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Crazy Shit – 4 Jumpmasters – the 20K list March 20, 2018

Ok, so after some serious hum drumming, I’ve finally settled on a list for NSW regionals. Its a bit of a batshit crazy list, but it will allow me a few things I enjoy, craziness, aggressiveness, hilarity, trolling, and did I mention crazy? Oh yeah I did lol.

Contracted Scout — JumpMaster 5000 25
Trick Shot 0
Courier Droid 0
Guidance Chips 0
Ship Total: 25
Contracted Scout — JumpMaster 5000 25
Trick Shot 0
Courier Droid 0
Guidance Chips 0
Ship Total: 25
Contracted Scout — JumpMaster 5000 25
Adaptability 0
Courier Droid 0
Guidance Chips 0
Ship Total: 25
Contracted Scout — JumpMaster 5000 25
A Score to Settle 0
Courier Droid 0
Guidance Chips 0
Ship Total: 25

Ok, 4 Jump masters. Pretty much same config. except for the last 2. The real dilemma is the courier droids (I only have 1), and I need a Quadjumper for the “A Score to Settle”. There is a beauty to this list that is also going to be a pain for a lot of people vs’ing it. It has 36 health over 4 ships, each with 2 agility, and Focus/Target Lock/Barrel Roll for its action bar.

Courier droid is very useful vs most lists as either you will deploy first or second depending on their PS. Generally you wont be forcing the deploy on ACE lists (like palp aces – unless you have the init), but vs a lot of lists the ability to deploy before and after can be quite handy.

‘The “A Score to Settle” should be placed on the ship you need to die first, now a smart player will make that ship harder to deal with, but in saying that, playing it on the right enemy ship can make a world of difference, and force the opponent to play more or less aggressively. This will possibly allow you to focus on something else before the opponent cottons on to what you are doing, and by then it will probably be too late for your opponent.

The other key factor for this list will be asteroid/debris placement. I’d suggest 3 debris fields to be safe, as they are the more likely to be used, and allow you to shoot if stuck on one, and with the green dial on the Jumpmaster its pretty easy to shed stress (and its ability to manoeuvre with its white segnor loop and barrel roll – if not stressed – makes an awesome combination, and gives you plenty of options).

A lot of lists will try and drop or half point you then run, the problem with that is, is simply that you still have 4 large based turreted ships on the field. smart play and careful consideration of your opponents flight capabilities will make this a hard list to deal with.

How to fly? Pretty simple, try and force them into a corner or if they do a manoeuvre they will bump one of your ships. The key to this is understanding the size of the large base (which is a forward 2), meaning unless they are straight on, they will need a 3 manoeuvre at least to pass you, however with careful placement of your other ships you will force them to bump you – thus stopping them from performing actions (which for some lists – ala Palp Aces) is extremely important. Now there is a couple ships that give no fucks, (3 jumpmasters with ion control being one example and Oicunn being another) you should be wary of, but even still, they may still be limited in regards to what they can do and have available to them.

The last thing is you need to really think ahead with this list, being at least 2 turns ahead will pay dividends here, dont be afraid to be a little reactive, but in the most part you want to be the one that does the board control, and with 4 decent health ships, it should be easy enough to do.

I’ll have a stream link up on my page and FB page on saturday, Im really excited for this list and the craziness that will ensue.

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Categories: tournament xwing

Big Ships March 15, 2018

Big ships (or Large Ships as is the correct terminology according to X-Wing), have been around for quite some time, since the Falcon and the Lambda shuttle we have seen a veritable selection of biggies now for all 3 factions.

You have two camps within the big ships, big ships who behave like little ships, and big ships who well, handle like dogs. We do have a 3rd camp, that is small ships that are more like big ships (K-Wing, Scurrg, Tie Silencer, Starviper come to mind).

Anyways, lets look at the ships that can be flown like small ships:

YT-1300, common builds, FAT HAN or Rey. With the Sloop title, the Falcon becomes an impressively maneuverable ship, especially combined with Kanan making White maneuvers clear stress. Combined with solid abilities from all 3 pilots (Han orig, Han FotR, and Rey). makes it an effective ship, that has been around for quite some time.

