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Friend used a TIE Silencer plus two TIE/sf. The TIE/sf is pretty tough which is what really cost me the game, didn't have enough damage output to take them out quickly enough. Or, well, i had enough damage but i didn't focus it in the right place...

Don't have TIE Striker yet.
 
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Kharnete

Kharnete

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Oct 25, 2017
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The TIE Silencer is an amazing ship (and insanely fun to play!), but it's expensive as hell for the damage output it has. Sometimes is worth to ignore it and try to kill first the rest of his list, but it can backfire if you lose too many ships as it can be a pain to catch the Silencer later.

On my side, today I've played the last pre-regional tournament (Barcelona is next week,140 players) landing a 3-0 while testing an alternative build of the list I want to use. Last week I did two 2-1 in another two tournaments with other variants. And although the list is quite good, I'm kinda surprised I'm getting these results due the level of the players I've been facing. The last time I was this confident with a list was last years Barcelona regional (4-2 with Norra-Thane-Biggs, 70 MoV points shy from the Top, after forgetting to use Finn to add attack dices during 50 minutes in a first game that I lost :D) and the Spanish Open (4-3 with Assaj-Emon, missing the cut because I did a 3 bank instead a 2 bank in a game I would have won otherwise).

We'll see how I fuck it up this time :D. I would be really happy with a 4-2, a 3-3 would be alright, and reaching the Top would feel insane... but I don't expect to.

The list:

Rho Squadron Veteran — Alpha-class Star Wing 21
Veteran Instincts 1
Heavy Laser Cannon 7
Linked Battery 2
Long-Range Scanners 0
XG-1 Assault Configuration 1
Ship Total: 32

Rho Squadron Veteran — Alpha-class Star Wing 21
Veteran Instincts 1
Heavy Laser Cannon 7
Linked Battery 2
Long-Range Scanners 0
XG-1 Assault Configuration 1
Ship Total: 32

"Quickdraw" — TIE/sf Fighter 29
Veteran Instincts 1
Fire-Control System 2
Advanced Optics 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 36

I'm tempted to switch all the Veteran Instincts for Adaptability and add a Cruise Missile on Quickdraw. That's actually the variant I've used today, although I only fired the Cruise in one game. It's also worse against certain quite popular ships (Kanan, Lowhrie and other PS5 pilots) as I wouldn't shoot first with the Gunboats. Same with Quickdraw and the PS10-11 aces.
 
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Griegous

Member
Oct 27, 2017
70
Kharnete where can I find more info on the Barcelona tournament? I wouldn't mind passing by to look at people playing more seriously. I suppose it is open to visitors?
 
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Kharnete

Kharnete

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Kharnete where can I find more info on the Barcelona tournament? I wouldn't mind passing by to look at people playing more seriously. I suppose it is open to visitors?

The orgs are trolling me so I'm not completely sure :P, but I suspect it will be. I mean, it will be hosted in a public building so I don't think it will be any problem to go in. More precisely, it will be here. First round will kick of at 10:45am (a bit late, but the building has a weird schedule). Two rounds in the morning, the other four after lunch. The top will be hosted in the actual store, Curiosity Shop.

More info hereand on Facebook, although it's in spanish.
 
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Griegous

Member
Oct 27, 2017
70
Cool, it's relatively close to my place (I live in Barcelona), so I will try to visit and hopefully catch some high level games.

Let me know by PM how to find you and I will come cheer for you if I make it. xD
 

Tensketch

Member
Oct 28, 2017
89
I have regionals this weekend and I've got no idea what I want to fly. I've used Rho Rho Ren before and it was fun although I'm not very good after I've done my first approach, I'm used to flying arcs so I can do the approach, get my shots in and then fly away ready firing out of the back until I'm ready to go again, but current arc lists arent too hot. I don't want to win the damn thing but I don't want to do so bad that I have a crap time like nationals. Any suggestions?

On the plus side, people at this regional will be getting some pretty cool (albeit a bit useless) double sided alt arts in the form of the below:
4dnimXm.png
GJLNHjB.png


I made these months ago when I was in a bad mood with the game and felt like making a 'thanks for playing me' card that either encouraged them to use generics or was absolutely useless.

Anyone who plays me at the open will get a double sided Karthakk Pirate and Nu Squadron Pilot card. It's a lot better.
 

Arttemis

The Fallen
Oct 28, 2017
6,279
I have regionals this weekend and I've got no idea what I want to fly. I've used Rho Rho Ren before and it was fun although I'm not very good after I've done my first approach, I'm used to flying arcs so I can do the approach, get my shots in and then fly away ready firing out of the back until I'm ready to go again, but current arc lists arent too hot. I don't want to win the damn thing but I don't want to do so bad that I have a crap time like nationals. Any suggestions?

On the plus side, people at this regional will be getting some pretty cool (albeit a bit useless) double sided alt arts in the form of the below:
4dnimXm.png
GJLNHjB.png


I made these months ago when I was in a bad mood with the game and felt like making a 'thanks for playing me' card that either encouraged them to use generics or was absolutely useless.

