Tuesday, October 29, 2013

X-Wing: Some more observations

Let's do this.

After a good amount of X-Wing games under my belt, I'm feeling pretty good about my game overall.  Having piloted both Imperial and Rebel ships, I still think Imperial is my favorite.  Don't get me wrong, I love how some Rebel ships play off each other and start the synergy train.  One of my favorite lists to pilot is the Holy Trinity or Three Amigos; Wedge, Luke and Biggs.  That list just has a lot of flavor on top of the fun, which is always nice when throwing down on some games.

Tonight, I played 2 games vs. some friends of mine, and I really think my Soontir Fel is cursed.  He has a nasty habit of just dying from pretty unseen circumstances and it's probably my fault in the first place.  The best thing to do with Interceptors is to do your damage and get out, but no, after some miscalculation on my part, Fel makes a hard right turn into a clusterfuck of guys and loses out on his action.  I'll tell you one thing:  This is what gets Fel killed the most.  Any Interceptor without action is as good as dead.  Unless you roll like a god (which I did NOT), the chances of you getting focused down is pretty high.  Anyways, in the first game ;Fel takes 2 damage from Concussion Missiles and then manages to clip a asteroid and explode.  In the second game, my opponent rolls 3 hits from long range, I roll 5 evade from range 3 + Stealth Device and roll straight blanks.  I don't know what kind of nonsense is that, but the last two games have been pretty bad for Fel.

Despite the bad rolls, I still think Fel is my favorite pilot in the game.  His ability to remain combat effective after boosting and barrel rolling due to Push the Limit is amazing.  I just love how much flexibility he has with the ability to stay super defensive with Evade + 2x Focus, or maneuver into a position where he can deal damage without return fire.  For this reason, I kept him and changed the rest of my list.

Here's what I'm currently packing for Imperials:

A lot of elite pilots up in hurr.

100 points

Soontir Fel + PTL + Stealth Device
Howlrunner
Mauler Mithel + Veteran Instincts
Backstabber
Winged Gundark

I'm really liking this mini-Howl list with 4 named Ties led by Soontir Fel.  If I need all the damage that I can get, I fly the ships as close together as possible so everyone gets the benefit from Howlrunner.  Otherwise, Fel goes on a flanking mission and attacks whatever he can get once he hard turns in.  With his superior agility and PTL for extra focus, he can change direction and charge into the fray ASAP.

In the first game I played tonight, my friend Chad was caught off-guard with the damage potential coming in from these elite pilots.  Being a 100 point list, he had the Initiative and this game me a better chance at out-maneuvering him.  Since I had higher Pilot Skill on most of my guys, I was able to secure some fast kills, downing both an A-Wing and B-Wing in good time while tragically losing one of my ships due to all blank evades.  I swear something is wrong with my greens!  In the second game I played vs. Norm, in the opening volley from his Luke and Wedge, 6 hits translated into 5 blanks on evade for me, losing both Gundark and Backstabber in before they even got to fire.  I think it's time I look into new dice... or something.

Anyway, the list is pretty simple.  Fly tight and focus big ships like the Falcon with everyone, or pounce forward with the group of 4 ties flying in good formation while flanking with Fel.  This gives me a total of 15 hull points to play with instead of 9, 11 attack dice with Howlrunner re-roll at ranges 2-3, and 16 at range 1, with two pilots shooting at PS9.  At least I know with this, I have a much better chance at killing Falcon lists because of the increased firepower.

Wednesday, October 23, 2013

X-Wing: Let's try another list

In Vader we trust.

Alright, this is proving a little more difficult than I thought.  There are quite a few options when dropping Carnor Jax from the list because I don't think he's worth it.  Having 3 more hull points and another ship to damage is a very good thing.  The key to making a successful list at this point is to make feint importance and make it so every model on the table is a threat somehow.  Whether this is Soontit Fel by himself, or his wingman Turr Phennir flying hard flank, or the two named Ties coming straight in, it's all good.

