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Star Wars: X-Wing Miniatures Game | The Official Thread

Tensketch

Member
I know we've already started discussion on this, and provided the link, but I love me some pictures!

swx69-70-72_title-image.png


swx69_spread_legal.png


swx69-xg-1-assault-configuration.png


swx69-reload-action-and-jam-tokens.png


swx70_spread_legal.png


swx70-bullseye-firing-arc.png


swx72_spread_legal.png


swx72-ghost.png
swx72-phantom-ii.png


I feel like no one is going to use the Phantom II ever. I cannot think of a reason to use it. I just hope someone proves me wrong and creates an amazing list where the lowest PS Phantom II ends up being a support masterpiece or someone uses Fenn with VI, Engine and the possible Barrel Roll mech to create an arc dodging control ship.

Also, Punishers need reloads. Somebody give Punishers reload!


Other than that, I feel nothing special for this wave, at least not yet.
 

Toxi

Banned
What the actual fuck at releasing something like Bullseye at this point in the game. I don't play Empire, but I feel for those who do.

I think the Phantom 2 could be usable depending on the cost and ability of the PS1. The main obstacle it faces is the same as the main obstacle the TIE Fighter and Z-95 face: 2 attack dice just doesn't cut it these days.
 

EYEL1NER

Member
What the actual fuck at releasing something like Bullseye at this point in the game. I don't play Empire, but I feel for those who do.

I think the Phantom 2 could be usable depending on the cost and ability of the PS1. The main obstacle it faces is the same as the main obstacle the TIE Fighter and Z-95 face: 2 attack dice just doesn't cut it these days.
Bullseye + Scrambler Missiles that hand out jamming tokens. So no using your tokens to help you out on defense for that attack, and you also have to get rid of one of them or a target lock, so you can't use it later on either.
 

Toxi

Banned
Bullseye + Scrambler Missiles that hand out jamming tokens. So no using your tokens to help you out on defense for that attack, and you also have to get rid of one of them or a target lock, so you can't use it later on either.
It's like FFG is going all in on destroying any defensive ability

Also, it's hilarious how the Phantom 2 comes with a Scum-only crew (likely Maul).
 

Nete

Member
It's Scum only, but FFG hasn't released yet an expansion that can't use all the cards that it comes with it... so probably has an exception kinda "If it's a rebel ship with Ezra as pilot you can equip this".

I like the shuttle as support ship, is extremely cheap and the crew-astromech-double arc combo is great. I'm not so sure it will replace the other Phantom as a docked ship tho.
 

pompidu

Member
It's like FFG is going all in on destroying any defensive ability

Also, it's hilarious how the Phantom 2 comes with a Scum-only crew (likely Maul).

It's fine for most of the OP ships but this really does take ships that are already garbage and brought out back and shot them.
 

Woorloog

Banned
Two gambles in one round. Not a good idea. First, my stressed B-wing (Neera Dantels) is near the map edge, with only turn 2 left or right being viable options if i want to keep my B-Wing. Instead, i opted for 1 straight green for TL to fire my proton torpedoes behind.
OK, that didn't do much (2 shields from an enemy), but the ship could've been destroyed during that turn anyway so...
My second gamble was with an A-Wing with full shields and hull. I flew into a Proton Bomb's area of effect, hoping for a crit other than Direct Hit, because i'd be getting a very good position behind enemy TIE Punisher. We quickly calculated that there was 1 in 25 chance for a Direct Hit... and naturally that came up.

Amusing all in all. And the game began so well for me, with the enemy losing one ship without inflicting damage during Round 2.
 
Just back from a local store tournament where I came a hot six out of seven players. Didn't do well at all. My moment of tournament loss came from me going against a Tie Aggressor TLT list which melted me off the board with zero causalities. Although I do blame luck a little for that loss. On the first round of shooting I had a Defender with TL and focus (3 attack dice), Quickdraw with a focus (3 attack dice) and 2 Black Squadron both with focus and at range 1 of a single Aggressor (3 attack dice each). They all attacked the same target and guess how much damage that did, if you guessed 2 you would be correct. His ability to roll green dice was off the chain. On a positive note though my mate did better and got the custom Omega Leader card which he gave me due to not being an Imperial player, so it ended happily.
 

Woorloog

Banned
Does this squadron make any sense?
https://geordanr.github.io/xwing/?f...-1:-1:;184:-1:-1:-1:&sn=Unnamed Squadron&obs=

Just for casual play. Neither me nor my opponent has tried Dormitz before.

