Tuesday, June 7, 2016

More X-Wing play-testing...

Got in games of X-Wing and Armada last night…  X-Wing was pretty quick.  I played:
Unnamed Squadron (100)
"Echo" — TIE Phantom
30
Veteran Instincts
1
Fire-Control System
2
Recon Specialist
3
Advanced Cloaking Device
4
Ship Total: 40

Rear Admiral Chiraneau — VT-49 Decimator
46
Predator
3
Tactician
2
Gunner
5
Engine Upgrade
4
Ship Total: 60



So, NOTHING subtle, but it was REALLY effective…  He fielded Corran Horn (PTL, Adv Sensors, R2, EU?) and 3 of the Z-95’s with Guidance Chips and Concussion Missiles…  Like I said, was quick.  Not sure if he was prepared for how quickly I could close.  Did require a bit of skill to fly through the Asteroids, but since he was trying to avoid it until too late…  Echo moving through things was pretty insane, but the VT just boosting each time to get in close was the killer…  The Admiral’s ability to fire the turret with Predator AND Gunner meant that the ships like Horn with their absolute dependence on their Green Dice are in a LOT of trouble.  They have to get fairly lucky fairly often to survive…  Even one blank on the Green Dice could well be them dying, and the ADM forcing 2 rolls/turn make that “bad” result come up more frequently…  It only took one turn of firing at R1 to burn through Horn’s shield (3 Hits and a Focus going to a Critical)…  I think this will translate fairly well to hunting Imperial Aces, but I’ll have to run it against them to be sure…

So, still waiting on the Imp Vets and now that Wave 9 is announced...  Waiting on those :-)...  Should be interesting...

Sunday, June 5, 2016

Titan X-Wing League Month 3 AAR...

League Month 3 AAR… 

EchoInqOmega (100)
"Echo" — TIE Phantom
30
Veteran Instincts
1
Fire-Control System
2
Recon Specialist
3
Advanced Cloaking Device
4
Ship Total: 40

The Inquisitor — TIE Advanced Prototype
25
Push the Limit
3
Proton Rockets
3
Autothrusters
2
TIE/v1
1
Ship Total: 34

"Omega Leader" — TIE/fo Fighter
21
Juke
2
Comm Relay
3
Ship Total: 26



Well, a LOT smaller, and I wound up being the TO for the event.  Only 6 players, I think I was the sole Imperial player, Allan and Chad were the only Rebel and the rest were S&V… 

Game one I wound up against 2 Contracted Scouts loaded out with Proton Torpedoes and the full “U-Boat” kit…  And Zuckuss with FCS…  Wound up coming in from the flank and trying to simply rush past him as he turned into the big mess of asteroids I set up in the center of the board.  Tripped up Zuckuss and killing him quickly.  I think he got one Torpedo off from each Scout, stripped a few shields but by and large the rocks and the sheer number of Green Dice.  Wound up getting the Phantom behind a Scout and chasing it down.  Not a lot survives the 5 Dice Attack with the TL and likely Focus…  And I was able to dodge arcs REALLY well with my PS 8 trio…  Surprisingly the Proton Rockets were HUGE here, taking the G1A down after Omega Leader stripped a few shields.  But 100-0 win as I hunted them down proving my theory that Imperial Aces beat the U-Boats pretty regularly…

The second game was against Chad’s Rebels…  He fielded a Gold Squadron Y-Wing w/TLT, Biggs with a Damage control Droid/Integrated Mech, Wedge w/ R2/Integrated Mech and Aiden Cracken on his Z-95…  Good Squadron overall…  And he wound up killing my Inquisitor eventually…  HAD to shoot Biggs for a lot of the first round or two, but I wound up simply shooting past them (movement past, NOT actual shooting)…  His Y-Wing ad a REALLY hard time landing shots the whole game, so it was a lot less of a target priority for me.  The Inquisitor and Omega Leader teamed up on Biggs to clear the field…  He wound up running two of his ships over a rock, so shooting unmodified shots at such high Agility is a very difficult thing…  And it worked out for me…  LONG game, we went to time, but I wound up clearing the field for a 100-32 I think?  Can’t really remember honestly…  But by then I was REALLY getting the hang of Echo and I REALLY like that ship…  I wound up crushing both of my TIE ships though…  So need to reattach the wings…  Think it highlighted the difficulty the Rebels have against Imperial Aces…  As it happened, this was a VERY fun/mild form, I suspect that a “real” Ace list would have torn them up a LOT quicker and frankly likely without losses… 

