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X-Wing 2.0 – Got games September 23, 2018

So, finally had a couple of 2.0 games.

The list:

My opponent ran Rebel Lando w/ Bistan, nein nunb, Jyn, and Luke with instinctive aim, R2D2, proton torps and S-Foils (that was close to what he was running, nothing else I can think of.

Both games ended up being luke vs boba at the end, the first game my opponent flew lando off the board by mistake, the second time, I managed to kill him out right, but in hindsight I should have targetted luke instead of lando, as lando had the 1 less defence dice crit, and only had 2 health, where as luke had 2 health left as well.

Guri sadly was lost relatively cheaply, and I really need to pick up my game plan on him, as Im losing him too easily.

In saying that, his maneuverability is out of this world, I loved flipping him about and doing crazy shit.

I plan on using guri again, in a slightly different configuration, maybe combined with 4lom and something else.

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Forums for Totaltech Mekwars September 4, 2018

New Mekwars forums for the Totaltech server:

alphahpg.com/phpBB3/

Any questions can be posted there.

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Totaltech returns August 30, 2018

Ok new total tech server is running:

client download: https://www.dropbox.com/s/3vtyz5ujynnfia6/totaltech_client.zip?dl=0

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X-wing 2.0 – The infinite possibility guri! August 21, 2018

Guri is widely regarded as one of the strongest individual ships in X-wing 2.0, and for good reason, he has maneuverability in spades, has solid damage output, good ability to evade incoming attacks, and a solid set of slots.

Lets look:

His line:

So, a talent slot, system slot, torps, mod and title.

Being able to talk about guri, means you probably should also talk about virago title:

Firstly, it adds a couple things +1 shield, and the ability to spend a charge to perform a red boost action at the end phase. Plus it adds an additional mod slot.

My ideal build for guri would be as follows:

Guri — StarViper 62
Outmaneuver 6
Adv. Proton Torpedoes 6
Shield Upgrade *
Virago 10
Stealth Device *
Ship Total: 100

At first you may think this is a lot of possible stress for maneuvering shenanigans, but in fact its not really.

Especially with such a forgiving dial…

Lots of blue, an only 2 red, those being sloops.

Realistically, Guri wants to be close to his opponent, so the advaned proton torps come in handy here, as does the shield upgrade and stealth device. Anything to improve your staying power will make a big difference.

How is guri to be played? Ideally he is your harasser, support for someone like boba who can smash things pretty well, in saying that also elusive may be a slightly better choice.

Guri may not do well in the first 2 waves, but as we start moving away from swarms he will come into his own for sure.

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Categories: xwing

X-wing 2.0 – Darth Vader the menace of the Imperials August 19, 2018

Darth Vader is one of the most feared pilots of the galaxy, and for good reason, he is arguably the best pilot in the star wars universe bar none.

His abilities in 1.0, was simple, perform 2 actions per turn. No stress shenanigans, just 2 actions straight up. Add in engine upgrade and bam, boost, barrel roll to your hearts content.

In 2.0, he appears thusly:

He’s clocking in at 70 points, which makes him one of the more expensive ships out there. He can link focus->barrel roll, lock and barrel roll.

His ability allows him to perform as many actions as he wants as long as he has force charge.

Interesting throw away here…”After you perform an action, you may spend 1 (force point) to perform an action” this means he can abuse this with…

Now ideally, I would suggest using Supernatural reflexes, simply because it is awesome.

I was going to talk about how advanced sensors focus->barrel roll would be awesome, however, there is a lot of conjecture at the moment if advanced sensors allows the use of linked actions.

Something I hope they clarify (at this stage I’d argue no it doesnt, but I hope it does).

So the reality here is, this is your most likely setup:

Darth Vader — TIE Advanced 70
Supernatural Reflexes 12
Fire-Control System 3
Homing Missiles 3
Stealth Device 8
Ship Total: 96

Its one of the better load outs for him, you could drop the homing missiles, but thats just depending on your taste. FCS is probably worth it here, simply because it allows you to re-roll a dice, but keep that all important target lock.

I’ve taken stealth device here, but you could take say afterburners, which would trigger Vader’s ability allowing you to perform an additional action.

My way of looking at this as currently built:
Barrel roll (supernatural reflexes) -> non red maneuver -> focus -> lock (ability)

The afterburner variant would be this:
Barrel roll (sr) -> non red maneuver ->afterburner boost -> lock (ability)

Both options are strong, and are quite useful, sure you are spending 2 force a turn but with careful planning you could make sure that you would use this at the right time.