Mostly concerned about what upgrades to give for Dormitz. Experimental interface to allow using both Coordinate (or other action) and Kylo Ren at once if necessary, but i'm not sure it is a good choice.

Unknown what opponent (naturally), but i intend to deploy Dormitz first and deploy TIEs so that they're likely to attack during round 1. But just forcing the enemy to react to my deployment is OK in my book, even if i don't get to fight really.
 

EYEL1NER

Member
Does this squadron make any sense?
https://geordanr.github.io/xwing/?f...-1:-1:;184:-1:-1:-1:&sn=Unnamed Squadron&obs=

Just for casual play. Neither me nor my opponent has tried Dormitz before.

Mostly concerned about what upgrades to give for Dormitz. Experimental interface to allow using both Coordinate (or other action) and Kylo Ren at once if necessary, but i'm not sure it is a good choice.

Unknown what opponent (naturally), but i intend to deploy Dormitz first and deploy TIEs so that they're likely to attack during round 1. But just forcing the enemy to react to my deployment is OK in my book, even if i don't get to fight really.
If it's just a casual match, you are wanting to fly Dormitz and First Order TIEs, and want to deploy them all early to influence your opponent's deployment, how about dropping a /fo and doing something like this:

Lieutenant Dormitz (31)
Kylo Ren (3)
Hyperwave Comm Scanner (1)
Hyperwave Comm Scanner (1)
Experimental Interface (3)

"Omega Ace" (20)
Swarm Leader (3)
Hyperwave Comm Scanner (1)

Epsilon Squadron Pilot (15)
Comm Relay (3)

Epsilon Squadron Pilot (15)
Comm Relay (3)

Total: 99

View in Yet Another Squad Builder

Dormitz drops at PS0. "Omega Ace" goes down next at Range 2 from Dormitz (who should be placed at a 45 degree angle or so touching the edge of your deployment zone, to make sure he has a front corner of his ship as far forward as it can go to allow Omega Ace to get just a *tiny* bit more forward) and gets a focus and evade from the 2x Hyperwave Comm Scanners on Dormitz. Next come the two Epsilon Squadron pilots at PS1. They get a focus and evade from Dormtiz, and then another focus from Omega Ace. Fly all three TIEs towards the enemy and take a target lock with Omega Ace. If you can shoot, then use Swarm Leader to strip off the evades from the Epsilon Sq pilots and roll four dice, spend the target lock and focus, end result is 4 crits. You have an evade for defense on Omega Ace, a focus on each Epsilon Sq for attacks, and a focus and evade on the Epsilons for defense. If you can't shoot on turn one, Omega Ace has a target lock and just needs a focus action on the next turn to be ready to do that same thing, and the Epislon Sq pilots still have their evades because of Comm Relay. Then Dormitz is behind them also ready to shoot at whatever is coming their way or whatever they are shooting at. I left Kylo and Experimental Interface on there, so you could still do Coordinate and Kylo if you were still wanting to try that out.
 

Woorloog

Banned
Interesting.
I will need to review the deployment rules... or are large ships ships allowed to extend beyond the deployment zone?

Are dual upgrades doing things twice actually allowed?
I do have vague recollection of dual Burnout SLAMs being allowed but both would get used up at once due to card text being written the way it is written.

EDIT Wait, nevermind, i looked at the list as having 2xHCS on the Upsilon, rather than spread out to two ships.
EDIT 2, wait, i'm blind. That's actually 3x HCS!?!? Unfortunately, i don't have three of that card, so it is not an option. That is one rule we generally adhere to, no imaginary cards. The only exception we've done has been with Guidance Chimps so far, since it is a zero-cost modification, and this situation is very rare. We play with my ships and cards.
EDIT3 that said, an imaginary HCS is pretty safe card since it matters only during deployment... Will negotiate with my opponent.
 

Nete

Member
Interesting.
I will need to review the deployment rules... or are large ships ships allowed to extend beyond the deployment zone?

Are dual upgrades doing things twice actually allowed?
I do have vague recollection of dual Burnout SLAMs being allowed but both would get used up at once due to card text being written the way it is written.

The only limitation on multiple cards are the Unique or Limited upgrades (FAQed Tactician i.e), or those that say that you can't equip two of the same (Royal Guard title). And unless is something that can only happen once (let's say something that gives you a free Focus action), there's no problem on stacking effects. Actually, that's why they FAQed Tactician, the theorywing about the mighty YV-666 with three of them scared out a lot of people.

