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ccjacks3

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  1. Like
    ccjacks3 reacted to gennataos in Carolina Krayts is the best X-Wing podcast   
    Make no mistake, if Rey +1 or Poe +1 ever became a dominant list like Boba +1, I'd milk the ever-loving **** out of it.
  2. Like
    ccjacks3 reacted to mattcogg81 in Finding Rey a wing-man for the prom   
    Ok, ok so I was searching back in the forums and I saw this idea...
    Rey (70)    
        Rose Tico (9)    
        Amilyn Holdo (8)    
        Finn (10)    
        Rey's Millennium Falcon (2)    
        
    Ship total: 99  Half Points: 50  Threshold: 6    
        
    Poe Dameron (68)    
        Heroic (1)    
        R4 Astromech (2)    
        Integrated S-Foils (0)    
        Jamming Beam (0)    
        
    Ship total: 71  Half Points: 36  Threshold: 4    
        
    Colossus Station Mechanic (26)    
        Cloaking Device (4)    
        
    Ship total: 30  Half Points: 15  Threshold: 3    
        
        
    Total: 200    
     
    Very, very, very tempted!
     
    If I'm right - think of the possibilities of the de-cloak from Poe. I think this could be awesome! So cloak Fireball, Poe shoots - give Poe cloak token so he is safe, shoot with Rey maybe steal a token also. Next round de-cloak Poe if needed.
     
    What do you think? We all know Poe should be the Rey wingman right?
  3. Like
    ccjacks3 reacted to gennataos in The Poe Principle & Soontir Should be 69 Points   
    From my experience, I agree with @Stay OT Leader's summation of Poe being kind of like Wedge.  He's done best for me (for the most part) as a jouster where I know I'm likely to trade him, aiming to do so favorably.  
    I'm not sure what @Boom Owl means by BB-8/Primed Poe being boring.  The build?  Playing it? I don't agree that Black One needs to go up, at least not as Poe is currently costed.  It's a get out of jail card, but a lot of times it just gets him out of jail for a little bit.  Best case scenario (for Poe) is it does get him out of jail for a while, but then he's probably out of the fight for too long. Poe is stupid easy to bully.  You get him running away and it's nearly impossible for him to turn with any modicum of safety or often even assurance he can trade shots well. Having played some Soontir, a lot of Fenn and a lot of jedi, what Poe is actually missing isn't necessarily passive mods, it's a 1-hard.  It feels exponentially easier to ace with a 1-hard, blue or white. Ultimately, I think trying to play Poe as a true ace in an ace squad or ace + shenanigans is just making a worse version of something that can be done in other factions.  
     
     
  4. Like
    ccjacks3 reacted to Stay OT Leader in The Poe Principle & Soontir Should be 69 Points   
    The only thing wrong with Poe is he’s too expensive.  He’s very good for what he is, but because he’s not super-defensive with force/agility/regen etc he’s taking up too much of your squad value for just ‘a really good fighter who will eventually die’.
    Poe at 62-64 would be more appropriate.  That’s like ‘Wedge with an extra hull plus a few points’ territory, which is where he should be.
  5. Like
    ccjacks3 reacted to Flurpy in Finding Rey a wing-man for the prom   
    That sounds like a tough match up for Rey, good going on the win. 
     
    No spoilers, but I have a long post coming about Reistance in general. I've been pretty active in TTS recently with some decent results 😄
  6. Like
    ccjacks3 reacted to DexterOnone in Resistance Aces Pack (Speculation)   
    I’m not convinced with the idea of Poe as a Falcon pilot... I know he flew it in the film, but what would his pilot ability be?
    During the end phase, if there are multiple enemy ships in your rear arc then you must flee?
    Or
    At the end of the game, you MUST actually set fire to the YT-1300 miniature?
  7. Like
    ccjacks3 reacted to Revanur in Resistance Aces Pack (Speculation)   
    Apparently Rey has flown a T70 in a comic book I read on discord, so she could also be done in a T70 for this pack with the Orange T70 in it.  Maybe they make the T65 option a title/configuration as well?
     