Anyone who plays me at the open will get a double sided Karthakk Pirate and Nu Squadron Pilot card. It's a lot better.
I'm in disbelief. After all the hard errata over the last few FAQ, why the hell aren't the alt-art card rewards being used to fix the broken text? There shouldn't be a single card printed that isn't on the list of FAQed cards. Give them alternative art, by all means, but why a double sided pilot card of to unrelated ships that don't have errata!?!?!?

-------

Also, I'm in love with the Alpha-Class gunboats. Two XG-1 Rhos and a TIE D Defender won the game for me yesterday. Flachette and Ion cannons, though next time I'll add a tractor beam to make the Defender's double tap that much more potent against one less agility.

Advanced Slam with the titles make these ships a thing of beauty.
 

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Rho-boats? What did you load them with exactly?

I flew Gunboats and TIE/D once but i forgot my build already. And i can't find it from my disorganized bookmarks lol.

EDIT Oh, wait, that was on previous page. Gotta try it again sometime.
 

Tensketch

Member
Oct 28, 2017
89
I'm in disbelief. After all the hard errata over the last few FAQ, why the hell aren't the alt-art card rewards being used to fix the broken text? There shouldn't be a single card printed that isn't on the list of FAQed cards. Give them alternative art, by all means, but why a double sided pilot card of to unrelated ships that don't have errata!?!?!?

I made the cards, I'm handing them out to every player I face at regionals. They're kind of a joke card, no one will use them, I kinda hope it encourages people to use them, though.

Rho-boats? What did you load them with exactly?

Harpoon and long range scanners, didn't have any space for anything else, so I struggled after the first pass when it came to swinging them around for another shot without getting blasted by a turret or rear arc
 

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My question was actually directed at Arttemis since i didn't noticed you too used those (the cards drew my attention :P).
But... Harpoons on Rhos means you flew them plain, and probably four of them, no?
How weird. Not a build that would ever occur to me.

I take it the primary benefit of Harpoons is that they mess up with enemy action economy or setup them to damage friendlies?
I tend to prefer Concussion Missiles in general, due to nearly guaranteed hit result (two with Guidance Chimps).
 
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Kharnete

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Cards! Cards! I will give away some "Gunboat savior" (idea and design by Omadan, from the FFG forums) cards to my Regional/Open opponents, as well some Thweek/Youngster*/Glitterstim/Cruise Missile that I made with a friend for these tournaments. And probably more, as I have a shit-ton of cards from other batches and designs. I don't remember what cards where the last ones I showed you on the old site, so here are the last few orders on a crappy picture. Nym is a dual card (scum-rebel) with the same image. The same with the Gunboat generic cards, I just made vertical and horizontal versions of both.

ge8yPef.jpg


*Youngster (Marrec) was made as a local joke card. The Spanish translation of that card (Pipiolo) has always been considered amusing, and one day we started to think how the hell would that be translated in a theoretical (and impossible) Catalan version. This was the result.

Patán Soleado (aka Sunny Bounder) is another meme from the Spanish community. For some reason we started calling it this way as soon as it was announced (sure, Sunny means "soleado", but the Bounder = Patán is something I still don't understand, as "patán" means "oaf" or "duffer"), and Muttley is known here as Patán, so the card designed itself :P


I like the idea of creating the errata'ed cards tho. I will probably start making those for the tournaments on my club.

I have regionals this weekend and I've got no idea what I want to fly. I've used Rho Rho Ren before and it was fun although I'm not very good after I've done my first approach, I'm used to flying arcs so I can do the approach, get my shots in and then fly away ready firing out of the back until I'm ready to go again, but current arc lists arent too hot. I don't want to win the damn thing but I don't want to do so bad that I have a crap time like nationals. Any suggestions?

The tricky part on using Gunboats is precisely those turns after the first pass. From what I've played, the best idea seems to do that first pass on different angles so you can split easily on different directions and spend a couple turns to turn around. If the bad guys try to follow one, you can keep SLAMing away with that and go back earlier with the other. If they go against Kylo, he should be fast/agile/turtle enough to survive/escape while the Gunboats turn and do their job. Case in point:

1epup46.jpg


Each arrow is a game round. While Deathrain made some of his crazy shenanigans (boost right with advanced sensors, dropped bomblet, barrel roll left, koi 4 throught an asteroid to land where his Gunboat was to block Quickdraw) my both HLC Gunboats rolled slowly to prepare a two turns killbox (Backdraft and half enemy Gunboat went down). When I had to turn around, Red, the damaged one, SLAMed away while Green tried to block along Deathrain (didn't work, but he had a free shooting round against the enemy Gunboat) and then SLAMed to turn towards Quickdraw, who was between the three big rocks.

