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First Flight

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    To the men of other arms we are faceless and unemotive, as they are to us, but behind the ebon masks our comm channel is filled with chatter and guffawed camaraderie — for we know that before the day is out half our ranks may be trailing frozen blood through space.

    We are TIE pilots, and today the security of this great Empire rests on the shoulders of our panelled wings.

    Ours is a mixed squadron, the 3/237th, composed of fresh-off-the-racks TIE fighters and more advanced Interceptors cast off from a half-a-dozen units, some painted irregularly. These are lean times, since the death of the Emperor, and commands scrounge where they can. The lack of uniformity has its benefits, however: our ships have been custom-fitted with light shield generators and superior targeting arrays.

    But a faint shield is little solace with a wafer-thin metal frame between you and the void. We are TIE pilots, and we know that we live or die by the trigger-twitch of our reactions and the sudden speed of our craft.

    And before every battle, to belie the guffaws, we still shake and quiver beneath the gloves and behind the mask.

    —Flight Lieutenant Jan Abel Urbeyn, 3/237th Fighter Group

 

    Hi. You may or may not recognize me as a new player and poster on these forums. I’d like to present my report of my first X-Wing event, a three-round, 10-player casual tournament held at Phoenix Games & Hobbies in Kitchener, Ontario.

    Coming into the event, I was not expecting to do well, as I was flying essentially the cheapest list I could assemble (two ships purchased outside the core set), and was mostly hoping to have fun and gain some cockpit time. My list was as follows:

 

Carnor Jax (26)

    8 / 3 / 3 / 3 / 0+1

    Royal Guard TIE (0)

    Push the Limit (3)

    Shield Upgrade (4)

    Targeting Computer (2)

    (35)

 

Tetran Cowall (24)

    7 / 3 / 3 / 3 / 0+1

    Royal Guard TIE (0)

    Push the Limit (3)

    Shield Upgrade (4)

    Targeting Computer (2)

    (33)

 

Zeta Squadron Pilot (16)

    3 / 2 / 3 / 3 / 1

    (16)

 

Zeta Squadron Pilot (16)

    3 / 2 / 3 / 3 / 1

    (16)

 

    (100)

 

    It’s just the best two pilots I own with all the upgrades I have to stick on them and the highest-skill generics I have on-hand to fill out the list. Two ships past the core set!

    I used the two biggest asteroids I had and the one my first opponent called the ‘middle finger,’ and set them in the middle of the map, as that’s what I’d read online my Interceptors would benefit most from.

    All my opponents were pleasant fellows, and I explained to them I was new to the game. I apologize to them, if they are reading, that I don’t remember their names. I didn’t pause to write down their lists at the time, so I will try to remember them as best as I can.

    My first opponent assigned me initiative, then set down Vessery and Stele, one behind the other in the middle of his edge, and Backdraft close by to their right.

 

Colonel Vessery (35)

    6+1 / 3 / 3 / 3 / 3

    TIE/D (0)

    Adaptability (0)

    Tractor Beam (1)

    (36)

 

Maarek Stele (35)

    7 / 3 / 3 / 3 / 3

    TIE/x7 (-2)

    Juke (2)

    (35)

 

‘Backdraft’ (27)

    7 / 2 / 2 / 3 / 3

    Special Ops Training (0)

    Fire Control System (2)

    (29)

 

    (100)

 

    I had placed the two Zetas a ship-width apart looking down the open left side of the board, and spaced out Carnor and Tetran in the middle and middle-right to weave around asteroids. I did five-straights with all my ships as he came down the centre, then turned in the /fos and banked Tetran around a rock into what I thought was shaping up to be an excellent crossfire position. Carnor, though, I misjudged,  and two-banked into the big ’roid I had placed dead-centre on the map, directly in front of that Defender stack. Plasma spun and he glittered, red metal globules. My TIEs fired, the /fos on Backdraft and Tetran on one of the Defenders, to no effect.

