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Sierra Romeo Charlie

Why even bother to use the X-wing?

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Hobbie is, uh.... Good at countering rebel captive, kinda

 

Hobbie loves R3-A2. Though he's target locking all the time.

Yeah, but Wes with VI tends to thwart more with r3a2, and doesn't have the TL issues of hobbies midrange. While a rookie with r3a2 spends fewer points for the same roll. I agree that r3-a2 does synergize well with hobbie, but that starts to ask for Dutch.

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This threads making me want to play Luke again

Predator and r5-p9 w/3 naked blues :P

Was torn between Jakes or xizor but gah

Luke+Lone Wolf+R5-P9 and 3 Blue Squadron B-wings (99 pts) is what I ran when I finally won a store championship. Luke definitely can hang around a lot longer than the other X-wings, but he is just one X-wing in a very large pool of pilots who struggle to survive engagements without Biggs or break out of the, "He's good, but for the same price I can pick up a Blue and a Bandit for the same points".

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I guess the problem is synergy... with competitive play mind. You need the "Yavin 4" as I would like to call it to use in a tourney, but they cost way to much to use in that setting... If you only use the "Yavin 3" you are at a disadvantage. I'm not the best at building squads but if I was to run X's only in a tourney then this is close to what I would take:

 

[X-WING SQUADRON]

 

 

100 points

 

PILOTS

Luke Skywalker (41)
X-Wing (28), R2-D2 (4), Proton Torpedoes (4), Veteran Instincts (1), Engine Upgrade (4)

Wedge Antilles (31)
X-Wing (29), R5 Astromech (1), Calculation (1)

Biggs Darklighter (28)
X-Wing (25), R5-P9 (3)

And their may need to be corrections to my build, but even then, I could see TIE swarm or a Decimator or dual IG-88's making short work of this list, among other things.

 

Another thing to consider. Look at BBBBZ, vs XXXXZ. For 1 agility per ship you can gain 3 shield's. Do you really want to trust that 1 extra green dice?

 

That's just my thoughts. The Regional winning builds speak for themselves.

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I guess the problem is synergy... with competitive play mind. You need the "Yavin 4" as I would like to call it to use in a tourney, but they cost way to much to use in that setting... If you only use the "Yavin 3" you are at a disadvantage. I'm not the best at building squads but if I was to run X's only in a tourney then this is close to what I would take:

 

[X-WING SQUADRON]

 

 

100 points

 

PILOTS

Luke Skywalker (41)

X-Wing (28), R2-D2 (4), Proton Torpedoes (4), Veteran Instincts (1), Engine Upgrade (4)

Wedge Antilles (31)

X-Wing (29), R5 Astromech (1), Calculation (1)

Biggs Darklighter (28)

X-Wing (25), R5-P9 (3)

And their may need to be corrections to my build, but even then, I could see TIE swarm or a Decimator or dual IG-88's making short work of this list, among other things.

 

Another thing to consider. Look at BBBBZ, vs XXXXZ. For 1 agility per ship you can gain 3 shield's. Do you really want to trust that 1 extra green dice?

 

That's just my thoughts. The Regional winning builds speak for themselves.

yes. HELL yes. The X-wing also has an astro, where the b-wing can get  a crew... for a 1 point mod. why not just bbxxz? please? compromise?

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Tarn Mison — X-Wing     23
     
Luke Skywalker — X-Wing     28
     
Biggs Darklighter — X-Wing     25
     
Bandit Squadron Pilot — Z-95 Headhunter     12
     
Bandit Squadron Pilot — Z-95 Headhunter     12

 

^ Fun times ahead

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I think the best reason to take X-wings over B-wings is the maneuverability.  Unfortunately, in the 100 pt death match, it's not as important.  I think if we were to have missions / scenarios, then it would be a bigger deal.  When you have to get somewhere fast and with good firepower, you take an X-wing. 

 

Also, I think people write off Porkins w/ R5-D8 too fast.  Give him Expert Handling and he's a great below PS 9 pilot. 

 

2 Evade dice suffer when the red dice firing against it is more than 2.  When it was just Tie Fighters, you were fine.  With all the HLC, Phantoms, or even 3 red dice, it makes life harder for the X-wing.