Game 3 was against Allan…  He brought 4 PS 4 Z-95’s and 2 PS 2 Z-95’s with Guidance Chips and Concussion Missiles…  Have to admit I was wiped out by this point and I really just rushed in to get to R1 and ride the Green Dice…  Win quick or die…  I dies J…  I wound up killing 3 of his ships, but an early blank on the Agility for Echo hurt a LOT…  Had I rolled even close to average…  Might have done a LOT better…  Because I closed so quickly he had a hard time getting Missiles off, but the weight of the Swarms Dice…  Well, enough 2-3 Dice attacks will eventually get through…  And my ships are NOT that sturdy.  So, the down side of the high variance build…  Eventually, the odds catch up to you and that’s that… 

All in all, fun event…  Only 6 people showed up though…  So, it might well have changed the results of the League a LOT more than otherwise…  Pretty sure Allan won, but I moved up with my strong placing…  Not going to win, but with the big tie for first after last month, I think I actually passed a number of them…  We’ll see I guess J… 


But Imperial Vets coming “soon” and between the Resistance pack and Wave 9…  a LOT of really exciting things coming to the game.  Should be interesting…

Friday, June 3, 2016

X-Wing League Squad... Something VERY different...

Apparently I had too much time on my hands wandering about today during my annual review, etc...  So, got to thinking that I might try something different...


So, NOT Whisper...   I just got to thinking that the weird movement that I could get out of this, AND with all of the Squadron coming in at PS 8...

Echo movement: /http://randolphw.github.io/echolocation/

That is a good little page showing all of the potential positions that you can get to with Echo decloaking and then moving...

So, NOT likely to win of course, but I think it'll be fun... Forgot, will likely take Recon Specialist over the Rebel Captive...  Just liking the Focus for Attack AND Defense...

Thursday, June 2, 2016

League final this weekend, X-Wing

Looking like I might end up as the backup TO for the event this weekend…  Not a big deal, just wanting to play more games J…  So downloaded the software and familiarizing myself with it.  Good for the (hopefully) soon to be scheduled Gopher events, so I’ll be able to run it off my laptop.  JAR file, so it took a bit of convincing on my “slightly more secure” machine to actually run what is a likely “less secure” program.  But simple enough stuff once it comes up, and it more or less runs the pairings, etc… 

But in any case, it is Thursday and no Imperial Veterans…  So, unlikely to have the good Defenders available…  I’m not in the running for the League prizes, I think, unless a LOT of the previous top finishers simply do not show up…  In any case, I’m looking at either the S&V Aces or the Ghost and ? to fly…  Looking at the loaded out Y-Wing I think or Jake’s A-Wing…  Or maybe I fly an Imperial scrub fleet with my 3 “sort of” Aces?  Or the Decimator/Whisper list now that I have that option perhaps?


Listening to the Mynoc Squadron podcast (http://mynockpodcast.libsyn.com/) on Variance…  Good stuff, and I’m calling it Live or Die by the Green Dice”…  Pretty much the same thing, they are of course using the correct terms…  I am finding the “LoDbGD” to be a fun one…  I got the one game where I had the TIE/fo behind a rock and was able to fly away from a volley of 3 Concussion Missiles only down a Shield.  On the other hand, I’ve also blanked out on the Green Dice to lose a full health fully loaded out uber-TIE in a single shot…  So, while your dice are hot, you are unstoppable, and you might well win it all…  Or you might not win ANY games and lose it all.  Variance hits a lot harder on the Greens as the Red dice DO have one more “hit” result on the 8 side dice, and there are simply a LOT more ways to modify or re-roll the Attack to GET more results…  So, this is one area where X-Wing mirrors STAW I think albeit on a MUCH more in controlled way…  STAW you could easily get 8+ Hit results on an attack (Yes, I play Federation and Dominion, so fly Fleets that can do this regularly), and since there is almost no way to dodge that many hit…  Well, barring the silly attack cancellation BS…  But I digress J and might have interjected some of my opinions on why that particular game is failing locally…  But back to X-Wing…  Have to admit I have REALLY enjoyed flying the Imperials over lunches with Tony…  Win or lose, I get a MUCH better understanding of the ships and I think I have a decent handle on them now.  So, depending on who actually shows up, I might even fly my Imperial Blues out to see how badly I get smacked about…  I haven’t faced a Crack Swarm, but I do not think that is so much the worst matchup for my Blues…  U-Boats would be rough, but arc dodging and patient pack hunting evens that up…  Ace v Ace?  Well, whose dice are hot matters more than anything else…  So, while the odds are not the greatest, I do tend to play aggressively and make my own luck that way…  Not a lot of people are really prepared for that, and as I’ve said this game directly rewards you with the “Attack is just better” design philosophy…