  8. Like
    ccjacks3 reacted to KiraYamatoSF in Resistance Aces Pack (Speculation)   
    I personally think it's gonna be a 2.0 version of the Heroes of the Resistance pack from 1.0. With them mentioning how Aces packs have unique paint schemes, they mentioned X-Wings in particular, and how it's a chance to bring in old pilots with new abilities to show their growth, its likely gonna be Poe's orange X-wing with the Falcon.
    Would also bring in the Falcon to buy in 2nd edition format for Resistance and get things such as Lando Pilot and Wedge Gunner.
  9. Haha
    ccjacks3 reacted to gennataos in Carolina Krayts is the best X-Wing podcast   
    I have a three-week streak going of not getting Poe killed.
    I've not touched X-Wing in the last three weeks.
  10. Haha
    ccjacks3 reacted to MasterShake2 in Aces Packs Redux: Refreshed and Revisited for 2.0   
    Mace Windu piloting Vulture Droid

  11. Like
    ccjacks3 reacted to KiraYamatoSF in Discussion: What feeling/things do you get while enjoying Resistance?   
    I kinda have the feeling of a hotshot pilot that may or may not be out of his depths. Sometimes I make the best decision I possibly can, sometimes it goes up in fireballs. I definitely feel like I am the underdog when I play as them but man I got a lot of tricks, whether they are good is another question at times.
    The more I fly Poe the more I think he could go down in some points but man he almost always tends to end up in my builds. The Falcon is a tricky ship and definitely not like the other falcons. Rey and Chewie are the stars of it, Chewie wants a bunch of teammates so that usually means a couple pods, As, or Fireballs. Rey hits hard, especially when kitted out with the title, Korr, Finn, Rose, and the such. Of course you need something to help draw the enemy's fire from Rey or someone to finish the fight after Rey dies. The As have been proven good, any of them can be amazing, if only bringing one depending on your preference Zizi, Lulu, Tallie, and Greer are the go-tos. The Bomber has some tricks but man the cost adds up fast if you bring that thing. The pod has some nice pilots, Finn can punch harder than a ship of his type usually can, BB-8 can be a nice blocker, Rose goes well in swarms, and Vi...sounds good on paper but have yet to try. The Transport is okay, Cova is the star and Nodin has some tricks with C3PO and Korr.
    Some build ideas is the Falcon, Transport, and a A-wing, particularly Rey, Cova and Zizi/Lulo. Cova, Zizi, Jessika, and Bastian.
    Also HEROIC!!!
  12. Thanks
    ccjacks3 reacted to Boom Owl in Carolina Krayts is the best X-Wing podcast   
    Didnt get any responses in the other thread so ill post it in the real thread. 
    What are the non-list building answers to CIS Swarms? 
    In Game Tactics vs CIS Swarms
    Another counter strategy ramble. As usual quantity of words does not indicate quality of content, havent even re-read this. This is just to kick start a in game tactics discussion. I have played against CIS more than I have actually played it myself, so be skeptical of everything below. Strategy is probably not all together that different than how you should be fighting any swarm with a few exceptions related to obstacles. I personally greatly enjoy games against Swarms and CIS Swarm is no different for me. So many different archetypes/lists have legit win conditions from start to finish. There is a real in game puzzle to solve against swarms which makes it fun. It also doesnt require specific tech or init bands to deal with which again means there is probably alot to discuss here that isnt listed below. 
    What The List Does:  Usually Includes the following:  1-2 Ordinance Hyenas ( Plasma Torps or Concussion Missiles )  2-3 Discord Missiles  7-8 Ships most with struts  Covers large areas of the board with both arcs and discord missiles White and Blue Hard Turns easily threaten flankers  Able to move through, on to, and roll off obstacles  Networked functions like action based force charges for the entire list  K-Turns/Talons with mods thanks to networked  Uses struts and Calcs + Red Barrel Rolls to adjust arc coverage and basically pivot    Stacks Multiple Target Locks via Probes to scare things off or set up mid game alpha strikes 
      How it Deploys:  Typically in a corner set up to move along a board edge or chill for a round or two  Hugs the opponents side of the board or the left or ride side of the board until ready to turn in Not unusual to see the swarm "split" into two loose pairs of 3-4 However it will absolutely keep things close enough for networked to function for all ships  Occasionally will see it open with talons/k turns  Tends not to engage in strict block formation, though it certainly can joust that way  Uses barrel roll to keep the board open and the arc coverage as wide as possible  Tends to place Ordinance Carriers behind outside of blockable range Tends to deploy Discord Missile Carriers out front 
      Counter Strategy Accept that your going to lose some ships, build a strategy that assumes that  Set Up 2:1 Trades. Avoid 1:1 Trades. This should be obvious but I think for some reason its not? Don't Avoid Combat to much and create awkward board states for yourself  Losing a ship does not mean you lost the game, its how you trade that matters.  Vast majority of the "fine tier" lists in hyperspace have reasonable win conditions after a 2:1 trade with a CIS swarm. Very much a 50/50 or better after the 2:1 especially if your conscious of preferred board position after the 1st engage  Even if you lose your "primary" end game piece the rest of your list can absolutely still win you games because Init Kills are brutal  Trouble is to destroy to Vultures you actually have to commit to combat which can feel alot worse than it is  Every extra turn your ships get matters, even if its on only 1 hull. This game is all about setting controlling and enforcing the pace of the Init Kill Countdown Clock  Approaching the "loose wall formation" For the below, obviously rocks matter but for simplicity going to assume they "exist" but the angles are still possible  Usually want to approach from at least two-three angles  If they move their entire swarm into the center of the board you can create awkward first engages  Mainly because one of the flanks is more likely to be roughly behind the swarm ( i.e. actually flanking )  The center of the board also includes them walking up the left or ride side of the board and turning in  Make the Swarm player choose a flank to collapse on, Make absolutely sure whatever side they don't collapse on is in a position to do meaningful damage  Generally you should plan to commit to attacking from both flanks, remember most lists actually need to fight