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Posts posted by Hydralisk101
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I've found that I've learned the most about the game, and who I am as a competitor, in every game I lose. Whether it's a particular strategy, list build or combo, try to task yourself to learn one thing every game! Also, as mentioned above, 99.9% of the people you meet are going to be extremely friendly and great opponents.
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I fly a Scum Swarm usually and in friendly games I usually put all my various tokens on cards to keep the board from getting cluttered and increased chances of bumping/knocking ships over. I always forget that in official tournaments the tokens need to be on the board and next to their ships.
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22 hours ago, Vargas79 said:The Ps1 Zealous Recruit is badly underrated.
I couldn't agree more. It has an amazing dial, great action bar and 3 attack/evade dice. I flew 5 of them to go 4-2 at the CT Regionals with some incredible opponents. Just recently took 4 ZR's and Sunny to a Massachusetts SC and went 3-1, round three loss against @MajorJuggler in a fantastic game. By far my favorite ship, might keep using the list even when the Vaksai Title comes out.
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Reflecting more on the importance of Arc Dodging, I believe X-wing may be the only miniatures game on the market with "annihilation" being the only win condition, which further increases its importance. I will add however that this isn't necessarily a detriment to the game system , having personally played miniatures games where juggling multiple scenarios and schemes at the end of a long day can seem tedious and work-like to some.
Another aspect of the arc dodging was the Initiative Bid Arms Race. The onus for some players on the bid was a mentaility of "If I lost the bid I've lost the game" though in certain cases such as pre-nerf Phantoms, this was very much the case. I hope we don't go back to those days in the waves to come.
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I remember in teaching the game to friends and family that the biggest feedback was helplessness in arc dodging. It was tough for new players in that meta to take their turn and wait to find out Soontir was going to dodge out of the arc and wait to spring the inevitable trap when people got frustrated and went after the shuttle. Most games out there competing with Xwing have mechanics where you get a chance to "attack" back or move and shoot on your activation. Still other miniatures games are "mission" based such as Kings of War, Infinity etc. where killing your opponents troops is just one aspect of the game and rarely an outright victory condition.
The victory condition in Xwing is to shoot down your opponent's ships. If you are denied that opportunity to shoot for most of the game, you deny the other player any chance whatsoever of having a chance to win. Even games like 40k with an almost equally strong IP the occasional lasgun could bring down a Terminator or a Warcaster could be assassinated with the last few units in Warmachine to clutch victory from the jaws of defeat.
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21 hours ago, MajorJuggler said:I just got back from Rivendell Books and Games in Rehoboth, Massachusetts. 23 players. I came in second overall, and #1 in Swiss. We played 4 rounds and then a cut to Top 4.
Winner: William Dextradeur (#3 Swiss, 3-1)
- Biggs + R4-D6 + IA
- Lowhrick + Selflessness + Operations Specialist + Breach Specialist
- Jess + hero droid + DtF
- Rex
Second place: Bob Randall (#1 Swiss, 4-0)
- Fenn + ML + AT + title
- Asajj + ML + Latts
- Scout + ML + Intel + rigged cargo
Top 4: Peter Gugel (#2 Swiss, 4-0)
- Poe + Intensity + Comm Relay + Black One + R2-D2 (+ maybe something else?)
- Miranda + Sabine + lots of stuff
Top 4: Matt Lenz (#4 Swiss, 3-1)
- Dengar + Expertise + Punishing One + Unhinged + K4 + Extra Munitions + GC
- Nym + VI + Autoblaster Turret + cruise missiles + bomblet generator + accuracy corrector + havock + genius
In any event, that's the first time that I have flown against Fair Ship Rebels. WOW, Operations Specialist is insanely good on that list. Not sure I'll try to math that one out, it's very complicated, but it's REALLY solid against another defensive list. The winner's only other loss was in round 4 of Swiss, 14-0 at time, when Rex finally died, on the last turn, to bombs, vs the #2 player. They rematched in Top 4, which again went to time, (no points had been scored with about 5-10 minutes left) but this time the Biggs squad killed a ship outright and won without needing to salvo. William flew very well all day, and this is his second store championship win this season.
My final table game ended at time after 2 hours, with me losing 32-0. I had put 2 damage cards onto Biggs, and 2 damage cards onto Lowhrick, but Selflessness and DtF were still active. He had removed 3 shields from Ventress, removed 3 shields from the Scout, and put 2 damage cards onto Fenn. Unfortunately for me, those 2 cards were both faceup direct hits. At 75 minutes in, nothing had died yet and no points had been scored, it was still 0-0. Fenn soon after blanked out on a range 1 shot from Jess [blank hit hit crit], I rolled [blank blank blank, eye --> evade w/ focus] +CDT evade. Direct hit, add to your other direct hit, do not pass go, do not collect $200. With all the dice that list throws at you, and generally all of them modified via Ops spec, it's bound to happen eventually. I had made an earlier mistake running Asajj too far away, so she was out of the fight for a while and turned into a 40 point focus battery, as Fenn and the Scout tried mightily to dance with the biggs list and put some damage through. Although if he had turned towards Asajj, it would have saved her bacon.
