collide with another ship
6. You do not collide with an asteroid
7. Given all of the above factors, you then can perform a target lock
8. After performing said target lock, you then do not USE it this combat round
9. Next round, You do not use Expose as your action
10. You do not use Evade as your action
11. You do not use Focus as your action
12. You are not stressed
13. You do not collide with another ship (which have now all moved since the last round)
14. You do not collide with an asteroid
15. The ship that you previously target locked has not been destroyed
16. You then can perform another target lock on another ship. THIS is where your Weapons Engineer comes into play.

For me, I'd say he's a waste of points for you, especially without Dutch. If you're going to change one of your Gold Pilots to Dutch, I'd say drop the MF title card and Expose. Then the Weapons Engineer might actually work better for you.

Also, don't get me wrong when I say this will be a good counter. It will render the defensive aspects of Boost useless, and the ion cannons will slow ships down, but you're still running 3 ships with a 1 agility, and offensively, you're really not going to scare anyone. So, I don't think it will necessarily win much, but I love the thought that goes into this squad.
 

 

 

The_Brown_Bomber said:

 

i can see some interesting trends emerging with wave2. some of these have already been mentioned by hothie and others.

1) players will move towards smaller sized squads, especially imperials who will probably opt for 4 or 5 ship squads which include at least two interecepters in the mix.

2) boost will most likely alter the tactics players will commonly use both on attack and defense which will also lead to less flying in formation and more tactical flying with individual ships mostly operationg on their own without supporting cards like swarm (i am still loathe to ditch Howlrunner from my builds but in time i might have to to counter boosting ships which force me to spread out my forces more than in the past).

3) Falcon and Slave1 based sqauds are still an unknown in many ways. I can see how Y-Wings/Ion cannons will be even more useful as both a means to freeze the bigger ships and counter ships with boost, as mentioned in this thread Y-Wings with boost themselves will give rebel players even more options to disrupt at long range (especially if they can abuse ceratin upgrades/abilities which let them gain free target locks in consecutive rounds)

 

 

I'm glad you are sensing trends that I have seen as well. It makes me think my little corner of the world is at least a small representation of what others are doing with this game. I ran Vader and Howlrunner at the World Championships, and kept my squad in a 2X3 column, and I think if I brought that squad against a Wave 2 squad, I'd get creamed by anyone with half an inkling on how to fly. I am sad about leaving Holwrunner to collect dust as well, but with the way the game is changing, I have to change my tactics with it. The Imperials now have 2 ships with a base 3 attack, and there are going to be many ships with a base 4 agility. Wave 1 squads will have hard times competing with those.

I have gone to, as you said, squads with ships that can stand alone, flying them to be able to attack from different firing arcs. I think you have to change your style like that or be left in the dust, snuggled alongside your Howlrunner with Swarm Tactics…

I think the plan here is Turn 1 target lock ship A and also Ship B. you shoot at ship a and leave targetlock on ship b. Turn 2, you expose and fire while target locked on ship B. In my head Im with Hothie, I dont think all those upgrades will be worth it due to the crashing like nature of the large base though having options is nice (even though its a tad expensive). However, when I first saw Horton, I thought he was over priced (I still think Marak is) and Ive come to the conclusion its not worth knocking till its been tried. 

Is shooting behind you to the back of backstabber an achievement?http://www.youtube.com/watch?v=JVf4mhXmSY8&feature=plcp

Reply #70 | Published on 26 January 2013 - 06:16:13
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18

Ah, OK, my bad.

"You may maintain 2 target locks (only 1 per enemy ship)"

I understood that to mean you had to perform the Target lock action twice (or be given one from Dutch).

"When you acquire a Target Lock, you may lock onto two different ships."

I was reading that wrong. I was reading that as after you already have one, you may acquire another one on another ship, not as when you acquire the first one, you can immediately have another one.

OK, Nevermind then.

FFG Hall of Heroes Member

Reply #71 | Published on 26 January 2013 - 07:52:23
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1

I don't think that the Falcon in particular is meant to be played like some have suggested, to get it in the middle and jam up other ships.

To me it works like Brave Sir Robin from Monty Pyhton, it bravely runs away.

It really does work like the ship should in the movies. It's a smuggler ship, not a head to head dogfighter. Most of the time it is supposed to be using its defensive capabilities to escape the hordes of TIEs attacking it. And its speed and elusiveness.

If possible, it should flee to the edges, to the rear of the enemy, and snipe from behind as it flees.

Be Seeing You.

Reply #72 | Published on 27 January 2013 - 19:18:37
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Something else I learned today, which further emphasizes that the YT is much better than the Firespray:

I played a Firespray today (don't ask why I'm still trying to make them viable, because i don't know). Our game got down to my Firespray vs his YT. We got into a turning battle. I had the edge of the board in front of me, and he was in my blindspot. He shot, I didn't. I then turned so as to avoid the dge of the board, he turned and is still in my blind spot. He attacked, I didn't. I then turned to avoid an asteroid. He turned as well to stay in my blind spot. He attacked and finished me off.

The 360 firing arc of the YT makes it by far a better ship. The blind spots combined with the large base just added more nails to the coffin of my firespray.

FFG Hall of Heroes Member

Reply #73 | Published on 27 January 2013 - 19:25:19
hothie said:

Something else I learned today, which further emphasizes that the YT is much better than the Firespray:

I played a Firespray today (don't ask why I'm still trying to make them viable, because i don't know). Our game got down to my Firespray vs his YT. We got into a turning battle. I had the edge of the board in front of me, and he was in my blindspot. He shot, I didn't. I then turned so as to avoid the dge of the board, he turned and is still in my blind spot. He attacked, I didn't. I then turned to avoid an asteroid. He turned as well to stay in my blind spot. He attacked and finished me off.

The 360 firing arc of the YT makes it by far a better ship. The blind spots combined with the large base just added more nails to the coffin of my firespray.

The general idea is to try and fly away with the fastest movement possible then pelt targets with your rear arc. Either way, i feel strongly that the Firespray and YT should swap maneuver dials

:>8o8<: Xwing
O=O=O Ywing
||-O-|| TIE

{=O=} TIE adv

Reply #74 | Published on 27 January 2013 - 19:31:03
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Flying the Falcon is like playing on Easy Mode.

 

Flying Firesprays well on the other hand is very challenging.

Without Signature

Reply #75 | Published on 27 January 2013 - 20:08:01
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Duraham said:

 

The general idea is to try and fly away with the fastest movement possible then pelt targets with your rear arc. Either way, i feel strongly that the Firespray and YT should swap maneuver dials

 

I was able to fly it fairly well. I only lost action once (when I wasn't stressed), and that was when he intentionally flew Chewie straight 4 so I would collide with him. Aside from that, Kath with Marksmanship and Gunner put a hurt on Biggs, and I was able to strip the shields away from his Falcon. And I even put a hit on it, while my Kath had 3 shields left. But then he maneuvered into my blindspot, and the edge of the board coupled with the asteroids kept me turning to try and avoid them, which I did, but it didn't matter because I didn't have a shot and he did the entire time.

It was just frustrating that I couldn't get a shot and he could, which further magnifies the fact that the YT is better than the firespray.

FFG Hall of Heroes Member

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