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Fantasy Flight Games Covering 'Star Wars: X-Wing', 'Star Wars: Armada', Warhammer 40,000: Conquest' etc

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post #11 of 23 (permalink) Old 02-01-15, 08:45 AM
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The rebel control list can also hold it's own in the current meta. Here's a couple of examples:

25 (x3) Blue w/ IonC
25 Gold w/ IonT + R3A2

25 (x3) Blue w/ E2 + Tactician
25 Gold w/ IonT + R3A2

Personally I prefer the stress version as you don't need to sacrifice damage and can control big ships better.

Currently it looks like the main competitive lists in this meta are; Tanky Corran + Fat Han/PtL Dash, Decimator + Whisper, and Z95 mini-swarm + Fat Han/PtL Dash. It's sad, I miss the days of wave 3.

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post #12 of 23 (permalink) Old 02-01-15, 03:15 PM Thread Starter
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Well Turret ships may get an unhappy surprise when we see Autothrusters on general release...

90% of people think they are above average.

Statistically Improbable. Psychologically Inevitable.
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post #13 of 23 (permalink) Old 10-11-15, 08:50 AM
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I'm sure it's just my inexperience (have now been playing for a week and a few days) but every time I play my Imperials get smashed. I have been playing 2 ties and a sabre interceptor against a red and a gold sqn Rebel with the Ion Turret (and then once with another starter set's worth that a friend brought around). Admittedly, a lot of things have been rules based (thought asteroids blocked los 40k style, and didn't see the range indicators on the Ion Turret card) but for all I can put hits on the Rebels, I can't get through all the shield and hull points before I'm slotted in a joust or by a turret.

Still having great fun though. Just bought another Tie and an A wing, think I'll get an X wing, Tie Bomber, a Tie interceptor and the Tanitive IV before the new film comes out, and then we'll see after that.

Any advice for this blundering Imperial?

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post #14 of 23 (permalink) Old 10-11-15, 03:52 PM
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When I started playing out of the core set, there was no way two TIEs were gunna beat one X-Wing. Then we started learning how to fly the TIEs and there was no way one X-Wing was going to beat two Ties.

Rebels, like what you have listed anyway, want to plow into the enemy jousting and winning whereas the Imperial ships you have want to get out of arc or stay at R3 as best they can until it's time to come in for the kill.

Are you willing to play ships with whatever upgrades you want despite not having the cards, or are you willing to print off copies of the cards for your matches? I found even with a few ships the right upgrades can really even off the balance for new players still learning to fly, then as you get better at piloting you start to know what you like more. Playing X-Wing and flying your ships is a lot like tone for your guitar rig, it starts in the hands whether it's how you pluck a string or how you set your dial. All the fanciest things can accompany what you do after to help sculpt your attack/tone, but it doesn't mean shit if you can't fly/fret a note

If none of that made any sense, focus on your flying and not your ships for a little bit to find out what's really going wrong in your games.

I assume you're playing 50 point games with those three ships, interested in trying out:

TIE Interceptor w. Saber Squadron Pilot
Outmaneuver, Autothrusters
TIE Fighter w. Academy Pilot x2


at all? I've actually gotten into the habit of making pictures of my squadron's pilot and upgrade cards and printing them out or keeping them on-deck with my phone when I'm trying out stuff I don't have the cards for....though at 400+ points for each faction now I'm loathe to find stuff I don't yet have either FFG official or printed off in anticipation of new builds. In huge games I always have the cards on the table, but when it's just a few ships it works out decent to just have a piece of paper that looks like this



or something akin to keep track of your squadron upgrades.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #15 of 23 (permalink) Old 10-11-15, 11:34 PM
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Quote:
Originally Posted by ntaw View Post
Are you willing to play ships with whatever upgrades you want despite not having the cards, or are you willing to print off copies of the cards for your matches? I found even with a few ships the right upgrades can really even off the balance for new players still learning to fly, then as you get better at piloting you start to know what you like more. Playing X-Wing and flying your ships is a lot like tone for your guitar rig, it starts in the hands whether it's how you pluck a string or how you set your dial. All the fanciest things can accompany what you do after to help sculpt your attack/tone, but it doesn't mean shit if you can't fly/fret a note
I felt that way a bit. I think I got into a bit of a bad run with the gold squadron y wing on the table, he was nailing my interceptor with the ion turret which did no favours to my ability to fly it. The ties would do alright but man, as soon as they hit range 1 of the X wing they died, and the two of them would just end up avoiding the x wing and trying to nail the y wing and being shot to pieces by the ion turret for their trouble...

