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Everything posted by baranidlo

  1. Yeah the list above looks like the optimal version. Title on Han is useless against Rebels with Leia. Moving second will make life easier for the Fangs in every game.
  2. I think you might have missed the beginning of the dispute, which was about how much selecting your maneuver on a dial mattered in 1.0 and how much it matters in 2.0. So it's not about the quality of a ship dials, but about the maneuver selection process and how much or little strategy is behind it..
  3. It's pretty inaccurate and unfair to equate "1.0" = "Miranda and Ghost/Fenn". The game had 6 years of life and there were plenty of lists where dials mattered a lot, even at the end of it's lifecycle. Also, here's as unpopular opinion - dials matter much less in 2.0 than hype people here are willing to accept. Supernaturals, Rebel bricks with "1 forward to victory", large base boosts, wide arcs, Proton Torps alphas, etc are all still a thing, you know..
  4. Yes dials mattered a bunch less in 1.0 than they do now in 2.0, but it's not like they didn't matter at all..
  5. In my humble opinion the list building aspect was not the problematic part of 1.0. It was more about those years of bad design decisions and layers of broken stuff, which needed to be countered by other broken stuff. Also, "dials didn't matter in 1.0" is a meme now, but a false one..
  6. List building in CCG games is indeed a skill, even if people are able to download and play other's lists. Besides the initial building phase, you need to understand why each card is included in the list, what is the core part of the list and what can be swapped around based on expected meta. And then do the needed swaps and optimizations before each tournament in the developing meta environment. 1.0 was quite a lot like this, and it allowed you to include "tech" or "counter" cards in your list in order to beat the expected meta. Mainly because the card pool was huge and you had a large selection of counter cards which you could employ. This was and is indeed a big strategy piece, which is mostly absent in 2.0. People who like CCG game mechanics enjoyed this part of the game, and for them this was one of the aspects which were superior in 1.0.
  7. I never use to bring up credentials in my arguments, and it was not part of my original post. It was you who switched the topic to question of personal skill, where it became possibly relevant, so I did mention it. Again, coming to this thread is like entering a den of snakes. Some of you guys really should learn how to discuss things in a rational and constructive way..
  8. I don't have problems with different opinions if they are based on some facts or at least some logical thoughts. I do have a problem if you base your argument on the fact that if I have a different opinion from yours, then I don't have a clue what I'm saying and I must be obviously a bad player. On the topic at hand - the amount of variance in game is indeed subjective and I don't have problem if other people view it differently. As @Biophysical has pointed above, it might also very well depend on what ship arch types you are favouring.
  9. I see that coming and engaging in this forum thread again, was a mistake (again). I expected a bit more intelligence from you, my mistake. Won't happen again.
  10. Sure man, for somebody who's saying that I should not hand-wave things away, you are doing a lot of hand-waving and ad-hominem yourself. I don't have any intention or motivation to argue with you, but I have won multiple Regionals in 1.0 and one (albeit smaller) Nationals in 2.0, so I do know WTF I'm talking about. But sure, you do continue with your echo chambering and hand waving. Have a good day.
  11. I think there is potential for interesting and viable lists in 2.0, even if you are a triple Aces or dual Fat Turret player. In the Aces department, the "true Aces" ships are lacking a lot, but there are some options in the "Ace-Tank hybrid" (Poe) or "Pocket-Ace" (RZ2 A-wing) ship types. So mostly Resistance - and it's also HS legal. For the 2 ship turret list, I think there should be a good list for this in Scum - Boba Fett with the full OP loadout (so Maradauer, Han Gunner, Perceptive Copilot) and some wingman (maybe Hate Asajj?). Boba with his full OP loadout is still incredibely strong ship, he thrives in the end game, and usually can go 1 against 2, or even 3 (damaged) ships. So this should be then the matter of finding the correct wingman to get him there..
  12. High variance is good for casual games, because it creates the excitement and can be fun, and also because it levels the field, so the worse players are motivated to participate. However in highly competitive complex games you usually want to have the least amount of variance possible (although zero variance is also not desirable, because it usually means the game will be kind of stiff and boring..). I have to agree with @Sunitsa here that during its "better" days, 1.0 was more suitable for highly competitive play, with decreased variance and increased focus on squad building and meta-game / strategy phase. Good that you mention Fenn here, because I think it's a good example of what designers have kind of botched in 2.0. The "true Aces" type of ships have been so comprehensively nerfed in 2.0 up to the point where they are almost always suboptimal choise in list building. They now have basically zero "safe space" except if they manage to dodge all arcs, or are completely out of combat. And dodging all arcs is simply not practically possible against many lists when played by competent players. So what it means now is that if you make a choice to play such ships, you need to accept that the dice variance will play a huge role in your games. Which is a pity, because I think these are some of the most interesting ship types in the game, and their limited viability gives way to the more safe and boring choices. Which usually means flying bricks with very limited maneuverability but lots of health, which simply don't really care about defensive dice. So you have not created a more interesting environment with high defense dice variance, you have instead created a more limited environment and forced players to go for the more boring options. There is a reason why 4 or 5 ship rebels with Leia is the best list right now, and why the most competitive-minded players flock to that! No, with high dice variance the game is not more nuanced. I see much more regularely that games are decided by dice than it was in 1.0. If you have two highly skilled players, who make pretty much always the optimal or nearly optimal moves in the game, then the outcome is usually decided by very tiny details (this applies to any game pretty much). In 2.0 these very tiny details are very often the dice rolls.