On deploying large ships, there is no problem on placing part of them beyond the deployment zone if they are also touching your border. It's something I use a lot with my dual Firespray lists (or Emon/Asajj as the picture below shows).

 

Woorloog

Banned
Gotta remember that multiple upgrade thing. It is not often it is useful but occasionally it might be...
For example, 2x Recon Specialist would allow getting 3 Focus at once; but 2x Gunner wouldn't work, because the card forbids additional attacks though the card itself is not limited?

I see how large deployment works now. Haven't played much with large ships, would've actually affected previous game a bit if i had reviewed that part of large ship rules...
 

EYEL1NER

Member
Interesting.
I will need to review the deployment rules... or are large ships ships allowed to extend beyond the deployment zone?

Are dual upgrades doing things twice actually allowed?
I do have vague recollection of dual Burnout SLAMs being allowed but both would get used up at once due to card text being written the way it is written.

EDIT Wait, nevermind, i looked at the list as having 2xHCS on the Upsilon, rather than spread out to two ships.
EDIT 2, wait, i'm blind. That's actually 3x HCS!?!? Unfortunately, i don't have three of that card, so it is not an option. That is one rule we generally adhere to, no imaginary cards. The only exception we've done has been with Guidance Chimps so far, since it is a zero-cost modification, and this situation is very rare. We play with my ships and cards.
EDIT3 that said, an imaginary HCS is pretty safe card since it matters only during deployment... Will negotiate with my opponent.

Gotta remember that multiple upgrade thing. It is not often it is useful but occasionally it might be...
For example, 2x Recon Specialist would allow getting 3 Focus at once; but 2x Gunner wouldn't work, because the card forbids additional attacks though the card itself is not limited?

I see how large deployment works now. Haven't played much with large ships, would've actually affected previous game a bit if i had reviewed that part of large ship rules...
I saw your first post shortly after you made it and was going to address it but I had to step out for dinner. Luckily Nete addressed it quickly.

If you want to see specifically where two cards being used for a benefit is allowed, it is in the back of the FAQ:
"Q: If a ship has more than one copy of the same card that does not require an action to trigger its ability, can it trigger all of those card abilities?
A: Yes. For example, when a ship equipped with two Mercenary Copilots is attacking, it can change two results to two results."
I searched around Google a few nights ago when looking at using two Hyperwave Comm Scanners on an Upsilon and found that the question was asked on the FFG forums and a lot of forum members thought it should work. There is nothing anywhere in the FAQ or rulebook that indicates the card shouldn't work twice or calls it out by name, so I'd rule that it's valid if I was TOing an event.

Since you don't have three of that card and don't like to proxy cards, you could drop one from the Upsilon and keep the one on Omega Ace still. That way it can still be placed at PS0. Your two generic /fo pilots wouldn't wind up with two focuses and an evade though, just one of each.
 

Tensketch

Member
UK Nationals is in a couple of weeks and I've got zero idea what it is I want to fly. I know I need to pick a list and commit but I'm not really gelling with anything recently.

I genuinely cannot wait until nationals is done so I can just fly anything I want again and enjoy myself.
 

Nete

Member
I genuinely cannot wait until nationals is done so I can just fly anything I want again and enjoy myself.

If you have no idea what to fly, why don't do that on the Nationals? I mean, that's always my modus operandi :p

For my part, this weekend I have the last Store of the season here, and I'm torn between a Kath-Ketsu list or going full nuts with the Drunken Bombers, Emon-Sol Sixxa.

Hell, I'm even undecided on playing another tournament (just a 3-round swiss) the day before and, if I go, use the other list or play the same for extra practice.
 
The fella who won the store tournament I was at last week went in with Jess Pava and 2 Auzitucks (Wull and Lowh). I really wish I had recorded the upgrades (I know C3P0 and Rey were involved) because that group was so tanky, he didn't lose a single ship over 4 games.
 

Tensketch

Member
If you have no idea what to fly, why don't do that on the Nationals? I mean, that's always my modus operandi :p

For my part, this weekend I have the last Store of the season here, and I'm torn between a Kath-Ketsu list or going full nuts with the Drunken Bombers, Emon-Sol Sixxa.

Hell, I'm even undecided on playing another tournament (just a 3-round swiss) the day before and, if I go, use the other list or play the same for extra practice.

