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Posts posted by Ccwebb

  1. 4 matches against the Phatom/Defender has gone 2 and 2.  Just the 2 I lost, was embarrassing. 😬 (hence leading to y’all’s advice.   Thank you!)


    The two I won I played the dials better, but it was still close. 


    So the plan is....

    1) Hit them first, and hard  

    2) Modify defense last, use elusive. 

    3) My advice to myself is plan the approach better. 😉

  2. 12 hours ago, RoockieBoy said:

    Juke turns an evade into an "eyeball"... you could either spend one focus to turn it into an evade again, or a stress from Ten Nunb. Not saying it's easy, but not unbeatable. You could even use Elusive after he jukes!

    Never thought about Elusive AFTER the juke.  Hmmm.....   thank you 

  3. Any advice on 1 agility ships vs Juke?


    I was running:

    (34) Arvel Crynyd
    (3) Intimidation
    (2) Predator
    Points 39

    (39) "Dutch" Vander
    (2) Dorsal Turret
    (3) Swarm Tactics
    (3) R3 Astromech
    (3) Seismic Charges
    Points 50

    (46) Ten Numb
    (0) Jamming Beam
    (3) Elusive
    (2) Fire-Control System
    Points 51

    (52) Wedge Antilles
    (0) Servomotor S-foils
    (4) R2 Astromech
    (3) Elusive
    Points 59

    Total points: 199


    vs TIE/D and 2 TIE Phatoms, all with juke.  


    The Y and B wings had zero defense against juke. If they rolled a single hit, nothing to stop it.  


    Any advice?

  4. On 10/5/2018 at 6:05 PM, Hippie Moosen said:

    you're kinda complaining about the business model of table top gaming in general. if it's not a pen and paper rpg like DnD, most table top gaming features a set run time for that game. X-wing will only be widely played in game stores while the game is still getting new releases and that is totally normal for any game out there. a store isn't going to host events for people who aren't going to buy anything. 1st ed had, what? a five year run? and in that run everything you bought could still be used in sanctioned play? that's not a super common thing in games like this. Magic the Gathering is a great example of this model at work. sure there are formats where all to most cards in existence are legal, but their main sanctioned play formats feature only cards from the newest product lines. this is to keep the game both fresh, and profitable. FFG is really really nice in this regard with almost all of the games they produce. the old stuff might not be as good as the new stuff but it's still allowed to be there. the only exception to that is when they have to hit the reset button, and do a new edition. X-wing ran for a long time. It ran so long that many components of the game became obsolete which is just never fun. The devs clearly felt that while the game was still fun, needed to be rethought if it was going to have room to keep growing. Gaming is not always a cheap hobby. Miniature gaming, is almost never cheap. The conversion kits may have issues, but honestly I see it as the best possible way to keep 1st ed players from just jumping ship en masse. no one wants their entire collection to be useless and ffg knows that, hence the kits. You can be mad, that's fine, but try to understand that the conversion to 2nd ed is entirely to keep the game going for longer than another year or two. if 1st ed kept on going we probably would've started to see some ships get a second or even third fix pack to get them even with ships that came out recently. does that sound more appealing to you than buying a kit once? it doesn't to me. 

    Was going to say the same exact thing.  So........ ditto!!!

  5. In my rookie expierence, your opening moves should be practiced similar in chess.  Place your ships on the Baird in the most ideal flanking position, then work the moves backwards to turn 0.  Then play forward to see if you can end up in the same place.  Now, pick another kill box location and try to repeat.  



    This is works great for me in practice, somehow it falls apart in a match.  It’s like the opponent doesn’t want to follow my script. 😉

  6. 11 hours ago, matt.sucharski said:

    It seems someone was disqualified for having a squad with too many points in round 6. Does anyone have first hand information? What was the mistake? What squad builder was used? I am curious and would like real facts before mass hysteria and wild speculation causes me to pull my hair and gnash my teeth. 

    I don’t think your question was answered. 


    What was the list?

  7. 23 hours ago, eeen said:

    I think that if we scored the matches as 200 - (points remaining on the board) it could resolve the bidding wars but I've put in 0 testing so what do I know.

    I honestly thought this how it was until my first tournament.   It surprised me that I didn’t get the bid-points unless I had complete victory.  (Ie: your 13 point bid was counted ONLY if all your ships were defeated)




    of course I acted “forgetful” when I learned this...  lol

  8. I love(d) flying TIE swarm.  Problem though is you have to be on your best game with dials or those fragile ships pop like bubble wrap.  One or two matches on a Tuesday night, sure; but on a major tournament weekend, I dought it. 


    M3-A, Zed’s and I’m sure the droid swarms will follow the same fate.  


    All of this doesnt stop stop me from flying swarms though. 😉

  9. @DakkaDakka -ooooo... I love the adding action idea.  That makes it better and no so costly (ie: not doing damage) but giving up and action is brilliant.  