The YT-2400, Dash, also benefits from kanan, however, it doesnt have the 2nd k turn at 3, but does have 2 hard 3 turns, so in some regards dash is more maneuverable, but not the full flexibility you can get as the YT-1300 with the sloop title.

The VCX-100, is similar maneuverability to the YT-2400 except it has red hard turns on 1 and 3 speeds, and has a K-turn at 5 speed.

As for the Imperial side of things, we have the VT-49 Decimator which is pretty quick, it doesnt have any K-turns, but it does have white 2 and 3 hard turns. So it is relatively quite nimble.

The Scum and Imperial firespray is very maneuverable, for the simple addition of the 2 K-turns at 3 & 4 speeds, making it similar to the yt-1300.

The scum big ships in general are all very maneuverable, from the lithe and nimble Aggressor, to the large but insanely fast Lancer, the Jump master sits in the middle with greens on one side, and a white left sloop, means it is very capable of extricating itself from problem situations. Finally the Lancer, with its Green hard 3 turns is phenomenal in removing garnered stress while being difficult to pin down.

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Categories: xwing

Test game Lowrey vs Asajj-em March 13, 2018


Rey — YT-1300 45
Expertise 4
Kanan Jarrus 3
Finn 5
Engine Upgrade 4
Millennium Falcon (TFA) 1
Ship Total: 62
Lowhhrick — Auzituck Gunship 28
Expertise 4
Tactician 2
C-3PO 3
Ship Total: 37


Emon Azzameen — Firespray-31 36
Ion Cannon 3
Bomblet Generator 3
Cad Bane 2
Cruise Missiles 3
Glitterstim 2
Extra Munitions 2
Engine Upgrade 4
Slave I 0
Ship Total: 55
Asajj Ventress — Lancer-class Pursuit Craft 37
Lone Wolf 2
Latts Razzi 2
Glitterstim 2
Glitterstim 2
Ship Total: 45

basically rey and low stuck together looking at jousting Emon, Asajj was on the far corner.

The initial attacks didnt do much to the fire spray but it did drop all the shields on the Auzituck (some bad luck – shouldnt have guessed 1 lol).

The fire spray came closer and so did rey and low, low forgot to shoot, and rey did 5 damage (finn and expertise) to emon the following round. Asajj was still playing up near the deployment zone, but was slowly getting to the fight.

The next turn the two rebel ships bumped which totally put them out of whack. Emon was able to capitlise with another 3 damage to the auzituck (again I guessed 1, when I shouldnt have). Asajj was getting closer.

The following turn caused the auzituck to be out of arc (again), but rey got a shot off and dropped some more shield off emon. However this wasnt with out being hit by a bomblet from emon using his 3 hard to smash both of them and using cad banes re-rolls.

Asajj finally got into the rey and started peppering the auzituck or the falcon which ever was easier, constantly being in range 2 made it hard for rey to use expertise again.

eventually emon was down to one hull left as was the auzituck, asajj was full health, and rey was shield less.

The maneuvering of emon meant the following turn he was going to be off the board. but he dropped a bomblet right into the faces of both rey and low, low bit the dust, while rey copped more damage.

Asajj was able to control the game from there, however, it wasnt all her way, she was down to half points as well, by the time she got rey.

Over all, both lists are quite solid IMHO, and it is hard to sort of find a hole to add something and drop something. I think tactician could probably be removed and add in inspiring recruit for extra stress removal.

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Categories: xwing

The Art of the Maneuver…and how your minds eye can help you win games. March 11, 2018

X-wing is mixture of skill, determination, and luck. Not always in equal parts.

The art of flying is a fundamental skill to develop, and some players have a better capacity to “fly” than others.

