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Yearfire

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  1. Like
    Yearfire got a reaction from GreenDragoon in Dealing with aces   
    1) Don't commit to early
    Try to set up the rocks in a way that gives you room to move from one corner and into the center at any point. An asteroid at Range 2 from the side edge right between the player edges is the worst thing to see with jousters.
    If you leave yourself options to turn in multiple directions every turn, it should scare the aces off some of the time. Soontir has to break off his flanking if your entire squad can 2-turn and hit him with everything.
    2) Cover a large area
    You probably won't get all your arcs on one target. So don't try to force it by flying in a block (TIE-swarm is the exception). By fanning out you can make it harder for the aces to engage by having arcs covering where they want to be. Is one of your ships in danger of beeing arc dodged? Make sure to point one of your other guns in that direction.
    3) Be patient
    Most of the time you have the final salvo advantage, so the pressure is on the aces to engage. They also need more shot to kill your ships. I'm not saying you should play slow or play for time. But dont feel like you have to turn in to engage when k-turning to find another approach is better.
  2. Like
    Yearfire got a reaction from J1mBob in Full art card template?   
    That looks awesome! I'll take a closer look when I get home, but it looks like it's exactly what I'm looking for!
    Thank you!
  3. Like
    Yearfire got a reaction from JJ48 in Playstyles Poll   
    Two years ago, I would have said arc-dodging aces without hesitation. But in 2.0, I've really enjoyed lists that fall somewhere in between aces and jousters. Lists (usually four ships) that jousts better than aces and arc dodges better than jousters. I guess you could classify them as "Shark & Remora", but 2 jedis+2 torrents and TIE Salad doesn't really fit into that either I think. Pilots like Quickdraw and Vader aren't really arc-dodgy aces. Can an Upsilon in a list with aces really be calles a remora?
    I think maybe a category like "Toolkit jousters" or "Jack of all trades" would fit better? A mix of jousting and arc-dodging capabilities.
  4. Like
    Yearfire reacted to Wazat in Playstyles Poll   
    woo, we hit 200!
  5. Like
    Yearfire reacted to Wazat in Playstyles Poll   
    Toolkit Jousters is still maintaining a healthy lead, followed by Aces and Quirky.  This has been a neat poll -- its results have very much surprised me!
  6. Like
    Yearfire reacted to Porkchop Express in Rubberized base bottoms?   
    I was gifted a few of these at SOS. They are excellent. They add a good bit of weight as well which means they are harder to knock as well as being grippier.
  7. Like
    Yearfire got a reaction from Wazat in Playstyles Poll   
    I'm really encouraged by the number of people choosing Toolkit Jousters, or trying to describe something similar. Not just because I named the category, but because I genuinely believe X-wing is meant to be played that way. The archetypical X-wing match is something like Vader+mini swarm vs. 3 x-wings with mid to high initiative. And I believe that squads like that being viable is more fun and generaly more healthy for the game.
  8. Like
    Yearfire reacted to Green Knight in Rubberized base bottoms?   
    Same.
    Never play without.
  9. Like
    Yearfire got a reaction from Wiredin in Playstyles Poll   
    I'm really encouraged by the number of people choosing Toolkit Jousters, or trying to describe something similar. Not just because I named the category, but because I genuinely believe X-wing is meant to be played that way. The archetypical X-wing match is something like Vader+mini swarm vs. 3 x-wings with mid to high initiative. And I believe that squads like that being viable is more fun and generaly more healthy for the game.
  10. Thanks
    Yearfire got a reaction from Green Knight in Rubberized base bottoms?   
    I use these from Escapade Gaming and Gear in Sweden. I wouldn't play without them. Looks like they're sold out of everything but medium bases right now though.
  11. Like
    Yearfire reacted to Lyianx in Grappling Struts Rotate   
    Its no longer on the debris. That said, you do NOT flip the struts closed after that. They stay open until the next round as the vulture has not executed a maneuver. 

    So you played it correctly. 