What does Vader work with? At this stage I’d say he is best with a miniswarm like this

Darth Vader — TIE Advanced 70
Supernatural Reflexes 12
Fire-Control System 3
Homing Missiles 3
Stealth Device *
Ship Total: 96
Black Squadron Ace — TIE Fighter 26
Crack Shot 1
Ship Total: 27
Black Squadron Ace — TIE Fighter 26
Crack Shot 1
Ship Total: 27
Black Squadron Ace — TIE Fighter 26
Crack Shot 1
Ship Total: 27
Academy Pilot — TIE Fighter 23
Ship Total: 23

This gives you options, allowing you to hunt with vader and push your opponent into the path of the tie swarm, crackshot ties are pretty scary.

Something to consider. I sure as hell will be.

Next time I’ll be talking about Guri and the crazy star viper.

See ya!

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X-wing 2.0 – What Luke Must Be August 18, 2018

Ok, so peeps been to gencon have their 2.0 kits now (bastards!).

I’ve been looking intently at the cards, and thus far, Im seeing the force being a major disruptor of the core mechanics.

First we have the ability to spend as many force points as you have to turn focuses to hits/evades, secondly they renew (by 1) each turn. And lastly, if you have a pilot who has the force, they can take force power upgrade cards, instead of EPTs.

Darth is a special kettle of fish, and incredibly powerful, however, I want to introduce you to a young boy from tattooine, who might just trump him.

Luke Skywalker. And as you will see in a minute, he will well and truly live up to that name.

As you can see, his base points is 62, he can have a force upgrade, torps, astro, modification and configuration upgrade.

Not bad, lets look at what is arguably the first and most important upgrade on any T-65 X-wing. Servomotor S-Foils.

Im only showing the closed one, as thats the one you need. It grants a boost, and focus -> boost (red), to your action bar. This is important as you will see in a moment.

The next upgrade which should also be mandatory for Luke is:

Supernatural Reflexes. Arguably one of the most powerful cards in the game. The ability to reposition, BEFORE activating, is huge. Advanced sensors allows you to do this, however, it limits you at ONE action (or one combo action).

Luke, thanks to servomotor now has a white boost, allowing him to take full advantage of supernatural reflexes.

(This is also probably why Kylo has been brought down to a 5, rather than a 6. A double reposition at PS6 would be honestly broken, vader is bad enough, and I’ll look at him another day).

So assuming you have your s-foils closed, you can boost and barrel roll. Boo-yah! As anyone who remembers the old advanced sensors/ptl from 1.0 can attest, this ability to get a double maneuver is hellishly strong, even if it is separated be a standard maneuver.

So, lets look at this. You can barrel roll do a standard maneuver then boost (or better yet focus->boost), and bang, you are probably out of arc. Or alternatively, you could boost first, then do your maneuver, and barrel roll or focus/target lock pending on the situation.

I will say this possibly allows one additional crazy option, Im still trying to get this confirmed. But in theory, a white boost action is different to a linked red boost. If that is the case, it may indeed be possible to perform the same kind of action twice. Now I will re-iterate, this is hypothetical at best (I believe it is unlikely, but it does seem a rather grey area).

I believe when Kylo gets released we will see the same sort of deal with him, and I believe whole heartedly this is why he was bumped down to PS5.

As for Darthy boy, well, he has a similar conundrum as Luke does as per the paragraph about double actions. But thats for another day.

Theres a reason Supernatural reflexes costs 12 points. And what i’ve described spells it out.

See ya!

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X-Wing 2.0 Interesting tidbits May 3, 2018

Ok, so I’ve been doing some trawling through and looking into differences between 1.0 and 2.0 of X-wing.

It looks for the most part rules are fairly similar compared to 1.0, just a few changes to the names of phases – and maybe an additional phase. This is more so to deal with effects that occur at certain points, and try and limit the crap like the attack timing flow chart.

Ship changes seen thus far:
Rebels:

X-wing from 2 shield, 3 hull to 2 shield, 4 hull.
Y-wing from 3 shield, 5 hull, to 2 shield, 6 hull.
U-wing from 4 shield, 4 hull, to 3 shield, 5 hull.

Imperials:
Tie Phantom from 2 shield, 2 hull to 2 shield 3 hull.

I will update this list when we have more info.

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Categories: tournament xwing

Full Metal Panic: Invisible Victory April 15, 2018

Its out.

Go watch it! Its fucking awesome.

Its gonna be a bumpy ride!

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Ship Classes – and the dreaded Half Points dilemma April 11, 2018

Ok X-wing has a small amount of actually differing ship sizes, small base, large base and huge base.

For the purposes of this article I shall be referring to the small and large ships.

The current set of ships in competitive X-wing play can be further described into 2 sub categories: low and high health.

This is where we start having issues. There are large based ships which are more like small ships due to their health, and we have small based ships that behave more like large based ones due to their health (seeing a pattern??).

Two of the prominent small based ships, that are awful close to large ship territory are the K-Wing and Scurrg H-6 Bomber.

