Wednesday, December 19, 2018

X-Wing over the Break/into Jan's events...


So, been a few weeks…  I wound up winning the small Store Kit event at Titan with my Dash/Roark list…  Solid list and I suspect no one locally other than Jacob was prepared for it…  Jacob and I played the week previous to get in some practice so we had a fair idea what each other’s lists could do.  Unfortunately for him, his 4 ship S&V list was just not able to catch my ships in time before Dash erased enough of them to keep the win for me.  Dash DID die in that one, so it was fairly close to the end, but…

Not at all sure what to run going forward.  I’m sitting out Wave 2 with First Order and the Resistance for the most part…  Frankly, those factions simply do not interest me.  Some of the ships look like they will present challenges and be fun to fly against.  REALLY glad that the points are no longer on the cards as looking at the Resistance A-Wings and comparing them to the original Rebellion ones…  The new and far more advanced ones are actually cheaper…  Which SEEMS to point to a reduction coming for the Rebellion ones that no one seems like they are flying at the moment.  I know there is a fair bit of an argument going on out there about “Hyperspace vs Extended” for format going forward…  In general I am fairly neutral about this.  No really big events coming up it seems until Wave 3 drops and then my Jedi will all be legal in either format…  Looking at the lists I am flying now?  Nope, Extended only.  Could I go Hyperspace?  Sure.  But the Empire and Rebellion just seem severely limited in that format.  MAYBE Supernatural Luke or Vader would be enough to carry the Factions, but S&V simply has so many good options that it just seems bad.  Says nothing of the new Factions that show up ALMOST all legal in HS…  One probably problematic card not being legal on the FO side.  So, yes, there will be 3 Factions viable it seems, but that 2 of them just seem completely cut out is a problem for me.  I could fly a variant of Stu’s Fang list and probably do well enough, or Fen/Fenn for another Mandalorian team up…  Ironic, the Firespray that I flew so much in v1 is now probably the most powerful ship in either format at the moment…  I was NOT expecting that outcome.

Got me thinking about the basic game balance as the editions evolved and changed…  The basic game was 2 TIE Fighters and 1 X-Wing.  Looking at the cheapest option for both ships, the game is actually fairly even…  TIEs are ~ half the cost of the more durable X-Wing, and have a slightly worse Pilot.  The X-Wing CAN in theory erase a TIE it catches in Arc, while the TIE cannot even punch through the Shields in a single shot outside of Range 1.  On the other hand, the v1 X-Wing had no ability to reposition after its maneuver, making it very predictable and of course the good TIE commander will simply not be where the X-Wing will likely land.  Now, jumping ahead to v2 you have an X-Wing with Boost (via the S-Foils being closed) as well as the Barrel Roll, a much better dial and more Hull.  The TIE is essentially unchanged.  At the most basic level looking at JUST the box set, the Rebels look like they’re a bit OP.  Expand that out to the Hyperspace stuff however and the Rebels (barring point adjustments which ARE supposedly due in Jan) are simply left in the dust overall.  A few notable exceptions being things like the Dash/Roark list as the “I brought a Shotgun to the fight” option for erasing enemy ships quickly.  In Extended Empire has what is probably the most powerful list in their “Aces of Legend” or whatever many are calling it…  Redline (TIE Punisher), Soonter Fel (TIE Interceptor) and Whisper (TIE Phantom) loaded out and with an insane bid, the deepest being 18 points?  So, their I5 ships will almost always be moving last for the Arc Dodging they need to live.  Fell being I6 does not need this, but there ARE other I6’s and he REALLY does not want to be shot at.  S&V has the Drea swarm with the Y-Wing leading out a mess of Tugs (usually 3) and Z-95’s (another 2-3?)…  REALLY rough to face that, and why I do not feel particularly bad bringing Dash (or Lando)/Roark to the field…  Now, NONE of those ships are HS legal.  So, I suppose the balance is enforced that way and FFG gets to push the ships they have released for v2 heavily…  Probably a good business model… 

Not sure how it will play out locally though.  One of the local stores (Gopher) has announced that they’re done with X-Wing, so we have only the one location in Champaign.  Mattoon has gone silent as well, but Bloomington seems to be quite active…  I AM heading over there for the big event on the 26th of January, so definitely want to have my “A” game ready for that…

Looking at this as a viable alternative to the Dash/Roark one:

LandoRoark (197)
Lando Calrissian — Modified YT-1300 Light Freighter
92
Trick Shot
1
Han Solo
12
Nien Nunb
5
Perceptive Copilot
10
Engine Upgrade
9
Millennium Falcon
6
Ship Total: 135
Half Points: 68 Threshold: 7

Roark Garnet — HWK-290 Light Freighter
38
Trick Shot
1
Proximity Mines
6
Jyn Erso
2
Engine Upgrade
3
Moldy Crow
12
Ship Total: 62
Half Points: 31 Threshold: 3


MORE or less the same idea…  Lacks the base 4 Dice Attack of the YT-2400, but is not punished at Range 1…  Lando has a built in PTL like effect as I can add an Action when I do a Blue move, and Nien gives me the Banks as Blue.  Both ships have Engine Upgrade to Boost, Roark just has to keep Lando in AN Arc for the extra shot, and with him dropping Mines to punish pursuit while boosting to put distance between himself and the pursuers it seems pretty decent…  The Falcon can likely do the Focus Action, take one as an Evade and then have a re-roll on Defense if needed.  Both have Trick Shot and I am bringing the biggest terrain I can to litter the field.  With the Mines to help close some gaps this might be amusing…

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