I suppose you have a point. I think the problem recently is that everyone is ragging on this game pretty hard and it feels like the only people who are having fun are the ones who are winning and the ones who are winning are the ones taking the absolute top of the meta lists. Hell, I'm finding myself struggling to enjoy the game anymore as I'll find a list that I like and I'll come against a list that doesn't beat me to a point where it was a close game, but beats me to a point where my only saving grace is that I killed something and got points. It's hard to explain, when I win, it's always a decent win, but when I lose, it's almost always one sided, rarely close. It's like my only strategy is point and shoot and if that doesn't work, I get utterly destroyed.

I think I need to go back to basics and try to remember what makes this game fun. But not only that, I need to actually start playing the game. Whenever I play, I never really have a strategy and I just play it by ear so when I lose, I don't know why I lost, I don't know what I need to do to improve and I just end up angry at myself.

So, I suppose my questions are:

- How do you approach a game? What factors help you formulate your strategy?
- What can you do to learn from each loss? How do you establish the weak points and how to improve on them?

Also, follow up semi-related question:

How is everyone feeling about the game? Is the negativity from the forums, subreddits, facebook groups and podcasts getting to you?
 

matt360

Member
Hey guys, you've all been so helpful so far so I come to you yet again for advice. I've built up a decent fleet of Rebels and Imperials (the ones that aren't sold out), and now I'm looking to build up a modest fleet of Scum. Any advice on the best ships to start with? I've got about $100 to spend. Not looking to get any of the huge ships yet either, just small and mid-sized stuff.
 

Woorloog

Banned
Appropriately, FFG has an article about starting with Scum.

https://www.fantasyflightgames.com/en/news/2017/8/29/x-wing-101-scum-and-villainy/


EDIT Personally, i plan to get Most Wanted (especially if you got Y-wings, Headhunters and/or Slave 1s), maybe followed by StarViper (has excellent cards for other factions) and Kihraxz fighter as these two will be getting Guns for Hire pack soon-ish.
Probably not terribly effective... but these look good and give options for my existing ships.
Not sure how to continue though. Maybe Scyk swarm, just because.

(Wish Scum would get Mining Guild TIE. Would fit well, and give Scum a ship based on Rebels that isn't a Huge ship, and share another one with the Empire maybe.)
 

Nete

Member
I suppose you have a point. I think the problem recently is that everyone is ragging on this game pretty hard and it feels like the only people who are having fun are the ones who are winning and the ones who are winning are the ones taking the absolute top of the meta lists.

Hell, I'm finding myself struggling to enjoy the game anymore as I'll find a list that I like and I'll come against a list that doesn't beat me to a point where it was a close game, but beats me to a point where my only saving grace is that I killed something and got points. It's hard to explain, when I win, it's always a decent win, but when I lose, it's almost always one sided, rarely close. It's like my only strategy is point and shoot and if that doesn't work, I get utterly destroyed.

The ones who are winning are the ones taking the absolute top of the meta lists, yeah, except when they don't. I'm probably spoiled due the usually wonderful local meta and mindset we have in Barcelona, but I've always seen the meta (and consecuent netlisting) as a simple demonstration that humans are fucking lazy.

Sure, it will be easier to win a tournament with Dengar-Nym than with Leautenant Lorrir, and if it's considered a top tier list is because it deserves it as it's fucking easy to play and extremely good on what it does, but the truth is there are three reasons why those lists win so much:

1.- They are pretty good lists (duh)
2.- They are flown by pretty good players
3.- There are a gazillion of them on each tournament so they have a higher chance to do something even by pure luck

#2 and #3 are usually overlooked on these talks. Especially #2, as those dudes would probably be there anyways with other lists... and we have constant proof of that, with Nathan Eide and his Corran lists as probably the biggest example. But people is as lazy as scared of trying new things, so here we are, with a crappy copy-pasted meta that changes by batches and nerfs.

But when people try, things happen, which leads me back to how the things work here in Barcelona, and I'll use one of our best players as example. He just made top8 in the French National this last weekend using TIE/sf with Juke, and before that he was 15-1 in stores with that same list. He was the champion last year (with Crackshot Defenders, yeah, but he was the first), and made top4 the one before with one of my all-time favs: Carnor + 2x Sigmas with Sensor Jammer. Some of the lists he has played recently with outrageous records include 3x TIE Strikers + Upsilon, Manaroo + 3 Protectorates and a Fenn-Teroch-Inaldra-Sarko Attani list.