    If the vulture wanted to, after the rotation, they could Barrel roll back onto the debris, as they are still ignoring its effects while moving. 
  12. Like
    Yearfire reacted to Wazat in Playstyles Poll   
    Ba-dum-tss! 
     
     
    Okay, everyone!  Does the current list look solid to everyone?  Any adjustments to language?  Any additional options needed?
    Aces (High-init veterans.  Usually arc-dodgy; can be "fragile-agile" but not always) Toolkit Jousters (A mix of jousting and arc-dodging capabilities.) Shark & Remora (Ace or big ship surrounded by scrubs) Swarms (Vultures, TIE Fighters, etc) Bulk (Lots of Health and Defense, such as: Rebel Beef; sharing damage with Selfless etc; deflecting damage with reinforce or pilot abilities (like Norra), etc) Two-Ship Fleets (A scum special, but other factions do it too; sometimes has a 3rd filler ship thrown in) Munition Alpha-Strikes (Proton Torpedoes, away!) Device Driver (Bombs, Mines, Drones, and other similar mechanics for area control and non-attack damage) Quirky Shenanigans (Might be strong or weak, but the focus is on wacky/strange/different; the crazier the better) Deliberately Off-Meta (I like ships more the more neglected they are, maybe to a fault) Experimental Variety (I don't care whether it's powerful or weak, I just want to experiment with something new every time) Thematic/Cinematic (I fly ships and pilots I like, more for thematic attraction than mechanical advantage) Anything Top-Meta (I go for whatever's strong & popular.  I prefer something vetted and solid over something personalized or experimental.) Everything (I bounce between lots of styles and I love most of them, often switching preference by day; I can't stick to just one!) Other (Not listed here!  Tell us about it in the Thread)
  13. Like
    Yearfire reacted to Ysenhal in Opinion: Veteran Turret Gunner ruling should be reversed   
    I'm fine with the way it currently works. It's a trade-off - normally a turret gives you a wider arc and makes you harder to arc-dodge, with VTG you're paying some points and losing that wide arc to have more concentrated firepower. It fits right in with the idea that arcs matter and that lining up your shots well should be rewarded.
    That said, the point cost could probably go up a little, since it's clearly the best gunner on a lot of ships at the moment. I think the cost on some other gunners could probably come down as well without breaking anything, which would give it more competition for the slot.
  14. Like
    Yearfire reacted to BlastyMcBlasterFace in Playstyles Poll   
    My absolute favorite is actually Ace + Pocket Ace + Scrubs.
  15. Like
    Yearfire got a reaction from feltipern1 in Playstyles Poll   
    Two years ago, I would have said arc-dodging aces without hesitation. But in 2.0, I've really enjoyed lists that fall somewhere in between aces and jousters. Lists (usually four ships) that jousts better than aces and arc dodges better than jousters. I guess you could classify them as "Shark & Remora", but 2 jedis+2 torrents and TIE Salad doesn't really fit into that either I think. Pilots like Quickdraw and Vader aren't really arc-dodgy aces. Can an Upsilon in a list with aces really be calles a remora?
    I think maybe a category like "Toolkit jousters" or "Jack of all trades" would fit better? A mix of jousting and arc-dodging capabilities.
  16. Like
    Yearfire reacted to Opsmason in Rebel/ Resistance A-Wings   
    First, check with the Tournament Organizer. @thespaceinvader Is correct but, depending on the level of the tournament, the TO may be fine with it.
    Next, your friend should reach out to your local groups and see what they can borrow. We’re all reasonably nice folk, I bet they can find some loaners for the tourney
  17. Haha
    Yearfire reacted to pakirby in Is this the end of some of our favourite things???   
    Just buy the awesome looking soon to be released FFG templates
  18. Like
    Yearfire got a reaction from Lyynark in Rubberized base bottoms?   
    I use these from Escapade Gaming and Gear in Sweden. I wouldn't play without them. Looks like they're sold out of everything but medium bases right now though.
  19. Like
    Yearfire reacted to theBitterFig in Opinion: Veteran Turret Gunner ruling should be reversed   
    OK, so here's the question: would you rather have:
    {1} the current double-tap VTG after, say, an increase back up to 8 points
    or
    {2} a VTG that only costs 3 points, but can't fire double-front.
    For myself, I honestly don't know, at least not in the long run.  I think it'd be cool to live in the world of {2} for a bit, see how it goes.
  20. Like
    Yearfire got a reaction from IgotTargetlocked in Rubberized base bottoms?   
    I use these from Escapade Gaming and Gear in Sweden. I wouldn't play without them. Looks like they're sold out of everything but medium bases right now though.
  21. Like
    Yearfire reacted to Wazat in Playstyles Poll   
    Ah, I've seen those lists.  I'll add Toolkit Jousters.
  22. Like
    Yearfire got a reaction from Wazat in Playstyles Poll   
    Two years ago, I would have said arc-dodging aces without hesitation. But in 2.0, I've really enjoyed lists that fall somewhere in between aces and jousters. Lists (usually four ships) that jousts better than aces and arc dodges better than jousters. I guess you could classify them as "Shark & Remora", but 2 jedis+2 torrents and TIE Salad doesn't really fit into that either I think. Pilots like Quickdraw and Vader aren't really arc-dodgy aces. Can an Upsilon in a list with aces really be calles a remora?
    I think maybe a category like "Toolkit jousters" or "Jack of all trades" would fit better? A mix of jousting and arc-dodging capabilities.
  23. Like
    Yearfire reacted to svelok in Rubberized base bottoms?   
    I also have these and they're a dream.
  24. Like
    Yearfire reacted to Magnus Grendel in Question on force using crew and gunners   
    The reason they don't is that Dooku and Palpatine don't 'have' force charges themselves. Instead they increase the pilot card's force charge.
    Notice they're always written as ": +1▴"
    It's basically the same mechanic as a shield upgrade (note that a pilot's shields can also start at zero).
    A ship carrying them only has one force charge pool as a result, which can therefore only have a single '1-up' arrow on it (I don't think there's currently any way to have a non-zero force charge pool without one?).
    Compare to 'normal' charge-using upgrades like lone wolf or afterburners, each of which has it's own, separate stack of  that can be spent, recharged (if it has the ▴ symbol) and tracked independently of one another.
     
