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Posts posted by Carpatheon
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Ive noticed that right now its an uphill battle for the rebs. The key seems to be getting fighter superiority. Once you clear out the Ties the X-wings can put a hurt on a VSD.
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Washing is the easiest thing in the world. Just use a medium to large brush dip it in the wash, and apply to the model. If its too thick just spread it around with your brush. Just make sure there are no large pools of paint on the model.
If all else fails simply hold the model under running water while the wash is still wet and it will come right off. It takes a wash around 10-20 minutes to fully dry since its mostly water.
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I used the Games Workshop Nuln Oil wash.
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I use the Neb-B escort frigates. The trick is to use their improved anti squadron armament and Squadron orders to help wipe out the ties. With 2 core sets I can usually manage to kill all ties with 2-4 X-wings left.
Meanwhile the corvettes are going full speed to get behind the Star Destroyers where the shields are weakest.
If you park your X-wings in front of a Star Destroyer then after it moves (and overlaps them) they will still be in attack range the next turn, without requiring a squadron command to activate.
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Honestly, in my years of gaming experience (esp. with a few click-base miniatures), the best option I've seen are templates. Its a pain in the arse, but it is the most exacting solution. I imagine a crescent shape could be formed to fit around part of the base and give you an idea of where it should rest, like so: (O
Place the crescent template, pick up base, adjust, replace. The good news is, the facing of a squadrons base is meaningless, so it simplifies the work you have to do.
I had actually been thinking of making a template like this. I'll have to try it out.
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I have found that when fighters are in a big furball it becomes impossible to reach in and turn the damage dial. We have been picking them up and turning the dial, then putting them back as close as possible to the original postion.
It can be difficult to mark their original position 100% accurately, so we figured eyeballing it was sufficient as long as they are still engaged with all the same targets as before.
I see how dishonest players coulod try to gain a small advantage doing this. So my question is, Is there an official procedure to this process, or some other easy method to do it?
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When I started X-wing i bought 2 core sets. Would 2 sets of armada be a good idea? For extra dice, templates, fighters and such, or is that overkill?
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I like the look of this list. I have been looking for something to run alongside a mangler Ten.
I like your second list better, i've found that predator han can usually do without gunner.
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I do play against myself when doing tourney prep. Trying out specific scenarios or trying my list against certain lists im likely to face in an upcomming tournament. Helps to be ready for all possible situations.
Playing against yourself you can always insure the worst possible outcomes because you know what the other guy is going to do. So it lets you get lots of practice for bad situations.
Flyingbrick reacted to this -
I had an idea for an A-wing that could be throwing up to 5 dice at short range, with regular guns.
Green Squadron Pilot - Test Pilot Title, Chaardan Refit, Expose, Opportunist.
So yeah, the A-wing costs 25pts, and it can have up to 4 dice for is basic attack. Obviously you need Wes to strip tokens to make sure you are effective but I think that this would be fun to fly. It might scare the crap out of someone when you roll a 5 dice attack with an A-wing.
If only you could fit Jan Ors into the list as well and roll 6 dice........
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Actually Hobbie is one if my favorite X-wings, (Tarn being my Favorite). I have run your Hobbie build alongside Wes to some success. I have found that without Wes to strip tokens, Opportunist isn't really worth its points. Most players will keep tokens on the ships you are likely to shoot, and while token denial is nice, its usually not worth the 4 pts the skill costs.
If you run Dutch with Hobbie, you can take advantage of a lot of the lesser used skills that incur a stress such as Expert Handling or Daredevil. It really makes Hobbie do things people don't expect from an X-wing.
Baron Soontir Fel reacted to this -
Even if the Phantom was not part of the game, the problem would remain that there is better options for the same price. BBBBZ would not suddenly be replaced by XXXXZ if there was no Phantom around. Mathematically speaking, there is no reason to take a X-Wing.
I agree that mathematically speaking there is no reason to take the X over the B, so if you do you need it to be able to do something that the B cannot, through a combination of Pilot Abilities and Astromechs. My favorite Anti-phantom ship is Hobbie with R3-A2. Once he gets on a phantom he can make it more manageable for a few turns.
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I love the new Boba, and the picture is absolutly BADASS!! I mean how can they make a spaceship looked pissed off.
Joe Boss Red Seven reacted to this -
One thing I have taken from reading these replys to my original post was the consensus that the X-wing was sub par. From a math standpoint that is true, I never argued that. Just remember that battles don't take place in a vacuum.....Ok well technically they do, but I think you get my meaning.
Getting the most out of the X-wing requires work and tactics, it aint easy, but its possible. Having said all that, im not opposed to my beloved X-wing getting some help. My personal choice would be a title that gives a points discount on modifications. Perhaps something that gives access to barrel rolls outside the EPT slot.
Flyingbrick and Joe Boss Red Seven reacted to this -
The B wings can get crew instead of Astromechs. I get your point about the Z-95s but I don't think it's valid for the B wings because of the crew options.
I agree that the generic Bs are far superior to the generic X's. However I feel the exact opposite is true for the named versions.
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To be clear I didn't run all X-wings. I ha 2 X-wings and 3 Z95s. The X-wings were the heavy hitters in the list.
Without using the X-wings abilities then I would have been better off with B-wings.
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I guess im one of the few people who dont think the X-wing needs help. It is my favorite ship, and the one I play most often. I ran X-wings at a recent store championship (my first tournament) and got a top 8 finish out of a field of 32.
When people say that the b-wing is better for the points, they are correct. Also 2 z95s are more efficient use of points. So if those 2 statements are true, why use X-wings?
To make your X-wings worth using you have to look at what they can do that those other ships cannot, namely Astromechs. Droids give the X-wing much greater tactical flexability than the other ships. Its what I refer to as Shinanigans. If you arent using your X-wings for some form of game altering rulebreaking then you are not using X-wings right.
Think of it this way. Adding astromechs is essentialy giving you an additional Pilot Ability that you can choose. Pair that with each pilots actual ability and you can create some nasty combos, especially when working in conjunction with other pilots abilities.
Most people will underestimate your X-wings because they believe what people are saying on these forums
When I made the top 8 at the Store Championship more than one person expressed suprise that I made it running X-wings. -
I really want to see one painted in a white and black hounds tooth pattern. ROLL TIDE!!!
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First of all, Hacking at its most basic does not even require a computer. Hackers actually predate the Personal Computer. Hacking means using something in an unintended way, to gain a benefit for yourself that you should not be able to get otherwise.
Second the term life-hack has apparently replaced the term we used to use, common sense. Or finding the easy way to do something. Of course most people use life hack to mean finding a much more difficult but creative way to achieve a goal.
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The first time I ran Prockets I was underwhelmed by them. Then I realised I had made the same mistake as you. Since then I have achieved much better results from my prockets.
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Vader is so fast I usually spend a few turns moving full speed away from the rest of my force to try to get the opponent to follow him and split thier forces. If they don't follow vader he turns and hits thier flank. If they focus on vader I usually arc dodge, and if he cant clear all arcs, you can always turtle him, Focus, Evade makes him a tough target.
MajorJuggler and heychadwick reacted to this -

What if wave 7 is a complete game-changer?
in X-Wing
Posted
I suspect that FFG intended a small breather after the large wave 6 drop, as well as Armada and Imperial Assault.
I further think that this small delay was exacerbated by the shipping delays that caused a 3 month release schedule to all dump in one month.
Perhaps FFG is giving is time to play with our new goodies before hitting us with even more stuff to buy.
However I do think we will get cool new spoilers soon.