Here's what the list currently looks like:

100 points

Soontir Fel
Push the Limit
Stealth Device
Targeting Computer
Royal Guard TIE
 
Turr Phennir
Veteran Instincts
Stealth Device
Targeting Computer
Royal Guard TIE
 
"Mauler Mithel"
Veteran Instincts
 
"Backstabber"

The Elite 4.

With this list, I'm going for more hull points and more potential damage in the ways of Mauler Mithel and Backstabber.  This puts the list's pilot skills up to 9/9/9/6 and increases the total hull points to 12 from 9.  I'm planning to take Soonit Fel and Turr Phennir in every single Imperial list I make from here on, but everything else is adjustable.  I know, this doesn't really leave many options, but I really like the fluff and look of the 181st Saber Squadron.  Nevermind, I take that back:  I bought a Slave 1 last night so I'll be making some lists with that in the near future.

Here's the tricky part with the above list:  I can drop Targeting Computer from Turr and get Howlrunner to run with my list.  Likewise, I can drop Mauler Mithel completely and replace it with Howlrunner.  The problem with running Howl in my list is that she really works better with more ships.  What really sucks is that if I take Howlrunner in my lists, I'm begging myself to fly in formation just so I can utilize her special ability to shoot better.  With Tie Interceptors, this doesn't work well because standard Tie Fighters can't really keep pace with them.  With Targeting Computer as an option, they also don't benefit too much from Howl's re-roll.  With that said, Howl's also a giant target on the battlefield.  I feel that if I want to take her, I'll want to take her with protection and thus, increase her points cost.  That's something I want to avoid as I'd rather have regular Tie Fighters that can do good damage by themselves.

It's all good, the above is the list I'm going to run for a few games and see what happens.

X-Wing: Elite Aces Post-game

Looks about right.

I played a game today against a pretty tanky list with my Imperial Aces list.  For those of you who haven't seen it before, the list looks like this:

The Aces of the Empire.

100 points

Soontir Fel
Push the Limit
Stealth Device
Targeting Computer
Royal Guard TIE
 
Carnor Jax
Push the Limit
Stealth Device
Targeting Computer
Royal Guard TIE
 
Turr Phennir
Veteran Instincts
Stealth Device
Targeting Computer
Royal Guard TIE

The list I faced off against tonight was pretty scary: 2x Y-Wings with Ion Cannon Turret, a B-Wing with Ion Cannon and the Rebel ace, Wedge Antilles.  Looking across the table, I immediately knew it was going to suck because of the 360 turrets, the Ion Cannons and the 29 vs. 9 hull points disparity.  I immediately regretted bring the list I did, but I was determined to make it work.

When the game started off, things went in my direction in a hurry.  I 5-advanced up into his Y-Wings because Wedge was taking it really slow and steady in the far left flank.  My opponent, James, played Wedge smart and kept him in the back and waited for my Interceptors to engage.  Because Wedge was so far away, I simply B-lined into his advancing Y-Wings and B-Wing and opened fire with crazy amounts of dice.  Dice were hot for me on the attack and I immediately stripped all the shields on his B-Wing and severely crippled one of his Y-Wings.

Here's when I noticed a problem with this list.  The combination of 360 degree Target Lock, 360 degree Ion Turrets, and asteroids being on the board, made defense miserable.  Despite having my Stealth Device, Wedge was able to sneak in a few shots to disable Stealth on two of my ships as the game dragged.  The 360 TL + Ion Cannons managed to score hits on both Turr and Fel on very important turns.  Although I rolled hot on the attack in the beginning, the brunt of the damage was soaked up by the tanky Rebel ships.  My attempts to kill Wedge was poor because of all the disables coming from the Ion Cannons, and eventually the health disparity was too great for me.  Although I managed to down a Y-Wing and B-Wing, and put Wedge at 1 HP, James came back swinging with hot dice towards the end to seal the deal.