Although one doesn't need to be good to try. Here I am with my lists with Emon and the rest of the Firesprays, Quads, double ARCs and whatever I want to fly. Maybe I won't ever win a big event (from Store upwards), but oh boy, it's quite rare the game I don't enjoy the hell out of myself due that. I could do some netlisting and increase my chances to win something, but I don't give a shit on that. If someday I win something, I want it to be on my terms. Meanwhile, I'm quite happy squeezing as much as I can my lists and giving a hard time to my opponents.

And neither me or the guy above are exactly outsiders on this here. We have our good share of netlisting players, sure, but we also have a lot of people actually trying.

I think I need to go back to basics and try to remember what makes this game fun. But not only that, I need to actually start playing the game. Whenever I play, I never really have a strategy and I just play it by ear so when I lose, I don't know why I lost, I don't know what I need to do to improve and I just end up angry at myself.

So, I suppose my questions are:

- How do you approach a game? What factors help you formulate your strategy?

This depends a lot on both lists, how they move, how they want to engage the other, how to avoid that and so. It's not an easy answer, and it would probably deserve a thread on the FFG forums.

There's one thing I always do on each game tho, and is asking myself three things:

1.- What enemy ship is the most dangerous for my ships?
2.- What enemy ship I don't want to face in late game 1v1?
3.- Which one of the above can I kill faster?

#3 answer usually becomes my main target and I base my moves and actions on it, but I always keep an eye on the other in case the opportunity to catch it appears. If I'm not sure of the answer, I go for #1.

- What can you do to learn from each loss? How do you establish the weak points and how to improve on them?

That can be done in two ways. One requires a good deal of self-criticism and analysis of not only what you did but what you could have done each turn. Is not easy, but can be trained starting by asking yourself a "In what moment I fucked up the game and why did it happen?". From there you can go down to less important mistakes and so. To be honest I'm pretty bad on this :p, although I'm trying.

The other is easy: ask your opponent what did you wrong and learn from it. Most people will be glad to point you something, although how good the advice will be is usually related on how good the player is.

How is everyone feeling about the game? Is the negativity from the forums, subreddits, facebook groups and podcasts getting to you?

Overall I'm fine and happy with the game. Sure, there are things better than others and we could all agre that the game has lost some of the "the guy who maneuvers the best will win" feeling that had time ago, but let's be honest: it has never been perfect, and *always* has been something stupid or broken. Biggs, big fat 360 ships with boost or barrel roll and better dials than fighters, the pre-nerf Phantom, TLT spam, Jumpmasters, Miranda, Sabine, x7 Defenders, Palpatine, Attani... If I should rage for everything I don't like of this game, I would have quitted years ago when the meta was Chiraneau-Whisper or Soontir and Corran-Dash or Fat Han. Those were some really dark times.

And if someone is really hating the status of the game, meta or whatever... well, it's not like the only way to play is the 100/6 tournaments. Play casual games with any crazy list you can think of. Play Epic. Play Heroes of Aturi Cluster. Play furballs. Play regular missions or scenarios. Play Mario Kart. The competitive scene is just a part of what makes this game great.



Hey guys, you've all been so helpful so far so I come to you yet again for advice. I've built up a decent fleet of Rebels and Imperials (the ones that aren't sold out), and now I'm looking to build up a modest fleet of Scum. Any advice on the best ships to start with? I've got about $100 to spend. Not looking to get any of the huge ships yet either, just small and mid-sized stuff.

Right now the Protectorate and the new Scurrg are probably the safe bets on small-medium ships. The Most Wanted pack is cool and brings a shit ton of things, including toys to Scummize your Imperial Firesprays and Rebel Y-wings and HWKs. The Starviper may not be great until the Aces Pack is released, but the miniature is fucking gorgeous and if you don't proxy cards it has the Autothrusters your A-wings and TIE Interceptors want. Buy the rest of small-medium on a "hey, this ship is pretty" basis.

Scum really shines on the big ships tho. The Jumpmaster is what a Swiss knife always wanted to be, both the Lancer and the Aggresor are pretty unique and agile ships to fly and the YV-666 is the Lambda on drugs.

Well, and the Firespray, the best ship in this universe and part of the next. If anyone says otherwise, is lying.
 

Tensketch

Member
<sagely advice>

Man, thank you for this. It's so obvious and yet I never once considered that kind of thinking. Whenever I lose I'm probably too busy being down on myself to even think about asking my opponent where I went wrong. I'm going to take everything you said into consideration going into Nationals and I'm gonna just take something I enjoy. I'm really liking the SF's with a Ren shuttle, I may switch this out for Omega Leader as I've never flown him before and it's a pretty devastating ship to fly against.
 