My top 4 match was kind of crazy. I forgot Nym had cruise missiles, and was just thinking he had accuracy corrector autoblaster... so I ended up in range 2 eating a 5 dice cruise missile. Derp fail. Fenn got one-shot, [blank hit hit hit crit] vs [blank blank evade], and the crit was direct hit. Cya Fenn, he never fired. So it's Asajj and the Scout by themselves against his entire list. Dengar was only down 1 shield and I think I had taken 2 off of Nym. No problem! Asajj and Scout proceeded to eliminate Nym and then Dengar, I don't think I even gave up half on either ship. Those two ships have successfully soloed entire lists for me now almost half a dozen times.
Not a bad run for this season's Store Championships, I only attended two, but went 11-1 overall and won one. I have kept my streak of being undefeated through Swiss at store championships going for a second season, I think, which is cool. 9-0 this season flying Parattanni w/ Intel and chute, 11-0 last season flying Maximum Danger Zone (Stresshog, 2x Wardens + TLT + Tactician, bandit) before the TLT+tactician nerf. The thought of playing against more unkillable Biggs lists is extremely discouraging though. I'm not traveling to Nova Open or any other large events, but man, if I was I would seriously reconsider going at this point. It's just a terrible list to fly against in 75 minutes.
Great playing against you round 3! Sunny and the ZR's had their chance for a bit there. I'd go again just for the top table comfy chairs!
MajorJuggler reacted to this -
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This is the list I can't wait to fly as soon as the Titles come out, though from what I've seen I think the StarVipers will be the real heroes of the expansion.
Khiraxzs and Allies (100)
Cartel Marauder (20) - Kihraxz
XX-23 S-Thread Tracers (0), Inertial Dampeners (0), Vaksai (0), Munitions Failsafe (0), Guidance Chips (0)Cartel Marauder (20) - Kihraxz
XX-23 S-Thread Tracers (0), Inertial Dampeners (0), Vaksai (0), Munitions Failsafe (0), Guidance Chips (0)Cartel Marauder (20) - Kihraxz
XX-23 S-Thread Tracers (0), Inertial Dampeners (0), Vaksai (0), Munitions Failsafe (0), Guidance Chips (0)Cartel Marauder (20) - Kihraxz
XX-23 S-Thread Tracers (0), Inertial Dampeners (0), Vaksai (0), Munitions Failsafe (0), Guidance Chips (0)Inaldra (20) - M3-A "Scyk" Interceptor
Adaptability (0), "Heavy Scyk" Interceptor (2), Pulsed Ray Shield (2), Tractor Beam (1) -
This was a fantastic read, thank you for posting!
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On 7/10/2017 at 5:35 PM, Wiredin said:@Marinealver I have noticed some of my upgrade kits are a bit loose as well. The one I use for my A-Wing specifically has been really bad. I plotted a 3 hard and when I revealed it was a 4 straight. I called the 3 straight as I was revealing and hand the template in hand...but saw a straight 4. Without even questioning it I swapped to the straight 4 because the 3 was the perfect maneuver and it may have come across negatively, especially against the newer player I was flying against. I bumped. I got shot at, I'm an A-Wing, I survived, went on to win. no problem.
Sometimes the dial will also end up inbetween two selections too... I always call the maneuver before I reveal and show my opponent the dial, if it is inbetween I let them decide what to plot, but I haven't run into an issue plotting the maneuver I originally intended.
I switched to the "new" set of plastic dials specifically because of this. My Khiraxzs dials were way too lose and it lead to a situation much like yours in a kit tournament. Well worth the investment, haven't had an issue since.
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Miranda with Predator...Round 1 of a local spring kit tournament.
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1 hour ago, SEApocalypse said:Fully decked out? 3 Alphas should be more than enough. Two actually if you hand out PTL for them ;-)
Point here is that having upgrades on one expensive ship is buying those upgrade cost once, while the same upgrades on 3 ships cost you 3 times as much.
Going to have to respectfully disagree on two Alphas being able to take out a fully upgraded Soontir, but if you have that skill and power you could be the hero this city needs.
