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JaceMoonstrider

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Posts posted by JaceMoonstrider


  1. On iTunes

    Scum and Villainy Podcast

    - Experienced players. Very Good!

    The X-Wing Podcast

    - New British players. Well done, and nostalgic for me as they discover things it reminds me of myself. I see them becoming very good players soon too.

    X-Factor

    - Pod faded last summer, but still an X-Wing exclusive podcast.

    The Sabaac Table

    - Not exclusively X-Wing. It's all Star Wars games. X-Wing is the most discussed though. High production value. Not the greatest players for strategy though (X-Wing Podcasters are already better players IMO)

    Star Wars Miniverse

    - Not Exclusive X-Wing, but they have thumbnails you can skip ahead to X-Wing sections. Mostly informational though.

    Edit: Honestly, I think we could still use more ...


  2. You would be surprised at how many people are running at 97 points for init now... This is a cold war where someone will run 50 point squads 6 months from now. I blame Jake Pichelmyer.

    Different metas I guess. In my local I've only seen below 99 once or twice. If 97 or lower starts becoming normal, I'll start playing 100 pts squads that like to not have initiative (bombers, aces, ect).


  3. I was under the impression FFG doesn't do that sort of restriction. They believe customers should have product as soon as it's available and that's why they don't have release dates which arbitrarily delay when available ... At least that's what I remember their CEO saying at last in flight review.


  4. Love the podcast. We have had a serious drought in X-Wing podcasting. You guys are a welcome rain!

    I have 2 lists for after Aces comes out.

    Lucky Number Sixes ...

    2x Royal Guard w/ Push the Limit (50pts)

    Dark Curse (16pts)

    Backstabber (16pts)

    Howlrunner (18pts)

    (100pts)

    Prefer loosing initiative as it can allow higher PS to roll out of arcs. Howlrunner buffing PS 6 means she should get at least a round of benefit if she dies immediately.

    Pump You Up Academy ...

    4x Academy Pilots (48pts)

    Howlrunner (18pts)

    Carnor Jax w/Push the Limit & Shield (33pts)

    (99pts)

    With the APs, initiative bid is desired. I've even considered downgrading shield to Stealth to guarantee initiative. Howlrunner's buffing, and Jax's debuffing sounds fantastic in a swarm (even if only 6 ships).


  5. Magic: The Gathering has a similar rule on marking cards (alternate art/extended borders/ect.) for tournaments, but everyone knows you just need to show it to TO prior to using for approval. Fantasy Flight made a rule ... But TOs are the judge and enforcer of that rule ... Just check with them prior and don't be upset if they disallow (but if customized model is cool and recognizable I'd be surprised if not allowed TBH). Chill and Fly Casual Y'all...


  6. I think I'd try something like 60pts with new players piloting the Falcon with Heroes ...

    (60pts) Han Solo w/Luke Skywalker, Chewbacca, Millennium Falcon, Expert Handling(or Elusiveness)

    Vs.

    3-4 Ties/Tie Advances

    I'd make sure the mini tie swarm wasn't good (i.e. Maarek Stele w/Daredevil) so you can actually play straight and they still have a great chance as a new player with their heroes.


  7. I'm not sure Kath works great with this list. I love that shuttle load out, but with it, Kath is a less desirable target. That means you are getting less mileage from Rebel Captive. You also had to cut Ion Cannon. Without ionizing a stressed target, the stress is much less impactful. If you wanted a Firespray with this list, I'd run with Krassis (HLC) or Bounty Hunter (RS, HLC) personally. Either way, good luck out there!


  8. I ran "The Woman in Red" again today in another tournament. I went 3-1 ... My first loss! It was heartbreaking because I had already been paired down in round two, so my strength of schedule made it unlikely to rebound after a loss. Still, I'm happy with the list as it has gone 12-1 for me. It's fun for me to fly as it certainly doesn't fly itself and forgive mistakes ... But I like that exciting feeling of flying circles around your opponent! ;)


  9. How are you able to barrel roll backwards? Or have I missed something here.

    You can't. Barrel Roll forward or back is placing the Templete on the back and ending with it on the front or vica verca ... Which in the case of back, ends up being more to the side of original position than forward when using large ships and one forward.