Nete

Member
Double SF + something is as great as tough. They are little Firesprays with a better dial, how could I not like that? :p And if you didn't see it before, take a look to my friend's Juking SF list for something a bit different to the usual.
And yes, I've said netlisting sucks and is for lazies, but it's actually a great tool to get ideas or find things you may love but you never thought of it.

In my case, I've decided to play the Store with the Drunken Bombers. Or "Salchicha con jamón" (sausage with ham) as I call them here, due how their names are pronounced with an spanish mindset.

Sol Sixxa &#8212; Scurrg H-6 Bomber 28
Predator 3
Twin Laser Turret 6
Cad Bane 2
Extra Munitions 2
Proximity Mines 3
Proximity Mines 3
Experimental Interface 3
Ship Total: 50

Emon Azzameen &#8212; Firespray-31 36
Ion Cannon 3
Dengar 3
Glitterstim 2
Proximity Mines 3
Andrasta 0
Ship Total: 47

I'll probably eat tons of shit, I have not even played the list yet (hell, I've never used Sol Sixxa!) and I don't really expect anything better than ending mid-table if things go decently good, but it should be quite fun.
 

matt360

Member
Nete and Woorloog, thanks for your replies! And of course right as I post this, miniature market gets some new stock of the Rebel and Imperial stuff I'm missing. I might grab the Lambda Shuttle, Decimator, and a couple TIE Phantoms and then get some Scum next time around. Thanks again for the suggestions.
 

Woorloog

Banned
Guess we ain't getting TLJ expansion announcement after all? Or is it too early, if there's one coming?

Really would like more FO and Resistance ships.
 

Tensketch

Member
They'll announce them, just not yet. FFG don't really like to do more than one big announcement a day (with the exception of Gencon, but that's because they have a press conference). So when they announced a 2 player destiny starter pack, that was definitely it for this week.

Theyll probably announce 2 more last jedi ships in the next month or so, closer to a trailer release, I reckon. They'll be added to the next wave.
 

EYEL1NER

Member
I've got an OP event today that I am trying to finish figuring out what to fly. The event is different that standard play and requires that we bring three small ships totaling 35pts or less each. Three rounds and at the beginning of each round, you'll select which ship to fly in secret and be unable to use it for future rounds. I'm expecting a huge PS-race and that there will be a lot of PS11 Vaders and Nyms (Nym doesn't have room for much stuff at 35 points but he still has a ton of HP).

Here are some candidates for what I may take:

B-Wing
Keyan Farlander with Rage, Advanced Sensors, B-Wing/E2, Inspiring Recruit
35 points

TIE Advanced
Darth Vader with VI, Cruise Missiles, title, ATC, Guidance Chips
34 points

TIE Advanced Prototype
Inquisitor with PtL, Cruise Missiles, title, and Autothrusters
34 points

TIE Defender
Countess Ryad with PtL and x7
35 points

TIE Interceptor
Standard 35-point Soontir Fel

TIE Phantom
Echo with A Score to Settle, Agent Kallus, and FCS
35 points (or I've had some ideas about dropping Kallus to Intel Agent, losing FCS, and adding Lightweight Frame)

TIE/fo
Standard Omega Leader (Juke/Comm Relay) but also a Shield Upgrade on him
29 points

TIE/sf
QuickDraw with VI, Cruise Missiles, title, and LWF
35 points (or a Suicidal QuickDraw with Rage, Electronic Baffles, Pattern Analyzer, title, and LWF at same points)

Z-95 Headhunter
N'Dru Suhlak with Lone Wolf, Cruise Missiles, Glitterstims, and Guidance Chips
24 points (could swap Lone Wolf for Fearlessness and pull a risky Range One attempt at 6 attack dice, or I could swap Guidance Chips for a Shield Upgrade just to make sure that the Lone Wolf version survives an alpha strike)


I haven't narrowed it down yet. Safest bets would probably be Vader, QuickDraw, and maybe Soontir or Inquisitor? I'm leaning towards Farlander, Echo, and either Vader/Soontir/N'Dru. Now that I think about it, I kind of wish it had been three ships still but limited to one per faction. We'd probably see more variety tomorrow if that were the case.
 