If you can do so with bail out options open but its not always possible, and not always necessary  If they set up in a corner, you can still attack from more than one angle This is better for the CIS player as they can more easily turn back in on either flank  After they choose a flank to target first engage, the entire swarm can hard turn back in on the other pair if it needs to  How far to their flank you are matters a great deal The closer your flank pairs are the better their 1-2 turn options after the first engage  The further apart your flank pairs are the the more likely it is you fail to take shots entirely Thats on you to avoid by moving quickly enough Turn 0-3  Its usually not as clean as the above two images, CIS swarms engage messy  Typically looks more like this  Flexible but it can also create very awkward engagements once your ships get close Its not uncommon for them struggle to get more than 3-4 shots on target  If one of their vultures self bumps, thats one less calc  If you bump into one of their ships thats one less shot, and you probably have passive mods anyway If you init kill a vulture thats another shot that wont happen  Suddenly they are only actually allowed 2-3 shots instead of 4  Its possible to "empty" the list of its Calculate tokens before it fires back  This isnt something you do intentionally, kinda happens naturally Provided your actually applying offensive pressure and focusing fire  Don't over assume that your list will lose the straight joust, flanking isnt the only option. 2:1 Trades are available via a partial engage + r1 double tap init kill  Get to Range 1 during the mid game puts a ton of pressure on the init kill countdown clock  You don't have to try to dodge all of the arcs  Getting blocked isn't the end of the world, it can still mean 1 less shot in followed by an init kill.  Other Stuff Probably alot more to say on all three of these topics Obstacles and Struts Gas Clouds can be your friend here, dishing strain and denying struts/calculates  Position your clouds in areas you think will be relevant to the first and second rounds of combat.  R3 of corners is usually a simplistic way to do that  Funneling the entire CIS swarm between rocks helps less than it does against other swarms  Barrel rolling off rocks leads to some strange board states Struts allows the vultures to trade up better and function like mini uwings Struts can sometimes be a liability as it requires specific speeds to move off the rock which is info you can use  Probes  Its very rare that you will have a chance to shoot a probe before it can set a lock  Its more common that you can force the CIS player to choose between taking locks and taking calculates  They will choose calculates unless part of their list is expected to be out of arc and can just function as a calc battery  Discord Missiles  These cause absolute mayhem with all the engagements above and allow CIS to keep up with the damage race  Obviously barrel roll is a good way to get out of this, but once again committing to setting up good flanks is key to.  If you somehow end up with Discord Missiles attached to more than one ship something went pretty wrong  Summary: 
    Don't Offer a Trade Treaty that the CIS player will sign  At minimum offer 2:1 Trade Deals   
  13. Thanks
    ccjacks3 reacted to Boom Owl in In Game Tactics vs CIS Swarms   
    In Game Tactics vs CIS Swarms
    Another counter strategy ramble. As usual quantity of words does not indicate quality of content, havent even re-read this. This is just to kick start a in game tactics discussion. I have played against CIS more than I have actually played it myself, so be skeptical of everything below. Strategy is probably not all together that different than how you should be fighting any swarm with a few exceptions related to obstacles. I personally greatly enjoy games against Swarms and CIS Swarm is no different for me. So many different archetypes/lists have legit win conditions from start to finish. There is a real in game puzzle to solve against swarms which makes it fun. It also doesnt require specific tech or init bands to deal with which again means there is probably alot to discuss here that isnt listed below. 
    What The List Does:  Usually Includes the following:  1-2 Ordinance Hyenas ( Plasma Torps or Concussion Missiles )  2-3 Discord Missiles  7-8 Ships most with struts  Covers large areas of the board with both arcs and discord missiles White and Blue Hard Turns easily threaten flankers  Able to move through, on to, and roll off obstacles  Networked functions like action based force charges for the entire list  K-Turns/Talons with mods thanks to networked  Uses struts and Calcs + Red Barrel Rolls to adjust arc coverage and basically pivot    Stacks Multiple Target Locks via Probes to scare things off or set up mid game alpha strikes 
      How it Deploys:  Typically in a corner set up to move along a board edge or chill for a round or two  Hugs the opponents side of the board or the left or ride side of the board until ready to turn in Not unusual to see the swarm "split" into two loose pairs of 3-4 However it will absolutely keep things close enough for networked to function for all ships  Occasionally will see it open with talons/k turns  Tends not to engage in strict block formation, though it certainly can joust that way  Uses barrel roll to keep the board open and the arc coverage as wide as possible  Tends to place Ordinance Carriers behind outside of blockable range Tends to deploy Discord Missile Carriers out front 
      Counter Strategy Accept that your going to lose some ships, build a strategy that assumes that  Set Up 2:1 Trades. Avoid 1:1 Trades. This should be obvious but I think for some reason its not? Don't Avoid Combat to much and create awkward board states for yourself  Losing a ship does not mean you lost the game, its how you trade that matters.  