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Major Tom

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  1. Like
    Major Tom got a reaction from DariusAPB in PSA: There is no pilot named "Chippy".   
    I'm English, French is tough culturally.
  2. Like
    Major Tom reacted to quasistellar in PSA: There is no pilot named "Chippy".   
    So, because you pointed this out, I am now going to refer to him exclusively as Chippy.
  3. Like
    Major Tom reacted to Red Castle in Reducing the Impact of Activation Phase Manoeuvring   
    If I were to listen to this forum, every **** ship in this game is overcost except for the flavor of the month.
     
    And upgrades can be the solution. This is what allows you to adapt to a situation/threat. Every ship has strenghts and weaknesses. Upgrades are there to compensate for them.
     
    The X-Wing is a reliable ship with a good offense and some versatility thanks to the astromech, but his weakness is that his dial is medium (no real disadvantage but no real strength either) and it has no way to maneuver after moving. It is possible to play it this way and can serve you right, remember that the 2013 world championship had 2 X-Wing in his build, one of them was a Rookie Pilot (I still consider it a solid build when flown right). But if you are to face a lot of build that can outmaneuver you because they take upgrades to do so, you need to adapt. The Phantom while uncloak is not that threatening, so they pay with ACD and VI to counter that weakness. Why shouldn't other ships pay to counter their weaknesses? To be harder to hit, the Falcon takes Engine Upgrade to dodge arc, why would it be bad for the X-Wing to also take Engine Upgrade if the player feel he needs to reposition after moving? They are paying for this, why shouldn't you?
     
    The game has evolve. It is not as user friendly as it used to be if you want to be competitive. You need to put some thought when building a team, trying to keep up with all the possible threats. And when playing, you need to overplay your opponent, where will he decloak with his Phantom, where is he planning to go with his Outrider so I can block him so he can't boost or barrel roll out of sight. You just don't take as many ship as you can and fly in a straight way and shoot. Go back one or two year ago and say a 2 ship build is viable and everybody would just laugh at you.
     
    PS is now a really important factor in this game, as it should be. Again, 1-2 years ago, the rule of team building was simple, fit as more ship and attack dice as you can, don't worry about PS since it is unimportant, take a name pilot only if you really want his ability. Generic pilots were the norm, except mainly for Biggs and Howl. People complained about it: ''Named pilots are useless, you're better to take one or two more ship than going elite.'' Now, with all the outmaneuvring possibility (boost, barrel roll, decloak) and abilities that trigger when you act (free action, ACD), moving last and shooting first is finally a really important factor in the game. You are not just paying for a pilot ability, you are paying for the privilege of knowing what's going on and shooting first.
     
    Before wave 4, the YT-1300 we saw the most was Chewie: he was much harder to kill because he was unaffected by crits and Flacons were easy to destroy since the norm was field as many ship as you can, and he cost less. Enter 3PO to help the Falcon survive a beating and PS starting to be a factor. Now we see much more Han than Chewie. Not because of his ability, I still consider Chewie ability stronger, but because he move last and shoot first. Being a better pilot is now relevant and isn't it how it should be? Isn't it why Han is the Pilot and Chewie the copilot? Isn't it why Wedge is the best pilot of the rebellion?
     
    You want to reduce the impact of activation phase maneuvring? Move last. PtL Dash move at PS7, Han move at 11 but can only boost, Soontir with PtL at 9 and IG-88 will top at 8. If you move after them, they still don't know where you go and it makes the planning phase MORE important, what the OP intention seems to be. If you only take generic pilots, you're asking for it, better pilots will outmaneuver you, as they should.
  4. Like
    Major Tom reacted to oneway in You Gotta Laugh!   
    For one group I game with, when we play X wing.. I provide all the ships for 2, 2 player games.. so I have 4 falcons.. I have 4 firesprays.. I have 5 shuttles... 4 imp aces.. 5 advanced.. and 4 of each ship except HWKs.. just 2, and 2 each of 2400 and VT49. Overall, I have 80 some odd ships, to provide for multiple players..
    Go ahead be mad at me.. not gonna bother me really..
  5. Like
    Major Tom reacted to Wretch in So the Ghost is really big. (Rebels episode 3 spoiler)   
    What about a pack with the Ghost as a large base ship and the shuttle as a small based ship and setting their points so that they can be combined for a 100 point build and use dials close to the yt1300 and HWK-290 respectively.
  6. Like
    Major Tom got a reaction from Punning Pundit in Using huge ships outside cinematic play   
    I do hope the use of the name, "Bigglesworth," on a forum about a fighters game is entirely intentional.
  7. Like
    Major Tom got a reaction from WWHSD in New Player "Quick Start" List Guide   
    Really excellent resource, thank you for putting this together.
    Not sure it wouldn't be too much work to be worthwhile but it would be handy if the lists had a note of what expansions are necessary to build them. That way new players can see what they can build with what they have or what they need for a list they want to try.
  8. Like
    Major Tom got a reaction from MajorJuggler in New Player "Quick Start" List Guide   
    Really excellent resource, thank you for putting this together.
    Not sure it wouldn't be too much work to be worthwhile but it would be handy if the lists had a note of what expansions are necessary to build them. That way new players can see what they can build with what they have or what they need for a list they want to try.
  9. Like
    Major Tom reacted to MajorJuggler in New Player "Quick Start" List Guide   
    This is a collection of squads that I have compiled, intended to help newer players grab a list quickly and jump right into playing, rather than having to spend a long time thinking up a list on the spot.
     
    Feedback is welcome, and let me know if I missed any original squad list citations.
     
    PDF Download:
    Quick Start List Guide v1.02 (90+MB download)
    Quick Start List Guide v1.02 (compressed images, 12+MB download)
     
    (Minor changes since 1.02 are in the ChangeLog at the bottom of the post - not yet updated in the PDF)
     
    Copyright notice: All card images and original game text in the linked PDF are copyright by LFL and FFG. The card images have been included in the PDF to help new players quickly identify cards, but are of a lower quality than the originals, and only the cards needed for the squads are cited. The use of the card images here should fall under fair use, but if FFG issues a cease and desist, then I will remove the linked PDF.
     
    Unreleased Content: Some of the squads here either require or recommend using proxy versions of unreleased but fully spoiled content from upcoming expansions, such as the TIE Advanced fixes in the Imperial Raider Epic ship expansion.
     
    For very new players: I strongly recommend using squads that are Medium difficulty or lower, and avoiding squads that require Moderate or Significant House Rule changes be competitive regardless if you choose to use House Rules.
     