Oh... we didn't realise that the cancel all dice rule on the ion card meant attack dice, not evades, until the last game so... the ion turret may have been on steroids...

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post #16 of 23 (permalink) Old 10-12-15, 03:44 AM
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Quote:
Originally Posted by Iraqiel View Post
the ion turret may have been on steroids...
sounds like it. That would -really- have changed things if that was how you were playing it!! Growing pains, yeah? Range 1-2, 3 attack dice, cancel all attack dice results upon hit and take one damage and one ion token.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #17 of 23 (permalink) Old 10-12-15, 10:19 PM
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Quote:
Originally Posted by ntaw View Post
Growing pains, yeah?
Definitely this.

We've all been through them when starting out with X-Wing. But don't worry about it to much.
In our tournament squadron we've got some very talented tabletop pilots, and one of our best - with a truly filthy list - came rock bottom at the last tournament we attended.

In short, keep playing and get a feel for the ships you like. Then start to tinker with upgrades/skills etc. You'll crack it eventually


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post #18 of 23 (permalink) Old 10-13-15, 05:27 AM
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Quote:
Originally Posted by ntaw View Post
Growing pains
Quote:
Originally Posted by Tawa View Post
Definitely this.
I hear you! Got a friend up here into it and next year I'm moving to the Capitol which has a really big gaming community, so I should be able to gain some skills and understand the rules better as time goes on.

In the mean time, I've just found Vassal!

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post #19 of 23 (permalink) Old 10-13-15, 03:10 PM
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Minor update, played a game tonight that was much more satisfactory, though I still lost. Lists were:
Me - Royal Guard with Push the limit, targetting computer and hull upgrade
Sabre Pilot with push the limit
Obsidian pilot
Black pilot with swarm tactics
Night Beast.

Theory was to put all my ships on the table, see how they'd handle at 100 points. The swarm tactics was useful for two turns, but the problem was that the Black Sqn pilot is only PS4 so no huge boost, and only the Obsidian pilot to boost... but having the initiative meant that it could have paid off, I thought.

Rebels list:
Red Squadron Pilot with shield upgrade, droid (that repairs) and proton torpedos.
Grey Squadron Pilot with Ion Cannon Turret, Proton Torpedos, Agility droid
Tycho with cluster missiles, dead eye and a hull upgrade.

Tycho butchered his way through the table, killing or maiming both interceptors and a tie before being dispatched by the obsidian pilot! Those cluster missiles are crazy, six shots costing a focus using the deadeye trait.

The X wing went down hard, I used the swarm to do a two sided pincer and threw in an interceptor to try and clinch the deal. It took two turns of persistent shooting, but he died (whilst tycho went around murderating my guys). In the end, there was a mauled obsidian pilot and the Black Sqn Pilot facing the shieldless Y wing. I managed to put two more damage on him but took proton torpedos to my Black Sqn pilot after eating an ion shot the turn before, which allowed the k'chunka to swing around and pin me to a wall. The obsidian pilot, approaching from the rear to try and knife the Y wing, was instead gunned down by the turret. The Y wing circled lazily for a while, declared himself king and laughed.

Interesting how much the game slows down once the interceptors and A wing had all exploded!

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post #20 of 23 (permalink) Old 10-13-15, 05:03 PM
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I played my first game using Tycho w. wired, push the limit, autothrusters, chardaan refit, and A-Wing test pilot.

Holy nuts what a jerk to deal with. He tanked evade dice for what seemed like forever before taking a debris cloud in the face and coming up with a critical hit. We were both laughing at how impossible it was to hit him all game and how he died an inglorious death.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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