Vast majority of the "fine tier" lists in hyperspace have reasonable win conditions after a 2:1 trade with a CIS swarm. Very much a 50/50 or better after the 2:1 especially if your conscious of preferred board position after the 1st engage  Even if you lose your "primary" end game piece the rest of your list can absolutely still win you games because Init Kills are brutal  Trouble is to destroy to Vultures you actually have to commit to combat which can feel alot worse than it is  Every extra turn your ships get matters, even if its on only 1 hull. This game is all about setting controlling and enforcing the pace of the Init Kill Countdown Clock  Approaching the "loose wall formation" For the below, obviously rocks matter but for simplicity going to assume they "exist" but the angles are still possible  Usually want to approach from at least two-three angles  If they move their entire swarm into the center of the board you can create awkward first engages  Mainly because one of the flanks is more likely to be roughly behind the swarm ( i.e. actually flanking )  The center of the board also includes them walking up the left or ride side of the board and turning in  Make the Swarm player choose a flank to collapse on, Make absolutely sure whatever side they don't collapse on is in a position to do meaningful damage  Generally you should plan to commit to attacking from both flanks, remember most lists actually need to fight If you can do so with bail out options open but its not always possible, and not always necessary  If they set up in a corner, you can still attack from more than one angle This is better for the CIS player as they can more easily turn back in on either flank  After they choose a flank to target first engage, the entire swarm can hard turn back in on the other pair if it needs to  How far to their flank you are matters a great deal The closer your flank pairs are the better their 1-2 turn options after the first engage  The further apart your flank pairs are the the more likely it is you fail to take shots entirely Thats on you to avoid by moving quickly enough Turn 0-3  Its usually not as clean as the above two images, CIS swarms engage messy  Typically looks more like this  Flexible but it can also create very awkward engagements once your ships get close Its not uncommon for them struggle to get more than 3-4 shots on target  If one of their vultures self bumps, thats one less calc  If you bump into one of their ships thats one less shot, and you probably have passive mods anyway If you init kill a vulture thats another shot that wont happen  Suddenly they are only actually allowed 2-3 shots instead of 4  Its possible to "empty" the list of its Calculate tokens before it fires back  This isnt something you do intentionally, kinda happens naturally Provided your actually applying offensive pressure and focusing fire  Don't over assume that your list will lose the straight joust, flanking isnt the only option. 2:1 Trades are available via a partial engage + r1 double tap init kill  Get to Range 1 during the mid game puts a ton of pressure on the init kill countdown clock  You don't have to try to dodge all of the arcs  Getting blocked isn't the end of the world, it can still mean 1 less shot in followed by an init kill.  Other Stuff Probably alot more to say on all three of these topics Obstacles and Struts Gas Clouds can be your friend here, dishing strain and denying struts/calculates  Position your clouds in areas you think will be relevant to the first and second rounds of combat.  R3 of corners is usually a simplistic way to do that  Funneling the entire CIS swarm between rocks helps less than it does against other swarms  Barrel rolling off rocks leads to some strange board states Struts allows the vultures to trade up better and function like mini uwings Struts can sometimes be a liability as it requires specific speeds to move off the rock which is info you can use  Probes  Its very rare that you will have a chance to shoot a probe before it can set a lock  Its more common that you can force the CIS player to choose between taking locks and taking calculates  They will choose calculates unless part of their list is expected to be out of arc and can just function as a calc battery  Discord Missiles  These cause absolute mayhem with all the engagements above and allow CIS to keep up with the damage race  Obviously barrel roll is a good way to get out of this, but once again committing to setting up good flanks is key to.  If you somehow end up with Discord Missiles attached to more than one ship something went pretty wrong  Summary: 
    Don't Offer a Trade Treaty that the CIS player will sign  At minimum offer 2:1 Trade Deals     
  14. Haha
  15. Like
    ccjacks3 got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    I see. I've been using Poe with different friends. XXXX makes sense. 
  16. Like
    ccjacks3 got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    So if you've got Poe, how do you deal with Boba without getting jumped on by Fenn? In my matchups if I don't keep the pressure on Fenn then he just bullies Poe because he almost always gets the bid. And then I have to bait and switch my wing mates onto and off of Boba. 
  17. Like
    ccjacks3 got a reaction from Hoarder of Garlic Bread in Carolina Krayts is the best X-Wing podcast   
    I see. I've been using Poe with different friends. XXXX makes sense. 
  18. Like
    ccjacks3 got a reaction from Hoarder of Garlic Bread in Carolina Krayts is the best X-Wing podcast   
    So if you've got Poe, how do you deal with Boba without getting jumped on by Fenn? In my matchups if I don't keep the pressure on Fenn then he just bullies Poe because he almost always gets the bid. And then I have to bait and switch my wing mates onto and off of Boba. 
  19. Like
    ccjacks3 reacted to gennataos in Carolina Krayts is the best X-Wing podcast   
    What @Boom Owl said.  These are a few reasons why I think Poe might be more competitive in current Hyperspace than any previous format timeline:
    Fewer I6 Less reason to bid Can now bring bigger, tougher guns Blocking matters more Less Force New good wingmates (Kaz, Zizi) I don't know...I just know I win way more than I lose and that he's not running scared and getting bullied nearly as much as I used.  The CIS swarm match-up is the only one which has felt unfavorable, but that's probably the case for most lists.  /shrug
  20. Like
    ccjacks3 reacted to Hoarder of Garlic Bread in Carolina Krayts is the best X-Wing podcast   
    Poe bad. A wings too good. Jack up optics by 1 (Kylo and stray Zetas aren't too hurt by this), but A's have to make tougher decisions. Drop Poe. Waaaaay down. Forget Kylo or Soontir: the difference between even Poe and Vonreg is comical. Sure, Poe doesn't die instantly from getting blocked, but he's significantly easier to block, especially compared to a Daredevil Vonreg.
    Sure, Fenn's also expensive, but Fenn's worth the cost because his linked bar is what Poe would want out of one, has a great ability, and can tank if needed. That and for 3 pt, a lot of his shots get double modded. The power level of Poe is not that of Fenn, however you slice it. The fact that @gennataos does well with him is more a testament to him and less to Poe.
    62 pt Poe when? Sure, I don't fly Resistance outside the occasional Vassal, but Soontir minus the force but gaining 7B can really spice a congealed meta.
  21. Thanks
    ccjacks3 reacted to MasterShake2 in Carolina Krayts is the best X-Wing podcast   
    It feels weird to say this, but Poe is bad
     