MajorJuggler reacted to this -
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4 hours ago, The Inquisitor said:Players are pretty resistant to changing holy points values too mind. If you played Warhammer (RIP) in the last 10 years competitively, there were a whole range of player-derived comp systems designed to rebalance the game, but no one actually did the one thing that would work best: change the actual points values. Some of these comp systems were incredibly detailed and essentially added a whole secondary point system designed to even out the first, which was intensely more work for tournament organisers and players alike than just redoing the points values. But they're sacrosanct for some reason.
While I do agree with you on the errata, once they start with errata for balance reasons, where do they stop? But I don't think all things are equal. Most people wouldn't care that much about a deadeye errata unless they're cardcore competitive. But literally everyone who uses a jumpmaster would have to care about a points change.
In any case, my point isn't so much about what the practicalities are, but that the game makers themselves don't seem to ever errata points values. I'd be pretty shocked if FFG did so in this case.
I don't miss those comp packs, that's for sure...Some even longer than the actual rule book it seemed.
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I can see FFG start to increase power creep over starting the logistical nightmare of FAQing basic stat lines. Making ships "costed" to the JumpMaster not only avoids that headache but will ultimately sell more ships for players to keep up with the meta. However, some of the ships in the waves since the JM5K (looking at you U-Wing, TIE Agressor) make me think they aren't all in just yet.
Hopefully someday in a podcast interview we can find out the story behind creating the JM5K and how a chassis that incredible managed to make it through playtesting.
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11 minutes ago, eagletsi111 said:Jarval, your funny. Mindlink works on any ships, that's why it's so good.
4 Blacksun Ace PS5, With title, with Mindlink, black market slicer tools, Munitions fail safe, Guidance chips and Ion Pulse Missiles. Are going to be totally nasty for 100 pts. (Each is 25 pts).
They PS kill lots of stuff, they can damage those with stress, and they will all get focus for every turn. Plus they are so with customization now you can build however you want.
I agree with Jarval. Mindlink is significantly harder to use without a green turn maneuver and those Khiraxzs really need to K-turn often. There are much better "free" options than Mindlink for Black Sun Aces. Even Talonbane needs extra actions and PTL if he wants to use EU or VT. Been playing 5 Cartel Marauders and Black Sun Ace variants for a few years now.
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This was the current one I've been playtesting too.
The Spice Must Flow (98)
Ketsu Onyo (50) - Lancer-class Pursuit Craft
Veteran Instincts (1), Dengar (3), Inertial Dampeners (1), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2)Asajj Ventress (48) - Lancer-class Pursuit Craft
Predator (3), Latts Razzi (2), Glitterstim (2), Glitterstim (2), Gyroscopic Targeting (2) -
Have a store championship coming u[ and wanted to bring double Lancers (Assaj and Ketsu) to take a break from the swarm I've been flying. Played a few games with different variations and I find myself having difficulties choosing between EU and Gyros as well as the EPT's on each. It seems like with different builds you can tank with Assaj and give Ketsu the ability to flank with EU, there's the "Go Green" builds with k4's and Gyros, lists loaded with glitterstims and countermeasures. Too many good variations to try in time! Has anyone had any success with and could suggest any builds with both Assaj and Ketsu? Any list archetypes place high in championships or worlds?
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On 5/30/2017 at 2:13 PM, VanderLegion said:yah I'm definitely going to be trying this. Too bad I need 3 copies of the **** expansion to get 5 titles...
Almost halfway there collecting the cards, luckily there's Vassal in the meantime!
VanderLegion reacted to this -
I had benched the 5 Cartel Marauders in favor of 5 Zealous Recruits for last year's Regionals. Almost made the second day cut! With all the free upgrades it seems like a really fun (though still easy prey to turrets) list to fly. Looking forward to getting back to "Khiraxzs and Allies" in the Fall!
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17 hours ago, FTS Gecko said:I wouldn't count on it. There's already been plenty of theorycrafting using generics for both ships. Even the old faithful FIVE. CARTEL. MARAUDERS. gets a nice buff in damage output and versatility.
5 x Cartel Marauders - Vaksai (0) XX-23 Thread Tracers (0), Munitions Failsafe (0), Black Market Slicer Tools (0), Guidance Chimps (0) - 100 points.
After running this Swarm for years I can't wait to run the same thing with all these new upgrades. Already started collecting the cards!
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19 minutes ago, Barney said:Not sure how Cracken helps with squadrons, pretty sure he only works against ships. Would be great if he did.
Would be incredible. Tried going speed three with a list like this to get to the carriers quickly, still got swarmed lol.

Are TIE Defender Ds a good fit in the meta?
in X-Wing
Posted
I played this build last night two two ions and one tractor beam and that was absolutely the case. Red 1 and 2 turns are tough on a ship that is already strapped for actions as it is.