    Difficulty level: Some squads are harder to fly than others. This does not mean that a squad is inherently better or worse, it just requires a higher player skill to reach a minimum level of performance. Each squad has a color coded difficulty listed as Very Easy, Easy, Medium, Hard, or Very Hard. 
     
    House Rules: All of the ships and all of the Archetypes are represented with both factions, but some of the resulting squads are inherently less effective than others. All of the squads here can be built without any House Rules. However, some squads include completely optional House Rules for balancing purposes. Each squad has a color coded description indicating roughly how much balancing is required for that squad to typically become competitive at a "top tier" level, listed as None, Minor, Moderate, and Significant. The squads in this post present the stock rules first, with House Rule options listed later.
     
    The thread for my complete House Rules is here. The specific rules used in this collection can be found in this spoiler tab:
    Main List Archetypes
     
    • Swarms: Many ships that maximizes the number of dice thrown and total durability. Commonly 6-8 TIE Fighters or 5+ small rebel ships. Imperials frequently have 1+ initiative bid to move first, to use Pilot Skill 1 TIE Fighters as blockers.
     
    • Fat Turrets: One expensive turreted ship, usually with some other smaller ships for support. Weak to swarms. Strong against Phantoms with either Gunner, higher pilot skill, or stress mechanics. 
     
    • Phantoms (with Advanced Cloaking Device): Good maneuverability and extremely high efficiency with Advanced Cloaking Device (ACD) when shooting before the opponent. Strong against swarms. Weak against stress or higher pilot skill. Typical 1+ point initiative bid to chose to shoot first.
     
    • Aces: A small number of high-skill ships that excel at outputting damage and / or maneuvering. Maneuverable Aces (TIE Interceptors) are typically weak to turrets without wave 6 AutoThrusters modification.
     
    • 4 small base ships: Four small ships of either faction that plays halfway between a swarm and an Aces list. 4-ship Rebel builds were very popular during wave 3, frequently with Biggs protecting high-attack ships. Imperials did not have many options here before the TIE Advanced fixes.
     
    • Control: Any list designed to restrict the opponent's movement and action options, such as by blocking, or adding stress or Ion tokens.
     
    • Ordnance: Uses missiles and torpedoes to attack with a devastating alpha strike, or bombs to control and cripple the enemy. Typically requires House Rules to be effective.
     
    • Miscellaneous: Anything else that doesn't quite fit any of the above archetypes.
     
     
    Imperial Swarms
    8 TIE Swarm
    4x Obsidian Squadron Pilots 4x Academy Pilots Points: 100
    History: Around since the start of the game, and won the 2014 French Nationals, 71 players. (Icareane)
    Difficulty: (4/5) Hard. When you absolutely must have more ships than your opponent, accept no substitutes to the 8 TIE Swarm.
    House Rules: None.
     

    7 TIE Howlrunner Swarm
    Howlrunner + Determination + Hull Upgrade Dark Curse 5x Academy Pilots Points: 98
    History: 2013 Worlds runner-up (Dallas Parker); modified here by using Hull Upgrade instead of Stealth Device as per his own comments in one of his interviews.
    Difficulty: (4/5) Hard. Flying 7 TIE Fighters in formation through asteroid fields, avoiding collisions after breaking formation, and keeping as many as possible within range 1 of Howlrunner is a mental exercise.
    House Rules: None.
     
     
    6 TIE Vader Swarm
    Darth Vader + TIE/x1 + Adv. Targeting Computer + Engine Upgrade Howlrunner 4x Academy Pilots Points: 100
    Unreleased content (required): TIE Advanced fix in Imperial Raider expansion.
    Difficulty: (3/5) Medium. Good damage output, and Vader with Engine Upgrade is an Ace.
    House Rules: None.
     

    6 TIE High Damage Swarm
    Howlrunner + Swarm Tactics Mauler Mithel + Swarm Tactics 2x Alpha Squadron Pilots 2x Academy Pilots Points: 99
    History: Did well during wave 3 Regionals.
    Difficulty: (3/5) Medium. Keep interceptors in the back to keep them alive. Weak against Pilot Skill 9+.
    House Rules (Minor): Alphas' cost reduced to 17. Add Hull Upgrade to Howlrunner (100 points).
     
     
    Lord Vader's Escort (Doom Shuttle Swarm)
    Omicron Group Pilot + Darth Vader 3x Obsidian Squadron Pilots 3x Academy Pilots Points: 99
    History: Originated during wave 3 in the 3rd Vassal Tournament (Greg Duncan aka "joynvengeance").
    Difficulty: (4/5) Hard. Lots of durability, but the Lambda Shuttle is the only high attack power ship.
    House Rules: None.
     
     
    Alabaster Hippo Ballet (Hybrid Swarm + Ace)
    Soontir Fel + Push the Limit + Autothrusters 2x Omicron Group Pilots + Fire-Control System Omicron Group Pilot Points: 99
    History: 2014 Online Galactic Cup Tournament Winner (Dominic Cairo). Modified here by removing Vader Crew and adding AutoThrusters on Fel.
    Difficulty: (5/5) Very Hard. Managing the Lambda Shuttles' extremely poor dials with opening positions and proper obstacle placement is difficult.
    House Rules: None.
     
     
    Imperial Fat Turrets
    Chiraneau + Whisper (Hybrid turret + Phantom)
    Chiraneau + Expose + Ysanne Isard + Rebel Captive + Experimental Interface Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control Systems Points: 99
    History: Won first recorded major wave 5 tournament. Sydney, Australia. (Morgan Reid)
    Difficulty: (3/5) Medium. Very large damage output from only 2 ships. Rear Admiral is straightforward to fly, but Whisper can be unforgiving. Weak to stress.
    House Rules: None.
     
     
    Chiraneau + Echo (Hybrid turret + Phantom)
    Chiraneau + Push the Limit + Ysanne Isard + Mara Jade + Engine Upgrade Echo + Veteran Instincts + Advanced Cloaking Device + Fire-Control Systems + Rebel Captive Points: 100
    History: A popular combination in wave 5, this particular list submitted by Ed Horne aka "EvilEd".
    Difficulty: (4/5) Hard. Echo is always difficult to fly, but both ships fly at PS8 providing some flexibility.
    House Rules: None.
     
     
    Kenkirk + Tempest
    Commander Kenkirk + Push the Limit + Ysanne Isard + Rebel Captive + Engine Upgrade 2x Tempest Squadron Pilot + TIE/x1 + Accuracy Corrector Points: 100
    Difficulty: (2/5) Easy. Kenkirk is durable and can boost during the Combat phase after he has taken a hull damage. TIE Advanced are also durable, do consistent damage, and are best at range 2.
    Unreleased content (required): TIE/x1 from Imperial Raider expansion
    House Rules: None.
     