  13. Nice version. I completely agree on your Han and Hotshot Gunner points. And I think it's worth saying once more - I think Hotshot Gunner is what elevates this list from just a pile of ships to an actually very solid and synergistic squadron. It just works so great with Han shooting at I6, and provides a huge boost to Fangs both on the offense and defense. If you look at the durability calculator, it makes an incredible difference if your Fangs are getting shot at with focused, or unfocused dice. For example Old Teroch's durability at range 1 is 4.233 shots, if opponent shoots with 4 dice and focus. But if you strip him of the focus (and you can strip 2 of them in one turn thanks to Hotshot and Teroch), then the durability jumps up to 9.692!! And at the same time, your offense goes from 2.435 expected damage (with 4 dice + focus + Fearless, against 2 dice + focus) up to 2.934.
  14. On Han I think Engine Upgrade is not really necessary. If you are affraid of being stressed (which was never really a problem for me), I think L337 might be overall better, for less points (edit: as was already said by others )
  15. I am currently running on this: Customized YT-1300 Light Freighter - •Han Solo - 69 •Han Solo - The Corellian Kid (54) Trick Shot (2) •Lando’s Millennium Falcon (6) Hotshot Gunner (7) Fang Fighter - •Fenn Rau - 71 •Fenn Rau - Skull Leader (68) Fearless (3) Fang Fighter - •Old Teroch - 59 •Old Teroch - Mandalorian Mentor (56) Fearless (3) Total: 199/200 I am considering replacing or removing Falcon title (for a bit bigger bid). I'm a big believer in Fearless on Fangs, since I like to position them aggressively at range 1, and then I need to have good modifiers to make it worth.
  16. Agreed. I had this squad in list builder ever since the announcement of 2.0, but was reluctant to put it on table until recently. And it really has impressed me quite a lot. I think it's quite wrongly underrated currently by lots of players (as is a lot of Scum after the points changes).
  17. I was running Hotshot Gunner recently in Han/Fenn/Teroch and it was absolutely amazing. Gives so much value to Han's shots, even if only shooting 2 dice. Definitely an MVP card of the list for me. From my experiences in 2.0 the Fangs need to be flown in a quite different way from 1.0. It's really crucial to be either out of range/arcs, or at range 1. So the most important element of my openings are now getting them safely into range 1, and then keeping them there. I lost quite a lot of Terochs to random range 3 obstructed shots to learn that you just cannot have them hang out at range 3, in arcs. I also like having both Teroch and Fenn, because then I feel like I can play quite aggressively and trade one of them for a good opponent's piece, and still have a strong end game ship available. I guess this is local meta-specific, but I would not bother with big bids with this squad at all. Fenn and Han are I6 and don't need any bids to trump 99% of the ships, and Teroch can get by when moving first..
  18. Good topic. I agree that there is definitely a set of standard openings which people use in X-wing. Even people who "improvise" are most likely just using a variation of one of the standard openings. Would be great if someone would bother to collect and catalogize this, but I don't expect anybody to really have time to do the effort You would need 3 things to describe the opening: Asteroid setup + Ships starting position + 2-3 Opening moves Here are some examples of some openings which I have used or seen being used: 1. "Joust through the asteroids" Useful if your ships are good knife fighters and like to hang out close to asteroids (such as TIE SFs). - Asteroid setup: tight cluster in the middle - Ships starting: the diagonally opposing corner from the opponent. If opponent deploys after you, then you'll want to start in the middle, "behind" the asteroids cluster. - Opening moves: straight and bank moves into the asteroid field. This opening could be also modified for Toolbox-style lists with distinct ship roles such as Tank/Knife-fighter/Ace (for example Tavson/Quickdraw/Blackout). In this case the Tank will avoid asteroids and go through the shortest lane straight at opponent, Knife-fighter will go hang out into the middle of asteroids, and the Ace will take the long route around the asteroids. 2. "Control the center" Useful if you're plaing a bunch of low initiative ships, preferably with turrets or wide arcs (Scurrgs, Auzitucks, etc). - Asteroid setup: spreaded around the edges as much as possible. Ideally empty center. - Ships starting: the corner with less obstacles nearby (you are likely to deploy first). - Opening moves: if opponent deployed in the diagonally opposite corner, then straight and bank moves into the center of the board. If he deployed straight across you, then go happily for the joust. If he tries bait and switch then go for the center to limit his options. 3. "Three pussees" Useful if you are playing three skinny aces and are affraid of opponent's beatdown. And if (on top of that) the opponent deploys after you (think two ship Scum beatdown lists with high initiative and bid, like in 1.0). - Asteroid setup: tight cluster in the middle - Ships starting: one ship in each corner, one in the middle. The corner ships should be rotated 90 degrees facing the middle of your starting row. This way the ship in the lane which opponent has chosen for joust, can do a rapid exit. - Opening moves: run with the ship your opponent has chosen as his target. Try and flank with the other two. Be ready to switch. I think there could be probably like 10-15 standardized opening setups, and most others (or improvised) starts are just variations of these.. With any of my squadrons I like to prepare the default setup, and also one defensive and offensive setup (depending on the matchup).