    Mangler as a shot gun feels right: range 1-2 changing all hits to crit.  Nice!


    @Scum4Life good idea for Arc.  Ion yourself for using, but 4 dice attacknis good trade off 

  10. I agree with the new feel of cannons, Ion and HLC, but the other are so... meh.  Bring back the others with new 2.0 feel ....


    -Jamming beam- require lock, range 1-3, and add a red dice if in bullseye. 

    -Tractor Beam-... add auto change blanks to focus?

    -Mangler Cannon- range 1-2, 3 dice.  If hit, cancel remaining and apply 1 crit+stress.  

    -Flechette Cannon- range 1-2, 3 dice. If hit, after dmg, skip action next round

    -HLC: I said I like this one, but for bullseye only I think it should include range 1-4!  (I know... gotta further out range 4)

    -Auto cannon:2 or 3 dice, no range bonus.  If Target is range 1 AND primary hits, attack. (Snap shot+autoblaster)

    -Arc beam: Requires focus: Range 1: 4 dice but causes 1 dmg to you; Range 2- 3 dice; Range 3 -2 dice.   All ranges have effect of selecting another ship at range 1 of target to cause 1 dmg except range 1.  That must do dmg to you. 

  11. 13 hours ago, DakkaDakka12 said:

    How are bombs 2.0? I have only heard good things about seismics, but they dont seem like they will cause much damage.

    What bombers are worth their price? It seems like trajectory simulator is required in 2.0 as I have not seen bombs without trajectory so far.

    Most bombers seem better with torpedoes or missiles at the moment.

    I was dominating a match running Vader+4 Crack Blacks vs Bomber Y’s. 


    On the thrid pass, I was expecting to put the match out of reach, when 2 seismic bombs took out asteroids on both sides of my ties.  Lost 2 injured TIE’s and severely crippled the 3rd and ripped the shields off Vader.  


    I’d say yes, bombs are doing well.  

  12. 11 hours ago, Cuz05 said:


    I've looked at a few versions of the same ship trio. Found it hard to look past Rex, Whisper and Echo with just Juke. I think the pilot abilities and I5 carry an awful lot of value. Not my preferred combo but it was difficult to match in effectiveness....

    Oooooo.... I’ll try that!  

  13. I’m trying this list out: “NoNames Jukers”

    TIE/D Defender - Onyx Squadron Ace - 89
        Onyx Squadron Ace - (78)
            Juke (4)
            Fire-Control System (3)
            Heavy Laser Cannon (4)

    TIE/ph Phantom - Sigma Squadron Ace - 55
        Sigma Squadron Ace - (46)
            Juke (4)
            Collision Detector (5)

    TIE/ph Phantom - Sigma Squadron Ace - 55
        Sigma Squadron Ace - (46)
            Juke (4)
            Collision Detector (5)

    Total: 199/200

    View in the X-Wing Squad Builder

  14. Red Squadron- add or reroll dice if another squad memeber is near by. 


    Gold Squadron- something with sharing target locks, or maybe focus fire


    Green Squadron-free boost or evades 


    Blue Squadron- allow “nudging” for better formation flying???  Maybe...or bumping squad mate counts as fully executed move.


     Rogue Squadron- not sure



  15. 2 hours ago, hargleblarg said:

    Squad Titles.

    In the original trilogy, squad combat was such an important part of our space combat that earned our love of star wars. I want Gold Leader to mean something in this game. I want to have incentive to fly iconic squadrons. I want it to hurt when Jek can't hold it, because he's part of my squad and not just another piecemeal part of my list.

    DITTO!!!  Red Squadron, Gold Squadron, Rogue Squadron...etc etc.  


    1 hour ago, drail14me said:


    Blue Squadron X-Wing Pilots and models from Rogue One

    Force Ghost Ben. “Spend a force to Change a blank ordnance die to a focus”


    Oh yes!! Agree to this too 

  16. 11 hours ago, librarian101 said:

    So this is a generic force card.  Can any force user use it?  The card says on it the Dark Side, is there a dark side user only?


    found my confusion.  There is literally an upgrade card called “hate”!  Makes so much more sense now.  I thought you were saying “force hate”, as in “you hate the force”


    sorry my my stupidity.  

  17. 4 hours ago, librarian101 said:

    So this is a generic force card.  Can any force user use it?  The card says on it the Dark Side, is there a dark side user only?

    Forgive me, I have been known to be dense before.  I don’t understand you post here.  Is there a new upgrade card called “generic force”?  Also, I am only aware of Maul crew cars that states dark force cards.   


    Am am I missing something?

  18. On 12/5/2018 at 1:36 PM, Maui. said:


    Personally I'd very much prefer they simply classified it as "YT-1300 [Modified]" and "A-wing [RZ-1]" to differentiate the ships in order to keep naming conventions consistent with ships that don't have tags, and make locating ships by their most common chassis name easier, but hey what's intuitive for me ain't necessarily intuitive for everyone.

    100% Agree!!

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