    Ramming Speed!
    Captain Oicunn + Daredevil + Ysanne Isard + Rebel Captive + Mara Jade + Engine Upgrade + Dauntless 2x Black Squadron Pilots + Wingman + Hull Upgrade Points: 99
    Difficulty: (3/5) Medium. Dauntless + Daredevil allows Oicunn to deal 2 damage to a target by ramming it. Keep the TIEs at range 1 of Oicunn to remove both stress in the combat phase. The FAQ changed Daredevil from being a red maneuver to a white maneuver + stress token.
    House Rules: None.
     
    Note: The Dauntless title triggers after the "execute maneuver" step but before "check stress" step of the activation phase. This has strange implications. In order, these are the steps that are performed during the activation phase when performing a maneuver and then performing daredevil via Dauntless. Reveal Dial. Set Template. Execute Maneuver. If you collide with a ship then Oicunn deals one damage to it. a) If you had no stress at the start of the activation phase, and you overlapped another ship while maneuvering, then you may trigger Dauntless. b) Use Dauntless to trigger Daredevil, performing a white 1 turn. If you collide with a ship then Oicunn deals one damage to it. c) Receive 1 stress token from Daredevil. d) Receive 1 stress token from Dauntless. Check Pilot Stress: if you revealed a green maneuver, then remove one stress token. If you revealed a red maneuver, then gain one stress token. Some implications are: Performing the free action from Dauntless after revealing a green maneuver will immediately remove one stress token obtained from the Dauntless title. Gaining an additional stress token from Daredevil will result in Oicunn having only 1 stress at the end of the round instead of 2. If Oicunn starts the phase with a stress token, then he cannot trigger Dauntless regardless of what maneuver he revealed, since the stress is not removed until step 4. If Oicunn starts the activation phase without a stress, then he can perform a red maenuever (which is only possible with a critical hit effect), collide with a ship to trigger Dauntless, then trigger Daredevil, and then finally receive 3 stress tokens.  
    TIE Phantoms
    Whisper + mini-swarm
    Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control System + Rebel Captive Howlrunner + Swarm Tactics 3x Academy Pilots Points: 98
    History: 2014 Worlds runner-up (Morgan Reid)
    Difficulty: (3/5) Medium.
    House Rules: None.
    Alternate options: Drop Swarm Tactics, add Hull Upgrade to Howlrunner (99 points).
     

    Whisper / Fel / Yorr
    Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control System + Gunner Soontir Fel + Push the Limit + Autothrusters Omicron Group Pilot + Fire-Control System Points: 99
    History: 2014 U.S. Nationals Winner. GenCon. (Rick Sidebotham). Modified here by downgrading Captain Yorr to Omicron Group Pilot + Fire-Control System, and adding Autothrusters to Fel.
    Difficulty: (4/5) Hard. "Turtle" Whisper evades for action, then ends up cloaked with evade + focus after shooting. 
    House Rules: None.
     
     
    6 Sigma
    Echo + Veteran Instincts + Advanced Cloaking Device + Sensor Jammer + Rebel Captive 2x Sigma Squadron Pilots + Stygium Particle Accelerator + Enhanced Scopes + Intelligence Agent Points: 100
    History: Top 32 at Worlds 2014 (Aaron Bonar aka "Kinetic Operator").
    Difficulty: (5/5) Very Hard. Very high damage output but extremely unforgiving to errors. Almost certainly the hardest squad to fly in this entire collection. Enhanced Scopes and Intelligence Agent allow you to move first and block your opponent.
    House Rules (Minor): Sigma Squadron Pilots reduced in cost from 25 to 24 points. This saves 2 points for an initiative bid, upgrading Echo to Whisper, tweaking upgrades, or upgrading one Sigma to a pilot skill 5 Shadow Squadron Pilot (House Rule cost reduction from 27 to 26).
     
    Imperial Aces
    The Three Amigos (Vader / Soontir Fel / Turr)
    Darth Vader + Predator + TIE/x1 + Adv. Targeting Computer + Engine Upgrade Soontir Fel + Push the Limit + Royal Guard TIE + Autothrusters + Targeting Computer Turr Phennir + Veteran Instincts + Autothrusters Points: 99
    History: Vader / Fel / Turr combination popular during wave 2. Updated here with new upgrades.
    Difficulty: (5/5) Very Hard. Extremely low hit point list, unforgiving to errors.
    Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion.
    Alternate options: Downgrade Predator to Lone Wolf on Vader, and Upgrade Targeting Computer to Hull Upgrade on Soontir Fel (still 99 points).
    House Rules: None.
     

    Whisper / Vader / Soontir Fel
    Whisper + Veteran Instincts + Advanced Cloaking Device Darth Vader + TIE/x1 + Adv. Targeting Computer Soontir Fel + Push the Limit + Autothrusters Points: 99
    Difficulty: (4/5) Hard. Another all PS9 list but with Whisper instead of Turr for more firepower. Vader is less maneuverable.
    Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion.
    House Rules: None.
     
     
    Vader / Soontir Fel / Jax
    Darth Vader + TIE/x1 + Adv. Targeting Computer Soontir Fel + Push the Limit + Autothrusters + Royal Guard TIE + Hull Upgrade Carnor Jax + Push the Limit + Autothrusters + Royal Guard TIE + Hull Upgrade Points: 99
    Difficulty: (4/5) Hard. Jax flies in close at range 1 to disrupt enemy action economy.
    Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion.
    Alternate options: Equip Stealth Device instead of Hull Upgrade on Soontir Fel. 
     
     
    Imperial 4 Ship
    Vader's Entourage
    Darth Vader + Predator + TIE/x1 + Adv. Targeting Computer + Engine Upgrade 3x Tempest Squadron Pilot + TIE/x1 + Accuracy Corrector Points: 100
    Difficulty: (2/5) Easy. A fairly forgiving list to fly, the 3 Tempests should use their actions defensively and attempt to stay at range 2. Vader is the only counter to Aces or arc dodgers, so keep him safe.
    Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion.
    Alternate options: Drop Predator (3 points) for Lone Wolf (2 points) on Vader, and save 1 point for an initiative bid.
    House Rules: None.
     