Nete

Member
I'll probably eat tons of shit, I have not even played the list yet (hell, I've never used Sol Sixxa!) and I don't really expect anything better than ending mid-table if things go decently good, but it should be quite fun.

1-3 at the end in what was a quite high level tournament, because I'm an idiot and dropped a Proximity Mine with Emon with the wrong template, missing a lonely 1-health Fenn Rau that killed me few turns later. If I only moved to the other side of the table to eye-check it from a better position...

It was quite fun, but I really need to learn how the hell to fly Sol Sixxa, it's a completely different animal to Nym. I think I only used him okish in one game and it was still a loss, I sucked on the other three.


In other news, after years wanting one I've finally bought a bookcase with a crystal door to store my ships and other miniatures in a fancy way and safe from dust. I prefer that to an actual display cabinet as I will use the lower shelves for paints and other shit.

And I've discovered I'm missing a couple bases D: Oh well, I need to buy some for the 3d printed Gunboats anyway.

 

Woorloog

Banned
Highly disappointing the TIE Silencer sports the black and dark gray color scheme rather than the white and black of other FO TIE fighters.
Means i'll be getting only one of the TIE Silencers then, no matter how good the ship is. (Not gonna paint my X-wing ships, i got closer to 200 BattleMechs to paint, don't need more workload on that department.)

The Bomber sure as hell ain't 270 scale though. Imagine an A-wing in front of that, and think TLJ trailer. But i guess it would be too small for a huge ship, so it got some rescaling.

I am positively surprised they are making the bomber though, think it is pretty cool ship. Disappointed in no Resistance A-wing though, would like an alternative small ship for them (i don't mix ships from sub-factions with main factions for stylistic reasons, not outside some special cases like K-wing fitting in with T-70 X-wings).
But perhaps they thought the A-wing is too similar to the standard A-wing. Or maybe it will wait till later, as there ain't no Lego set for one either.

EDIT WTF, 30 for the new TIE? Even though it is a small ship?
 

Woorloog

Banned
Surprising. The TIE/vn does not have a missile slot. Canonically it apparently does have missiles. I wonder if FFG worked from old info or if they opted to change it. Tech and system slots should be fun though. At least if i had upgrades for system slot...
 

Toxi

Banned
The Resistance bomber looks like it really suffers from being in the same faction as the K-Wing and Captain Nym. No crew slot, no EPT, max PS7, Nym has the system slot too.

Also, Jesus fuck this thing on Nym.

KekH16w.png


It's a pity because the concept of this ship is pretty near: A dedicated bomber that actually uses its bombs for offense.

Edit: It actually looks like the card text for the upgrade is different in the card fan specifically to avoid Genius bullshit. Thank God.
 

daevv

Member
I love my Brobots but I'm hoping the Silencer can be somewhat of a small based replacement. I'm not much of a meta player so depending on the dial and the cost of the 6PS pilots I might get two loaded Silencers and a cheap blocker TIE into a list or a third Silencer. :)
 

Tensketch

Member
UK Nationals is over and I gotta say I enjoyed it. When I arrived on Friday, I had RacLo Quickdraw ready to go... and then I lost 6 games in a row. I'm already pretty down on the game lately and this felt like the final straw. So I decided fuck it and rolled up Saturday morning with these guys:
qHZUgxa.jpg


Things went about as well as can be expected. I really only aimed to get the Howlrunner card. I won my first game against 2 defenders and a bomber. Second game was against triple cruise aces which absolutely one shotted 3 of my TIEs (the other 3 survived to time though) and I managed to kill a very hard to kill Quickdraw before losing to points. 3rd game was a loss to Han Doni, killed Han but just couldn't get Doni without eating bomblets or TLT. Last game was a 100-0 win to palp pocket aces. Managed to double block the decimator onto a rock to kill it which if I didn't would've cost me dearly.

After that, I found that my dad and friend were dropping to play side events, so I dropped with them. I was perfectly happy with how I did, but I'd accepted that I wasn't going to get through to the cut. Overall the day was exhausting. I had an amazing time flying my favourite list and I had set out not to win, but to get points every round I played and I managed it.

After I dropped, I joined a mini 4 man pod for prize tickets (they had a system where you would play a round robin tournament and you would get a ticket for each win. Then you could redeem said tickets for prizes). The TIE swarm got utterly decimated. I won one game purely by blocking a ship off the board (against my dad). The prizes were pretty cool, but the Destiny players found out that they could round robin a 4 man tournament in an hour and a half and farm tickets and scalped all the best stuff by midday Saturday.