 

if I wasn't so caught up in Imperials, I'd prove how nasty an X-wing could be. 

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R5-D8 relies on something that will not be named.

 

Seriously, when will people accept that the Astromech is one of the most lackluster slots in the game atm?

 

I have no idea what you are talking about with R5-D8. 

 

I've had good success with Porkins and R5-D8.  If Porkins does something that stresses him out (K-turn, Barrel Roll, etc), he rolls the die.  3/8 chance he gets a hit.  So, less than 50%, but still possible.  If he does take the hit, he will then get an action.  If he activates R5-D8, he has a 5/8 chance of removing that damage.  So, there is only an 11% chance that Porkins will take that damage and still have it at the end of the round.  The most likely case is that he removes the stress and can do an action!  What's bad about that?  If he does keep the damage, he can still try to remove it next turn (or next turn or the next turn).

 

There are some Astromechs that really change the game.  Those that give back shields, cause stress, or re-rolls are important.

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11% is pretty big. Would you take a ship that only irreparably damaged itself 11% of the time to a tournament?

 

You've also given up your action to roll that Green Die. All those Focus results you roll when defending are a big fat nothing.

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11% is pretty big. Would you take a ship that only irreparably damaged itself 11% of the time to a tournament?

 

You've also given up your action to roll that Green Die. All those Focus results you roll when defending are a big fat nothing.

 

If I liked playing Rebels, I would definitely bring it to tournament.  There is also lots of non-tournament games out there, though.  

 

There is only a 3/8 chance that you will have to use your action to roll that green die.  Chances are that you will get an action after doing a red. So, even if you have to roll that green die to remove the damage, you still aren't stressed.   So.....one option is to do something that causes stress and just be stressed.  You can't do an action and you have to do a green to clear it.   The other option is to use Porkin's power and remove the stress.  Good chance of getting an action.  Even if you have to roll the droid die, you still don't have stress!  So, you are clear next round to do what you want.  Still a better spot.. 

Edited by heychadwick

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Lack of roll basically invaldiates the xwing's claim to heightened maneuverability. The dial is more flexible, but the lack of repositioning just shoots it in the foot
 

 

R5-D8 relies on something that will not be named.

Seriously, when will people accept that the Astromech is one of the most lackluster slots in the game atm?


I have no idea what you are talking about with R5-D8.
 

I do :)

(Also the boopy bastard has the gal to charge 3 points...)

Edit: have to add, though, that I think Astros are quite powerful (just not the sh*tty ones)

R3-a2 is a god among men-droids
R2-d2 is often worth 20+ points in shield upgrades
R5-p9 is pretty dang solid
R7 has a LOT of room for abuse
R2 is just plain cheap and good
R4-d6 says "**** you" to hlcs

It's just that most xwings are already wastes of points and adding more doesn't really help :P

Edited by ficklegreendice

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R5-D8 relies on something that will not be named.

 

Seriously, when will people accept that the Astromech is one of the most lackluster slots in the game atm?

 

Id change that statement to say that the current astromech selection doesnt do justice to the slot.  The slot itself can be useful IF there are decent astromechs to fill it with.  Same with ordnance, useless at the moment due to the current dissatisfaction with ordnance overall (not saying it could never be useful).

 

A handful of extra rebel astromechs which are worth their points and add real useable abilities to Xs, Es and Ys would be a benefit to the game.  Scum got really solid choices in their salvaged astromech slot.  Rebels currently have a couple of good ones and a bunch of pretty lackluster ones.

 

Also +1 to the love for The Fat One.  Porkins with R5-D8 has been great for me in games.  Best streak has been 5 health regenerated and still alive at the end of the game.  It isnt great action economy but I think automatic regen with healthbot would be too much.

Edited by phocion

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Nah, the Action is the cost of Healthbot.

 

Let's throw out the Green Dice requirement.

 

Now, you can take a Focus Action, which means you are more likely to evade all the other damage you may take this round, as well as be used to buff your output.

 

Or you can regenerate a Hull, which means you're already down at least 3 HP, and are therefore a damaged Tie fighter with less green dice.

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Nah, the Action is the cost of Healthbot.

 

Let's throw out the Green Dice requirement.