Some things I learned:
  • I would like to say I should have ignored the Y-Wings and B-Wing and just went straight for Wedge in the beginning, even if it meant having one round of combat of being shot at.  This doesn't sound appetizing to me at all though.
  • 360 Target Lock + Ion Cannons on tanky ships makes my life a living hell on Interceptors.  My ships rely on their maneuverability and ability to get out of firing arcs but against this 360 combo, he simply doesn't care.
  • Carnor Jax added nothing to my list except for his shooting prowess.  The Target Locks completely ignored Jax's ability and made him a points sink.
  • Getting hit by the Ion Cannon sucks when you're flying an Interceptor.  Just one hit and you're flying straight white 1, completely negating the primary strength of the Interceptor which is unparrelled agility.  Soontir Fel died to Wedge when he was unable to shake off the stress token generated from the previous round because he took an Ion Cannon shot to the face.  That was game changing and caused the death of my beloved team leader.
  • I'm determined to make Interceptors work, but maybe not in a list with 3.  The reason why is because in their current state, I see a huge weakness towards double Millennium Falcons and lists like this in general.  How do you mitigate a damage difference of 20 when 360 TL + turrets negate the one thing that Interceptors have going for them?  I think overall, I will be playing with more ships.

A lot to think about.  New list in the works, I'll post it tomorrow.

Monday, October 21, 2013

X-Wing: The Holy Trinity

I didn't know Steve Perry flew for the Rebels?

X-Wing pretty much exploded in my club with almost everyone showing great interest.  I was going to sell the Rebel stuff that I got in my starter boxes, but after this amount of hype, I think I'll keep the stuff for demo purposes and lending stuff out.  Besides, I've got a Rebel list in mind that I plan on running.  You guys have already seen what kind of Imperial stuff I've been fielding, I think it's time to show you what I got for the good guys.

As you've probably guessed by now, it's going to be a pretty solid list based on Wedge, Biggs and Luke.  Sure, it's quite thematic, but at the same list the list can be brutal to play against in the hands of a skilled player.


100 points

Wedge Antilles
R2 Astromech
Push the Limit
Shield Upgrade

Luke Skywalker
R2-D2
Draw Their Fire
Shield Upgrade

Biggs Darklighter
R5 Astromech

The premise here is very simple:  The three amigos fly in a relatively tight formation and engage targets as one.  Biggs hangs out slightly in the back but within RB1 and takes most of the fire.  Hopefully, he will always be within RB2-3 of the enemy and will fly close enough to hamper their movement while maintain close formation with Wedge.  If he gets killed, well, that's what he's there to do.  If he takes crits, Luke eats it for him because he has Draw Their Fire.  I bought both Wedge and Luke the Shield Upgrades, they will last longer than Biggs on the battlefield.  Why did I decide to put R2D2 and Shield upgrade on Luke instead of Biggs?  Well, Luke is a higher skilled pilot and costs more.  When you take into account that Luke is much more likely to stay alive on the field and rack up the remaining kills, Biggs is a worth sacrifice.

Wedge is the primary damage dealer here and I gave him a very offensive loadout.  You can bet your ass that people will be gunning for Wedge when he starts firing because PTL + Target Lock with -1 Agility freaking hurts.  With the R2 unit, he'll be able to shake off stress while keeping his guns locked on targets of opportunity.  The key to this list is to fly close and as tight as you can formation wise while keeping your targets clear.  You need to make room to make the best out of your shots, but you also need to stay within proximity so you can play off all the synergy.  This actually makes this list incredibly hard to pilot, but very durable and deadly when played well.  Even though I don't mind losing Biggs, he's still an X-Wing after all and the damage that he puts out is respectable.  Once again, the reason why I didn't put anything on him is because he essentially adds 5+ free hull points to Wedge and Luke, and they're going to be the ones making the shots that matter.  Between the three of them, you're looking at 17 total hull points that are recoverable thanks to R2D2.

Slow and steady wins the race.

Sunday, October 20, 2013

X-Wing Review

Hold on tight, prepare to read.