    Imperial Control
    Kath + Stress Cows
    Kath Scarlet + Predator + Rebel Captive 2x Omicron Group Pilots + Gunner + Tactician Points: 100
    Difficulty: (4/5) Hard. Lambda Dials are extremely poor, but they will do consistent damage when they have targets in arc. 
    House Rules (Moderate): Kath Scarlet's ability changed to deal stress if an opponent cancels a critical hit or a hit.
     
    Imperial Ordnance

    Victory is Mined
    Omicron Group Pilot + Darth Vader 4x Scimitar Squadron Pilot + Proximity Mines Points: 100
    History: Went 4-2 in both Flight 1 and Flight 2 at 2014 Worlds (Mark Fletcher aka "Sable Gryphon").
    Difficulty: (4/5) Hard. Getting Proximity Mines to land can be challenging, especially against Aces or Turreted ships.
    House Rules: None.
     
     
    Jonus Bombers
    Captain Jonus 3x Scimitar Squadron Pilots + Proton Torpedoes + Cluster Missiles + Seismic Charges Points: 100
    Difficulty: (3/5) Medium. Acquiring Target Locks on the desired targets is the hardest part.
    House Rules (Significant): Proton Torpedo, Concussion Missile, Cluster Missiles cost all reduced from 4 to 3. Captain Jonus cost reduced from 22 to 21, resulting in (99 points):
    Captain Jonus + Push the Limit + Concussion Missiles 3x Scimitar Squadron Pilots + Proton Torpedoes + Cluster Missiles + Seismic Charges  
    Miscellaneous Imperial
    Triple Defenders
    Colonel Vessery + Adrenaline Rush + Engine Upgrade 2x Delta Squadron Pilots Points: 100
    Difficulty: (3/5) Medium. Delta Squadron Pilots acquire Target Locks which increases Vessery's damage output.
    House Rules (Significant): Delta Squadron Pilots cost reduced from 30 to 27. Remove Adrenaline Rush and add Heavy Laser Cannon to Vessery, resulting in (100 points):
    Colonel Vessery + Heavy Laser Cannon + Engine Upgrade 2x Delta Squadron Pilots  
     
    Triple Bounty Hunters
    3x Bounty Hunter Points: 99
    History: Triple Bounty Hunters at 99 points has on very rare occasion done well in tournaments, but is generally underpowered without House Rules.
    Difficulty: (3/5) Medium. Three Bounty Hunters have a lot of durability, and their main trick is their rear arc. With House Rules the remaining 7 points can be used to purchase bombs, or crew cards instead.
    House Rules (Moderate): Bounty Hunter cost reduced from 33 to 31. Allows addition of 1 Recon Specialist and 2 Seismic Charges, resulting in (100 points):
    Bounty Hunter + Recon Specialist 2x Bounty Hunter + Seismic Charges  
     
    The Jonus Brothers
    Captain Jonus + Swarm Tactics + Seismic Charges 2x Delta Squadron Pilots + Heavy Laser Cannon Points: 100
    Difficulty: (3/5) Medium. The Defenders can quickly get and stay in range 1 with no 1 forward and a white K-turn, mitigating the usefulness of Heavy Laser Cannon and Jonus's rerolls.
    House Rules (Significant): Delta Squadron Pilot cost reduced from 30 to 27. Jonus cost reduced from 22 to 21. Concussion Missiles cost reduced from 4 to 3. Switch Swarm Tactics to Push the Limit, and add two Concussion Missiles to Jonus, resulting in:
    Captain Jonus + Push the Limit + 2x Concussion Missiles + Seismic Charges 2x Delta Squadron Pilots + Heavy Laser Cannon  
     
    Rebel Swarms
    BBBBZ
    4x Blue Squadron Pilot Bandit Squadron Pilot  
    Points: 100
    History: 2014 Canadian Nationals Runner-up. (Ron Brannan) 
    Difficulty: (2/5) Easy. Another high hit point squad, this one with more attack power but less agility. Weak against Aces lists.
    House Rules: None.
     
    BXXZZZ
    Blue Squadron Pilot 2x Rookie Pilots 3x Bandit Squadron Pilots Points: 100
    History: An evolution of BXXYY, which made Top 8 at 2013 Worlds (Jim Blakley).
    Difficulty: (2/5) Easy. Lots of attack power and lots of hit points. Aim at the enemy and shoot it. Very weak against Aces lists.
    House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on both X-wing Rookie Pilots.

    Tarn + A's
    Tarn Mison + R7 Astromech 5x Prototype Pilots + Chardaan Refit Points: 100
    Difficulty: (3/5) Medium. Lots of durability, but lower attack power gives this squad some difficult matchups.
    House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on Tarn Mison.
     
     
    6A's
    2x Green Squadron Pilot + Push the Limit + Chardaan Refit 4x Prototype Pilots + Chardaan Refit Points: 100
    Difficulty: (3/5) Medium. High durability and maneuverability but low attack. Good for learning how to maneuver.
    House Rules: None.
     
     
    Rebel Fat Turrets
    Han Shoots First
    Han Solo + Marksmanship + Chewbacca + Gunner 2x Rookie Pilots Points: 100
    History: The first popular Han Solo list. 2013 Worlds Top 8 (Ivan Pastor) and Top 16 (Ryan Krippendorf).
    Difficulty: (2/5) Easy. 
    House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilots. Marksmanship cost reduced from 3 to 2, then for 1 point add Tactical Jammer modification or Millennium Falcon title.
     

    Fat Han
    Han Solo + Predator + C-3PO + Luke Skywalker + Engine Upgrade + Millennium Falcon 3x Bandit Squadron Pilots Points: 100
    History: The stereotypical "Fat Han" build during wave 4.
    Difficulty: (2/5) Easy. C-3P0 + Millennium Falcon title allow for 2 automatic evades per round, making it a very difficult ship to kill in the late game. Reasonably strong against Phantoms, and weak against swarms.
    House Rules: None.
     

    Super Fat Han
    Han Solo + Predator + C-3PO + R2-D2 + Engine Upgrade + Millennium Falcon 3x Tala Squadron Pilots Points: 100
    History: 2014 Worlds Winner (Paul Heaver)
    Difficulty: (2/5) Easy. This build has 3 damage mitigation per turn once R2-D2 kicks in, making it extremely strong against Fat Han. Weak to swarms.
    House Rules: None.
     
     
    Lando and Chewie (double turrets)
    Lando Calrissian + Push the Limit + Nien Nunb + C-3PO + Millennium Falcon Chewbacca + Veteran Instincts + Jan Ors + Recon Specialist Points: 100
    History: Winner at 2014 Canadian Nationals.
    Difficulty: (2/5) Easy. Both ships fly at PS7, Lando passes Chewbacca a free action, and both ships fly very defensively. Poor matchups against some swarm and phantom builds.
    House Rules: None.
     