    It's like Dallas or Toronto or Overwatch, I like them, they seem like they should be good...but they aren't winning, so even being as charitable as possible, you do have to win at some point to be not bad.  And of course "bad" because we must define such things, is an element that will not produce a level of value that justifies it's cost investment in an average game in relation to other elements available to you or that are likely to appear on the other side of the table.
     
    Trying to unpack why an I6 that can double mod or double repo isn't getting enough value for the majority of players is an interesting challenge because it seems like that should be enough, but as most people seem to be learning from Vonreg...not so much.  Why does not get enough value compared to Soontir?  Part of it is definitely cost as Poe is far more prohibitively expensive at 68 (a full 13pts more than any other T-70, a cost difference mostly reserved for the likes of Force Users who have the benefit of passive mods), while Soontir being 15pts less is easier to put in a list that isn't almost completely centered around him being successful.  There's also the difference in actions, both Poe and Soontir can double repo, but Soontir is just better at it.  Poe has to close his S-Foils and if he double repos, he has no mods outside of *maybe* a heroic and if does land that bullseye, he's just going back up to full attack value.  If he doesn't land the bullseye, he throwing 2 unmodded dice which is pretty egregious for a 68pt ship.  If Soontir double repos, he still gets full dice, if he lands the bullseye, he gets that plus a mod.  This points to why X-Wings have never really been arc dodgers even with access to both repos and at high initiative. 
     