I haven't touched my ARCs since October I think (with Norra-Jess-Lowhrie), so I'm not sure how they woud do nowadays. Although I've seen some Norra-Shara-Fenn or Norra-Lowhrie-Fenn lists on tournaments this last weekend (they are already on List Juggler I think) that seems interesting. I got a Sheathipede in Saturday's tournament, so I guess I should start testing some of them :P
 
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Holy Sith what a game.
My brother flew this: https://geordanr.github.io/xwing/?f...2;115:243,111:-1:25:&sn=Unnamed Squadron&obs=
Me: https://geordanr.github.io/xwing/?f...56:36,23,45,21:-1:2:&sn=Unnamed Squadron&obs=

I could've killed the Headhunter very early on with the Shuttle but instead i destroyed the Y-wing with combined homing missile plus heavy laser cannon plus Vader barrage. Then the Headhunter blocked my Shuttle. Meanwhile, the Cobra blew up one of my Gunships. A bit later Vader raged a bit and the Shuttle blew up but it took the Headhunter with it... and that explosion plus Harpoon in my Shuttle did two damage to the Scyk. The next round, my other Gunship kills the Cobra at range 3 duel with freak luck (the Cobra had taken some damage from the shuttle earlier on).
The game ends up with a strange duel between the Scyk and my Gunship. Both are at two hull but hilariously the Scyk still has its Stealth Device. I hit it with a crit but that was only a Loose Stabilizer so the Scyk returns fire... and gets the Direct Hit on me.
Massive damage to each side all in all. Probably the most even game so far as well, usually our games end up with surrender in situation that is strongly favoring one side.
 

Mandos

Member
Nov 27, 2017
31,442
I think I'm just about done buying for now, I can't justify it when I'm not playing it. However I will grab an ARC and a starwing before I do. Cause if I'm playing casually that'd round out my for fun options( have tfa starter, Rebel aces, tie inquisitor, defender, most wanted, and a Scurrg)
 

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Did people use that somehow weirdly? 'Cause, it is pretty clear to me it can't do what is now clearly forbidden.

EDIT
Huh:
Torani Kulda
If a ship affected by Torani Kulda's ability has 0 focus and/or evade tokens, it can still choose to remove all of its focus and evade tokens (0, in this case) to avoid suffering damage.

EDIT Wow, Lightning Reflexes can be used with SLAM. Rho-boats with Lightning Reflexes...
 
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Kharnete

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People used it with Genius to "catapult" Proton Bombs with Nym (both Scum and Rebel, but specially the later) after moving. Rules as written, it was completely legal. Genius only changed *when* you could drop the bomb, switching "when revealing dial" to "after the maneuver", and then Trajectory Simulator would kick in and launch it.

But with PS10, it was as stupid as difficult to avoid for the opponent. Add Sabine, later bombs and Miranda around, and it could easily become a nightmare. I mean, of the last 7 regionals or so, 5 were won by Nym-Miranda lists abusing that combo. On the other two, that combo was banned by the TOs as they thought it wasn't what the designers wanted to be. Actually, the upcoming regional hosted at the FFG central announced some days ago they would ban it too.

Hell, in one of those regionals there were like 8 Nym-Mirandas in the top 12, including the full top 4 XD
 
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I see it now. Haven't used Genius yet so i hadn't really paid attention to its RAW and how it's work with other things.
 

Arttemis

The Fallen
Oct 28, 2017
6,279
I made the cards, I'm handing them out to every player I face at regionals. They're kind of a joke card, no one will use them, I kinda hope it encourages people to use them, though.

Oh man, my apologies! I was getting ready for work, read five words, and thought that was the upcoming alt art rewards. That's completely awesome for something you made! FFG is the one solely responsible for providing the updated cards.

Rho-boats? What did you load them with exactly?

I flew Gunboats and TIE/D once but i forgot my build already. And i can't find it from my disorganized bookmarks lol.

EDIT Oh, wait, that was on previous page. Gotta try it again sometime.

Rho Boats and TIE D (98/100)
============================
TIE Defender: Countess Ryad (34 + 6)
+ Elusiveness (2)
+ Ion Cannon (3)
+ TIE/D (0)
+ Twin Ion Engine Mk. II (1)
Alpha-class Star Wing: Rho Squadron Pilot (21 + 6)
+ Adaptability (0)
+ Xg-1 Assault Configuration (1)
+ Advanced SLAM (2)
+ Linked Battery (2)
+ Tractor Beam (1)
Alpha-class Star Wing: Rho Squadron Pilot (21 + 10)
+ Adaptability (0)
+ Plasma Torpedoes (3)
+ Xg-1 Assault Configuration (1)
+ Advanced SLAM (2)
+ Linked Battery (2)
+ Flechette Cannon (2)

All PS5, so I can maneuver and fire in any order, which is great for setting up blocks. Tractor beam on one gunboat and reloading torpedoes on another makes them both potent, and the double tapping TIE D Ryad with elusiveness works wonders when zooming in at range one after popping a green K-turn!
 

Griegous

Member
Oct 27, 2017
70
PSA, amazon.co.uk code BIGTHANKS for £10 off £50 for today, works on miniatures sold by amazon directly.
 

Griegous

Member
Oct 27, 2017
70
Hey Kharnete, did you take part at the tournament yesterday after all? How did the first day go?

I visited yesterday afternoon but I was with my son who is 4,5 so the visit lasted about 80-90 seconds before he was bored to tears and wanted to leave xD. I barely had time to check what squads people were using...

It was cool to see the laid back attitude of most people playing. I feared thet it would get more serious in a competitive setting.
 

Arttemis

The Fallen
Oct 28, 2017
6,279
Hey Kharnete, did you take part at the tournament yesterday after all? How did the first day go?

I visited yesterday afternoon but I was with my son who is 4,5 so the visit lasted about 80-90 seconds before he was bored to tears and wanted to leave xD. I barely had time to check what squads people were using...