    My /fos screamed after Backdraft, swivelling away, but I took account of where he would be and not where he was, and they piled into each other. Tetran’s approach had promised much, but he had no good moves now and flew into the Defenders’ K-turn track, to be shot apart. The /fos were picked off by spits from Backdraft’s aft and fire from the returning Defenders, and this flight was dust and flame-streaks. We shook hands and he leant me one each of his dice to supplement my trios for the rest of the tournament.

    My second opponent was a blind man who plays X-Wing as I imagine one plays Chess aloud: in his mind’s eye. I actually wasn’t surprised by this, as I’d read of him in another report on an event held in my area (http://dockingbay416.com/the-battle-of-waterloo-2015/). He had me guide his fingers over the ships, to recall their locations, and execute the maneuvers. He ran a lean pair of aces:

 

Rexler Brath (37)

    8 / 3 / 3 / 3 / 3

    TIE/D (0)

    Calculation (1)

    Tractor Beam (1)

    Cluster Missiles (4)

    Twin Ion Engine Mk. II (1)

    (44)

 

‘Whisper’ (32)

    7+2 / 4 / 2 / 2 / 2

    Veteran Instincts (1)

    Sensor Jammer (4)

    Advanced Cloaking (4)

    (41)

 

    (85)

 

    Yes, 85. He put them in his right-hand corner, facing my Zetas with the Interceptors off to the right again. Whisper hovered around the back of the board before diving in, while Rexler swept back and forth, raking fire across my hulls and throwing a /fo into the rocks. The action was fought with the ships almost smack against the left side of the board; we didn’t use half of it. He downed Carnor and one of the generics and had the other on one hull by the time the round was called. I stripped his shields.

    After the game he advised me to stack my ships in a square or inverse pyramid, with the /fos up front. This I did for the final match, losing initiative and setting up in the right-hand corner, opposite my opponent on the diagonal, also in square.

    If the last match had felt like playing against a Force adept, this felt like the Force was flowing through me. Suddenly I felt I could predict my counterpart’s moves, those paired A-wings and X-wings, flying in formation.

 

Biggs Darklighter (25)

    5 / 3 / 2 / 3 / 2

    R2 Astromech [?] (1)

    Integrated Astromech (0)

    (26 [?])

 

Green Squadron Pilot (19)

    3 / 2 / 3 / 2 / 2

    A-wing Test Pilot (0)

    Juke (2)

    Snap Shot (2)

    Chardaan Refit (-2)

    (21)

 

Green Squadron Pilot (19)

    3 / 2 / 3 / 2 / 2

    A-wing Test Pilot (0)

    Juke (2)

    Snap Shot (2)

    Chardaan Refit (-2)

    (21)

 

Jess Pava (25)

    3 / 3 / 2 / 3 / 3

    Swarm Leader (3)

    R2-D6 (1)

    Integrated Astromech (0)

    (29 [?])

 

    (97 [?])

 

    (I’m sure I forgot something here.)

    His ships turned left out the gate, skimming an asteroid, while mine screamed forward. He banked down around it, but fouled his formation and bumped. I mixed turns and banks head-on toward him, but misjudged and landed a /fo on the top-right rock. I was able to boost Carnor, below it, onto the edge of range three, with Biggs in arc but Jax just out, with Jess’s shot obstructed and one of the Greens out of range, which I felt particularly proud of. Tetran, though, I had to barrel down around the bottom-right rock to miss it and avoid massed fire, and he meandered into the fight after.

    The clashing flights now came crashing together in the top-centre of the board, amid the asteroid belt, jamming up against each other and facing every direction. Biggs shot out around the top-right rock, and Carnor past the top-left that my opponent had first banked past, and circled up. The A-wings split through the tumbling maze, one down toward me, K-turning, and the other after Carnor, while Jess Tallon-rolled to the centre of the board. When the /fos emerged, one was in flames with his wings falling away.

    At this juncture I should note that to at least the middle of this game, my opponent had the most rotten luck. Snap Shot was a craps shot, and a five-dice from a Swarming Pava rolled one hit.