There are 5 things that makes X-Wing one of the best miniatures games I've ever played.

Simple and Clean

X-Wing has one of the smoothest rulesets I've ever played in a minis game.  There's only a few phases in the game and generic special rules that you have to follow and that's pretty much it.  Movement is completely dictated by visual aids and helped along with pre-determined measurement sticks.  Everything that you want to do is printed out, provided and helped along on the tabletop so you clearly see what's going on at all times.  I find this to be the future of miniatures gaming in general.  Warmachine has battle tokens to symbolize exactly how many Focus a Warcaster has, and if he casts something, you place the corresponding spell token down on the table.  Warhammer recently came out with magic spell cards that you can put near a unit being afflicted by a spell.  Anything that helps the player visually is extremely important in speeding up gameplay as well as keeping the game itself organized.  X-Wing takes it one step further in that you don't need a ruler to play the game.  You simply pull out a flight stick and move the distance in your speed dial, or measure with a range stick how many dice you can throw in attack.  It's simple, clean and effective.

The game itself is easy to setup and plays fast.  You can play most games no matter how grueling in under an hour.  Part of this is because there's no ruler to calculate every single inch or half inch, and everything is in front of your face so it's impossible to forget.  This is extremely attractive for the modern gamer because you can build a list, put your models on the table and get to playing right away.  It plays smoother, faster, and you can fit more games in the same time you would another minis game.  To make things even easier, you don't even need to paint the minis because they come pre-painted.  I checked out some of the minis in person recently and they're pretty damn good for the price you pay for it.  You can always re-paint them if you don't like how they look after all.  X-Wing, in this regard, is more than just a miniatures game, it's the Steam-equivalent of what miniatures game should be in the modern era.  I don't need to construct or paint anything, I can simply open up the box of minis and put them straight onto the table.

Personality and Depth

When I say the game is simple to play, I don't mean it's shallow.  One of the biggest concerns that I have with any game going in is the skill cap.  If I'm going to be invest time, effort, and most importantly, money into a hobby, I want it to be worth my time.  As a hardcore gamer, the hobby side of things is already taken care of so I'm thankful the minis I put on the table won't look like ass.  With that out of the way, I can focus on the core gameplay mechanics and rip it apart from top to bottom.  Out of the five games I've played so far, there is a huge amount of depth lying underneath the easy to learn ruleset.  This, my friends, is how you know you got a winner.

One of my favorite games ever created is Pokemon.  On the surface level, it's easy enough that even a child can understand it:  Fire burns grass and water puts out fire.  A lot of people stop right here and that's perfectly fine.  If they want a game that they can go around and collect Pokemon with their friends, good for them.  However, if they really want to dig into the game and find out the inner workings of it, they'll find something so alien and unfathomable that it'll be like playing something completely different.  Now enter the world of competitive battling:  Tiers, EVs, IVs, natures, breeding, and specific movesets that shapes and molds an entirely different metagame.  To me, this is where the game really begins.

X-Wing is no different in that regard.  Despite having a remarkably simple ruleset, there's a near infinite level of possibility and customization.  We all know there's several different kinds of ships that's used to shoot down other ships.  What we need to realize is that there's several ranks to these spacecraft with different pilot skills, different ships have different maneuverability, unique pilots have their own special rules, modifications, weapon upgrades, elite pilot skills, the list goes on.  All of these elements come with built-in or added points costs, so list design is very thought-provoking and fun.  In a standard tournament point range of 100 points, you can do virtually anything you want with the options presented to you.  This is where the game truly becomes challenging as you're customizing your playing experience based on your personal preferences.  No other minis game in the last decade presents itself this way in my honest opinion.  This game truly exemplifies the meaning of "easy to learn, hard to master."