     
  25. Like
    Yearfire reacted to Dalli in Hot Rod - The Decimator lives!   
    Some people know me. Im the guy who plays the imperial junk (Backdraft, Deathfire, OL and DC) in Top 8 SOS in Germany 2017, or Kylo Kath in some German Regional cuts 2018, or the Reaper-Countdown-Volso List two times in the Hyperspace cuts this season - all mentioned by american podcast - for example the mynocks. (Yes - it was always the same guy) Now I played again some kind of underastimeted list as well as for the last 5 years. Business as usual. A Decimator in a kind of old school list with Whisper. Branded as unplayable (some threats call for buffing the Decimator or some elements in that List and so on - It is a good index for this general view). When I was made aware of this by some German players and asked to translate my articles for you, I agreed. Maybe you are interested. Thank you Mark for helping me translate this one.
    Hot Rod
    I am tinkering around with the Decimator since October 2018. I bugged Steffen Kähler (some of you know him because aof the worlds), other well know German tournament players as well as my team members shortly after the release of 2.0 with my ideas. Earlier this year I wrote an article “Ode to Decimator” in the German X-Wing Forum (so far only available in German; http://www.moseisleyraumhafen.com/t18286-taktik-eine-ode-an-den-decimator#297984) explaining why the ship is – other than a lot of people think – not a **** ship and basically “dead on arrival” but a viable option in 2.0 for all the Imperial Admirals out there.  Now, around half a year later and after being constantly challenged to “play it in a big tournament if it is that good” I had to turn my ideas into a viable squad for a tournament. 
    On top, I had to come up with a squad not only for myself, but also for my team mate Enno; he committed way before me to bring a Decimator to the SOS in Hannover; eventually he went with RAC and Soontir. A little bit of fine-tuning and a couple of tough matches later his squad was set. At this point and time I was still playing a Sloane swarm and I was undecided whether to stick to it or to play with a Decimator as well. Nine test games later the squad was unbeaten (some of the games I won 200:0) and I was truly surprised by its performance. And when Jack Mooney on top of that won the SOS in Milton Keynes with Han/Jake I was sure that a Decimator squad is able to do this as well.
    Composition
     