 

Now, you can take a Focus Action, which means you are more likely to evade all the other damage you may take this round, as well as be used to buff your output.

 

Or you can regenerate a Hull, which means you're already down at least 3 HP, and are therefore a damaged Tie fighter with less green dice.

 

only problem is that you're now strictly superior than r5-P9

on the other hand, r5-p9 shouldn't have needed to be made because R4-D8 was a fickle piece of junk <_<

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Ah, but R5-P9 uses the Focus token, so you get to spend it the most effective way. If you roll 2 eyes on the defense, you can spend the token to cancel 2 damage. If you blank out, you can keep the token and regen a shield.

 

With D8, you get a hull back, but your Green Dice are going nude this round, and are more likely to fail you.

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Edit: have to add, though, that I think Astros are quite powerful (just not the sh*tty ones)

R3-a2 is a god among men-droids

R2-d2 is often worth 20+ points in shield upgrades

R5-p9 is pretty dang solid

R7 has a LOT of room for abuse

R2 is just plain cheap and good

R4-d6 says "**** you" to hlcs

It's just that most xwings are already wastes of points and adding more doesn't really help :P

 

I like R2, R3-A2, and R5-P9 the most out of those.  All solid choices and good for the points.

 

R2-D2 is great on the X Wing and Luke in particular, because the X has got probably the most useful green moves on its dial (barring hard 1 turns) and synergy with Lukes tankiness ability is a plus.  on the E and Y I think he doesnt pull as much weight due to the green moves being more restrictive.  Hes good, but can make you predictable.  R5-P9 is more flexible especially with action support from the usual cast of Rebels.

 

Not sure that R4-D6 is good on anyone except Biggs. The combo probably comes into his own against fat HLC Outriders or Fatimators with Expose.  You might have better experience with him though.

 

Tarn and R7 is great, possibly E Wings with FCS and R7 if your target shoots at you or you can get into a jousting match. 

 

Id say R5-K6 has room to be useful with Dutch, but its a gamble.  Ive had it work before and Dutch throwing out 3 free target locks is great.  No reason why it couldnt be an auto success though (same as FCS). 

 

R5-D8 can be good with Porkins, its more reliable than K6. 

 

The rest are a bit corner case.

 

I would love a few astros that really helped and added value to the droid slot fighters.  A recon specialist equivalent has been proposed and would be awesome, 2 for 1 focus.  Make it a generic and it would be well worth it.

 

Nah, the Action is the cost of Healthbot.

 

Let's throw out the Green Dice requirement.

 

Now, you can take a Focus Action, which means you are more likely to evade all the other damage you may take this round, as well as be used to buff your output.

 

Or you can regenerate a Hull, which means you're already down at least 3 HP, and are therefore a damaged Tie fighter with less green dice.

 

Yeah it would be much better than it is now, thats for sure.  If R5-K6 was also buffed this way, he would be an FCSbot and would just love Dutch (or anything with an astro slot).  Dont think that would be too powerful seeing as FCS does this already for the same points.

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Lack of roll basically invaldiates the xwing's claim to heightened maneuverability. The dial is more flexible, but the lack of repositioning just shoots it in the foot

 

 

R5-D8 relies on something that will not be named.

Seriously, when will people accept that the Astromech is one of the most lackluster slots in the game atm?

I have no idea what you are talking about with R5-D8.

 

I do :)

(Also the boopy bastard has the gal to charge 3 points...)

Edit: have to add, though, that I think Astros are quite powerful (just not the sh*tty ones)

R3-a2 is a god among men-droids

R2-d2 is often worth 20+ points in shield upgrades

R5-p9 is pretty dang solid

R7 has a LOT of room for abuse

R2 is just plain cheap and good

R4-d6 says "**** you" to hlcs

It's just that most xwings are already wastes of points and adding more doesn't really help :P

 

I'm going to start calling R4-D6 the coffee droid.

 

It's not that his ability isn't worth one point, it's just that coffee guy is probably the weirdest, most obscure upgrade in the game and I've never, ever seen him played or even suggested for a list. Hence the comment about how he's religated to being the coffee guy in the X Wing hangar.

Edited by ParaGoomba Slayer

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