Thursday, January 4, 2018

New Year and New X-Wing stuff...

So, only a little bit of X-Wing over the long break…  Much work on house, etc…  But DID listen a few times to an excellent cast from the Carolina Krayts (http://carolinakrayts.libsyn.com/podcast/listener-4-how-to-git-gud-and-other-aspects-of-being-good-at-games).  SO much excellent content in this episode.  They did skip all of the normal silliness and it mostly concerns game theory and how to get better at the game. 

Not entirely sure how much of this will end up with me on the table at the local events at least.  Mattoon is too small a venue to really bring out the “big guns” as it were.  Titan IS big enough, but the local Meta is…  Well, weird.  I’ve played some of the better “Meta” lists locally like the Triple Wookies.  Did OK, but it HAS been a long while since I made a local cut.  My “Try Hard” list (Nym/Dengar) made the cut at the larger SC in Bloomington.  Exhausting to play so many games, especially as the day went on and the quality of the opposition continued to improve.  NOT saying that the early rounds were pushovers, I simply had a better list than several of the guys I played against.  Oh, and I actually flew it pretty much perfectly against several of the other players.  Arc Dodging with a Heavy Bomber against TIE Fighters should not happen, but there it was…  Does not really happen anymore after the nerfing, but…

Looking at flying at LEAST one Starviper…  Slippery bastards they are, and I find that I really enjoy flying them.  JUST have to remember not to do something silly like say end up at Range 1 of a pair of TIE Defenders lest I simply melt in a single turn… 

Most likely this one:
OberosFennThweek (97)
Dalan Oberos (Kimogila) — M12-L Kimogila Fighter
25
Veteran Instincts
1
Harpoon Missiles
4
Unhinged Astromech
1
Guidance Chips
0
Ship Total: 31

Fenn Rau — Protectorate Starfighter
28
Push the Limit
3
Autothrusters
2
Concord Dawn Protector
1
Ship Total: 34

Thweek — StarViper
28
Advanced Sensors
3
Inertial Dampeners
1
Autothrusters
2
StarViper Mk. II
-3
Virago
1
Ship Total: 32


Missiles on the PS 9 reloadable ship…  Fenn is always solid and Thweek is kind of a wild card.  99% of the time he’ll just copy the highest PS out there.  Given the likelihood of the PS war continuing, having the bid and likely the highest PS backed with 2 9’s puts me in a pretty good place.

Other list I am looking at is:

FennGuriThweek (97)
Guri — StarViper
30
Intensity
2
Advanced Sensors
3
Inertial Dampeners
1
Autothrusters
2
StarViper Mk. II
-3
Virago
1
Ship Total: 36

Thweek — StarViper
28
Autothrusters
2
StarViper Mk. II
-3
Ship Total: 27

Fenn Rau — Protectorate Starfighter
28
Push the Limit
3
Autothrusters
2
Concord Dawn Protector
1
Ship Total: 34

2 Starvipers bouncing around with Fenn as the real threat…  Thweek being on the cheap end it might not be as effective, but it WILL be fun to bounce around the board a bit I think…

Really concerned about hitting loads of Imperial Gunboats…  Thinking they are about the most efficient ship out there at this point, and that’s why I am looking at flying something odd like Vipers…  Fly odd and dodge arcs I hope…




Wednesday, December 20, 2017

Random thoughts on Punisher and X-Wing

So, random thoughts… 

Punisher review: 