  10. No swarms yet. I was the primary swarm player, but we play 60 minute rounds now ... I like full wins not modified:)

    My biggest concern was turret lists (all my ships manuever very well and can dodge arcs) like Double Falcon or Falcon with Y-Wings but it was extremely easy to beat when I played that. I do agree that focus fire from swarm in Kath would be an issue (unless Howlrunner did shoot then might get really easy).


  11. I've gone 7-0 with this Kath Scarlet list, and wanted to share it and some of the strategy it can employ that I've enjoyed.

    Kath Scarlet (46pts)

    - Expert Handling

    - Ion Cannon

    - Rebel Captive

    2x Saber Squadron Pilot (27pts)

    - Push the Limit

    - Stealth

    I typically play 5 to 7 ship imperial lists so this squad was a big departure for me. It developed from wanting to explore the ability to disrupt maneuverability and squad cohesion from the combo of Stress and Ion (for those unaware, ion is a 1 forward WHITE maneuver, so stress isn't removed and therefore no action). I was pretty set on Kath's configuration, but wanted to make sure she was going to be targeted (Rebel Captive), so instead of my usual tie swarm, I went with the Sabers (I also almost did Soontir Fel and Dark Curse, but was worried about firepower). The Sabers almost always flank, and Kath can really slow roll to allow them to completely take a surprising route and make it around in time. She does this by doing repeating forward 1 barrel roll back. This is almost an endless shuttle stall allowing Sabers plenty of time to be where I want them to be. When engagement happens, I typically stack Evade & Focus with Sabers which with their 4+ Agility makes them undesirable targets if they changed directions to even target them (or have turrets). Kath typically can disrupt or completely take out their main ship since it typically has the highest PS and therefore receives stress firing at Kath. She then Ion Cannons them (with possibly another stress) and they are not K-Turning or hard turning w/o stress for awhile and at least temporarily out of fight a few rounds. And with engagement happening typically near my side of board then she can force off a dangerous pilot (aka Wedge). While that pilot is out for a bit, my squad can typically pick apart what is left. Another interesting thing that has happened is that some players completely try to ignore Kath from aversion to the stress caused, while they should focus fire. Some players will play correctly, but I have been surprised by how much it messes with several player's psyche.


  12. I've been wanting to try this 4 ship Hwk squad ...

    Rebel Operative (24pts)

    - Moldy Crow

    - Blaster Turret

    - Nien Nunb

    Garven Dreis (26pts)

    Biggs Darkligter (28pts)

    -R2-F2

    Blue Squadron Pilot (22pts)

    My thinking is use Garven to give a few focus to operative (slow roll start) so it has a small stockpile then Biggs when engaged.

    Four 3 attack ships with Biggs at 3 Agility + Focus. Seems like it has potential?


  13. If there was a tie at say 3-0, with say... 150 - 200 points at the end. Which one has the harder schedule?

    You have to look at the records of their opponents. In those games, both players beat all their opponents. Player 1's opponents went 2-1, 2-1, and 1-2. Player 2's opponents went 21-, 1-2, and 0-3. Player 1 has the stronger strength of schedule, because his opponents won more games than Player 2's opponents.
    Yes, but say both players schedules are the same and all players used 100 point lists?

    Example:

    Player 1: 3-0

    Opponents - 2-1; 1-2; 0-3

    Player 2: 3-0

    Opponents - 2-1; 1-2; 0-3

    All lists are 100 points.

    That scenario shouldn't happen as both 3-0 players would have to have played each other if you are playing enough rounds ... 9-16 players 4 rounds, 17+ 5 rounds. Only one player will be undefeated after three rounds if 8 or less players. (Also the records shown don't show points for full win or modified win. The likelyhood that all of your opponents scored the exact some points from wins, modified wins, ties, and losses is not very likely. Also you can be 2-1 with 10 points vs. 3-0 with 9 points and the 2-1 player wins ...)
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