    Border Dash
    Dash Rendar + Push the Limit + Heavy Laser Cannon + Outrider + Kyle Katarn + Engine Upgrade Wild Space Fringer + Heavy Laser Cannon + Gunner Points: 100
    History: Fall 2014 Team Covenant Open (online) Runner-up (Theorist)
    Difficulty: (4/5) Hard. Dash effectively has 3 actions per turn and can arc-dodge generic pilots with ease, but dies quickly if boxed in or chased down by higher pilot skill ships. The Fringer's best use is generally shooting at anything that chases Dash.
    House Rules: None.
     
     
    Super Dash and friends
    Dash Rendar + Push the Limit + Heavy Laser Cannon + Outrider + Kyle Katarn + Engine Upgrade Bandit Squadron Pilot 2x Prototype Pilots + Chardaan Refit Difficulty: (3/5) Medium. Anchored by 58 Dash like the Border Dash list, but uses three generic ships to add some more meat to help to fill out the list against swarms. They make good blockers, but are weak against aces.
    House Rules: None.
     
     
    20 Yard Dash (Hybrid Turret + Ace)
    Dash Rendar + Lone Wolf + Recon Specialist + Heavy Laser Cannon + Outrider Corran Horn + Push the Limit + R2-D2 + Fire-Control System + Hull Upgrade Points: 100
    History: Fall 2014 Team Covenant Open (online) Top 4 (Sideslip)
    Difficulty: (4/5) Hard. Dash is not as mobile as the other 58 Dash builds, but with Recon Specialist and Lone Wolf is potentially more durable. Corran Horn is an excellent late game closer but can get focused down early.
    Alternative options: 58 Dash (See Border Dash); Corran + Veteran Instincts + R2-D2 + Fire-Control System.
    House Rules: None.
     
     
    Rebel Aces
    Wedge, Luke, Biggs
    Wedge + Push the Limit + R2 Astromech + Engine Upgrade Luke Skywalker + Draw Their Fire + R2-D2 Biggs Darklighter + R4-D6 + Shield Upgrade Points: 100
    History: An early 3-ship X-wing combination that was popular in wave 1 and 2. Essentially obsolete after wave 3.
    Difficulty: (4/5) Hard. Reasonable attack power but overall durability is on the lower side. Requires careful maneuvering to keep Biggs, Luke, and Wedge all within range 1 of each other with Biggs in the rear. Opponents must attack Biggs, Luke pulls off critical hits and regenerates shields, and Wedge hits like a hammer with Target Lock + Focus.
    House Rules (Moderate): X-wing Hull Refit (+1 Hull) on all 3 X-wings, at a cost of 1 for Wedge and Biggs, and 0 for Luke. On Biggs, drop Determination and downgrade Shield Upgrade to Hull Upgrade. Biggs has 5 hull, Luke and Wedge have 4 hull. House Rules squad (100 points):
    Wedge + X-wing Hull Refit + Push the Limit + R2 Astromech + Engine Upgrade Luke Skywalker + X-wing Hull Refit + Draw Their Fire + R2-D2 Biggs Darklighter + X-wing Hull Refit + Hull Upgrade  
     
    Wedge, Wes, Keyan
    Wes Janson + Veteran Instincts Wedge + Opportunist + R2 Astromech Keyan Farlander + Opportunist + Advanced Sensors Points: 100
    History: A modification of a similar Wedge/Wes/Luke list originated in wave 3 Regionals, placing Top 4 at Monroeville, PA (Charles Gillespie aka "Osoroshii"). 
    Difficulty: (4/5) Hard. Devastating attack power on a single target, with Wedge and Keyan triggering Opportunist off of Wes's token removal. Weakness: low durability even with House Rules, and potentially vulnerable to Aces lists.
    House Rules (Moderate): Wes Janson cost reduced from 29 to 28. X-wing Hull Refit (+1 Hull) on both X-wings, at a cost of 1 for Wedge and 0 for Wes, so total squad cost still 100 points.
     

     
    Rebel 4 Ship
    Biggs Walks the Dogs
    Biggs Darklighter 2x Dagger Squadron Pilots + Advanced Sensors Rookie Pilot Points: 100
    History: 2013 Worlds Winner (Paul Heaver)
    Difficulty: (3/5) Medium. Biggs provides cover from the rear. The B-wings leverage their pilot skill and Advanced Sensors to retain their action while bumping, or barrel roll to get out of arc of lower pilot skill ships.
    House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilot.
     
     
    Blue Thunder
    2x Blue Squadron Pilots + Heavy Laser Cannon 2x Rookie Pilots Points: 100
    History: Placed well in the 2013 Galactic Cup online tournament.
    Difficulty: (2/5) Easy. Lots of firepower but weak to arc dodgers. Keep the B-wings in the rear with HLC.
    House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilots.


    Luke and Rookies
    Luke Skywalker + Draw Their Fire + R2-D2 + Shield Upgrade 3x Rookie Pilots Points: 100
    History: 2013 Worlds Top 4 (Jonathan Gomes).
    Difficulty: (3/5) Medium. Luke stays in the back and pulls critical hits away from the Rookies.
    House Rules (Moderate): Free X-wing Hull Refit (+1 Hull) on all X-wings.
     
     
    Corran, Biggs, and Bandits
    Corran Horn + Push the Limit + R2-D2 + Fire-Control System + Shield Upgrade Biggs + Hull Upgrade 2x Bandit Squadron Pilot Points: 100
    History: 2014 Worlds Top 16 (Nathan Eide).
    Difficulty: (3/5) Medium. Biggs provides cover in the back while Corran makes an Excellent closer.
    House Rules: None.
     
     
    Four Blues
    4x Blue Squadron Pilots + Advanced Sensors Points: 100
    History: Placed well in some wave 3 Regionals.
    Difficulty: (1/5) Very Easy. B-wings can take their action and bump, or take their action and K-turn. Very respectable firepower and durability, but weak to higher pilot skill Aces.
    Alternate options: Replace one Blue with Biggs. (Paul Heaver's "Designated Driver" list, difficulty 2/5).
    House Rules: None.
     