It was cool to see the laid back attitude of most people playing. I feared thet it would get more serious in a competitive setting.
I'm sure it comes down to the individual, but so far everyone I've played against is very nice. Even tournaments have been nothing but very friendly experiences. I've met a few people with socially awkward quirks, but those people are still eager to generously and patiently devote time to teach new players the game.
 

Tensketch

Member
Oct 28, 2017
89
Regionals were good, I absolutely bombed out and came high 90's with a 2-4 result flying Norra, Lowrrhick and Fenn (which I changed my list to the night before, stupid I know but I couldn't bring myself to bring harpoons). I won my first game against a Dash Poe but looking back, the only reason I won was that his dice turned to crap because of hotshot copilot and Fenn shutting him down. After a difficult loss in the 2nd game against a Poe, Fenn Jess list (Norra vs Poe and I couldn't get the damage through fast enough) I was absolutely exhausted and just started playing like crap from then on. 3rd game was against double kimo's with a Fenn which harpooned me off the board (one harpoon actually killed 2 ships in one turn) and then I got utterly destroyed by a Crimson Specialist and Rey (trajectory simulator with proton bombs is devastating). I finally got a win against a 4 A-Wing list and then finally got paired up with (and subsequently beat by) my dad in the last round. I had a good, but deflating day. I think I know where I went wrong with the list, I need to not fly them in formation so much as just keep them in range of each other and maybe tweak some of the upgrades on Fenn but I'm not ready to give up on the list yet. I think there's something there that I like

==================
Regional List
==================

100 points

Pilots
------

Norra Wexley (39)
ARC-170 (29), R2-D2 (4), Push the Limit (3), C-3PO (3), Alliance Overhaul (0)

Lowhhrick (33)
Auzituck Gunship (28), Draw Their Fire (1), Rey (2), Tactician (2)

Fenn Rau (28)
Sheathipede-class Shuttle (20), Veteran Instincts (1), Hotshot Co-pilot (4), M9-G8 (3)​


I think If I am going to change anything on this list, it'll be to drop M9-G8 and replace with flight assist and use the extra 2 points to give Norra vectored to give her a BR for the late game.

On the 2nd day, we went to just support the other local guys who went and got in the top 16 and while they played, we invented some insane furball with 40 point squads and 10 rocks that we played for hours because it was so much fun. Considering I went away from day 1 thinking that I was going to quit competitive X-Wing for good, day 2 made me feel better about it because it made me remember that the game can be fun when you just stop giving a shit about prizes.
 

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On paper, how would this look:
https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!259:230,-1,-1:-1:31:;259:230,-1,-1:-1:31:;191:214,126,1,-1,-1,-1:-1:25:;191:214,126,1,-1,-1,-1:-1:25:&sn=TIEceptor&obs=
EDIT Don't pay attention to the name, i forgot to erase it.

2xTIE Aggressor Onyx Squadron Escort with Lightweight Frame and Synced Turret
2xTIE Bomber Gamma Squadron Veteran with Trick Shot, Extra Munitions, Proton Torpedoes and Guidance Chimps
25 points per ship.

Trick Shot because i have no other zero-point EPTs. Concussion Missiles and Harpoon Missiles are naturally alternatives to Proton Torpedoes. I figure that at skill 5, Guidance Chimps are safe enough choice over Long Range Scanners for the TIE Bombers. Sienar Specialist Aggressors with TLTs would be likely more common but that's also kinda boring, effective but boring, figure Synced Turrets would be a nice change.

Downgrading the Aggressors to Sienar Specialists would allow for Deadeyes for the TIE Bombers, and probably would allow either more options for ordnance or using Homing Missiles. But would that be worth losing some skill from the Aggressors? Would make using Synced Turrets harder.

I've noticed i tend to come up with a lot of 2x2 builds, or 2+1 builds. I like the symmetry...
 

Arttemis

The Fallen
Oct 28, 2017
6,279
Regionals were good, I absolutely bombed out and came high 90's with a 2-4 result flying Norra, Lowrrhick and Fenn (which I changed my list to the night before, stupid I know but I couldn't bring myself to bring harpoons). I won my first game against a Dash Poe but looking back, the only reason I won was that his dice turned to crap because of hotshot copilot and Fenn shutting him down. After a difficult loss in the 2nd game against a Poe, Fenn Jess list (Norra vs Poe and I couldn't get the damage through fast enough) I was absolutely exhausted and just started playing like crap from then on. 3rd game was against double kimo's with a Fenn which harpooned me off the board (one harpoon actually killed 2 ships in one turn) and then I got utterly destroyed by a Crimson Specialist and Rey (trajectory simulator with proton bombs is devastating). I finally got a win against a 4 A-Wing list and then finally got paired up with (and subsequently beat by) my dad in the last round. I had a good, but deflating day. I think I know where I went wrong with the list, I need to not fly them in formation so much as just keep them in range of each other and maybe tweak some of the upgrades on Fenn but I'm not ready to give up on the list yet. I think there's something there that I like

==================
Regional List
==================

100 points

Pilots
------

Norra Wexley (39)
ARC-170 (29), R2-D2 (4), Push the Limit (3), C-3PO (3), Alliance Overhaul (0)

Lowhhrick (33)
Auzituck Gunship (28), Draw Their Fire (1), Rey (2), Tactician (2)

Fenn Rau (28)
Sheathipede-class Shuttle (20), Veteran Instincts (1), Hotshot Co-pilot (4), M9-G8 (3)​


I think If I am going to change anything on this list, it'll be to drop M9-G8 and replace with flight assist and use the extra 2 points to give Norra vectored to give her a BR for the late game.