    I came up with the name of the squad after the SOS due to the feedback I received and the obvious functionalities of it. The ships in the squad are well known, they are fast and tuned to the max. And thanks to Moff Jerjerrod they are even faster than what you would normally expect from Whisper and a Decimator.
    Well known, fast and tuned to the max: Hot Rod
    ·         Whisper (54)
    o   Juke (5)
    o   Fifth Brother (9)
    o   Stealth Device (6)
     
     
    ·         Rear Admiral Chiraneau (80)
    o    Lone Wolf (5)
    o    Darth Vader (14)
    o    Moff Jerjerrod (10)
    o    Veteran Turret Gunner (6)
    o    Proton Bombs (5)
    o    Hull Upgrade (2)
    o    Dauntless (4)
    Total: 200
    https://raithos.github.io/?f=Galactic%20Empire&d=v6!s=200!199:123,,82,166:;214:124,,26,50,90,69,164,147:&sn=Hot%20Rod&obs=


    Functionalities
    The most components are more or less obvious. However, the there are elements and synergies that you might not get right away, hence a closer look is needed. Most important: both ships have initiative 5; for flying and triggering the abilities it is crucial to have the same initiative.
    Moff Jerjerrod: Combinations and tactical concepts
     
    The core of the squad is Moff Jerjerrod. His abilities allows all friendly ships to perform a red boost action during the system phase. The possibility to reposition before all other ships move doesn’t sound that great at first, especially when you look at the conditions and the price: the boost is a red action, you have to choose and pick the same direction for all ships, you can only trigger it every second round and it costs 10 points. 
    However, it makes the Decimator (and especially Whisper) faster, even more less predictable and gives the option to fly around obstacles easier (instead to fly with a 3 bank-left (white) onto an asteroid you do a 1 straight boost (red) and then turn in with a 1 bank-left (blue)). So it is all about to broaden the engage/disengage possibilities. Especially the Decimator is able to get back into action more quickly after disengaging due to the additional boost provide due Moff Jerjerrod.

    Same goes for Whisper: she is even faster and more flexible than she already is: Decloak 2 forward (white), boost 1 left (red), fly 3 straight (blue) and then do a barrel roll; hard to see this coming. This example as well as other combinations turns the Phantom suddenly to one of the fastest ships in the game. It is also great to avoid getting trapped between obstacles and enemy ships: just do a boost and you are good to go. It is not as good as collision detector, but pretty useful nonetheless. Downside with the last mention option (boost to avoid being trapped) is that you might not get the auto evade token when you decloak due to the stress. However, you still can get it back using the regular action; and thanks to Fifth Brother and his Force token you are still “tokend up” sufficiently. In other words: most of the time it doesn’t matter whether you boost before or after you decloak (again: the importance of the same initiative of both pilots).
    Also, as both ships can move within the system phase (Whisper even twice) they can set a block before other ships move (you can say at initiative 0). Especially the big base of the Decimator makes him more resistant to blocks but, at the same time transform him into an efficient blocker himself: due to the boost he is able to move before initiative 4 ships to counter-block them (blocking the blockers). Another tactical component for this scenario is the proton bomb, which can be placed either before or after the Decimator uses the boost action. The imminent danger is quite often enough to force enemy aces or swarms to disengage, and it keeps the stern of the ship protected. The possibility of being blocked or facing a bomb often means that the opposing ships won’t have an action respectively a token: bombs have to be outmaneuvered using a barrel roll or a boost and being blocked means that you lose your action. In the very end all this plays into the hands of Whipsers’ Juke and Vader (Crew) (both are synergizing on their own very well already).
    Standard Tactic
    The Decimator is a tank, he wants to get into range 1 to shred enemy ships into pieces. He can either overlap ships with a lower initiative or set block; both is in his favor. Chiraneau with Vader (Crew) works a bit like the old Oicunn: as soon as the ship is in the arc of the Decimator it will get a damage from Vader. Thanks to the Moff and the Dauntless title you are able to set blocks respectively bump into enemy ships and get an action nonetheless pretty easy. This way the Decimator won’t get shot at, but deals damage; and Whisper will take care of the rest. The combination of the re-enforce action and Vader (Crew) makes the Decimator effective in the offense as well as in the defense. On top: both ships can generate a lot of Crits due Chiraneaus’ ability and Fifth Brother on Whisper. The games I have won with this squad were always pretty high points wise; a lot of them were even 200:0… even against squads where I wouldn’t have expected such a result at all. I wasn’t able to pull something like that off with another squad in 2.0 and I wouldn’t have expected to pull something like this off with a Decimator.
    The Decimator is a good choice also with regards to the current Meta: Juke, Out-Maneuver or Crack Shot don’t matter for a re-enforced Decimator. Once he is engaged in a dog fight, he simply tries to overlap/bump/block; the Dauntless title will provide the action he needs to then deal out massive damage to the ships he is not touching.
    In case the Decimator is going down he should have done his job by getting rid of the crucial element in the opponents’ squad. Whisper is an highly efficient (and annoying) late game ship that should be able to finish the game (potentially by just surviving to deny the victory points)