     
    Roark + Cracken + Blues
    Roark Garnet + Blaster Turret + Moldy Crow + Chewbacca Airen Cracken + Swarm Tactics 2x Blue Squadron Pilot + Fire-Control System Points: 99
    History: Winner at wave 4 Spanish Nationals, 149 players. (Tomás Vargas Serrano)
    Difficulty: (3/5) Medium. Roark + Cracken with Swarm Tactics lets you shoot at either PS 12/8/8/4, or 12/12/4/2, giving some flexibility against TIE Phantom lists.
    House Rules: (Minor): Moldy Crow cost reduction from 3 to 2 points, leaving 2 points for upgrades, but there are no obvious upgrades here for only 2 points.
     
     
    Rebel Control
    Panic Attack
    3x Blue Squadron Pilots + B-wing/E2 + Tactician Gold Squadron Pilot + Ion Cannon Turret + R3-A2 + BTL-A4 Points: 100
    History: 2014 Worlds Top 8 (Jonathan Gomes) and Top 32 (Scott Williams, aka "Mr Froggies"). Modified here by adding BTL-A4 title to the Gold Squadron Pilot.
    Difficulty: (4/5) Hard. Excellent stress inducing control, but requires range 2 on the B-wings to activate.
    House Rules: None.
     
     
    Rebel Convoy
    2x Outer Rim Smugglers 2x Gold Squadron Pilots + Ion Cannon Turret Points: 100
    History: 2013 Worlds Top 16 (Aaron Bonar, aka "Kinetic Operator").
    Difficulty: (3/5) Medium. Lots of hit points, turrets, and board control, but low attack power.
    Alternate Loadout (optional): BTL-A4 title to both Gold Squadron Pilots for even more attack power.
    House Rule (Minor): Add "Junkyard Deal" to both Outer Rim Smugglers to equip Anti-Pursuit Lasers and two Intelligence Agents to each for free.
     
     
    Rebel Warthogs
    Gold Squadron Pilot + Ion Cannon Turret + BTL-A4 Y-wing + R3-A2 3x Gold Squadron Pilot + Ion Cannon Turret + BTL-A4 Y-wing + Seismic Charges Points: 100
    Difficulty: (3/5) Medium. Each Y-wing can attack twice per round, resulting in excellent damage and control.
    House Rules: None. 
     
     
    Rebel Ordnance
    Rebel Firestorm
    Airen Cracken + Veteran Instincts + Cluster Missiles Horton Salm + 2x Proton Torpedoes "Dutch" Vander + Proton Torpedoes Bandit Squadron Pilot + Concussion Missiles Points: 100
    Difficulty: (3/5) Medium. Cracken firing Cluster Missiles counts as 2 attacks, so his ability to grant a free action can trigger twice in one turn. Chaining this with Dutch Vander's means that you can potentially gain three Target Locks during the Combat phase at PS10.
    House Rules (Significant): (100 points). Y-wing Turret Refit added to Horton and Dutch, which consumes the Turret slot at a cost of -2 points each. Proton Torpedo and Cluster Missiles cost reduced from 4 to 3. Assault Missiles cost reduced from 5 to 4. Horton Salm: gains an Elite Pilot Talent, equipped with Push the Limit; add R2 Astromech. Bandit Squadron Pilot + Concussion Missiles replaced by Lieutenant Blount + Assault Missiles, whose cost is reduced from 17 to 16. Final list at 100 points:
    Airen Cracken + Veteran Instincts + Cluster Missiles Horton Salm + 2x Proton Torpedoes + Push the Limit + R2 Astromech + Y-wing Turret Refit "Dutch" Vander + Proton Torpedoes  + Y-wing Turret Refit Lieutenant Blount + Assault Missiles  
     
    Scum Swarms
    Bug Zappers
    7x Binayre Pirates + Feedback Array Points: 100
    Difficulty: (3/5) Medium. This squad has respectable firepower and durability, and can take down high agility ships at range 1 using Feedback Array.
    House Rules: None.
     
     
    Mux's Mooks (Hybrid Swarm / Control)
    Torkil Mux + Ion Cannon Turret 2x Black Sun Soldier 2x Syndicate Thugs + Ion Cannon Turret + BTL-A4 Y-wing + R4 Agromech Points: 100
    Difficulty: (3/5) Medium. This squad excels at dice raw attrition and control. The Y-wings with the BTL-A4 title and R4 Agromech bring most of the damage, and 3 Ions can lock down a single large ship, or several smaller ships. Remember that you are allowed to spend a focus token to change 0 eyeballs to hits in order to trigger the R4 Agromech to gain a Target Lock. Torkil Mux can force one ship to PS0, which is frequently destroyed before it can even fire.
    House Rules: None.
     
    Scum Aces
    BroBots
    IG88-B + Predator + Mangler Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners IG88-C + Predator + Mangler Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners + Seismic Charges Points: 100
    Difficulty: (3/5) Medium. A well-rounded dual IG-88 list that has considerable action economy and maneuvering tricks. Weak against stress mechanics and PS7+ maneuverable ships.
    House Rules: None.
     
    Bounty's Nightmare
    Boba Fett + Veteran Instincts + Inertial Dampeners + Engine Upgrade + Tactician + Andrasta + 2x Seismic Charges IG88-B + Veteran Instincts + Inertial Dampeners + Heavy Laser Cannon + Advanced Sensors + Autothrusters History: A variant of the effective Fett + IG88-B combination pioneered by Mark Fletcher ("Sable Gryphon"), winning a 27 player Store Championship and with slight updates from him here.
    Points: 100
    Difficulty: (4/5) Hard. Very good pilot skill and tricks, but lower raw damage compared to other lists.
    House Rules: None.
     
    Yin and Yang
    IG88-B + Lone Wolf + Mangler Cannon + Sensor Jammer + Autothrusters + IG-2000 IG88-D + Expert Handling + Heavy Laser Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners History: Pioneered by Doug Kinney ("hothie").
    Points: 99
    Difficulty: (4/5) Hard. A highly asymmetric list that requires considerable skill to fully fly to its advantages. Enemy Target priority is difficult as IG88B is a late game defensive monster, and 88D deals out lots of damage.
    House Rules: None.
     
    Terminators
    IG88-B + Lone Wolf + Heavy Laser Cannon + Fire-Control System + Autothrusters + IG-2000 IG88-D + Outmaneuver + Heavy Laser Cannon + Fire-Control System + Autothrusters + IG-2000 Points: 99
    Difficulty: (4/5) Hard. This dual IG-88 lists is designed to do the maximum and most consistent damage as possible. IG88-B's ability in conjunction with Fire Control System results in a 4-dice "buzzsaw" at range 2-3, and IG88-D allows the ships to reposition themselves to catch other ships out of arc, triggering Outmaneuver. Weak against PS7+ maneuverable ships.
    House Rules: None.
     
