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X-Wing Life-hacks


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#41 Ravncat

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Posted 14 February 2014 - 10:48 PM

1604673_10153764963620316_1966365491_n.j

90 degree turns with a ship in your way?


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#42 Stelar 7

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Posted 14 February 2014 - 11:31 PM

Sometimes the target lock is better for misdirection.

you could also just take Deadeye and keep everyone guessing.

You could, but that makes a focused launch really hard. Also you don't have to have a missile for TL.
Rebel scum: 5 X-Wings, 4 Y-Wings, 3 A-Wings, 3 B-Wings, 2 Hawks, 1Falcon, 2 E-Wings, 4 Z-95 1 Transport.

Imperial cannon fodder: 2 Phantoms, 2 Defenders, 7 Tie Fighters, 7 Interceptors, 3 Bombers, 2 Lambdas, 3 Firesprays, 1 Vader, er Tie Advanced

#43 DoubleNot7

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Posted 15 February 2014 - 07:00 AM

If your guns are not on target, you're doing it wrong.

Enimo Et Fide


#44 bobbywhiskey

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Posted 13 July 2014 - 09:52 AM

When rolling for initiative at the start of the game, just roll one attack die and have the other player call "hits" or "misses". Eyeballs + blanks are misses and obviously hits + the crit are hits. This makes it basically like flipping a coin. Beats the hell outta "let's each roll 3 or 4 or 586756587 dice and add up eyeballs + hits + crits are 3 points or w/e ridiculousness some people seem to do.



#45 Radarman5

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Posted 13 July 2014 - 11:10 AM

To post an image in this forum add [ img ] before the url, and [ /img ] after it. (Spaces were added between the [ ] and "img" so would show as text)

160941_yodapls_1.jpg
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EMPIRE: 5 TIE Fighters, 4 TIE Bombers, 4 TIE Interceptors, 1 TIE Defender, 1 TIE Phantom, 1 TIE Advanced, 1 Lambda Shuttle, 2 Firesprays

REBEL: 2 A-Wings, 1 B-Wing, 3 X-Wings, 1 HWK-290, 1 CR-90, 1 GR-75

SCUM & VILLAINY: 2 Firesprays, 1 HWK-290


#46 Millennium Falsehood

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Posted 13 July 2014 - 12:58 PM

When rolling for initiative at the start of the game, just roll one attack die and have the other player call "hits" or "misses". Eyeballs + blanks are misses and obviously hits + the crit are hits. This makes it basically like flipping a coin. Beats the hell outta "let's each roll 3 or 4 or 586756587 dice and add up eyeballs + hits + crits are 3 points or w/e ridiculousness some people seem to do.

Initiative is determined by how many points you spend, with ties going to the Empire.


Rebel Alliance: 7 X-wings, 5 Y-wings, 4 A-wings, 1 YT-1300, 2 HWK-290s, 3 B-wings, 1 GR-75, 1 CR-90, 5 Z-95 Headhunters, 1 E-wing

Galactic Empire: 7 TIE Fighters, 1 TIE Advanced, 2 Firespray-31s, 1 Lambda class Shuttle, 3 TIE Bombers, 2 TIE Interceptors, 3 181st TIE interceptors, 3 Royal Guard Interceptors

 

"Main characters defeat a Star Trek villain? Give 'em a Star Wars celebration!"


#47 Nickotine42

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Posted 13 July 2014 - 03:19 PM

When rolling for initiative at the start of the game, just roll one attack die and have the other player call "hits" or "misses". Eyeballs + blanks are misses and obviously hits + the crit are hits. This makes it basically like flipping a coin. Beats the hell outta "let's each roll 3 or 4 or 586756587 dice and add up eyeballs + hits + crits are 3 points or w/e ridiculousness some people seem to do.

Initiative is determined by how many points you spend, with ties going to the Empire.

Not in a tourney setting

#48 Rithrin

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Posted 13 July 2014 - 10:10 PM

 

 

Having trouble visualizing the distance of Turns? Watch your firing arc.

 

When turning right, the right border of your firing arc will always be on the same line as your left when you complete the maneuver. Vice versa for turning the other direction.

 

Similarly, when banking, the line from the back corner of your ship to the front center will be the same line as the back-center of your ending to it's front corner of the same side!

Sense to me, this does not make.

if I knew how to post pictures in the forum, I could diagram it for you.

 

http://community.fan...anding-movment/

 

Right there in the first post. The pictures make it easy to understand.

 

Gives you a very easy way to predict turns and banks.


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#49 BonusJoe

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Posted 13 July 2014 - 10:49 PM

Winning is all about being able to focus fire and prevent your opponent from doing the same.

#50 Osoroshii

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Posted 13 July 2014 - 11:25 PM

Having trouble visualizing the distance of Turns? Watch your firing arc.
 
When turning right, the right border of your firing arc will always be on the same line as your left when you complete the maneuver. Vice versa for turning the other direction.
 