    Then you have to wrestle with locking yourself into blues on a ship with no blue hard turns and whose fastest blue straight is a 3.  An R4 helps that, but again, Poe loses more to repoing than Soontir (especially barrels rolls which is the best way to duck arcs at close range).  then you have to wrestle with a pilot ability that only works if you get an action and are okay being stressed which makes you easier to block.  Shifting back to Soontir, blocking Soontir in such a way that he doesn't have a focus is insanely difficult, but any block on Poe and he's no harder hitting or harder to kill than a 42pt rookie.  You could throw in Leia to help this, (at least some of it, not the getting blocked thing), but then you're investing another 17pts into an Poe, pushing him up to 85.  Anakin with 7B is 82 and has access to double repo without stress and passive mods.
     
    Poe might be the most fair double repo double mod-capable I6 in the game in terms of design and pricing, but too many other elements are unfair for him to make sense at his current cost.
  22. Like
    ccjacks3 reacted to MasterShake2 in Carolina Krayts is the best X-Wing podcast   
    Oh good, I almost have bingo.  Can someone bring up regen Jedi being an NPE and soontir being frail?  I already have droids are OP.
  23. Like
    ccjacks3 reacted to gennataos in Carolina Krayts is the best X-Wing podcast   
    I wish a new article would come out so you guys can be mad about something new.
    "You guys" applies to whomever reads that and infers it applies to them
  24. Like
    ccjacks3 got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    But I wanna give the Rookies BB units 😭
  25. Like
    ccjacks3 got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    I've been trying but haven't had a ton of success with XAAF. I think I'm 2/5 with it so far and have gone back and forth between Kaz & Yeager and Poe & Nien. 
    I might return to Poe +3A but I wanna SLAMMM.
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