    Opportunity Knocks
    Palob Godalhi + Opportunist + Blaster Turret + K4 Security Droid + Moldy Crow Tansarii Point Veteran + Opportunist + "Heavy Scyk" Interceptor + Heavy Laser Cannon Guri + Opportunist + Autothrusters Points: 100
    Difficulty: (4/5) Hard. This squad is all PS5 and can deal a huge amount of damage, but has very little overall durability. All three ships are glass cannons to varying degrees. The M3-A Scyk is the most extreme glass cannon, and Palob is not too far behind. Guri should fly up close to maximize damage, Palob should be flying around at range 2, and the M3-A should try and stay at long range for as long as possible. Weak against PS6+.
    House Rules: None.
     
    Scum 4 ship
    Serissu's Heavy Scyks
    Serissu + Swarm Tactics 3x Cartel Spacer + "Heavy Scyk" Interceptor title + Heavy Laser Cannon + Hull Upgrade Points: 100
    Difficulty: (3/5) Medium. This squad is designed to throw a lot of dice at your opponent while making target priority difficult. The Cartel Spacers are glass cannons even with the Hull Upgrade and Serissu's friendly buff. Weak against PS9+ and arc dodgers.
    House Rules: None.
     
     
    Scum Control
    Thug Life
    4x Syndicate Thugs + Ion Cannon Turret + BTL-A4 Y-wing + R4 Agromech History: An early entry to this Starter List, and later won an 18 player Store Championship in Fresno, CA.
    Points: 100
    Difficulty: (3/5) Medium. Each Y-wing can attack twice per round, resulting in excellent damage and control. The R4 Agromech further increases the damage and Ion reliability at no tactical cost. Note: focus tokens can be spent even if no eyeballs are rolled, modifying zero dice but gaining a target lock.
    House Rules: None.
     
      Scum Turrets
     Greedo's Grinders
    Torkil Mux + Autoblaster Turret 3x Syndicate Thug + Autoblaster Turret Spice Runner + Autoblaster Turret + Greedo History: Pioneered by Scott Williams ("Mr. Froggies")
    Points: 100
    Difficulty: (3/5) Medium. This squad is very strong once its ships get the inside track and can force the range 1 death bubbles. The Spice Runner shoots last at PS1, so Greedo Crew usually activates, delivering a crit to the target. Weakness: enemy turrets that can stay beyond range 1, and low agility ships.
    House Rules: None.
     
     
    ChangeLog

  10. Like
    Major Tom reacted to Sethis in New Player "Quick Start" List Guide   
    My worry is that a significant proportion of these lists require house rules to function as written. House rules are not FAQs or Errata, and have no weight whatsoever at events, or indeed anywhere else. A good way to make your opponent **** wary about you as a person from the get-go is to say "Hi, my name is... I built a list, but do you mind if I reduce the cost of all ordnance by 1pt so I can fit loads of missiles into my ships?"
    House rules have a place, but it's between friends and long term club members, not as a starting point for new players who are trying to meet new people, turn up at clubs or events for the first time and so on. Frankly I wouldn't put any house rules in this thread at all, just keep it stocked with archetype examples - so a couple of swarm lists, a couple of mini swarms, etc etc, all using official rules. That would serve new players a lot better than lists that don't actually work with current rules and ship availability.
  11. Like
    Major Tom got a reaction from Moore84 in Seems like no one likes using the yt 2400???   
    Ran a very similar build to that against a friend of mine a few days back with great success. Dash the same, Corran with R2 D2, Marksmanship, EI and FCS.
  12. Like
    Major Tom got a reaction from UnfairBanana in Seems like no one likes using the yt 2400???   
    Ran a very similar build to that against a friend of mine a few days back with great success. Dash the same, Corran with R2 D2, Marksmanship, EI and FCS.
  13. Like
    Major Tom got a reaction from Plainsman in 3rd-Party Barrel Roll Tokens??   
    Why not just have a spare base handy and use that with the standard move template to see if you have space?
  14. Like
    Major Tom got a reaction from UnfairBanana in 3rd-Party Barrel Roll Tokens??   
    Why not just have a spare base handy and use that with the standard move template to see if you have space?
  15. Like
    Major Tom got a reaction from oneway in 3rd-Party Barrel Roll Tokens??   
    Why not just have a spare base handy and use that with the standard move template to see if you have space?
  16. Like
    Major Tom got a reaction from DagobahDave in 3rd-Party Barrel Roll Tokens??   
    Why not just have a spare base handy and use that with the standard move template to see if you have space?
  17. Like
    Major Tom reacted to nekomatafuyu in ungracious forum behaviour   
    To sum up: We could have a lighthearted, friendly community, including fun parodies of the generic topics that get wheeled out on a seemingly weekly basis, but apparently corporate websites are meant to be dark, foreboding affairs...
  18. Like
    Major Tom reacted to Gadge in Is Bacon becoming overpowered.   
    Guys im concerned that a breakfast list just isnt viable without bacon anymore.
     
    I sometimes have just beans and eggs on toast like yesterday but foudn without bacon it wasnt as strong.
     
    I've even noticed that nearly every burger or sandwich you can get as expansion packs to your days meals has a bacon upgrade...
     
    its crazy when you cant sell a sandwich without putting bacon to compete with the breakfast/brunch/lunch current meta.
     
    I tried proxying with veggie 'facon' bacon but my wife refused to let me put unnoficial bacon products on the plate.
     
    The sky is falling....
  19. Like
    Major Tom reacted to DreadStar in Two Y-Wings took my decimator for a walk, have not seen it since, please advise.   
    @Corellian
    Or you just got outplayed by him when 3 Ties 1 Y. If you put evades on all of them is actually quite unlikely for him to get through their agility, you just need to keep guessing right where he is going to go, but eventually you win, or atleast, in my experience, and that was why i assumed he was lucky, but maybe he just played better that part of the game than you.
     
    I don't mean this as offensive or rude in any manner, sorry if i had phrased this poorly, too baked right now to english.
  20. Like
    Major Tom got a reaction from DagobahDave in Scenario: Escape from the Death Star   
    Good point. How about if you go back to a 3x3 mat and say that the Falcon cannot escape off an edge before turn 5 and must leave before turn 7. The Rebel player gets 1 point per TIE/ln destroyed, the Imperial player gets 2 points per point of hull damage the Falcon takes. Victory goes to the player with the most points.
  21. Like
    Major Tom reacted to SableGryphon in Flight School - Lambda 101   
    Welcome to Flight School. I know you are furious that you were promoted from prestigious fighter pilot to shuttle pilot. The shuttle is an extremely difficult craft to fly well and it is easy to make a game ending mistake. Here, I want to talk about Engine Upgrade, what it means for your Lambda and how to avoid common initial mistakes.
     