On the 2nd day, we went to just support the other local guys who went and got in the top 16 and while they played, we invented some insane furball with 40 point squads and 10 rocks that we played for hours because it was so much fun. Considering I went away from day 1 thinking that I was going to quit competitive X-Wing for good, day 2 made me feel better about it because it made me remember that the game can be fun when you just stop giving a shit about prizes.

I'm glad to hear you didn't get turned off in the end. There's a real dick in my local gaming circuit that is almost unbearable to play against, but he's the only one to show up every Sunday. He is 100% competitive, lacks patience, assumes you know exactly what abilities he's using despite not explaining any of his actions, has a propensity to slightly nudge his templates against debris in his favor but is highly critical of his opponents' execution of maneuvers, and actually get upset about his dice rolls by saying things like "go ahead and blow up my TIE since I can't roll any hits and you roll evades the whole damn game!"

I cherish every opportunity to play other people.

On paper, how would this look:
https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!259:230,-1,-1:-1:31:;259:230,-1,-1:-1:31:;191:214,126,1,-1,-1,-1:-1:25:;191:214,126,1,-1,-1,-1:-1:25:&sn=TIEceptor&obs=
EDIT Don't pay attention to the name, i forgot to erase it.

2xTIE Aggressor Onyx Squadron Escort with Lightweight Frame and Synced Turret
2xTIE Bomber Gamma Squadron Veteran with Trick Shot, Extra Munitions, Proton Torpedoes and Guidance Chimps
25 points per ship.

Trick Shot because i have no other zero-point EPTs. Concussion Missiles and Harpoon Missiles are naturally alternatives to Proton Torpedoes. I figure that at skill 5, Guidance Chimps are safe enough choice over Long Range Scanners for the TIE Bombers. Sienar Specialist Aggressors with TLTs would be likely more common but that's also kinda boring, effective but boring, figure Synced Turrets would be a nice change.

Downgrading the Aggressors to Sienar Specialists would allow for Deadeyes for the TIE Bombers, and probably would allow either more options for ordnance or using Homing Missiles. But would that be worth losing some skill from the Aggressors? Would make using Synced Turrets harder.

I've noticed i tend to come up with a lot of 2x2 builds, or 2+1 builds. I like the symmetry...

I have the same tendency, and I was actually talking about it yesterday with a friend at the FLGS.

Regarding your list, I think it has legs! I've been too addicted to gunboats recently to ever consider going back to a TIE Bomber. The combo of:
Maneuver > Advanced Slam > Focus > fire ordinance with Deadeye
-OR-
Push the Limit to Focus + Target Lock before firing, then Reload + Target Lock the very next turn before firing ordinance again.
 

Deleted member 2507

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I see the ordnance Gunboats having access OS-1 negating the need for Deadeye. Advanced Slam+Target Lock, fire missiles even with Weapons Disabled; or pre-locked target (like with Long Range Scanners), Reload, fire missiles.

But you mentioning Gunboats made me realize one could do this:
https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!191:214,126,1,-1,-1,-1:-1:25:;191:214,126,1,-1,-1,-1:-1:25:;270:-1,-1:56:16:U.247,U.109;270:-1,-1:56:16:U.247,U.109&sn=&obs=
This list mimics a typical Imperial assault mission from Star Wars: TIE Fighter, where Gunboats escort TIE Bombers, for whatever reason.

And a modification with better Gunboats and noobier Bombers: https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!49:126,1,-1,-1,-1:-1:24:;49:126,1,-1,-1,-1:-1:24:;269:214,-1,-1:56:16:U.247,U.109;269:214,-1,-1:56:16:U.247,U.109&sn=&obs=

Is there any point in either one? No idea. But thematically fun.
 
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Kharnete

Kharnete

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Oct 25, 2017
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Hey Kharnete, did you take part at the tournament yesterday after all? How did the first day go?

I visited yesterday afternoon but I was with my son who is 4,5 so the visit lasted about 80-90 seconds before he was bored to tears and wanted to leave xD. I barely had time to check what squads people were using...

It was cool to see the laid back attitude of most people playing. I feared thet it would get more serious in a competitive setting.

Yes, I went to the regional! Although I forgot to send you a message :(. There were some schedule and technical problems on the morning, but besides that it was a really, really great tournament. From my experience in both, several Spanish tournaments and the Euros, the X-wing crowd is really cheerful even on these large events. Especially if you compare it with some other games with a big competitive scene like 40k or Magic, worlds apart.

For my part, I finished in the early 50s with 3-3. Quite happy overall, but with the feeling that I wasted (again :P) a decent chance to get on the top for two reasons. One, I didn't faced any of the lists my squad was designed to get advantage of (mostly Rho's and Kanans), so it would have been much better with the regular Crackshot instead the extra PS on my own Rho's. The other, the important one, I played awfully bad in two of those lost games. One of them is probably the worst I've played a game in a year, oh my. It wasn't an easy match (vs Ketsu-Asajj and a very good player) so maybe I would have lost it anyways even playing with my brain working, but at least I would have had a chance.