Action and Reaction

I'm not going to lie when I say this, but I'm pretty done with the my-turn-your-turn ideology of gameplay.  It's an awful system to begin with and one of the reasons why games like that don't sing to me the way they used to.  As an competitive RTS player at heart, I enjoy live action where you can make important decisions in real time.  Since you can't really do it in a miniatures game, you have an action/reaction system instead.  When your opponent does something to you, I want to be able to answer back instead of just pulling models off the table.  This is just a method of gaming that I like and I understand that it is not the same for everybody.  Infinity has a similar system via AROs and honestly, that's the only thing I like about that game.  In short, there's nothing more insulting than watching your opponent total you without being able to do anything in response.  That's one of the reasons why I've shied away from Warmachine and one of the reasons why I think Seize the Initiative is the worst thing to happen to 40K.  Sure, you can do the same thing to your opponent, but that's no way to enjoy a game.

One of the best gameplay features from X-Wing is how it incorporates Pilot Skill into how players act and react in a game.  When the round starts, pilots with the lowest skill moves first, followed by the pilots with higher skill.  Whether or not this shows the rookie's inexperience and eagerness for battle is up to your imagination.  The fact is, this happens to the entire board and both players activate their pilots in corresponding order.  Because the action phase happens immediately after a single pilot makes his move, the higher skilled pilots can react to how aggressive the lesser skilled pilots are and adjust their actions accordingly.  If a lower pilot overextends, a higher skilled pilot might want to kill him right away.  Should the pilot who moved first anticipate this, he might want to Evade during his action phase.  When it comes down to the combat phase, the pilots with the highest pilot skill shoots first before going down the skill tree.  This not only portrays the experience of the pilot, but it helps maintain the fluidity of active gameplay.  Regardless of how you look at it, both players are constantly moving their ships around during the movement phase.  This makes the game much more enjoyable for both players because they're both actively playing the game.

Prediction and Bluffing

Going back to Pokemon, one of the most difficult things to master in that game is prediction.  Prediction is a skill that only experience or instinct can leverage and once mastered, will give you an edge over your opponent.  If I predict my opponent will switch out his Pokemon right now, I'll be able to setup this ability that'll allow me to sweep his team.  Does he go for it?  Only experience will tell him what to expect, and sometimes he will guess wrong and it'll mean his downfall.  This is a chance that every competitive player has to take, but he'll be able to make more educated guesses the more he plays the game.  At the end of the day, prediction adds another layer of strategy where lesser game systems don't provide it at all.

Now enter X-Wing, where the entirety of the Planning Phase is based on prediction, anticipation, and guesstimation.  Every single move you make on the battlefield before your pilots even start turning is made with a movement dial placed face down.  Each type of ship has its own movement dial and thus, every ship's ability to maneuver is different.  An X-Wing will not be able to pull off the same maneuvers as an Tie Fighter and that's something both players will have to learn.  The best example I can give here is that: You have two Tie Fighters closing in on your tail and you're down to your last hull point.  Your ship is already turning soft left, so do you want to hard bank right to try to throw them off?  Maybe if you fly straight ahead you can gain some distance between them.  What if you preform a Koiogran Turn right now and go out guns blazing?  Now imagine the same situation with different pilot skills on the table where movement actually happens in ascending order.

The morale of the story is:  The X-Wing decided to bank hard right and the Imperial player predicted he would.  Not only did they go in the right direction, but they closed the distance and ended up with +1 attack dice for being in range 1.  Hmm.. gg wp.

Fun and Immersive

Probably the biggest draw that any game has going for it is simply; how fun it is to play.  This is incredibly subjective and normally compounded over several different things.  For me, I think the game is awesome.  The ruleset is easy to learn, but the game itself is hard to master.  Prediction is one of the key driving forces to how movement is dictated and it can either be a boon or fatal flaw.  I love skirmish style games and having the ability to play multiple games in the span of a single WHFB game is very appealing.  The buy in cost is also fantastic, although I do hope that FFG put out more stock (stuff literally flies off the shelves, I wonder why).  This is the only game I've played in a while that I can literally go from box to table in a span of a few minutes.  I love the fact I can play with regular pilots as well as the more famous pilots that we see in the movies e.g. Vader and Luke.  I love the customization options and the ability to customize my ships with the pilots that I like, and have them behave exactly how I want.  Most of all, I love the alternating gameplay where both players are immersed in the fantasy that is flying around the galaxy with starfighers.  As a hardcore gamer, this is the perfect game for me.

