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Posts posted by ctsparky
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Round 2 opponent popping in to say hi.
Great game. I do believe that we both missed one opportunity in our game. Me using juke with my ol, and you not using predator on another time.
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Hey there, I'm your opponent from Round 2

Great write up and its good to see the thoughts from the other side of the table. I feel bad about the Oicunn ruling, since any extra damage on any TIE is harsh. If you manage to make it to the shop again, I'd be happy for a rematch, under the correct rules this time

Hi mezegis,
I'm not sure if it would have changed the outcome results. I also don't mind that I got my c-3po card and that is what I wanted. I would love to try the list again against your list to see what I can do differently to sort of prepare myself against similar list in the future.
Chris
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So I just came back form playing at The Battle Standard in Manchester CT for their Store championship.
Short Story:
- I'm new and I finished 12th
Pros:
Great tables, great x wing atmospshere. Great players, very laid back for the most part. Judging was consistent.
Cons:
Tournament didn't start on time, pairings were done without software which made pairing times longer, and they attempted to pair me with a person I played first round.
Long Story:
I've been playing the game since December of 2015. As a older person with many interests and a young boy I don't get the chance play either online or in front of people all that much. So i traded in wife points so I could go to one of the few store championships that was held on a Sunday (Which works for me since I work Saturdays).
As didn't have much time I finally settled on a list and decided I'd play it. But this would be the first time that I got to put all of the figures together and play the list. The list is:
Palpmobile 2.0 (99/100)
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Lambda-class Shuttle: Omicron Group Pilot (21 + 8)
+ Emperor Palpatine (8)TIE Fighter: "Wampa" (14)
TIE/FO Fighter: "Omega Leader" (21 + 5)
+ Juke (2)
+ Comm Relay (3)TIE Advanced: Juno Eclipse (28 + 2)
+ Veteran Instincts (1)
+ TIE/x 1 (0)
+ Adv. Targeting Computer (1)Benefits of the list and Reasoning:
It has a 1 point bid, that got me initiative for most of the tournament.
Juno is there to have some repositioning at PS 10.
Wampa/ Palpatine Synergy
A pesky Omega Leader.
Play of the list: (hey I'm still new if you consider how few matches I've played)
I have the shuttle start in one corner angled into the board. Wampa next to it so that shuttle bumps. Omega leadeer and Juno are spread out a bit trying to section off a piece of the squad.
The Tournament:
We had 24 players to start; mostly experienced players with a few new players (maybe 4). Most of the newer players played their four rounds, but at the end of swiss there was only 16 people that stayed.
1st Round vs. Sarah She ran: 99 points
Omicron Group Pilot (21)Sensor Jammer (4)Emperor Palpatine (8)Soontir Fel (27)Push the Limit (3)Stealth Device (3)Autothrusters (2)Royal Guard TIE (0)Turr Phennir (25)Veteran Instincts (1)Stealth Device (3)Autothrusters (2)Royal Guard TIE (0)Total: 99She is an experienced player and subscribes to Fly Casual. She set up the OGP and Turr close to each other and Fel at the other end of the board.
I advanced my exn tire squad towards Fell, and blocked off the outside lane to my OGP's backside. So she came through the rocks. Second turn she flew fell deep towars my edge but I had moved my squad to get shots. Combined fire from OL, Juno and Wampa manged to put down Fel just before wampa fell and then OL targeted the OGP. I got OL behind the OGP while juno put hits on Turr and my Shuttle turned in on hers. In the end my OL finished off the shuttle and then Turr went down fast. I lost wampa and something else for it to be: 100-50 Win.
2nd Round Vs. Ryan He ran:
Captain Oicunn (42)Predator (3)Emperor Palpatine (8)Rebel Captive (3)Anti-Pursuit Lasers (2)Dauntless (2)"Omega Leader" (21)Juke (2)Comm Relay (3)"Wampa" (14)Total: 100I set up similar to last time but with the shuttle on the near side of the Decimator. He had his OL and Wampa come up the other side and I had not put naybody there to protect the far side. He slow rolled the Deciamtor up and i had in error not positioned the shuttle correctly so the first round of firing it was Oicunn vs Juno, OL, and wampa. i struggled to get very much through but I did get hte crit that causes damage if he overlaps/ bumps a ship. due to the way we flew I had to change targets and kept the Target lock form OL and Juno on the decimator wile struggling to get my ship in correct position. I did wind up jousting this squad more so than before. In this game there was a minor judging error since my opponent tried to do a 3 bank which overlapped his ship and the final position overlapped Juno. I said the ship did not hit juno since I had to back up and wound up hitting his own ship. But the judge ruled that it did indeed do damage to Juno which wound up finishing her off. In this match Wampa was the first to go, then OL and finally Juno while all I got was Oicunn and some damage on the Ties until all I had left was the Shuttle. I tried playing it out but the ties got behind me and then I was dead.Round 3: ByeThis is where the TO tried to pair me up with the first player I played with since my opponent for that round said to me after pairing, that he was leaving. The TO wasn't using any software so wasn't able to easily repair so I got the win. But sat around and watched the first table play.Round 4 vs. Chris He played:Torkil Mux (19)Twin Laser Turret (6)Syndicate Thug (18)Twin Laser Turret (6)Unhinged Astromech (1)Syndicate Thug (18)Twin Laser Turret (6)Unhinged Astromech (1)Syndicate Thug (18)Twin Laser Turret (6)Unhinged Astromech (1)Total: 100I had initiative, and set up my OGP in one corner. Then he put out his ships in a wide line. I had Juno, Wampa, and OL out towards the outside. First turn I pushed all of them up either 3-5 forward and he moved all his ships 1 up or a one bank away from the ties and towards the OGP. I made a mistake in the second round and had the OGP do a stop, preventing it from getting its' dice into the fray and I manged to make a second mistake of getting OL into range 2 of Torkil. He brought OL down to zero and managed to kill it in 2 turns while I struggled to get some damage through to the Y wings. I even had 1 y wing with 1 hull left for 3 rounds while I tried to get damage done. His dice were on fire and he either rolled 2 hits plus focus or some other combo to get 3 hits on many (4/5th of his shots, and what little he didn't it was 2 hits) Wampa went down next as I 1 hard turned him and Juno to try and keep arcs on the y wings. In the end I got 2 y wings and then conceded once Juno died.My thoughts:
When playing the list if possible pick and choose your times to get Wampa and OL into the fight. Against Y wings you really do need to shoot into their donut which can be hard if they are the scum version doing 3 maneuvers.