The tournament highlight was Bernat, a 9 years old kid flying Norra (BB8, title and PTL) with 3 effin T-65 X-wings (two with R2, one with R4-D6), going with a 5-1 in the swiss and reaching the final, where he lost against an Euros top8 on a terrible match up for him. Fuck you, meta and netlisting :P

that the game can be fun when you just stop giving a shit about prizes.

Here, here, listen to this man! Prizes should be that, a prize for achieve something, not the reason to play. It's a goddamn game, and a quite good one. Getting fun is what people should be looking at, even on large tournaments.

On paper, how would this look:
https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!259:230,-1,-1:-1:31:;259:230,-1,-1:-1:31:;191:214,126,1,-1,-1,-1:-1:25:;191:214,126,1,-1,-1,-1:-1:25:&sn=TIEceptor&obs=
EDIT Don't pay attention to the name, i forgot to erase it.

2xTIE Aggressor Onyx Squadron Escort with Lightweight Frame and Synced Turret
2xTIE Bomber Gamma Squadron Veteran with Trick Shot, Extra Munitions, Proton Torpedoes and Guidance Chimps
25 points per ship.

Trick Shot because i have no other zero-point EPTs. Concussion Missiles and Harpoon Missiles are naturally alternatives to Proton Torpedoes. I figure that at skill 5, Guidance Chimps are safe enough choice over Long Range Scanners for the TIE Bombers. Sienar Specialist Aggressors with TLTs would be likely more common but that's also kinda boring, effective but boring, figure Synced Turrets would be a nice change.

Downgrading the Aggressors to Sienar Specialists would allow for Deadeyes for the TIE Bombers, and probably would allow either more options for ordnance or using Homing Missiles. But would that be worth losing some skill from the Aggressors? Would make using Synced Turrets harder.

I've noticed i tend to come up with a lot of 2x2 builds, or 2+1 builds. I like the symmetry...

That's a... weird list. Not on "what a shitty list" way, but in the "I have no idea what to expect of this thing" :P. Although from what I've seen PS5 isn't high enough to get rid of Long Range Scanners or Deadeye if the ship can get any of those. What about switching the Proton Torpedoes/Trickshot for Plasma Torps and Deadeye?

EDIT: Welp, I should have posted this earlier instead of having the Reply half done for hours :P. I really like both Bomber/Gunboat lists (everything is better with a Gunboat, so with two is extra better), although I would suggest the same Deadeye change on the Gammas.
 
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Any "what the" reactions are always a bonus :P

Honestly, i have no idea what to expect from my idea either. I tend to go with a theme of some kind first, and consider gameplay implications second.
I am constrained by lack of numbers when it comes to designing lists... but i'd find pure lists (eg 4x TLT Aggressor) boring anyway. 2x2 style is way more interesting, as is 2+1 (that is, two generics plus an ace or different ship).

Plasma Torps and Deadeye is probably better, yes. However, i'm a bit wary of Plasmas as they lose a bit of utility against shieldless ships, though this is arguably a minor thing given their cheaper price. The other factor is style: Plasma Torpedoes aren't exactly common in Star Wars. They were featured in the Black Fleet Crisis trilogy, AFAIK, but that's about it. As such, i tend to field them only in K-wings.

I am something of a roleplayer... even in a game like this. Or perhaps especially in a game like this, i'm inclined to be a murder hobo in a proper RPG... (In case someone doesn't get the term "murder hobo", it is someone who mostly kills and loots things for no particular reason as opposed to a "hero", who does good deeds for sake of that. Also, i figure murder hobos tend to be on the weaker side when it comes to character depth...)
 

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Because Advanced Sensors triggers well before Pattern Analyzer is checked, combining those two in a ship is more or less pointless, no?
 

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Toying with a First Order ace list idea.
https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!285:214,186,203:60:15:;209:27,43,-1,203:42:17:;187:152,153:-1:2:&sn=Unnamed Squadron&obs=

This has:
A "budget" TIE Silencer, Blackout kitted with mostly cheap upgrades, for hugging obstacles (especially debris).
Backdraft equipped for repositioning and easy stress clearance.
A basic tough Omega Leader equipped with Shield Upgrade to eat the final points.

The one i'm most concerned here is Backdraft. Would it be better to use some other tech, mod and/or system? Seems like FCS is common. And Lightweight Frame is really useful for keeping TIE/sf alive but the ship is pretty vulnerable to stress. I think an alternative would be to use FCS, Pattern Analyzer and LWF? This would leave initiative to enemy or dice though.
Modified: https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!285:214,186,203:60:15:;209:27,36,-1,204:42:31:;187:152,153:-1:2:&sn=Unnamed Squadron&obs=
EDIT It occurs to me that swapping the Shield Upgrade for a Stealth Device keeps Omega Leader alive but gets the list down to 99 points again.


I went with Blackout because i wanted a First Order three-ace team. Kylo Ren eats enough points it is pretty hard to fit a third ace there, though lean PTL Omega Ace might work.
 