    Tetran swung in from the right on the K-turning A-wing, who retraced his path while the Imperial ace peeled off up and right toward Biggs, looping down the edge of the board. Carnor hurtled clockwise round the top-left stone and K-turned past it, and the TIE/fo came counter-clockwise and rolled past him as he jetted back. They were panel-to-panel, facing the other A-wing, who had K-turned on the left side of the board: it and the TIE/fo were out of arcs, so Carnor traded shots.

    A hiss of cannon, and Biggs drank vacuum, and the wreckage glanced off Tetran’s wings. He slashed around the top-right stone and onto Pava’s tail as she dashed toward the embattled A-wing. Carnor shot past it and onto Pava’s guns: and the other other A-wing blazed in at Tetran. Time in the round.

    Tetran’s thumbs danced upon the stick-tops and laced the snub-jock’s canopy with flame. The A-wing fired aimlessly.

    Victory.

 

    I had fun today, and performed better than I’d expected to by the end of that last match. My opponents and the other players were all enjoyable and helpful, and I learned some things.

    I hope this report was somewhat comprehensible (I can see it so much more clearly in my head!) and entertaining. Signing off!

 

    A string of combat deaths and ejections into captivity, with the engine-glow of warlord TIE Defenders fading behind, left the unit’s morale shaken.

    Did the Emperor’s force of will alone impel the men to fight?

    But Imperial discipline does not permit a loss of focus.

    Today, in the stars above a nameless world, we have won our first victory against the Rebel Alliance, and repelled the tide of traitor discontent a time.

    I didn’t down any of the snubs: my wingman shot one off my back after running down a second, but the A-wings fled at routing speed and it was all our victory.

    This Imperial edifice shall not crumble, so we swear, not with our bodies as its bastions, our blood its ferrocrete, and the shattered husks of X-wings its shoring beams.

    We are TIE pilots, and today the chatter is no lie: today, we take off the masks, and smile.

    —Flight Lieutenant Jan Abel Urbeyn, 3/237th Fighter Group

 
Edited by TheHumanHydra

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Oh, very nice.  Very nice indeed.

I really like your narrative style of writing battle reports.  More of these in the future, please!

Also, congratulations on scoring a win.  It can be a tough thing to fly in a tournament against more experienced players, and it sounds like you had good teachers and learned quickly.  The only way to go is up.

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5 hours ago, MortalPlague said:

Oh, very nice.  Very nice indeed.

I really like your narrative style of writing battle reports.  More of these in the future, please!

Also, congratulations on scoring a win.  It can be a tough thing to fly in a tournament against more experienced players, and it sounds like you had good teachers and learned quickly.  The only way to go is up.

Thanks! I will try to write another next time I am at an event, though I'm not sure when that will be.

I also noticed a couple embarrassing errors. In particular, it was 'Carnor [who] shot past it and onto Pava’s guns' and was rescued by Tetran at the end of the last match. Kind of messed up my climax. Sorry!

Edited by TheHumanHydra

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In my very unbiased opinion ;), you chose the best possible products to enter this game. I am a huge fan of TIE interceptors. They'll serve you well.

I am interested in how you used Push the Limit. Conventional wisdom says maneuver to dodge arcs, but if you can't, then focus+evade. Is that how you tried to use it? I also think Targeting Computer is exceptional on the TIE interceptor when it's looping around to line up for a shot, and is taking no fire in the current round. So good. Did you manage to make good use of your locks?

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27 minutes ago, Parakitor said:

In my very unbiased opinion ;), you chose the best possible products to enter this game. I am a huge fan of TIE interceptors. They'll serve you well.

I am interested in how you used Push the Limit. Conventional wisdom says maneuver to dodge arcs, but if you can't, then focus+evade. Is that how you tried to use it? I also think Targeting Computer is exceptional on the TIE interceptor when it's looping around to line up for a shot, and is taking no fire in the current round. So good. Did you manage to make good use of your locks?

