Wargaming Forum and Wargamer Forums - Reply to Topic
Fantasy Flight Games Covering 'Star Wars: X-Wing', 'Star Wars: Armada', Warhammer 40,000: Conquest' etc

Thread: X-Wing Squad Archetypes Reply to Thread
Title:
Message:
Trackback:
Send Trackbacks to (Separate multiple URLs with spaces) :
Post Icons
You may choose an icon for your message from the following list:
 

Register Now



In order to be able to post messages on the Wargaming Forum and Wargamer Forums forums, you must first register.
Please enter your desired user name, your email address and other required details in the form below.

User Name:
Password
Please enter a password for your user account. Note that passwords are case-sensitive.

Password:


Confirm Password:
Email Address
Please enter a valid email address for yourself.

Email Address:
OR

Log-in










  Additional Options
Miscellaneous Options

  Topic Review (Newest First)
10-14-15 03:16 AM
ntaw
Quote:
Originally Posted by Logaan View Post
Soontir Fel + Push the Limit + Royal Guard title + Stealth Device + Autothrusters
That's pretty tasty, fer sure. Stealth Device for me is often a hard sell because my evade dice don't much care for me...but I like it nonetheless!

I really want to get a T-70 (or three ) just because I think they fit in with A-Wings and the E-Wing a lot more than T-65s do. I had a solid game last night at 200 points where I flew Dash, Jake Farrell, Tycho, Wedge, and Corran and it was so much fun to play a nimble Rebel list. Would have loved to have Poe instead of Wedge I think....even though ol' Red Leader made it to the end of the match! Though he blew up with one measly hull point left on the aft of a Raider...
10-13-15 10:56 PM
Tawa
Quote:
Originally Posted by Logaan View Post
Soontir Fel + Push the Limit + Royal Guard title + Stealth Device + Autothrusters

A yummy combination.
Go away.
10-13-15 06:21 PM
Logaan Have you tried Soontir Fel yet?

Soontir Fel + Push the Limit is a classic set up. Boost/barrel roll out of fire arcs, two focus and evade per turn and lots of green on the Interceptor dial means clearing stress is not a problem.

When/if you have the upgrade card slap a stealth device on him for an extra evade die. Four dice with two focus and evade upsets even the most ballsy of Rebel scum.

Or even better if you have the upgrades:

Soontir Fel + Push the Limit + Royal Guard title + Stealth Device + Autothrusters

A yummy combination.
10-13-15 05:03 PM
ntaw 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.
10-13-15 03:10 PM
Iraqiel 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!
10-13-15 05:27 AM
Iraqiel
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!
10-12-15 10:19 PM
Tawa
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
10-12-15 03:44 AM
ntaw
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.
10-11-15 11:34 PM
Iraqiel
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...
10-11-15 03:52 PM
ntaw 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.
This thread has more than 10 replies. Click here to review the whole thread.

Posting Rules  
You may post new threads
You may post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

 
For the best viewing experience please update your browser to Google Chrome