“OK” if you are looking for PC mindless violence.  I liked the Punisher comics back when I was a kid, but even then I knew it was really just a retelling of the Mack Bolan/Executioner series.  See, I read a LOT when I was a kid, so I probably had a FAR broader exposure to a lot of random things.  But in any case, the lead character is the highly trained Sniper/Special Operator (?) I guess…  Mack Bolan’s character was far and away the most believable…  He WAS a sniper, on a team which was the “proto” A-Team from Vietnam.  He had teammates that were things like the medic, demo specialist, heavy weapons, and close in work, etc…  Was NOT all just him.  The Punisher is pretty much the one man A-Team.  Fine I guess given his setting is the “Superhero” world, so not a huge stretch since there are Blind Ninjas, Mystic Martial Arts Experts and immortal enemies (see: Defenders/Netflix J)…  But in my limited experience the guys I know who are sniper types are probably not also the same ones I’d want beside me doing building clearance or doing demo work…  Just saying.  The group of guys I used to shoot with, I was an average shot at the longer range targets out to 600m.  I’d have slightly better than a 50% hit rate with the old off the rack Garand and standard ammo.  They would be in the 100% range.  I shoot a LOT better if I can move and am shooting at moving targets.  I have pretty decent reflexes I’m told…  But I guess that’s just my long winded way of saying that Frank Castle is a superhero type in a world that HAS superheroes…  My bigger objections actually came with the VERY carefully PC environment they set up.  Every bad guy had to be a rich white male.  The ones who were not quite that were the ex-GI terrorist.  SO much I dislike about that character, but I guess I have a lot more skin in that game.  He’s portrayed as a low IQ dupe/tool who was easy to influence and then cast aside by the evil war machine.  Fixated on the 2nd Amendment to the point of committing terrorist acts to “make a point”.  So, the low IQ grunt somehow just “finds” exotic weaponry like sound suppressors for the expensive Military type pistols and things like Claymore AP mines…  Oh, AND the expertise to wire them up in frighteningly effective booby traps.  These are NOT things one finds at say, Walmart.  Suppressors are Class III devices, so TECHNICALLY legal.  If you jump through the hoops, register, pay the fees and taxes and have a VERY good Attorney who specializes in such matters.  NOT common.  I've SEEN a handful of them over the years, and I'd probably say I was a LOT deeper into that world than most...  Claymores are even more so.  NOT something one would simply “come home” from Afghanistan with.  I’ve used a number of them (I WAS a demolitions specialist), and know the likelihood of those making their way back to the States from overseas is effectively zero.  Bringing us to the big question of what is he, an idiot or a genius?  Portrayed as the idiot, but somehow able to on a cab driver’s income pick up a LOT of very expensive and illegal military hardware and the correct training to employ the same that an Infantry grunt simply would NOT have?  :-)  Not even rage inducing things, just really disappointing for me I guess. 

J  So, I have issues with the series, but probably specific to the ex-GI crowd.  The character in “Daredevil” was pretty darn good…  Will I watch season 2?  Probably.  But honestly I liked Iron Fist and the Defenders a lot more.

On to X-wing though…  The big Wave 12/13 drop hit and seems like meta which WAS in flux is hit with another big change.  Harpoons EVERYWHERE.  This seems a problem…  That particular Missile allows you to keep your Target Lock, has the insane extra Damage condition (that splashes to Range 1) making it a “just better” option for a Missile.  Coupled with the fact that the Reload action that allows you to just keep firing them off?  Makes the few things that can break TL pretty good.  Honestly, concerned someone local will bring the Krayt (Chris Allen I think?) Squadron of 3 Nu Squadron Gunboats with just LRS and the Harpoon with the 34 point Quickdraw.  SO many Missiles…  The Wookies are right out against that sort of build.  Just cannot handle that many Harpoons. 

Saying that, this is what I am looking at running at Mattoon:
KuldaFennThweek (97)
Torani Kulda — M12-L Kimogila Fighter
27
Veteran Instincts
1
Harpoon Missiles
4
Unhinged Astromech
1
Long-Range Scanners
0
Ship Total: 33

Fenn Rau — Protectorate Starfighter
28
Push the Limit
3
Autothrusters
2
Concord Dawn Protector
1
Ship Total: 34

Thweek — StarViper
28
Fire-Control System
2
Autothrusters
2
StarViper Mk. II
-3
Virago
1
Ship Total: 30


More of a Missile carrier, Ace and Thweek to Shadow another Ace to give me essentially 2 Aces.  I REALLY like the way the Starviper actually flies.  It is essentially a TIE Fighter with a bit better Health, but it flies really oddly…  Fenn does Fenn things.  The best Mandalorian flying the best ship I think the S&V Faction has I think.  He is a really good PTL Ace.  Kulda, I am looking at either the LRS or Chips, but LRS seems right for the moment.  Not looking at his ability much, just PS 10 and that damn Missile with Reload. 

Now, if I want to play a more “fun” squad I’ll fly:
FennGuriThweek (97)
Guri — StarViper
30
Intensity
2
Advanced Sensors
3
Inertial Dampeners
1
Autothrusters
2
StarViper Mk. II
-3
Virago
1
Ship Total: 36

Thweek — StarViper
28
Autothrusters
2
StarViper Mk. II
-3
Ship Total: 27

Fenn Rau — Protectorate Starfighter
28
Push the Limit
3
Autothrusters
2
Concord Dawn Protector
1
Ship Total: 34

2 Starvipers J…  And the PTL Ace.  So, fun I think…  And another likely one for me to fly.

The Titan event is later in the month and I’m running my dual Firespray list…  Little different, but…  J  And time to test it later I think…




Tuesday, November 28, 2017

X-Wing, 2 events this weekend...