My friend and I talked about how this game translates the fantasy onto the tabletop, and I think it's near flawless.  A lot of the unique pilots have skills that fits them very well in their each unique way.  This gives them personality, character and the desire for players to make them want to succeed on the table.  I just love how Imperial pilots are more about the individual skill of the pilot themselves and how synergistic the Rebel pilots are with each other.  Sure, a Tie Swarm will look pretty epic, but so is Biggs' heroic sacrifice so Wedge ends up killing everyone.

The best way to describe it is:  If you took a photostory of a game of X-Wing being played and played it back without hands, rulers or dice, it would look like a scene from Star Wars.  In that respect, I think this game nailed it.

Saturday, October 19, 2013

Got some games in of X-Wing

This game is godly.

Today, I went up to Dice House to play some X-Wing games with my friend Norm.  Having only played 3 games of X-Wing before today, I honestly didn't know what to expect.  The first few games I played was pretty standard for newer players.  You know, just beginner games with the starter kit where you're flying around aimlessly trying to figure out the rules and wishing we had more models to play with.  Today was my first real flight piloting the Tie Interceptor and the additional mechanics that came with the game.

I won't type out the battle reports entirely because frankly, I was having too much fun to remember all the finer details.  What I will do is highlight some of the stuff I learned from the games I played today so hopefully, you guys will get pumped and give the game a try.  I shit you not:  This the best minis game I have played in a very long time, and I don't say that ever.  In fact, I don't even like Star Wars, I'm only playing this game because of incredible solid game mechanics.

