So… Learning the
X-Wing stuff and going through the requisite early losses to learn the system… Though having said that, it is kind of
feeling VERY familiar and like the “Maverick” movie with Mr. Gibson and his
proclamation to lose until a set point…
Getting the hang quickly. Which
is good as there are a number of events coming up for this system that I am
planning on attending. NOT planning on
winning of course, but certainly planning on playing for the win. Will see better this weekend what the “local
meta” actually is. Since I will only
play the Rebels, my Squadron selection is pretty easy… Or it would be if I could just make up my
mind J… With my lovely wife’s support on the
Christmas present of doom, I have a lot more in the line of choices…
YT-2400
2 X-Wings
2 B-Wings
1-2 Z95s
Y-Wing
E-Wing
My initial inclination is:
YT-2400 (Leebo, Determination, Heavy Laser Cannon, Dash
Rendar, Outrider) 49
B-Wing (Ten Numb) 31
Z-95 (Airen Cracken) 19
Leaves me with one point left over for something random or
Initiative… Seem like it would be a
decent build for a beginner with a tough to kill ship supported by the 2
Fighters, one of which at least is a decent gunboat, the other really just
there for the free action/support
Other than that I have been thinking of running a fairly
standard 4 Fighter Squadron of:
B-Wing (Ten Numb) 31
E-Wing (Etahn A’baht, R2-D2) 36
Z-95 (Airen Cracken) 19
Z-95 (Bandit ) 12
Some amusing combos with Ten’s one Crit not being able to be
dodged, Etahn’s ability to give ALL other attackers the ability to change a hit
to a critical and free action from Airen.
Not throwing a lot of dice down range, but pretty high quality I think… Other variant with LT Blount and the Assault
Missiles for the “it just hits” and causes damage to a swarm. Not sure, if the swarm of TIEs is a thing
locally, then this will definitely be a good one, else… Situational, and not likely to be something I
bother with…
Brings me to a question…
What, if any is the difference between “Missile” and “Torpedo” in this
game? Both seem exactly the same, it
really does seem to be just something that FFG is using to control access to
certain “missiles” that might cause balance issues if they were more generally available… But both in this system are things secondary
weapons requiring a Target Lock and a Discard of the upgrade to fire, so
functionally identical.
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