Similarly, when banking, the line from the back corner of your ship to the front center will be the same line as the back-center of your ending to it's front corner of the same side!

Sense to me, this does not make.
if I knew how to post pictures in the forum, I could diagram it for you.
http://community.fan...anding-movment/
 
Right there in the first post. The pictures make it easy to understand.
 
Gives you a very easy way to predict turns and banks.

Thank you for the advertising Rithrin! :)

#51 Captain Lackwit

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Posted 13 July 2014 - 11:53 PM

Never underestimate extremely low PS ratings, low firepower units, and seemingly useless crew cards or maneuvers.

They are all used for a solid reason.


"There's got to be a better way to make a living..." -Kyle Katarn
Resident HWK-290 Enthusiast, Trainee pilot. _\.o./_
Kills: |o| |o| |o| {o} {o} (o) >o<

STAR WARS: REBELS Discussion Thread


#52 WonderWAAAGH

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Posted 13 July 2014 - 11:57 PM

Eh, never mind.


Edited by WonderWAAAGH, 13 July 2014 - 11:58 PM.

It's not easy being green.

#53 Nataris

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Posted 14 July 2014 - 04:51 AM

If you set up your ships in the center with a flanker on the edge, always move the flanker faster/further then your main group. This helps with focus firing as well as forcing your opponent to make a choice.

Hammer, meet anvil.

#54 RogueLieutenant

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Posted 14 July 2014 - 08:40 AM

Having trouble visualizing the distance of Turns? Watch your firing arc.

 

When turning right, the right border of your firing arc will always be on the same line as your left when you complete the maneuver. Vice versa for turning the other direction.

 

Similarly, when banking, the line from the back corner of your ship to the front center will be the same line as the back-center of your ending to it's front corner of the same side!

I would like to see this with some kind of graphic or picture or something. 


Yeah, well, you know, that's just, like, your opinion, man.

 

Looking for a podcast that talks and writes about X-Wing (and other FFG Star Wars games)? 

Here you go: The Jodo Cast 


#55 GiraffeandZebra

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Posted 14 July 2014 - 08:43 AM

 

Having trouble visualizing the distance of Turns? Watch your firing arc.

 

When turning right, the right border of your firing arc will always be on the same line as your left when you complete the maneuver. Vice versa for turning the other direction.

 

Similarly, when banking, the line from the back corner of your ship to the front center will be the same line as the back-center of your ending to it's front corner of the same side!

I would like to see this with some kind of graphic or picture or something. 

 

A picture/article showing it is linked about 6 or 7 posts up from yours.  Happy reading, it is a useful guide.



#56 Parravon

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Posted 14 July 2014 - 08:50 AM

He who shoots first gets to watch the pretty explosions


Rick   -   Hastings, New Zealand

Rebels: 3 X-Wing, 2 A-Wing, 1 Y-Wing, 1 B-Wing, 1 E-Wing, 1 HWK-290, 1 YT-1300

Imperials: 3 TIE Fighters, 3 TIE Int, 1 TIE Adv, 1 TIE Bomber, 1 TIE Phantom, 1 TIE Defender, 1 Firespray-31

Scum & Villainy: 2 Z-95 (planned), 1 Y-Wing (planned) + 1 HWK-290, 1 Y-Wing, 1 Firespray-31 (ready to go)


#57 RogueLieutenant

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Posted 14 July 2014 - 09:13 AM

He who shoots first gets to watch the pretty explosions

But he who shoots most will see more explosions. (a fact I'm unhappy with but that's another story)


Yeah, well, you know, that's just, like, your opinion, man.

 

Looking for a podcast that talks and writes about X-Wing (and other FFG Star Wars games)? 

Here you go: The Jodo Cast 


#58 Mu0n

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Posted 14 July 2014 - 09:24 AM

The first ship to sport a bank 3 green and an EPT slot will be amazing. I wished it was the E-Wing (and there was a long stretch of time of plenty of spoiled stuff for the E-Wing, but no revealed dial), but alas, it didn't become reality.


X[5]  Y[4]  A[5]  B[5]  H[3]  E[2]  Z[6]   YT-1300[2] GR-75 CR90

F[7]  A[2]  I[6]  B[5]  P[2]  D[3]  FS-31[2]  λ[2]


#59 Bohrdumb

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Posted 14 July 2014 - 10:02 AM

Destroying more points from your opponent's list, than they destroy of yours. will likely net you a win. 


5 X, 5 B, 3 A, 2 Y, 1 Hwk, 2 Es, 3 Zs, 1 YT 1300, 1 YT 2400, Rebel Aces

6 TIE, 2 TIE B. 2 Ints, 1 Adv, 1 Defender, 2 Phantoms, 1 Shuttle, 1 Firespray, Imp Aces


#60 Nickotine42

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Posted 14 July 2014 - 10:09 AM

Use astroids to your advantage. Force you opponent to fly through them and use them as def. buff for your ships.




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