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GreenDragoon

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  1. GreenDragoon

    Another A wing story :-)

    It has, by the way, nothing to do with a Final Fantasy character or something along these lines. The Green is directly from the Green Sqd A-Wings, and Dragoon refers to the fast and often light cavalry units, and I see the interceptor type ships in line with them - the ships I enjoy most, and obviously the A-wing is the pinnacle of all of them! e: plus it's fun to say if you draw out the oooo's. Dragooooon
  2. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    This is even a step further than what I had in mind. I would settle with list specific openings for the moment and see how far that gets us. What you describe here would be simply amazing if somebody really were to compile and discuss such generalized openings!
  3. GreenDragoon

    Five A-Wings

    Snap + Composure and four i1 are great! And much of it plays the same way. But there is an important difference wrt matchups between i3 and i1. And it might get you used to a very durable 5th ship when Lulo is actually extremely fragile!
  4. GreenDragoon

    Five A-Wings

    Maybe your opponents also suffer from a lack of creativity, huh? I find that I often use it to adjust the rear arc. It allows a wider range of maneuvers, that's why I'm curious about that point. It sounds like they could really use that third die to survive once shields are down. No clue how to improve that though.
  5. GreenDragoon

    Five A-Wings

    Are Upupups such a problem in your region? And do you miss boost or 3 agility?
  6. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    That might be the case, good point. Though I did have two different openings for my QD/Inq/Gunboat squad back in 1.0, with Inq on the flank and QD closer with the Gunboat in the middle. Was flexible enough to do different things, but also very simple to setup and certain maneuvers fit perfectly with the way I placed rocks.
  7. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    More, the key word was more. I think we have a different reading on how I used autopilot. If you look at my most recent battle report, I had to abort my autopiloted opening due to his slow first maneuver. But I saw him setting up in the diagonal corner with some annoying asteroids and I directly knew how I want to play the first 2-3 turns. That's on autopilot, but with active oversight. In this case I had to intervene, in others I don't. It is still easier to check whether your initial plan is still acceptable than constantly making up something on the spot. For me at least.
  8. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    That's exactly where I'm coming from. Having played dozens of games with it I realized that I use some more often than others, and I think just 2 are actually enough for most matchups. Sure, but how variable is it really? Another reason I ask is that I realized (thanks to my picture heavy battle reports) that eg obstacles are very often ending in roughly the same spots, giving me roughly the same areas to work with. I think that identifying such consitencies over various games and matchups can be very helpful! Even if it is only working during the first rounds of a tournament (which I don't believe), it allows you at least to play a bit more on autopilot and get a bit less worn down. I can still bring out my 1337 maneuvering skillz during that one game where I play a special snowflake... 🙄
  9. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    No, I said that in most (= not all) they set up in one of 3 locations. Taking a look at the Top16/8/4/Final of Phoenix, out of 8 positions, 7 set up in a corner. But maybe you should inform them that they suffer from a lack of creativity.
  10. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    Yes I agree, and I didn't want to suggest otherwise. I would say that individual squads do have such openings, and that it is very useful to have some ready for different types of matchups.
  11. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    I'd be careful with a statement like that.
  12. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    I recently-ish started to dabble in chess. One of the first things to learn are few, basic openings. Now I'm wondering: Why is there not more material (blogposts or discussions) on that in X-wing? I don't think it really is too variable, not when compared to the 50 or so realistic openings in chess. Most games I play end up with my opponent setting up in one of three locations (corners or middle) and me in one of the two corners. It's a very simple train of thoughts: Is the main threat/target right in front of me? Do I want to joust? These two questions answer how to choose my opening, meaning the first 2-3 turns. I would have several in principle, but I most often default to one of 4. So why is there not more about it? Is it secret tech that can't be shared? Or is there nothing to share because the game is not there (yet)?
  13. GreenDragoon