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Kharnete

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I really like the second list. The first too, but I can't imagine to bring any /sf to the table without Lightweight Frame. I'm not sure if the points on Omega's Shield Upgrade would be better spend on a better System/Tech/elite on Blackout (Advanced Sensors or Threat Tracker, maybe?), but the list seems really fun!

And just in case... yeah, Advanced Sensors + Pattern Analyzer is pointless.
 

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Not sure about the Threat Tracker. Depending, it might allow getting out of the way but also make me unable to attack. Maybe worth it, maybe not. Also depends on having a target lock. Combined with FCS, it sounds solid, in theory, though at the expense of offense and heavily at that. Doesn't really seem to fit Blackout as i've built him.

The Collision Detector is there for making debris completely safe for the Silencer though, as much as it is for the cost. But the Advanced Sensors is neat for Blackout certainly, and careful pre-positioning or action might be better than just parking into a debris.
I need to try it both ways.

And yeah, i figure i too prefer the modified list, probably with Stealth Device over Shield Upgrade to get initiative. As much as i like the increased stress clearing ability for TIE/sf, i've perhaps needed LWF more in the past. Guess it depends a bit, with good positioning one might not get shot at or asteroids and/or distance might provide the extra defense die.
 

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Also pondering something for the Rebels. Today's theme is "aces", so...

Aces+blocker
Jan-variant

First, Jake Farrell with VI, PTL, Autothrusters, and Proton Rockets. Thanks to Farrell's ability, it is possible to execute up to three actions. BUT just to check: Focus triggers Farrell's ability (boost or barrel roll), which in turn enables using PTL, correct? Alternatively, ability, PTL Focus->Farrell's ability, finish up with stress?
Second, Keyan Farlander with Rage, Advanced Sensors, E2 with Inspiring Recruit. AS allows actions before stress or action-limiting movement as needed, Rage feeds his ability and functionally replaces TL, and Inspiring Recruit allows stripping both stress tokens from Rage without needing to rely to a green next turn. Since the build is at 99 points at the moment, one could swap the Inspiring Recruit for Jan Ors and give Keyan extra survivability by swapping the Focus from Rage to Evade.
Finally, blocker Tobber (U-wing), with Enhanced Scopes for moving first, Cassian for information and maybe redirection, and after an enemy hits you, the Saboteur might flip a damage card from Anti-Pursuit Lasers.

Kinda messy. But it is a tad difficult to create rebel ace lists, especially when one is lacking various useful crews from SW: Rebels-based expansions and lacking C3PO which seems to be immensely useful for many ships.
As for the U-wing here, i really couldn't come up with anything else that fit in nicely. By removing the U-wing, plus everything but Rage from Keyan, i could have Miranda Domi with TLT an Rey (plus maybe Long Range Scanners if one feels like it). Probably a tad more effective, though also somewhat boring perhaps.

Miranda-variant
 

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Re: Jake - Yeah, you'd focus, boost/br and then PTL. IF you want a cheaper build you could try intensity as you can focus to boost and then intensity to evade and be in a good position.

At regionals, we had a guy make top 16 with a U-Wing that had Boshek on, so it was an intense blocker as well as a complete mental challenge. My Friend got beat by him and said it was the worst game he'd ever played as on rounds where he'd put the wrong move in to out-boshek him, he'd just not use boshek. Ended up flying him off the board. You could try that?
 

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No Boshek. QuadJumper is on my to-buy list... eventually. Sounds interesting though.

Intensity Jake is fun, i remember my brother using him. But regenerating Intensity can be difficult, PTL may be more forgiving as long as green moves stay good options.
 

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What crew can i use on Miranda Domi without having Sabine, C-3PO and Chopper?

I did put Rey in the ship above in that one build, idea was that Domi can bank focus for defense/offense as needed if it goes unused. But is there better option? Intelligence agent might work as it allows figuring out if you'll SLAM or not. Anything else?
Also, how does lean or fat build change this?
 

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Sanity check:
SLAM does not forbid red maneuvers, RAW. It does not forbid K-turns, S-loops or T-rolls, RAW.

Now consider Burnout SLAM. Consider ships that can mount Burnout SLAM.
For example: The Shadow Caster could execute 5-straight, use Burnout SLAM and then execute 5-K-turn...

Of course, this trick has limited uses, thanks to its one-shot nature and the Weapons Disabled token.
 
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Kharnete

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Sanity check:
SLAM does not forbid red maneuvers, RAW. It does not forbid K-turns, S-loops or T-rolls, RAW.

Now consider Burnout SLAM. Consider ships that can mount Burnout SLAM.
For example: The Shadow Caster could execute 5-straight, use Burnout SLAM and then execute 5-K-turn...

Of course, this trick has limited uses, thanks to its one-shot nature and the Weapons Disabled token.

Been there, done that. Also, Emon with Burnout SLAM, Experimental Interface and an action mine. Doing a 3 straight -> 3 turn and dropping the mine at someone's head it never gets old. Or a 4 koi -> drop mine with the new Contraband Cybernetics.