    First, though, I need to speak on firepower. The Lambda's main weapon is on par with the strongest primary weapons in the game. 3 dice attack is quite potent, the same as the much lauded X-Wing, Named Falcon, and the Firespray. It's a potent main weapon. The shuttle enhances this by being the only craft that can currently possess both a crew slot and a systems slot. My recommendation here is always Fire Control System and Gunner. But why?
     
    Fire Control System gives a ship a wonderful ability. After any attack, you may gain a target lock on your target. Sadly, this is after an attack. Still, free target locks are great and makes the use of your action to boost less painful. Still, this upgrade doesn't help you unless you can target the same victim twice, right?
     
    Gunner is another great upgrade. If you miss an attack (All rolled Hits and Crits are avoided by Evade dice or tokens), you may immediately make a PRIMARY weapon attack. It doesn't have to be on the same target.
     
    Together, these two upgrades create an incredibly powerful combination. This is because, when you have multiple effects that activate following an attack, you get to choose which order they are resolved. This results in the following order of operations.
     
    1) Declare Target
    2) Initiate Attack 1
    3) Resolve Attack 1
    4) Gain Target Lock from FCS
    5) If Attack 1 missed, Initiate Attack 2
    6) Use Target Lock gained in Attack 1
    7) Resolve Attack 2
    8) Gain Target Lock again
     
    Against high evade targets, you become far more likely to hit and it insulates you from a single bad roll or excellent defense roll. But the shuttle has a notoriously bad dial. Now we have to orient these heavy guns. Well first you need to understand your craft, it's propulsion capabilities, and most importantly you must stop trying to fly this like a fighter craft.
     
    A note on naming convention. From here on, this craft will affectionately be known by <synonym for white> <space term> <large herbivore>.
     
    Most people think the albino stellar cow is a slow craft. However, with enhanced propulsion, what they mean is that it doesn't turn well. Take, for example, the A-Wing. Often lauded as one of the fastest craft in production, we shall assume both are burning full out, moving their maximum distance followed by a boost. How much further ahead does the A-Wing get?
     

     
    As you can see, they are dead even at the end. This is because of the large base of the alabaster void bison. The boost means that you add the distance of your base twice to the total distance moved. Here, our lovely ship moved 3 forward plus 1 forward plus 2 for the base plus another 2 for the base for a total of 8. The A-Wing moves 5 forward, plus 1 for boost, plus 1 for it's base twice for 2. A total of 8. That's right, our snowy stellar reindeer can keep pace with some of the fastest craft yet devised. Indeed, this is fast enough to move outside the firing range of a craft behind you.
     
    Unfortunately, this ghostly star oryx simply does not have the turning radius to out turn such a craft. As we can see here, the diameter of a turn of 1 bank plus 1 bank boost is significant:
     

     
    You will not be able to out-turn most craft. But not that, while you can't perform a Koiogran turn in this craft, the degrees of turn are on par with most craft using this method. You cover an incredible amount of distance with this ship moves.
     
    Unfortunately, this leads to one of the single biggest piloting mistakes. During the initial approach to engagement, one should never, ever be in the center of the formation. Why you ask? The center seems perfect. It gives you options whether to go left or right. It puts you in the center of the region and able to control it. Or does it?
     
    Here's the problem. The turning radius is so sharp and the engagement area is so small, once you commit to a turn either direction, you must complete that turn. This makes you extremely predictable.
     
    If you refer back to our A-Wing race, you can see that the shuttle's speed is such that it spans half of the distance between forces in a single turn. This shall be used as the reference point for the rest of this lesson.
     
    Let us assume you raced forward only to find that your opponents have veered off to one side. Your fighter instincts kick in and you decide to use this to your advantage. After all, it seems you are in a perfect position to flank them. So you continue full out for another round. Now you just need to turn to face the delicious hindquarters of your prey. Taking the lessons you learned about the turning you learned early, you bank one and boost and...
     

     
    Oh, Vader is not going to be pleased about that. The only way to avoid it is to turn as hard as possible with a 2 bank, but that puts you still close to the edge and now stressed and facing ships that may well have lured you into a trap. You don't want this to happen to you.
     
    But that's not the only danger. You began this fight by boosting into the center from the middle. This means that you quickly must choose to turn. But as we saw, the standard turn, while fast, is huge. And our prey may double back on it. If so, it leaves you with a single way to handle this turn. Sheep help you if there are asteroids, debris or mines waiting for you.
     

     
    Once you commit to this path, you have zero capability of doing anything else. You are committed. And your opponent will know this. You will get maybe one shot before you have to maneuver and you are out of the fight for far too long trying to recover even if you don't find rebels clawing at your tail fins. Not only that, but the necessity for tight, stressful turns means that you cannot use the incredible speed of the craft to escape
     
    I'm here to tell you, from the very first turn, you made a serious mistake which will hamper your maneuverability for the entire engagement. But there is a better way.
     

     
    Start by hugging the very edge of the engagement zone. This gives you the maximum amount of room to maneuver. Ah, but you dispute this. After all, you can only turn a single direction instead of two. True, but you can make that turn at any time. Ideally, if the opposing force is across from you, you can move very slowly while the rest of your force arcs in to meet them. However, they may believe that you are incapable of rapid engagement and setup in the middle or far from you. In which case, we begin by moving 3 forward followed by an inward boost.
     

     
    After a single turn, you are almost able to shoot at their starting area. Your deadly arc searches. But, if they were cowardly, you do not yet have a shot. Continue full throttle and move 3 followed by a boost if appropriate. You have now moved from your corner to the middle of the field deep in their territory facing to the side. They will almost certainly be in firing arc and range.
     

     
    Further, you should likely find yourself behind them now. As your other forces engage the enemy, your extremely powerful white space cow is in a perfect position to begin civilizing the savages. You have taken a much derided craft and outmaneuvered them. From this position you can turn in any way necessary to continue fire. There are other considerations, such as obstacles and maneuvering, but those will come in future lessons. Here is the basis, the foundation, of many of the more advanced tactics. Study this. Fly it a couple times. Understand this and you will be one step closer to being a truly potent pilot for one of the finest ships in the Imperial fleet.
     
    ...
     
    What do you think? Was this helpful? Was there something I could have clarified better? Do you want to see more of this?
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