I’ve been practicing using small and large ships and getting to know the templates and the base sizes. A good link for the dimensions of EVERYTHING in X-wing is here:

There is a couple of take aways but first lets start with the forward maneuvers:

Straight Templates

  • 1 Straight Length – 40mm
  • 2 Straight Length – 80mm
  • 3 Straight Length – 120mm
  • 4 Straight Length – 160mm
  • 5 Straight Length – 200mm

So each template for a straight is 40mm bigger than the previous, but this is also interesting because:

Range Ruler Template

  • Range 1 Length – 100mm
  • Full Range Ruler Template Length – 300mm

Each range band is 100mm in length. So the first thing we can already deduce is that a straight 5 is the same length as the range 3 delimiter (so it is range 2 in length).

The next thing we should note is the size of the bases of small and large ships:

Small Base

  • Small Base Length – 40mm
  • Small Base Width – 40mm

Large Base

  • Large Base Length – 80mm
  • Large Base Width – 80mm

So the bases are exactly square, which is handy to know. Now this allows us to do a bit of math to do some range calculations in our head.

Say you use Trajectory sim, and want to avoid the bomb you just launched, how could you do it? In a small ship, if you move a 1 length, you would be 80mm away from your starting position, and based on math, at most 120mm from the bomb you just launched. In theory you should be outside of range 1 of the bomb.

What if you are a big ship? Flat out of luck there. 40mm + 80mm = 120mm = being within range 2 of your original position, and being within range one of the bomb. Ugh!

Now this doesnt take into account curves. That is a more trickier proposition. But we know the width of the templates is 20mm, so for small ships we have 10mm difference either side, while for large ships we have 30mm diff either side.

A good break down of visual aids for maneuvering is here:

The key thing is, if you can visualise in your minds eye, your movement templates, you will have a better idea of where you will end up. Having your maneuver templates laid out in front of you makes a BIG difference, and also makes it harder for your opponent to guess what one you will choose.

Understanding where you will end up is key for dropping bombs, and being in arc of your opponent or not.

Being able to visualise is a massive advantage, and will help you guide your ships to success.

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Categories: tournament xwing

First Tourny On Saturday for X-Wing March 2, 2018

So, after much deliberation and forethought, I have decided to run the following for my first tournament for prep for the Regionals later in the month.

This list is:

Its called the”Firestorm Special” for a reason, I stole it from one of the guys on reddit (Pilot Name: Dan Flewitt).

Its very much a reactive list especially taking into account you are moving last for the most part, which allows you to throw bombs at your opponent then shoot at them – the only time that you wont really be able to pull this off is if you get out PS’d which generally wont be that often (unless you are unlucky). For the most part this list revolves around forward bombing, and getting the harpoons off, and then causing the harpooned condition to trigger. This is done by Ten Nunb and the Mangler cannon which basically guarantees it due to his uncancable crit.

This should generally destroy most ships in a turn, and post things like the ghost at approx half damage (a ghost will cop at least 1 face up damage card due to smart use of proton bombs), and give you a leg up.

In saying that, you need to protect the B wing – in the end, if the B wing dies, so be it, however you should have killed more than 47 points by the time it dies, if you havent, you have probably lost.

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Categories: tournament xwing

X-Wing: Rise of the Assist February 27, 2018

Maybe this article should be named “Revenge of the Assist”.

In all fairness Rebels in particular have a strong need for ships that done necessarily provide combat prowess, but provide mods to other ships in your fleet.

More and more we are seeing the Sheathipede-class shuttle or the Auzituck Gunship being included in lists, not necessarily because they can provide good fire power (the Sheathipede is below average for fire power, while the Auzituck can definitely deliver a pounding to an unwary opponent), but because they provide excellent defensive or offensive bonuses to other ships taken.

Lets talk the Sheathipede (aka Phantom II), the co-ordinate action allows players to get another action off on already moved ships or ships that havent moved yet. This is pretty solid, especially on Ezra and Fenn. In fact, Fenn is arguably one of the best support ships in the game due to his special ability.

As for the Auzituck, it mostly sees flight with Lowhhrick due to his pilot ability to use his re-inforce token for another friendly vessel to give said vessel one evade result.

A lot of builds are using these ships to become more action efficient or more effective in combat.