On the alternative crew for Miranda, I would go with Rey. Extra Focus are always useful. For what I've seen, "Fat" builds doesn't really care on the crew, is just a matter of preference. Rey is still great there as you can spend your actions on Target Locks for missiles or whatever, while the defense boost C3PO provides is even more valuable due the extra ship costs.
 
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Didn't even think of using Experimental Interface here.
Probably need to try this trick out just once to spook my brother or friend.

And Rey it is, i guess. As it is, i have rather poor selection of crew for the Rebels. Though it seems that even if one has every Rebel ship in the game, their exclusive crews aren't as support-oriented as many Empire crews.
 

daevv

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HI guys!
I have a regional coming up at the end of the month. There might be 20 people there max. I'm wondering what type of list to use. I'm not trying to win per say but to at least place in the top 8 for those sweet dice. I'm thinking about using no large base ships to avoid losing half points and have a squad of 3-4 ships. I have a few in mind (Crack Defenders, Nym/Norra/Fenn, Quickdraw/Harpoon carriers, Nym/2 Auzitucks) and know a few of the lists I'll be facing (Nym/Miranda, Triple Starvipers, Palp Aces, Rey/Poe). Looking for suggestions on some lists.

I'm leaning towards Crack Defenders or Quickdraw w/2 crack Defenders. Tanky ships with good dials and decent damage output.
 

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What kind of list is tournament Rey/Poe list?

And is Crack Defenders 3x Glaive Squadron Pilot with Crack Shot and TIE/x7 title?
 

daevv

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Rey is mostly Veteran Instincts and Finn while Poe is either Intensity or Veteran Instincts.

For Crack Defenders I usually go Vessery and two Glaives or Vessery/Glaive/Ryad. I've had some success with Quickdraw/Vessery/Glaive(or Ryad) too. Quickdraw with Veteran Instincts and Fire Control System works well with Vesserys ability.
 

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I'm trying to figure out Attanni Mindlink. How is it intended to be used? With whom?

Saw someone noting it is good on Guri... but no mention who gets the other link.
Since Manaroo seems to be superb support, i reckon Mindlink works well with her?
 

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Well, at least we know the next Empire ship now, me thinks.

Solo's teaser features a new type of TIE Fighter, something between a TIE Bomber and TIE Fighter at least as looks go.
W7HZbaN.png



My current predictions for the next wave:
Scum gets new version of Millenium Falcon
Rebels/Resistance get RZ-2 A-wing
And for Empire, the new TIE.

I was thinking of Skipray Blastboat before but that would've been very similar to the Assault Gunboat role-wise.
 

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Looks like the new TIE Kitbash has a gun pod. Who wants to bet it will have a Bullseye firing arc?
 

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Saw the suggestion. And yes, it is quite probable.

I mean, let us consider the alternatives. It does not look like a turret, and if it were, the ship would be quite akin the TIE Aggressor or TIE/sf. It could sport cannons, but we already have TIE/d for that role, along with the Assault Gunboat. Of course, it could be a cannon-ship with arc-dodger flight characteristics rather than TIE/d's hybrid or AG's jouster/SLAM dial.
But Bullseye... There is only one ship possessing that so far, and it could easily represent increased forward firepower.

Incidentally, i figure that A-wing RZ-2 could also possess Bullseye arc. The reason for this is that otherwise the ship is merely better A-wing. Now, add a shared Title to the pack, and the Rebels gain options: Classic A-wing being an arc dodger and new Title buffing it a bit, or higher cost A-wing with that is not merely an upgraded arc dodger.
But ultimately i don't think this is likely.
 

Arttemis

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Looks like the new TIE Kitbash has a gun pod. Who wants to bet it will have a Bullseye firing arc?

Saw the suggestion. And yes, it is quite probable.

I mean, let us consider the alternatives. It does not look like a turret, and if it were, the ship would be quite akin the TIE Aggressor or TIE/sf. It could sport cannons, but we already have TIE/d for that role, along with the Assault Gunboat. Of course, it could be a cannon-ship with arc-dodger flight characteristics rather than TIE/d's hybrid or AG's jouster/SLAM dial.
But Bullseye... There is only one ship possessing that so far, and it could easily represent increased forward firepower.

Incidentally, i figure that A-wing RZ-2 could also possess Bullseye arc. The reason for this is that otherwise the ship is merely better A-wing. Now, add a shared Title to the pack, and the Rebels gain options: Classic A-wing being an arc dodger and new Title buffing it a bit, or higher cost A-wing with that is not merely an upgraded arc dodger.
But ultimately i don't think this is likely.

Bullseye Arc seems logical, but so many mechanics released in this game become one-offs that go nowhere, and many get very little support. Quadjumper is the only ship with a reverse. TIE Phantoms were the only ships with cloaking capabilities until the illicit. Lancer-class Pursuit Craft is the only ship with a mobile firing arc. There Auzituk is the only ship in standard play with reinforce capabilities. The Upsilon Shuttle was the only ship to get the Coordinate action, though the Phantom II received it, too... So maybe they are looking for new ships to receive existing mechanics.

Personally, I wish they'd rebalance and re-release every existing ship with the new mechanics in mind. The titular X-Wing sure could use some benefits.
 
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I've never played tabletop before but I'll admit this looks incredibly interesting. I just wish I had some more time to invest into a hobby like this. :(