  19. 2.0 is a vastly better designed and balanced game, regardless if you play competitively or casual.
  20. I think you have a solid base there, but the list looks a bit unoptimized to me. Squad Leader for 14 points is too expensive, and you already have coordinate action on Tavson. Midnight herself is not so great ship in 2.0. Tavson has too many upgrades for a ship, which you plan on letting die, and some of them bring very little for their cost (e.g. Perceptive Copilot). So I would recommend dropping most of the upgrades from Tavson, and exchanging Midnight for Blackout. I have been playing Tavson/QuickDraw/Blackout myself recently in Hyperspace format, and it performed pretty good so far.. EDIT: Also don't forget to keep a healthy bid, I would recommend at least 6 points. Both Quickdraw and Blackout like to move after opponent's ships, and it will help you a lot to get them into flanking positions (although QuickDraw is more of a knife-fighter than flanker).
  21. The first point where you decide how your list will be flying is in the squad building phase. Some ships are simply not meant to be flankers (while on the other hand all ships are capable of jousting). A good flanker ship must have good maneuverability, high initiative pilots, preferably both boost and barel roll actions, and ideally also some linked action for having both reposition and dice modification in one turn. Each ship in the game has different capabilities for this, and here comes the second crucial point to decide how you should fly - it's when you sit down across your opponent and measure up his squad. If your opponent has better flanker ships (higher initiative, faster dials, etc), then you should consider switching back to jousting, because you will have problems out-flying him. On the other hand if your ships have maneuvering advantage, then NOT jousting is likely the correct answer. If you're flying a triple Ace list with not too much HP, then you probably should engage in a bait-and-switch opening. You can bait your opponent with one ship (by feigning a joust), while the others are working on getting on his flank. Once your opponent commits to engage your bait, you want to run with it asap before it gets punished. If you succeed, then your opponent will likely turn his attention to your flankers, so they need to become the bait now and run away, while your previous bait becomes a new flanker. This way of flying is indeed very difficult and precarious and one small mistake can easily cost you a game. For an example, see the Haighwood vs. Howard match from Hoth Open 2017 (below). Therefore I would not recommend flying straight 3 flanker aces unless you really have a ton of experiences with them. A much easier squad to fly would be if you choose 2 Aces and 1 Tank. You can then offer your opponent your Tank, who should be able to keep him occupied, while your aces get into flanking positions. Example of such lists could be (already mentioned) Redline / Whisper / Soontir. But there are many options across the factions (for example good tank ships would be Lt. Tavson or 4-Lom, which you can combine with Silencers or Fangs as flankers). )
  22. Hellooo, there https://images-cdn.fantasyflightgames.com/filer_public/a4/1c/a41c5b90-3ed7-456c-9dc9-ebae9d2f8408/onlinepoints_rebelalliance_january.pdf
  23. baranidlo

    Poe > Kylo

    Agreed. The whole FO seems to be a bit overcosted, while Resistance looks undercosted. In general, it seems that FFG has overvalued most of the agility 3 ships, perhaps because of the 1.0 mindset where 3 green with token stacks and passive mods were really good. However with just 1 token for defence and no passive defensive mods, the third die is now extremely underwhelming, and is pretty much the same as having 2 dice with just 1 extra health. It definitely doesn't warrant the higher price (and for some chassis lesser HP) which comes with it. Here's some quick math: - Silencer durability is 5.335 shots - T70 durability is 4.936 shots, but with Heroic it's almost identical at 5.255 shots
  24. Good points. Fangs have been quite underwhelming for me, too. But I think Boba is still really strong ship with the Marauder/Han/Perceptive core, but needs a more reliable partner than Fenn.. I'm currently looking at Boba + Lando Falcon + shuttle instead of Boba + Fenn + shuttle. Based on my Hyperspace games so far, Lando's Falcon title should trigger a LOT, and the whole Scum Falcon is a really cost-efficient ship..
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