    Upgrades:
    Lone Wolf: A two-ship-squad including a Phantom might be the only set up to use this upgrade optimally… thanks to the movement options of the Phantom of course. It will boost the offensive output of the Decimator (action should be used for the re-enforce and you can potentially modify a focus using the Force token from Vader) and even could be useful when being shot at (especially from range 3).
    Dauntless: It’s a must have if you follow the standard tactic (overlap/bump/block) as you are not using Tua to get the re-enforce token. Goal is to ram other ships to deny them the attack on you and, at the same time, engage the remaining enemy ships. 
    Veteran Turret Gunner: It’s very helpful against squads with multiple ships that don’t have a lot of defensive dice; doing more than 4 damage in a round is likely. However, it doesn’t trigger often but when it does, it will hurt. It’s also a great tool against squads with a lot of hit points like Four K-Wings, Rebel Beef, etc.
    Hull Upgrad: It’s simple: Re-enforce turns the Decimator into a tank, having another hull makes him even harder to kill. More detailed information (with some math) can be found in my initial article on the Decimator (see link above)
    Vader: As described, he is the jack-of-all trades on the Decimator. He will make sure that you will deal damage, whether directly or indirect by taking away tokens from the opponent ship. Vader finished a ship in every second game I played, without getting Whisper or the Decimator directly involved. He is one of the best Crew options you can get.
    Stealth Device (Whisper): Ideally Whisper has a Focus, two Evades and potentially a Force token when being attacked. That amount of tokens and three green defensive dice makes it difficult to kill her; when being cloaked you even have 7 green dice. In all games I have played I only lost Whisper twice. The good thing is (or bad thing if you have to face this squad): you can’t ignore the Decimator, but also can’t ignore Whisper as she is a beast in the late game. Whisper is the defensive counter-part to the Decimator: no green dice vs. „too many“. This conceptual interplay between the ships and the difficulty for the opponent to set a target priority makes the squad very balanced.

    Conclusion:
    When you follow the described tactics there are not a lot of other squads that will give you trouble. No matter the matchup, you have at least one tool in your box to be able to deal with it. I personally don’t like to joust my opponent’s squad directly, even though it would be the best option most of the time. Squads that deal a lot of Crits as well as using jam actions are to most challenging matchups for the Hot Rod, however they are not unbeatable. This is also the reason why I will stick to this squad for the extended format for the time being. I was able to get into the top 16 at the SOS Hannover and almost made it into the top 8. The overall performance of the squad makes me confident that I could have made it even further that day.
    Therefore: Stand firm! The Decimator is not ****. The Decimator is not dead!
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