    Five A-Wings

    Finally have the time to write that up, game from 13.2.19. It's an online tournament with plenty prizes on the line. 4+1 v1 vs LuloGreerFinch I got first player. I apologize in advance for the vassal bug that does not allow me to untoggle the range measurements. Try to ignore that. Overall the dice were extremely average (hah!) for both of us, but I'll mention some specific situations where the specific combination of dice was a rare event. Opponent's determining action and my target priority: Finch throws bombs and can fire out of two arcs at once, which makes surrounding him a bit harder. The A-wings will try to get the bullseye for the procket, but I should be able to survive one. The points with 52, 50 and 97 are interesting for me because half Finch is more than Lulo, 1,5 of my Awings (incl Lulo) are less than half Finch + half-anything, and trading Awings is always beneficial to me. If Finch can be kept out of the fight I have a good chance. Deployment: I setup in my SW corner and made the rock triangle in the NW-N field. He let me have that free space in the S field, which is where I wanted to start the fight. The gameplan for the first turns: Feigned flight and adjust to his speed. Flank with Lulo. How it went: Turn 1: 3hards and boost towards the edge, 3hard and straight boost for Lulo. He went 2straight with the Awings, which was way too slow for me! Abort! Turn 2: This was something new: I did 3sloops instead of 3 banks now. This lets me slow down my approach without giving up position. The 2 straight + 5k fits if I want to slow down even more, or otherwise I can 2hard into the field. I'm quite happy that I found this move! He set up Greer and Lulo to sweep through the rocks. Finch was clearly going to hit a rock after his 1bank, so I didn't believe that he would just smash through. I was a bit afraid for my Lulo on the flank. I did absolutely not want to have a 1v1 against his Lulo. Turn 3: The generics turned in to greet 2 awings with 8 hits (or so I hoped). My mistake 1: My Lulo turned away. Turning in would have been amazing! His Finch went towards NW and I was happy to have called the bluff. During combat, he got the 12% chance event that I rolled just 1 evade and removed one generic right away with prockets, but I evaded the other attack. My shots got just 2 shields off the mod-less Greer which is expected (the freak event of 4 hits has a 22% chance though!) Turn 4: Here I got him good, blocked his sloop on Greer, and my Lulo was off to take on Finch, and got a whopping 3 shields in. Of course Greer died, and nothing else happened that turn. The situation was now a bit unpleasant: His Lulo and Finch had my Lulo cornered. I expected him to do a stop+bomb. Because if he was going to 2hard, I could easily escape by 2hard+boost myself (escape meaning taking a 2vs3+focus+LW shot, which I'm not afraid of). Turn 5: But he did do the 2hard and I may have outplayed myself with mistake 2. My plan - which would not have worked, see image - was to 5 straight, roll right, and boost past him. But unfortunately the 5s bumped Finch and allowed his Lulo to get a procket off. Luckily my Lulo survived (he had a 50% chance to survive). The seismic btw dealt a damage to Finch and his Lulo, and cleared the space for my incoming generics in future turns. Turn 6: I was quite proud on the net I casted with the generics. My Lulo had to get out as fast as possible, but still took the time to turn the arc. That meant 4 shots on his Lulo, and I had to be heavily damaging here, right? After all, 76% for 2 damage, and 52% to kill him outright. So I thought I had to try. My Lulo had a great start, took the focus off and dealt a damage. But it was not meant to be, and I didn't even deal a second damage. Which means we ended up at another rare event of 7% chance. From here on I made one more crucial mistake 3. I should have suicided Lulo into his, take the simultaneous fire as chance and try to get both off the table in one turn. I don't know why I didn't, but it was clear that I wouldn't be able to dodge arcs. Turn 7 got Finch to 6hp, Turn 8 got him to 4 and I lost my Lulo there. Turn 9 was another mistake as I though I should try to shoot his 1hp stressed Lulo at R2. It is another 54% chance to remove him, but the R1 into Finch would have been the much better choice! Turn 10 saw another 1damage into Finch, down to 3 now. And finally in Turn 11 he ended it by boosting his Lulo into R1 of one of my generics. He has just a 12% chance to kill my ship, and a 92% chance to lose him if I keep my focus, or 60% if I have to spend my focus. The expected result was what happened, and he conceded after losing his Lulo. 200-123 Lessons/Conclusion: Flanking/Baiting is great, but don't overdo it! Don't separate your ships too much. They should be able to reach each other the next turn if wanted Don't overthink it. If in doubt, choose the simpler, safer option Realize when a ship is lost - and make a meaningful sacrifice with it, don't just throw it away! Full Flight + SLOOP! Setup: Turn 1-2: Turn 3: he gets prockets off, but we expect to have similar damage on our ships. Just... I have 4 and he has 2! Turn 4: Blocked his Greer - byebye! But I have a sad Lulo. (note that we added the stresses to his Lulo and Greer later on) Turn 5: what I wanted to do: Turn 5: what I did Turn 6: casting a wide net!
  14. GreenDragoon

    Five A-Wings

    I think that last remark is key! The more ships with AO you have, the fewer will lack a token. That is mainly true against lists with fewer ships and usually coincides with lower initiative, as mentioned earlier. To be honest, I haven't found the correct way to put the experience into numbers. Five Awings are so versatile that I suspect some other benefits that I'm missing and that I haven't made explicit yet. For example, the option to split and come from (usually) two angles or more is hard to put into numbers. The rear arc increases the time on target, but also improves the arc dodging even at low initiative. I'm sure there are others that I'm missing right now, but all of them are coming together into a great mix that makes AO really great in large numbers. I realize I'm not really convincing right now - at least that wouldn't convince myself much if I wasn't already - but I hope I will at some point be able to put it into clearer words. About the Poe / XAAA/ XXAA lists: (also @theBitterFig) There were several high-profil players playing around with Poe, Lulo, Tallie and something (Blue or Green). It seems to work, and they usually know much better than me what they are doing. Generally, AO on high initiative pilots requires much more discipline on that focus, so I'd leave it out. I agree on the AO+Heroic combo for generics. For Lulo, Heroic+Trickshot and for Tallie Predator+crackshot are my own go-to's. I want to make them afraid of that bullseye, and of Lulo's 4-5 dice primary. But I haven't played Poe - as mentioned - and don't know anything there. Edit: I'd start with something like this Poe Dameron (68)Trick Shot (2),R4 Astromech (2),Integrated S-Foils (0),Black One (2),Hardpoint: Cannon (0),Heavy Laser Cannon (4) L’ulo L’ampar (38)Heroic (1),Trick Shot (2) Tallissan Lintra (35)Crack Shot (1),Predator (2) Blue Squadron Recruit (32)Heroic (1),Advanced Optics (4) Total: 194 View in Yet Another Squad Builder 2.0
  15. GreenDragoon

    Five A-Wings

    Almost every turn? Seriously though, I'd guess that I end up stressed more often than not. And most times that is due to boost, so overall maybe a third of all turns? Or in other words: constantly!
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