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  1. Carolina Krayts is the best X-Wing podcast

    Quickdraw is barely a rear arc. It's only really useful at Range 1 or to establish a FCS lock.
  2. Carolina Krayts is the best X-Wing podcast

    I'd start with lower PS stuff, honestly. Get things that are pretty maneuverable, and learn to dodge arcs with dials and the occasional reposition before someone else moves. Once you do that, switching to high PS is super easy. I first played Fel like a year ago after pretty much only mid PS, single repositioning stuff. I'm pretty sure the longer I played him, the worse I got, because I stopped thinking about what other ships were going to do.
  3. Regionals: Talk Me Down from It

    A similar to this (Jostero instead of scout) almost won the while thing in Michigan, I think. It lost to Ghost-Fenn, but anybody who watched that game knows it was imminently winnable by the Scum player. Several significant triggers were forgotten, along with some variance going against him. The harpoon onslaught in not a joke.
  4. Carolina Krayts is the best X-Wing podcast

    A great implementation of a "consistency card" was Accuracy Corrector. It gave consistency, but cost a notable amount of points and it was a middle of the road consistency, not a maximum effect. All the consistency combos now offer consistency at the top end of possible effects.
  5. Carolina Krayts is the best X-Wing podcast

    Itcreally shows that players are flowing between Rebels and Scum more so than Imperials. You can see drops in Scum mirrored by rises in Rebels at the same time and vice versa. As an aside, it also looks data from a single molecule FRET experiment.
  6. Carolina Krayts is the best X-Wing podcast

    ****, that's fine work.
  7. Carolina Krayts is the best X-Wing podcast

    Attack Vector: Tactical is the most serious attempt that I'm aware of. As for me, I'm willing to give up 3d for practical reasons. I have ideas for tracking velocity vectors, but they are untested.
  8. Carolina Krayts is the best X-Wing podcast

    That does sound awesome. Very high entry barrier, but it must feel good when you pull it off. That's my main problem with my dream game of an X-wingish game using vaguely realistic space flight. The momentum build-up probably sends people flying off the board all the time because it takes just as long to stop as it does to get going. Feels bad and takes some time to get good at managing a system where you don't automatically slow down.
  9. Carolina Krayts is the best X-Wing podcast

    I have a side hobby of designing games only I would want to play, and the one that's basically an X-wing variant has the player set a face down "action" token when they set the dial. There are actions, but they aren't responsive.
  10. Carolina Krayts is the best X-Wing podcast

    This is definitely a problem, and it's sad that FFG's historic answer to super strong "regular" ships is to almost always to attack them with hard counters that are also good against everything else. Edit: I'll probably take some flack for saying this, but I think R3A2 is a great card. It requres you to play the game to get the benefit, it hard counters a small set of things and it is modestly useful against a large set of things.
  11. Carolina Krayts is the best X-Wing podcast

    The exceptions that test the rule, certainly. I would say that the time of accidental wins with those lists is probably over, as power creep and minor nerfs have eroded some of the raw list power, but I may be wrong.
  12. Carolina Krayts is the best X-Wing podcast

    This is why I don't buy the argument "you have to play XYZ to compete" (a very common refrain among a lot of podcasts). There are two things that come from winning: little pieces of plastic and social standing (ego stroking). I could buy a mountain of plastic for what it costs to travel to a tourney in the same region. Social standing doesn't mean much if you got there using something so much better than the field. It just means your matchups or dice were better. Most charitably, it means that you were the best of the people that decided to also bring broken lists. So why do people do it? Because winning is so important (fun?) to them that they'll spend all day having not fun just to win? I don't judge, I just don't understand (okay, I judge). I strive to make effective squads, but one common theme in basically everything I run is arced ships, because I want my decisions to matter. I find it both interesting from a gameplay perspective, and I feel like it gives any wins I might get more significance. You don't accidentally win with arced ships that can't regenerate.
  13. Carolina Krayts is the best X-Wing podcast

    Serious question, if you're flying Imperials right now, when is Quickdraw not the answer? I keep making squads to try and address powerful meta squads in different ways, and every time, after a few test games, I'm like "I could really use Quickdraw in this squad to shore up some weaknesses". Is there a more universally flexible and effective pilot available to the faction?
  14. Carolina Krayts is the best X-Wing podcast

    I think that's a bad assumption to make. All of those things are good against the field as well, and Ghost/Fenn is so powerful that you still need tactics even with counters. All that being said, I've been testing a variety of triple Imperial squads against it. One thing I think I'm confident saying is that you shouldn't try to rush things. You should be able to kill Fenn in a turn or two, which I think is essential, because the action disparity he introduces is huge and his MOV is important for the late game. By taking a little time, you may take a free turn of fire from the Ghost, but what you are really trying to avoid is mulitple turns of your ships strung out trading 1v1 shots. Bear in mind this is triple Imperials, and while they can't eternally shrug off Ghost fire, they can weather it longer than a lot of lists.
  15. Carolina Krayts is the best X-Wing podcast

    It means you don't have Kanan, so you're not turning around nearly as well.