  • In the first game that I played, I took a list featuring Soontir Fel, Turr Phennir, Mauler Mithel and Dark Curse.  I would of picked Backstabber instead, but I didn't have the Tie Exp pack and I didn't mind playing with Dark Curse.  After all, she's pretty impossible to hit due to her special rule as long as you play in the proper range bands.
  • Speaking of range bands, maneuverability and positioning is everything in this game.  I guess this is just something that comes instinctively having played Dark Eldar for over a decade.  This game, to keep things simple, is all about doing damage while not taking damage in return.  That's all it is at the end of the day.  You have to make use of every one of your ships' movement capabilities as well as their special rules so you can find the most opportune combat scenarios.
  • I'll give you guys an example of a combat scenario that came up today:  My opponent was hot on my tail with two X-Wings and I needed to do something next round or die.  Out of all the manuevers I could of done, I predicted my opponent would declare a turn to catch my already wounded Tie Fighter.  Instead of playing the turning war, I flew straight ahead as fast as I could to reach the safety of range band 3.  Being further away gave me an extra defense die to roll against my opponent's 3 attacks.  I ended up not needing it because I simply flew straight while my opponent's planes banked left, and I barrel rolled out of their firing arc.  That's something I'll talk about later.
  • The point I was trying to make was that sometimes, it's better to just run away and into the safety of space.  This is especially handy if you have something like Stealth Device, which already gives you +1 defense die to roll but shorts out the second you take damage.  Whenever you're able to roll more dice, you should take it unless you know you will take a crap ton of damage in return.  Looking at all my combat scenarios today, I had to play to the strengths and weaknesses of my ships.  In the first list I ran, I had a total of 12 hull points to play with.  My opponent, who ran a list with Wedge, Biggs and Dutch, had 18 total hull points (including Shield) before modifications.  You should know that you shouldn't try trading hits at this point and you should be relying of damage mitigation over attrition.
One of the lists I used today.
  • Tie Fighters and Tie Interceptors are extremely maneuverable:  There were so many times today that I was able to maneuver my planes in a way that I can get shots on him without any retaliatory attack.  Whether this meant Boosting with my Interceptors out of their firing arc, or Barrel Rolling my way on their flank, it was just a joy to play.  One of the biggest boons for Tie Interceptors is their ability to fly green on a hard 2.  This allowed me to shake stress while maintaining a strong pursuit on my target X-Wing.  Boost, is also huge for me:  Being able to add that extra range allows me to not only dodge shots coming back, but gives me another die to roll for attack if I go from RB2 to 1.  Boosting and rolling in the correct situations also allowed me to change my opponent's shots from range 1 to 2, or 3 to no shot at all.  It's just amazing.
  • Prediction and being able to read your opponent's movement is a strong skill.  There were a few times today where was able to lead some shots and keep up my pursue by imagining where my opponents' ship will go.  There was another time where my opponent did something I completely didn't expect (I was expecting a K-Turn) and got the better of me on the maneuver.  Thankfully, I pre-selected a safer maneuver to execute on my turn so I was able to stay on target.  There's only one other game I know that has strategy attached to prediction, and that's Pokemon:  One of the best designed games of all time, something that this game shows a lot of.  More on that later.
  • Like I said, I played two games today.  Both of them against the same list with Wedge, Biggs and Dutch.  I'm not quite sure what their upgrades were, but I think Wedge had Marksmanship, Biggs had the R2 unit that gave him an extra point in defense after his action, and Dutch had a turret Ion Cannon.  The main experience that I have to share for Imperial players is:  Kill Wedge because he's the primary damage dealer of the lot.  Biggs can take a lot of damage for Wedge, but not if you can ignore Biggs entirely.  I'm talking about getting out of firing arcs, intentionally touching Biggs, or anything that makes it so Biggs is not a valid target.  No matter what, Wedge has to die.  With PS9, Target Lock and the ability to subtract one of your defense die when making attacks, the guy puts out ridiculous amounts of damage.  Thankfully, Wedge went down pretty hard in both games, taking the crit that makes him PS0 in the initial firefights.
  • Thank you Norm for being such a cool dude.  I learned a lot from today's games and I look forward to flying with or against you in the future!  Also, thank you for teaching me first hand why it sucks getting hit by the Ion Cannon.  Having to fly straight 1 for the turn sucks so hard on a squint.

What more can I say?  This game is amazing.  It has something which I find absolutely vital in all good games: Easy to learn, hard to master.  The more I play it, the more I discover the hidden mechanics that make all good games great.  It has near limitless complexity underneath the disguise of a simple game.  At first, you're flying around with X-Wings and Tie Fighters, but once you tack on more ships, unique pilots, Elite Skills and Modifications, the entire game changes.

Like I said previously, this game reminded me a lot about Pokemon, one of the games that I hold in the highest realm of game design.  To me, that game is near flawless:  It's simple enough that a child can understand the simple, all-too-familiar concepts of water beating fire, but so complex that on a competitive level, correct stats, EVs and specific movesets mean almost everything.  Not to mention Pokemon and X-Wing both have prediction mechanics, a unique and challenging aspect of gameplay that only the most advanced players can truly appreciate.

Thursday, October 17, 2013

X-Wing: Imperial List

Fel's on the left.  Look at that sex machine.

I'm not gonna lie, but I'm pretty excited about this game in a big way.  Over the last couple of days, I've been doing some serious research into the game system, strategy, lists and watching tournament videos.  It's safe to say that as a hardcore gamer, I always do my research before jumping into anything.  With that said, I think it's time to explore some list building of my own.

The list I plan on running is pretty straight forward.  In fact, it's only 3 ships.  As a Dark Eldar player, I'm used to playing with paper airplanes so it was only natural that I gravitate towards Tie Interceptors.  Being a die-hard fighter junkie, I absolutely love the thought of aerial duels in space.  As for the fluff and background, I just can't go out of my way to say that I'm a huge fan of Star Wars in general.