Yeah, I'm really happy with them, though I know they're not as competitive as Defenders. I'm enjoying the models and the playstyle, and I like that I have a clear purchase path of AutoViper -> Slave I or U-Wing to make the most of them.

I am finding Tetran's ability to be a bit of a dud, unfortunately. I wish Kir Kanos had an EPT; I'd like to try him (if only this game had errata ...). I may try the following list at some point:

Carnor Jax (26)

    8 / 3 / 3 / 3 / 0

    Push the Limit (3)

    Targeting Computer (2) / Autothrusters (2)

 

“Omega Leader” (21)

    8 / 2 / 3 / 3 / 1

    Juke (2)

    Comm Relay (3)

 

Epsilon Squadron Pilot (15)

    1 / 2 / 3 / 3 / 1

 

Royal Guard Pilot (22)

    6 / 3 / 3 / 3 / 0

    Push the Limit (3)

    Targeting Computer (2) / Autothrusters (2)

 

    (99)

 
As for the upgrades, yeah, I tried to arc-dodge, or tokened up if I couldn't, and took a target lock if I wasn't threatened, like you said. I don't remember how many locks I actually took - at least a couple - or whether it was enough to make the upgrade worthwhile overall (though it's all I have). I'm having trouble recalling the details - I'm sorry! Counting Squadron Benchmark runs, I think I've often considered it not too useful, unfortunately (though sometimes I've wished for it when I've run the normal loadout), but I think it was better in the match against the Rebels. I did spend some time outside their arcs.
 
Also, for some reason you gave me a flashback to Rogue Squadron: 'Conventional wisdom says maneuver to dodge arcs ...'.
 
'"By the book, or are we doing something fancy?"
Corran hesitated before answering. By book, Nawara Ven had referred to the general wisdom about the scenario. It stated that one pilot should play fleethund and race out to engage the first TIE flight while the other three fighters remained in close as backup. ...'
 
And now I feel like I'm on the flight sim deck with my pilots, learning the skills to survive our next battle ...

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16 hours ago, TheHumanHydra said:

Yeah, I'm really happy with them, though I know they're not as competitive as Defenders. I'm enjoying the models and the playstyle, and I like that I have a clear purchase path of AutoViper -> Slave I or U-Wing to make the most of them.

I am finding Tetran's ability to be a bit of a dud, unfortunately. I wish Kir Kanos had an EPT; I'd like to try him (if only this game had errata ...). I may try the following list at some point:

Carnor Jax (26)

    8 / 3 / 3 / 3 / 0

    Push the Limit (3)

    Targeting Computer (2) / Autothrusters (2)

 

“Omega Leader” (21)

    8 / 2 / 3 / 3 / 1

    Juke (2)

    Comm Relay (3)

 

Epsilon Squadron Pilot (15)

    1 / 2 / 3 / 3 / 1

 

Royal Guard Pilot (22)

    6 / 3 / 3 / 3 / 0

    Push the Limit (3)

    Targeting Computer (2) / Autothrusters (2)

 

    (99)

 
As for the upgrades, yeah, I tried to arc-dodge, or tokened up if I couldn't, and took a target lock if I wasn't threatened, like you said. I don't remember how many locks I actually took - at least a couple - or whether it was enough to make the upgrade worthwhile overall (though it's all I have). I'm having trouble recalling the details - I'm sorry! Counting Squadron Benchmark runs, I think I've often considered it not too useful, unfortunately (though sometimes I've wished for it when I've run the normal loadout), but I think it was better in the match against the Rebels. I did spend some time outside their arcs.
 
Also, for some reason you gave me a flashback to Rogue Squadron: 'Conventional wisdom says maneuver to dodge arcs ...'.
 
'"By the book, or are we doing something fancy?"
Corran hesitated before answering. By book, Nawara Ven had referred to the general wisdom about the scenario. It stated that one pilot should play fleethund and race out to engage the first TIE flight while the other three fighters remained in close as backup. ...'
 
And now I feel like I'm on the flight sim deck with my pilots, learning the skills to survive our next battle ...