The K-wing has 5 Hull and 4 shield, while the Scurrg has 5 & 5 each. The maneuver  dial on the Scurrg aint half bad, and the K-wing has the slam action so it can quickly move about and get back into position within a turn or two, so it doesnt really need fancy sloops or what might have you.

I specifically singled them out due to the fact they are indeed a troublesome two. They are constantly in the top 5 on metawing (as a combo), so they work…very well.

In saying this we have a bunch of large ships that are probably closer to small ships than large ships, like the Aggressor, and even the firespray. The Aggressor only has 8 health (4 & 4, hull and shields respectively), the firespray has 10 (6 & 4).

Currently there seems to be a bit of debate in regards to ideas to balance the game out. One that keeps cropping up from time to time, is the half points for all ships.

Let me be fair, I actually like this one. It makes it harder for your opponent to run away from you (or visa versa), thus making games moire likely to end up in a full win for one or the other, MOV would actually become a little bit tighter too – as all small based ships would actually have an impact if they were down to half health (so less crazy MOV when say, facing an Palp’s aces list and you get half damage on everything but they wipe you completely – this doesnt show how close the game really was – half points on all ships WOULD).

There is some issues with that, bombs would become more powerful for their abilities (mainly dealing undefendable damage). Regeneration also becomes decidedly more powerful (ships that regen would be based on half points at the end of the game based on their ending health).

While this is all well and good, I think the better option would be to deal with it rather than base size, but total hitpoints. At the moment Im erring on the side of caution and going with any ship 8 or above, but that hurts ships like the y-wing and B-wing which to be fair are not the most powerful ships out there, so Im thinking probably 9 or more. This nets the mirandas and nyms and other janky shit, but makes for other ships that could have been impacted not so any more. Ships like the Aggressor would slip under, but its not the most powerful ship at the moment (still solid but far from broken).

I do think this is the best choice at present, sadly it wont happen though but we could dream 🙂

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Categories: xwing

Targets of Oppertunity – NSW X-Wing Regionals March 23, 2018

Ok, so I’ve done it I’ve put my list in for regionals:

SCUM (100)

Contracted Scout JumpMaster 5000 (25)
Trick Shot + Courier Droid
Contracted Scout JumpMaster 5000 (25)
Trick Shot
Contracted Scout JumpMaster 5000 (25)
Adaptability + Courier Droid
Contracted Scout JumpMaster 5000 (25)
A Score to Settle + Courier Droid

One less courier droid than initially wanting, but eh, cant have it all (besides I wasnt about to blow $78 on 3 phantom II’s, just for courier droid!! lol. I Had to buy Quadjumper as well for “A Score to Settle”.

Ok, so vs the main meta lists I will see:

  • Lothal Fenn w/ Zeb – the common thinking here would be to hunt Fenn, and it is, however, the main thing here is to put some damage on the Lothal first, then after I’ve passed it, hammer Fenn. Once Fenn has been popped, I can go back to lothal hunting. The other key consideration is trying to stay out of the front/aux arc of the Lothal. 5 damage at range 1 with its re-rolls will hurt.
  • Howards Aces – This is actually pretty straight forward, QD, Palp Bus and then Inquisitor. Making sure when I do hit QD, I stick at range 2 so he doesnt get his bonus defense dice. Also staying out of arc would also be a bonus so I dont get revenge shotted. Palp bus is next, then the inquisitor can be chased around. He wont like being tailed and with out emp’s to protect him, he wont be calling evade shots.
  • Asajj + whateves – Usually dengar, but can be other things. Usually one of them will have lone wolf, so use that to my advantage, all 4 ships on one, should get rid of what ever Im targetting, then kill the other one.
  • Nymranda – Have to be careful, avoid the ‘poon alpha, and come from the side, take the TLT on the chin, and just hammer them at range one, while blocking them.
  • Reylow – A nasty jousting list if ever there was one. The way to deal with this is to quickly and as effectively as possible remove low. Kill him quick then try to hammer Rey, while keeping her out of arc for finn and her ability. Easier said then done.
  • 3 & 4 wookies, I’d argue this is going to be the hardest of match ups. Especially with all of them packing 3 attack, and a 180 degree firing arc. The only way to deal with them is to force the bump, and get behind them and shoot while they have minimal defensive bonuses. Lowhie would be first target in the 3 wookie build, he wont be present in the 4 wookie build.

That pretty much sums up what I will need to do to progress to the top 16. I feel confident I can pull it off, it will be hard, with only doing 2 base attack, which makes it difficult to push through damage, however, with the large volume of 2 and 1 agility ships I will be seeing, I believe it will be doable.

My main worries are howard’s aces, 3 & 4 wookies, and nymranda. I feel lothal fenn can be dealt with fairly easily due to the nature of the build.

Oh well, time for sleep!

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