Juno while good does suffer from not getting 2 actions. She did work good at being able to get into a good position, but you do need some forethought ot get he most out of her, Many times I wanted a focus and an evade on her as well as the target lock.
For the most part I tried to focus down a ship but sometimes I'd get into a spot where I couldn't keep a arc on the ship unless I put it into a very bad position for the next round. I think holding wampa and OL back a bit to draw in the opponents my help with that.
In terms of the store I think it was a very nice place, but I do wish that they had software to make pairings simple. And aside from the one ruling, which... hey mistakes happen.
I'd like to play there again, and I hope that the community continues to grow.
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I am personally going to try atc and vi Juno for her natural dial repositioning.
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Don't worry guys I'm not a great player so I'm not going to do very well with this list but I think it should be fun to play and hopefully I get better at it.
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So then I think I will go down to Juno. I will add veteran instincts and that should give me a little bit better arc dodging and a 99 point initiative bid. What do you think?
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Your list is solid, but I would use VI. I ran this exact list at a store championship and went 3-1, only losing to Brobots. I did have an issue with Wampa though as he had bad rolls in two games and got one shotted out of each game. Vader was an all star versus 2 TLT Y's. He was facing them both at the end of a match and was able to keep barrel rolling into the donut hole of 1 of them each round. I was able to take one out as time was called to secure the modified win. When I took this list to the FFG Game Center Store Championship, it went 4-2 and Wampa faired much better.
So still use Vader?
I went looking for other options and for 31 points what would you suggest?
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I'm going to a store championship this weekend, and although I know I won't do well since I can't practice, I've be coaxed to play this squad but I have one point left over:
- OGP with Palpatine 29
- Wampa 14
- Omega Leader with Comms and Juke 26
- Darth Vader with ATC title and Twin Ion mk. II 31
This comes to 100 points, but do I drop The Mk. ii mod for VI or just leave it for the initiative bid?
I wanted the mk. ii to have better chances of removing stress. But I'm not sure it will work. I don't know the meta but I bet I'll see a bunch of Stress hogs and Poe.
Things I like about this list:
The wampa/ Palp synergy
Omega leader as a mini ace.. annoyance
Vader a true threat, although without the engine upgrade he is less mobile, without VI other VI Vaders beat it..
So if you have some suggestions I'd like to hear it.
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Where is this happening? Sounds like a blast. Can I invite myself?
This is going to be a private game at my house. But I'll let you know how it goes.
I'm still looking for ideas.
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So I have some friends coming over next week to drink some great beer (BCBS Sampling from 2010 to current) and they want to learn to play X wing.
I figured we would all get a bit buzzed and talk around the table while flying pretty little spaceships around.
So I wanted to make a 300 point team play out of it. Hey if we spend 3+ hours playing then we might even sober up.
While I don't want it to be super competitive I do want some of the better cards in the game to showcase the game a bit and be at least a B- in power.
MY collection includes/ will include by this time:
1 of each Epic ship (both sides)
1 yt 1300
2 yt 2400
5-6 t 65
5 t 70
5 A wing
4 y wing (including scum ones)
4 b wings
4 z 95
2 K wing
1 Firespray
1 Lambda
1 Decimator
2 phantoms
12 tie IN
8 Tie FO
3 squints
2 bomber
2 punisher
So most of the stuff.
For Rebels I was Thinking:
CR-90
poe and some other t70
Bunch of A wings
roark garnet
and Han Solo yt 1300
for Imp I was thinking:
Raider
jonus
Vader
and a bunch of ties either in and/or FO
Maybe Boba fett?
so kit out my raider and Tantive... give me some cool cards that would work.. and then give me some suggestions
Since most are new I don't want to get into all of the ships since having new players learn different dials is the hardest thing and can spoil a game real quick even with mulligans..
and having lots of ships on the table looks cool.