Grab a third Tie Interceptor for Turr Phennir and Soontir Fel, then Slave 1 for the stealth device and VI.  I promise, you won't be disappointed. If you have seen me post you would know I am almost exclusively a Rebel player, but Tie Interceptors made me buy Imperial ships. I love those things. 

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In my opinion, Stealth Device isn't worth the Slave I pack, unless you want it anyway. You're good with the Hull Upgrade that comes with Imperial Aces. Now Autothrusters...they are well worth the $20 you'd have to drop for the Starviper, but again, you can survive without it for a while.

Edited by Parakitor
typo on price

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Thank you for those opinions, guys! I think - I think I'd like to stay away from a third Interceptor, just because it forces a second StarViper as well. I had been thinking of getting the U-Wing eventually, because it comes with the two Stealth Devices plus the Sensor Jammer to make Guri viable. I'm having trouble figuring out what to fly with Guri and (separately) the U-wing (I'd like as little of my collection as possible to collect dust), but that's something I have a while to ruminate on.

It's good to hear the cost-benefits ratio of the Stealth Devices; thanks for that.

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I know how you feel about being picky about the ships you purchase. I have 8 TIE interceptors, so obviously I don't run them all with Autothrusters (I only have 1 Starviper). But I also haven't I was deadset against getting a U-wing, until I was reminded that it has Sensor Jammer. Add that to the incredible Inpsiring Recruit and Expertise, and suddenly it looks like a great pack. I totally forgot it had Stealth Device, too.

I wanted to explain my comment about Stealth Device. They are great when you can double down on defense. Soontir Fel is great with Stealth, but one hyper-sensitive attack, or one bad roll, and you're feeling the hurt. With Hull, you'll get hit more often, but usually it's only a damage here and a damage there, and that fits my playstyle better. Plus, if you get blocked, you have a much lower chance of getting one-shot without your token stack (at least I think so). Stealth Device gets REALLY good when Emperor Palpatine is there to help ensure there are no bad defense rolls.

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1 hour ago, Parakitor said:

I know how you feel about being picky about the ships you purchase. I have 8 TIE interceptors, so obviously I don't run them all with Autothrusters (I only have 1 Starviper). But I also haven't I was deadset against getting a U-wing, until I was reminded that it has Sensor Jammer. Add that to the incredible Inpsiring Recruit and Expertise, and suddenly it looks like a great pack. I totally forgot it had Stealth Device, too.

I wanted to explain my comment about Stealth Device. They are great when you can double down on defense. Soontir Fel is great with Stealth, but one hyper-sensitive attack, or one bad roll, and you're feeling the hurt. With Hull, you'll get hit more often, but usually it's only a damage here and a damage there, and that fits my playstyle better. Plus, if you get blocked, you have a much lower chance of getting one-shot without your token stack (at least I think so). Stealth Device gets REALLY good when Emperor Palpatine is there to help ensure there are no bad defense rolls.

The merits of VI for Phenir should not be downplayed either. That +2 PS allows for some very brave but effective offensive play that you might like. Phenir likes to fly right into his enemy, preferably just at the corner of their arc, shoot, and then roll right along side then for a turn maneuver to be behind them next turn. Still it is all up to you. You really can't go wrong with any of these expansions. Admittedly Phenir struggles with defenders though, his offense isn't quite consistent enough in my experience. 

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Great read!  For home games you might enjoy printing  cards and using cardboard squares for the bases of ships (without ships).  While you cannot use these in tournaments, it can give you some practice with play styles before you buy the packs.

Here are some articles that you might enjoy also.

 

X-Wing™ Starter kits for under $101.


Opening

https://www.fantasyflightgames.com/en/news/2014/3/20/turn-zero/


Ship Placement

https://www.fantasyflightgames.com/en/news/2014/4/17/mastering-ship-placement/


Basic Formation Flying

https://boardgamegeek.com/thread/915993/maneuvers-101-lots-pictures


Blocking

https://www.fantasyflightgames.com/en/news/2016/9/26/turn-zero-block-party/

Edited by Toimu

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