Other X-Wing news, they have just announced Wave 9 (https://www.fantasyflightgames.com/en/news/2016/6/2/stay-in-attack-formation/) ….  Looking like 4 REALLY good ships, and the ARC-170 from the Episodes 1-3, so Republic Era fighter getting a retrofit…  Have to admit this is one I have REALLY been looking forward to.  The wave is going to hurt as I’ll be getting ALL of the ships now that I play Imperials as well…  But the previews all look REALLY good so far…  S&V get 2 good ships that fill in some holes I think…  All in all, looking great.  So, excited for the future of this game…

Friday, May 27, 2016

Planning for League finals... X-Wing

So, looking over a few alternate lists…  I am suspecting that the Imperial Veterans will NOT be here by next weekend (5 June for the event)…  I have a few “neat” builds I’ll look into flying if it is out, but…

That leaves me with a “fun” Imperial build, the Rebel “Bowling Ball” list or a S&V Aces build of sorts…

S&V Aces 1 (100)
Talonbane Cobra — Kihraxz Fighter
28
Predator
3
Cloaking Device
2
Engine Upgrade
4
Ship Total: 37

Zuckuss — G-1A Starfighter
28
Veteran Instincts
1
Outlaw Tech
2
Fire-Control System
2
Tractor Beam
1
Engine Upgrade
4
Mist Hunter
0
Ship Total: 38

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


This list looks like fun…  I’ve been flying Cobrabane’s ship for a while and it can be effective…  37 points is pretty steep though, and I’m not sure about it, but the EU making the R1 shot more likely is nice…  The Cloak I HAD run with the Stygium Particle Accelerator, making the Cloaking Device a 4 point upgrade…  Effective while it kept working, and the Evade token was nice, but…  This is only 2 points more for something that ALWAYS works…  Zuckuss looks like another solid platform.  A S&V B-Wing really.  Potential for a 5 Dice attack at R1, barrel roll and boost…  Outlaw Tech to get me a Focus when I have to do a Red maneuver…  Looks solid(ish)…  And N-Dru…  I swap out Concussion Missiles for a single (I hope) 5 Dice Attack with re-rolls and Focus conversion along with the 2 blanks rolling over to hits…  Should hit solid at Range 2-3…  The Cluster Missiles WOULD get me the two 4 Dice attacks, but that also doubles up the Evade dice…  I have seen enough of the 4-5 Dice attacks get that one through on a hard to hit target that I would prefer to minimize the variance/luck factor…  One solid hit then he peels off to harass a flank for as long as he lives basically…  Per my usual list building, it is a VERY aggressive list based on the philosophy of: close fast, hit hard and if they are dead, you will not need to worry about defending against their counter…  So, “Klingon” basically, or per my call sign “Garau”.

For the Rebels I have:
HeraSabineJake (160)
Hera Syndulla — VCX-100
40
Accuracy Corrector
3
Autoblaster Turret
2
Intelligence Agent
1
Nien Nunb
1
Ghost
0
Ship Total: 47

Sabine Wren — Attack Shuttle
21
Adaptability
0
Autoblaster Turret
2
Phantom
0
Ship Total: 23

Jake Farrell — A-Wing
24
Outmaneuver
3
Chardaan Refit
-2
Push the Limit
3
Autothrusters
2
A-Wing Test Pilot
0
Ship Total: 30

Gold Squadron Pilot — Y-Wing
18
Twin Laser Turret
6
Proton Torpedoes
4
Extra Munitions
2
Guidance Chips
0
Ship Total: 30

Wes Janson — X-Wing
29
Adaptability
0
R4-D6
1
Integrated Astromech
0
Ship Total: 30