Looking like I have 2 events this weekend…  Mattoon and Champaign, so I have the opportunity to play multiple lists…  Which is good because I have 2-3 lists I really want to fly.  I picked up a third Wookie gunship and have that as my primary list as follows:
Wookies everywhere 2 (100)
Lowhhrick — Auzituck Gunship
28
Predator
3
Tactician
2
C-3PO
3
Ship Total: 36

Wookiee Liberator — Auzituck Gunship
26
Expertise
4
Tactician
2
"Chopper"
0
Ship Total: 32

Wookiee Liberator — Auzituck Gunship
26
Expertise
4
Tactician
2
Ship Total: 32


Nothing subtle here…  Form up, stick together and know that you will Stress the hell out of anything that you catch at Range 2…  Think it was Chris from the Carolina Krayts podcast who said that the Auzituck with Reinforce is about the equivalent of a 4 Agility ship…  Against MOST things…  I have not had much success against Ordinance lists with this, so I suspect that will be the big weakness.  Solid list, the ships have SO much Hull that it can take the one big hit and keep fighting.  2 hits and, well…  Hopefully that expended the Ordinance tubes and your remaining 2 Ships will have a much better time against the other list…  But solid, more “fun” list…

Other lists are based around the Harpoon Missile.  I have 2, depending on what else is out there…
CobraFennN'Dru (100)
Viktor Hel — Kihraxz Fighter
25
Push the Limit
3
Harpoon Missiles
4
Scavenger Crane
2
Engine Upgrade
4
Autothrusters
2
Stealth Device
3
Vaksai
0
Ship Total: 37

N'Dru Suhlak — Z-95 Headhunter
17
Lone Wolf
2
Harpoon Missiles
4
Scavenger Crane
2
Guidance Chips
0
Ship Total: 25

Fenn Rau — Protectorate Starfighter
28
Push the Limit
3
Proton Torpedoes
4
Autothrusters
2
Concord Dawn Protector
1
Ship Total: 38




Viktor or Cobrabane, Viktor having PTL, Cobrabane having a 1 pointer like VI…  Fenn Rau at PS 9 ant PTL for the “in your face”, dangerous but…  2 Harpoon carriers and one of them likely a 5 Dice attack…

Last time before the new ships hit 7 December…  SO much changes then that I think we’re in a weird half-meta…  Am really kind of hoping that a new FAQ hits as well nerfing the Advanced Sensors with the TIE Silencer having the System slot and EPT to do the silly Boost, Barrel Roll then reveal a Green to clear the Stress silliness.  I have done this on my Brobot build and with Guri on the Star Viper.  It is silly where you can go, and seeing the dial for the Silencer with a lot of Green…  Guess we’ll see J…  But PS 11 will be the new way to go for a lot of things…





Sunday, November 12, 2017

Quick X-Wing AAR from the End Zone in Mattoon...



So, flew my
CobraGuriN'Dru (100)
Guri — StarViper
30
Push the Limit
3
Advanced Sensors
3
Inertial Dampeners
1
Autothrusters
2
StarViper Mk. II
-3
Virago
1
Ship Total: 37

Talonbane Cobra — Kihraxz Fighter
28
Veteran Instincts
1
Harpoon Missiles
4
Cloaking Device
2
Engine Upgrade
4
Autothrusters
2
Stealth Device
3
Vaksai
0
Ship Total: 38

N'Dru Suhlak — Z-95 Headhunter
17
Lone Wolf
2
Harpoon Missiles
4
Glitterstim
2
Guidance Chips
0
Ship Total: 25


Did reasonably well…  2-1 after I flew my first game “poorly” again…  Turns out parking Guri in front of 2 TIE Defenders means that she is going to melt.  But she REALLY moves when I get out there…  But of course PS 5 and so not a lot of Arc Dodging really.  But it was a LOT of fun flying that one.  Felt a bit like this:



Cobrabane was quite good all loaded out like that.  Think I might swap the Cloak for the Scavenger Crane though.  N’Dru was still quite solid.  It DID lose some power from the Mindlink version.  VI for PTL might be a thing on Cobrabane, but honestly without the double reposition and with the “less Green” dial than a TIE Interceptor or Jumpmaster not sure how well he’ll actually be able to use it.

Other potential build for next month would be the triple Wookie build.  Not sure how much fun it will be for either me or the other side of the table…

Wookies everywhere (100)
Wookiee Liberator — Auzituck Gunship
26
Lightning Reflexes
1
Tactician
2
Operations Specialist
3
Ship Total: 32

Wookiee Liberator — Auzituck Gunship
26
Lightning Reflexes
1
Tactician
2
Gunner
5
Ship Total: 34

Wookiee Liberator — Auzituck Gunship
26
Lightning Reflexes
1
Tactician
2
Gunner
5
Ship Total: 34





Not subtle, it really flies JUST like Cardassians in STAW…  180 degree Arcs, this build has the ability to actually turnabout quickly.  Once.  But then the game should not be lasting a lot longer one would hope of course…

But in any case, the End Zone in Mattoon was really a very nice location, and only a quick 40 mile drive down I-57 for me, so definitely going back...