I do think that there's too much out there that absolutely chew TIE fighters up and spit them back out and once crack shot has gone, you need to nail the block to even stand a chance against the combination of damage output, action efficiency and damage mitigation. Looking back on the games I lost, I could've disengaged and found better means of getting back to the fight, especially against Doni. But I'm happy with how I did considering yesterday was the first time I played swarm since summer 2016.
I don't think swarm can cut it in the meta right now, too much to kill it and it can't put the damage through quick enough, but it's still a great list to fly and really brings back the old game of flying the best maneuver, lining up your shot and praying the dice go your way.

Sunday we had Hangar Bay Side event to play in where I took Quickdraw, Backdraft and Omega Leader & Norra, Braylen and Biggs. Man, it did not go well. My dad beat me first round, I lost the second round against double K-Wings (just couldnt touch them) and Tel Nym ruined me in the last game. I ended the hangar bay 0-3. I've gone from making top 4 at small tournaments to completely bombing out but the competition was utterly brutal.

I'm kinda done with X-Wing for a while, I'm just not enjoying myself, I can't keep up or find anything that works for me. I know everyone says 'fly casual' and I'm all for it, but it's difficult to have fun when you're losing every game and have zero idea what went wrong. I need a break.

I'm just glad the last games I played were with a list that I love.
 

matt360

Member
You all probably know this already, but Y-Wings and TIE Advanced ships are now back in stock at various retailers. I only started playing the game recently, but they were impossible to find at a decent price, so I grabbed a couple Y-Wings and one TIE Adv on Miniature Market last night.
 

EYEL1NER

Member
You all probably know this already, but Y-Wings and TIE Advanced ships are now back in stock at various retailers. I only started playing the game recently, but they were impossible to find at a decent price, so I grabbed a couple Y-Wings and one TIE Adv on Miniature Market last night.
I haven't been particularly waiting for a TIE Advanced restock or anything but I may pick up another to go with my vanilla Advanced and Imperial Raider Advanced. I borrowed one a few days ago for a casual game and flew a triple Advanced list, with Vader, Juno Eclipse, and Lt Colzett. I really liked the list and how it performed against the four Concord Dawn Ace list I flew against, until the point where my dice went cold after getting him down to one Protectorate left and it solo'd my list.
 

matt360

Member
Wow, that was fast. Y-Wings are already sold out on Miniature Market. Hopefully not until the next printing? I grabbed two at least.

Also, can anyone link me to a current checklist .pdf or Word document? I searched boardgamegeek, but everything I found was old.
 

Danthrax

Batteries the CRISIS!
It's been about five and a half weeks since FFG last published an update on its website pertaining to X-Wing. That's the longest gap in updates in about four years, going back to the gap between the Sept. 16, 2013, and Jan. 2, 2014, updates.

I'm wondering when the company will remember this game again, heh. We should get an article soon about Guns for Hire reaching store shelves, but we've got five announced ships in waves 12 and 13 that haven't gotten preview articles yet, with three of those theoretically coming out in the next two months.

We also got previews of Regional Tournament prize kits by this time last year &#8212; when will we get more info on those?
 
Keep in mind that any ships from The Last Jedi are probably under gag order until after the movie release, so we probably won't see much on those until December. :-\
 

Tensketch

Member
Last Jedi was meant to be out May this year, but got pushed back to December last minute. It's one of the reasons why Wave 12 and 13 are so... odd and close together. They had 13 ready to go for months, but due to release changes and NDA's they had to push it all back.

It makes sense why it's only a 2 ship wave. It was probably supposed to be a split wave with wave 11 (a lot of people wondered why it was only 3 ships). Not sure if it contributes towards the news blackout they've had lately but who knows.

In other news, I'm probably going to have my first game since taking a break this weekend. No idea what to fly.
 

Woorloog

Banned
How many to get?

In the old games, Starwings usually flew in pairs, which makes getting two quite logical.
On the other hand, the ship is cheap enough one could probably fly three of them at once (no comment on whether that makes sense).
Yet three is rather unsatisfying, so why not four? But can one fit four to a game?
 

EYEL1NER

Member
How many to get?

In the old games, Starwings usually flew in pairs, which makes getting two quite logical.
On the other hand, the ship is cheap enough one could probably fly three of them at once (no comment on whether that makes sense).
Yet three is rather unsatisfying, so why not four? But can one fit four to a game?
You can fit five. Cheapest is 18 points.
 
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