With the Ghost/Phantom being fixed at 70 points…  The choice is of the remaining 3 for the 30 point fill as it were…  OR I could drop the extra Torpedoes on the Y-Wing to make it a Stressbot…  But in any case, the Ghost is meant to roll in fast, seeing a Dial and choosing where to go for the best shot wither with the Primary or the AB Turret…  The Turret would then potentially get ANOTHER shot at the end, so in most cases I can erase an Ace with that alone…  Wes is “neat”, but at the end of the day, still just a T-65 X-Wing…  Was obsolete in the original movie/game.  Good Pilot though and a nice trick for token removal, but…  Y-Wings are “OK” at best now, I suspect they’ll go extinct when the new IV set drops…  The A-Wing is a good one, but still just a 2 Dice attack on a VERY fragile frame.  When luck is with me, he does REALLY well, if not…  Well…

IF the IV set hits this next week, then I fly:

SteleRyadOmega (100)
Maarek Stele (TIE Defender) — TIE Defender
35
Predator
3
Ion Cannon
3
Twin Ion Engine Mk. II
1
TIE/D
0
Ship Total: 42

Countess Ryad — TIE Defender
34
Push the Limit
3
Twin Ion Engine Mk. II
1
TIE/x7
-2
Ship Total: 36

"Omega Leader" — TIE/fo Fighter
21
Crack Shot
1
Ship Total: 22


Tricks and Defenders…  Should be fun.  I suspect that the big “power” lists will still be a challenge, and I frankly do NOT look forward to flying against Tyler’s Crack Swarm as I think he is the best I’ve ever seen with that…  But, per usual I am going in with the attitude of I get to play at least 3 games, THAT is a win for me…  If I win, great, but…


Looking at running a tournament over at the Gopher at some point, need to schedule that out with Dave, but again being flexible on it and not really stressing myself, it will be fun I suspect…

Wednesday, May 25, 2016

X-Wing, Imperial Squadron colors test...

Painting up my Imperial Squadron, I want mine to be different enough on the table that I can tell which are mine without effort...  Ironically, Vallejo's "Imperial Blue" is the color I used for my Warmachine Cygnar army and so...  Imperial Blues they will be...



I think it is coming along quite nicely for a quick and dirty first pass...  Touch ups and highlights to come, but thinking this will be what I end up with...

Monday, May 23, 2016

Imperial Learning Curve... X-Wing

More games in…  Some good and some bad.  Plus side I now KNOW why no one uses the TIE Punisher.  Had it kitted out fully, and between the FCS and the Autothrusters it performed “OK”…  But coming in at almost half of my points for a REALLY low agility ship?  Really does not fit well with the rest of my Imperial stuff…  So, experiment run and confirmed my initial thoughts about the ship.  It will only get worse when the Imperial Veterans are released.  And as I am HOPING they hit before the next League day at Titan… 

Ran against Tony with his Dash/Ghost list.  Since I learned to play the game on the YT-2400, I had a pretty good idea how it flew and how to chase it down.  My Punisher died early and without doing much at all.  The Valen/TIE Advanced Prototype and Omega Leader on the TIE/fo flew quite well but in the end just do not put out enough damage to bring down a VCX-100…  Well, at least not before the BFG gets them lined up.  The Autoblaster Turret/Accuracy Corrector was the perfect foil to the normal tactic of “get to Range one, dodge arc, fire and repeat until you are dead or they are…”  So, lesson learned and I am getting far more used to the dials and how the ships fly…

Second game today was against Allan’s Rebel list..  Chewie on the Falcon and a trio of Z-95’s with Concussion Missiles/Guidance Chips.  Turned out a lot more one sided than I expected, but this was mostly due to some odds being defied.  Omega Leader flew in behind a rock, and he lined up the Z-95’s…  3 Concussion Missiles, ended up with one point of damage.



So, not really anything he did that was bad tactically, nor was it really anything I did…  I moved to get the best Agility I could to try to force him to use up as many missiles as I could.  In the end, it is a dice game, and they were VERY much in my favor.  Things went downhill quickly for him after that.  Omega Leader ended up dying, but not before pulling a few of the Z-95’s with him and piling on some damage on the YT-1300…  The Defender was absolutely brilliant…  The dial is forgiving, the Agility is huge…  REALLY wanting to fly some of the new ones.  I suspect they will be even better… 


Flew Valen twice, and to be honest, the Inquisitor is just better until someone either has no other shot and gives me free actions, or it is the last ship…  In every case for me today, the Inquisitor with the Range 1 silliness would have been better.  And it flies SO much better against actual Aces who depend on Autothrusters to survive…  So, that one I will be flying I think…