So help me out with some basic builds. and do note some iconic characters from the movies will help slightly.
Thanks.
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Just because there are experts on the panel (And I like NSR) doesn't mean they are right ...
I never believed a real person could have as much hollow pride as Anakin. Thank you for that insight.
Well, he's right. The more people that talk about stuff, the more likely you are to uncover more useful ideas about good units or lists in the future. I expect the NSR panel is correct, but it may not be complete, and I doubt any of them would expect their discussion to act as a limit on other discussions.
Thank you biophysical. I also think NSR is not deceiving us, and they talk honestly on their lists. I'm also not opposing their view.
I think that there are other views to be had.
Personally I think to defeat Poe you haveto block him like soontir or force a red on him and attack when he doesn't have a focus.
Or otherwise steal a focus.
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You know there is a whole NOVA SQUADRON podcast about this, right?
Personally, I'm doing pretty well with my 4 Tie Bomber list.
I've heard the Nova Squadron podcast.. it is good but it doesn't talk about YOUR impressions, and what you would be doing to fly or counter certain list.
Nor does it talk about your feelings on the matter.
I'm all for a good conversation, but I also want a honest discussion on how you feel.
Just because there are experts on the panel (And I like NSR) doesn't mean they are right, nor are they always telling everything (They have to have their own little secrets I'm sure)
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So right now I'm interesting in hearing what your thoughts on the trends of the meta is going to right now and how you or someone else is going to combat it.
I'll tart with my own thoughts (neophyte as they may be) are:
- Right now it is the season of the POE. Personally I think that Poe has all but replaced Corran as the ace ship with re-positioning. He is cheaper and I like the options of the boost over the barrel roll, and if equiped with BB-8 then he has both at the expense of regeneration.
- TLT's occupy a place where the Phantom (Pre Nerf) used to. They are good, not unbeatable but have to be accounted for. I think everyone right now are trying out some of the "New to Them" squads which are mostly rebels.
- There are some scum squads still waiting to break through. I can't see why YV-666 with Bossk and gunner haven't made it to a top 32
- The empire is struggling with the new upgrades, yes palpmobile is still a thing (and a good one at that) but I'm not sure it will hold up.
- Agility 1 ships are being pushed out. Due to the treat of TLT. If you are going TLT vs TLT then it is a race against the clock and up to some good dice rolls (Excluding player ability) I'm not hearing or seeing anything of AGI 1 ships without a turret.
- Im not sure swarms will be back, I think the developers want it to be a viable archetype, but right now is not the time.
So what are your thoughts?
What are your counters?
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I still reckon we'll find this will be FAQ'd to be restricted to Kanan's VCX.
I disagree.
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I've been running this in preparation of a local store tournament.
I've done well with it but I've been told there are lots of aces in the local meta and that I have to add vi somewhere.
I don't have r5-p9.
on the prize (100/100)
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T/70 X-wing: Poe Dameron (31 + 6)
+ R2-D2 (4)
+ Autothrusters (2)
A-Wing: Jake Farrell (24 + 5) Jake is much better with proton rockets than without.
+ Proton Rockets (3)
+ Autothrusters (2)
X-wing: Wedge Antilles (29 + 5)
+ Push the Limit (3)
+ BB-8 (2)
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And over
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Thanks for the constructive feedback guys.
I'll see about the 4 back sun plus support list.
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I think that soontir may eventually die. Those green dice have to fail at some point.
I mean I know he is hard to kill, but in a palp plus aces list, you can generally leave Soontir for later. If I have even 2 marauders I should be able to get an arc or block with one to get an arc on the other.
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Firepower (100/100)
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Kihraxz Fighter: Cartel Marauder (20)
Kihraxz Fighter: Cartel Marauder (20)
Kihraxz Fighter: Cartel Marauder (20)
Kihraxz Fighter: Cartel Marauder (20)
Kihraxz Fighter: Cartel Marauder (20)
So here are my thoughts, why not just run 5 cartel marauders?
In the TLT meta, you might lose a ship at a turn but if you get your dice on a y wing then it will be toast as well.
Yes you lose the ps war, but do you care?
It is 15 dice of attack and 25 points of defense.
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In one attack you forgot to account for the asteroid when attacking whisper.
And Echo.... must not be a pilot he had played before. There definitely was a learning curve with that pilot.
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I think that you are already doing it, but to add in the upgrade cards on the side so that we know what is going on would be helpful.
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If you have 2 more TIEs, Howlrunner and another Academy are 30pts. If not, I'd recommend changing one of the Academies to Howl. Hope to see ya there!
I could easily do that or spend points on an ace, but the idea of flying 12 ties is fun.
I only have 10 anyway.

The 3 Scouts
in X-Wing
Posted
Just a question, but as I was reading the guidance chips card it reference primary attack value has to be 3 or higher. So scouts can't benefit from it?