Regardless, I only really care about the game mechanics.  I love customization, I love miniatures, and I love dogfighting.  Time to show my list off and why I think it'll be pretty decent.

100 points

Soontir Fel — TIE Interceptor 27
Push the Limit 3
Targeting Computer 2
Stealth Device 3
Royal Guard TIE 0
 
Carnor Jax — TIE Interceptor 26
Push the Limit 3
Targeting Computer 2
Stealth Device 3
Royal Guard TIE 0
 
Turr Phennir — TIE Interceptor 25
Veteran Instincts 1
Targeting Computer 2
Stealth Device 3
Royal Guard TIE 0

First, let's go over the pilots and why I've chosen them for my fist list.


Soontir Fel will be my captain in this list because the guy's just so damn sexy.  The main damage dealers here is Fel and Jax because they're the ones that have incredibly strong synergy with Push the Limit and Targeting Computer.  Being elite pilots, they are all capable of taking the Royal Guard Tie upgrade.  This allows them to equip two Modifications to their aircraft as opposed to the usual one.  On top of the mandatory Stealth Device that should belong on any hotshot Tie Interceptor, you now get the ability to take Targeting Computer.  This unlocks the Target Lock ability for your pilots and gives you remarkable killing potential with Push the Limit.


Alright, so how does this work with someone like Soontir Fel.  Well, if you look at his unique ability, he gets a free focus whenever receives a stress token.  This means if he pulls a K-Turn or something intense, he'll get a focus where he otherwise wouldn't be able to issue an action.  To make things really interesting, he can chain with Push the Limit and get some crazy mileage out of it.  On his Action phase, he can choose to Evade, trigger Push the Limit for a Focus, and once he receives the stress token, he gets another Focus.  This gives him 2x Focus and 1x Evade on the turn he wants to be defensive, all for the price of a single stress token.  Now try shooting this guy with 4x Aglity rolls (Stealth) with this combination.  Due to the superior maneuverability of the Tie Interceptor, you will be able to keep pace with Rebel vessels while still find ways to shake off stress.

Now comes the fun part:  On the offensive, Soontir Fel can really tear it up thanks to the Royal Guard Tie + Targeting Computer upgrade.  He can do crazy stuff like Barrel Roll out of LoS of his opponent after they've moved thanks to his Pilot Skill of 9, Push the Limit to Target Lock on him, and then gain a Focus to utilize in his Combat step.  Once combat starts, he can re-roll his misses and then turn all his focus into hits, all while going first due to his high PS while remaining safe from retaliatory action.  At RB1 (range band), he's absolutely godlike thanks to Carnor Jax's special rule.

Jax is basically the same as Fel, but he's not as lethal with all things considered.  It's his fantastic ability that keeps all three of these pilots as crazy threat.  PTL in combination with RGT + Targeting Computer allows you to light up the combat phase.  You're essentially looking at a guaranteed 4 hits for the price of a single stress token, all of which ignores enemy evade and focus tokens as long as you ride their ass.  That's a ton of damage right there.

Lastly, we have Turr Phennir.  I wouldn't say he's the black sheep of the ace and wingman, but he's equally deadly with some movement shenanigans.  Since he's probably the only guy who can move during his combat phase, he can do some crazy stuff.  Right now, I have him with Veteran Instincts for PS9 and Targeting Computer.  This allows him to Target Lock for his Action and make his shots before his opponent.  Once that's done, he'll simply Barrel Roll or Drive out of the way and there you go.  The added free movement is pretty gigantic while maintaining his ability to do damage.

Well, there you have it folks.  My stuff comes in today and I'm more than excited to get these guys on the table.  I can't wait for Imperial Aces to come out later this year so I can field this list with the actual cards.  For now, I'm just going to have to print them out and play with it.  For now, I'm probably going to have to sub either Turr or Jax for 2x named Ties such as Backstabber and Night Beast.  How do you think the list will perform with Fel, Jax, Backstabber and Night Beast?