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Categories: Uncategorized

X-Wing funsies February 18, 2018

Ok, so I’ve gotten back into X-Wing.

Its a lot of fun, and easy to play – not to mention no painting required lol.

Had a couple games now. First proper game against a decent opponent (sorry Chris), I got my arse whooped. I think every turn I had one of the two ships on a fucking asteroid. Playing big ships and getting used to the templates again and judging distances was a bad idea, especially ghost and dash.

That game was vs Howards aces list (Palp bus, quickdraw and the inquisitor).

Next game was vs 3 scurrg bombers with harpoons. No landing on rocks this time, and actually managed to down 2 of the bombers, dash was star performer with the ghost getting hammered. In the end the guys remaining scurrg finished off mr Dash, but it was a far better showing than the first game.

Getting a better over view with big ships. however, my next set ups will be based on smaller ships.

Looking at one of two options:

This uses the Tie striker as bait, do you try and kill it or do you go for the inquisitor? The Academy pilot is a diversion also allows for some blocking.

The second list is a heavier hitter, that once again gives no fucks about stress:

Each fighter can ignore or use stress in one way or another. Farlander can spend stress to turn eyeballs into hits, Tycho doesnt give two fucks about stress as he can keep taking stress till the cows come home. The only thing it prevents is red maneuvers, and that isnt that big of a deal. Finally Stramm he can remove up to 2 stress a turn with his ability and is a solid blocker, and has good fire power.

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Categories: Uncategorized

Mekwars Planet Data Script October 19, 2017

Ok kids, I’ve managed to work out a way to script up a map for Mekwars.

There is still some work to do (factories and terrain), but I feel most of that should be manually entered anyways. (Thats not to say I WONT be attempting to correctly put them in, its just a low priority now.

The script is written in Node JS ( You will need a module called xmlbuilder (

Basically the syntax is: node generatemap.js mapfile.csv > planets.xml

Please see the attached map.csv to see how it works.

generatemap map


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Nikon vs Canon August 30, 2017

Ok, its really not about nikon vs canon but actually about where both companies are making awesome strides…

First lets talk about the elephant in the room – Sony.

Sony’s mirrorless full frame cameras are very impressive, except the only thing that really hurts them is their autofocus capability. Its no where near that of Canon nor Nikons.

IQ is up there however and if you are doing video, the A7S II is arguably one of the best video/still hybrids there is…autofocus not-with-standing.

The other thing that hurts Sony is lack of lenses.

Anyways, at the moment Nikon and Canon are making massive strides in different fields, and in some cases overlapping.

One of the awesome things about Canons EF lens mount is that you can get a couple F1.2 lenses (there is even a 50mm F1.0), where as Nikon has 1 F1.2 lens, and that is a manual focus 50mm.

Another thing with Canon is the fact that canon seems to be hitting strides with their lens design (and except for a couple of exceptions from Nikon), the Canon glass line up is over all a better proposition. The Nikon glass that owns it over the Canon counter parts? The 70-200 F2.8E VR, the 300mm F4 PF VR, and the crazy 105mm F1.4 (also for the budget conscious, the new Nikon AF-P 70-300 F4-5.6 appears to be excellent as well).

Bodies at the moment seems to be Nikons court. The D500 and D5 predominantly are some of the best action still cameras there are with that autofocus is just unbeatable.

And now with the release of the Nikon D850 which has that awesome autofocus, and a 45.7MP sensor, with 7FPS (9FPS with grip and D5 battery) is going to replace a LOT of D5s and D810s.

Im not going to go over everything on the D850, there is plenty of places that do that already. This is the body that does it all, and there is NOTHING that matches it for the price point. Period (at least when it comes to numbers – when actual reviews happen that will give us a better picture so to speak).

If nikon could create the bodies and canon the lenses we would have a match made in heaven….


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Categories: Uncategorized

Warzone Central Coast II August 29, 2017

Based on the previous event. I couldn’t suggest going to this event.

I had difficulties with several players who tried to milk the games but I prevented them from doing so.

Just be careful if you are attending and playing.

Regards – H

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