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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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