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Post Points update Xwing 2.0 February 13, 2019

So the points update has happened, and while a lot of it wasnt too surprising there was a couple of big surprises that threw a lot of people. The points changes can be viewed here:

Comparison Spreadsheet

Looking at the big call outs, big ships generally got a point reduction (except for upsilons), Moldy Crow title is 50% more (18 v 12), Tie Phantom lost its crew slot and gained a gunner slot (I had predicted this was a possibility), and proton torps got bumped to 12 points. Also Primed Thrusters and Supernatural reflexes are initiative based points (32 on vader!!). Leia and Han Gunner are two examples where they took too much of a change, I’ll explain further on.

The spready gives us some useful information to play with, especially when looking at the current meta, and how it will evolve.

Whisper (or any phantom for that matter) was a problem with Vader crew, and I’m glad its been fixed, a few people aren’t but eh, cant please everyone. If you coudln’t understand why vader crew is so broken on whisper, then you clearly don’t understand how manoeuvrable Phantoms are, and how they have a good chance of having you in their front arc more often than not.

Aside from that, now that we have some good points reductions, we are slowly starting to see ships that dont get much play, actual play time.

A good example of this is probably the E-wing, it was pretty much not played at all, but now with the points reductions, its actually seeing play. (I use it in a couple builds which I’ll discuss after)

Other ships are now seeing a bit more play, as you can fit things with them and make them worth while.

As for probably 2 of the other biggest surprises, is Leia for Rebels, gone from 8 to 2, means she is practically in every rebel list now. Every three turns, you can spend the 3 points to perform red manoeuvres as white, makes it incredibly powerful. Combine with something like Lando, or a b-wing heavy list and its quite scary. I believe they went too hard on her, and I’ll bet next points update, Leia will go to between 4-5 points. 8 is too high, 2 is too low, I think 4 would work.

Han gunner for scumm is the exact opposite, he was being used in a lot of scumm lists (including the ubiquitous Boba Fett w/ Marauder + Han Gunner), FFG bumped his points up by 200%, making him now 12 points. Once again, FFG have done the exact opposite of Leia and banged the points up to an almost unplayable level. I think once again, like Leia, there will be another points adjustment come the next points change, and Han will probably go down to about 6-8 points.

Since the points changes, I’ve been able to run a pretty interesting Rebel set up, I’ve got two builds, one Swarm Tactics based, the other a 4 ship list:

Swarm Wedge:
Braylen Stramm — A/SF-01 B-Wing 47
Crack Shot 1
Advanced Sensors 10
Jamming Beam 0
Ship Total: 58

Gavin Darklighter — E-Wing 61
Swarm Tactics 3
Fire-Control System 2
Proton Torpedoes 12
R4 Astromech 2
Ship Total: 80

Wedge Antilles — T-65 X-Wing 52
Swarm Tactics 3
R4 Astromech 2
Servomotor S-foils 0
Ship Total: 57

This list comes in at 195 points, and gives you some hard hitting shots, that pretty much guarantees a crit every attack thanks to Gavin.

I’ve been trialling a different version with 4 ships, and no Swarm Tactics:

Wedge and the Gang:
Braylen Stramm — A/SF-01 B-Wing 47
Jamming Beam 0
Ship Total: 47

Gavin Darklighter — E-Wing 61
R4 Astromech 2
Ship Total: 63

Wedge Antilles — T-65 X-Wing 52
R4 Astromech 2
Servomotor S-foils 0
Ship Total: 54

AP-5 — Sheathipede-class Shuttle 32
Leia Organa 2
Ship Total: 34

This list is more about getting shots into your opponent, while double modding either wedge and Stramm.

Both lists have been pretty decent, and I’ll need more practice with them to get the best out of them, but they’re possible now since the point update.

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Categories: xwing

Looking into the magic 8 ball – First Order December 27, 2018

Ok, so I’ve been playing a LOT of First Order of late. Its swung between two main builds:

1) Kylo, QD and Null
2) Dormitz, QD and Null.

I’ve found the first one, ran into issues if I didnt have a big enough bid,and kylo moved first, things became problematic to say the least. Kylo, more so than any other pilot aside from Soontir really wants to move last! His 2 shield 4 hull may seem solid, it goes down like a wet paper bag if you are not careful.

After facing several upsilon ships, I decided to ditch kylo and take Dormitz for his deployment ability. So far, I feel this version is leaps and bounds better than almost any other FO build, and infact, as I’ll touch on later 3 ship builds for resistance seem to be the most effective as well.

My current Dormitz, QD and Null build is this:


Lieutenant Dormitz — Upsilon-Class Shuttle 60
Pattern Analyzer 5
Hyperspace Tracking Data 2
Captain Phasma 5
Shield Upgrade 4
Ship Total: 76

"Quickdraw" — TIE/SF Fighter 45
Pattern Analyzer 5
Special Forces Gunner 10
Fire-Control System 3
Shield Upgrade 6
Ship Total: 69

"Null" — TIE/FO Fighter 31
Fanatical 2
Pattern Analyzer 5
Afterburners 8
Ship Total: 46

This list has some odd choices, but they work. Let me explain:

Dormitz with a shield upgrade?? WTF?? Yup. 1 extra shield may seem over kill, but the ability to weather 2 proton torp attacks before you go into its soft chewy centre can make a big difference particularly over the course of a game.

Also Shield upgrade on QD?? WTF?? This one shouldnt be so surprising, again, its about surviving the inevitable proton torp shot, if you can loose 2 shield, the opponent is going to hate popping shops at you after that. Once bitten twice shy and all that.

Null in general, people often attack him first, I usually had shield upgrade on him, which makes him quite survivable.

Im still toying with the idea of dropping afterburners back for the shield upgrade, but fanatical and pattern analyzer make good sense on him simply because of their efficiency. (Pattern analyzer, is actually a lot more filthy than the other options in the tech slot, try it with the quad jets!!).

Everything else should be pretty common sense.

In saying that – its bed time for me!

Cheers,
Heath

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Categories: xwing

Why Quickdraw is one of the most annoying units in X-Wing right now December 21, 2018

Currently in X-wing there are some interesting ships floating around. We’re seeing a preponderance of Poe, Rey, Redline, Whisper, and even Soontir.

However, I honestly think with all the double tap shenanigans going on, QD could actually be the most annoying ship currently out there.

Currently the usual build starts out like this:


"Quickdraw" — TIE/SF Fighter 45
Special Forces Gunner 10
Ship Total: 55

However, to build to taste, you really need to add some defense in there, to really maximise the use of her double tap.

So we add in Shield Upgrade 6 bringing our total to 61.

From here, we could build further, but at this point QD is quite solid. However, you could always add Fire Control System 3 and maybe to take advantage of Special Forces Gunner Trick Shot 1 while in between obstacles.

I’ve tried Juke on QD and it works rather well, but you really need a way to provide coordinate support to her, unlike phantoms, Juke isnt a must however.

QD is pain to deal with, as generally you will find she moves last, and always has an arc facing you, so if you have arc on her, you may not want to shoot at her, if she will possibly finish off a ship in her arc. I’ve had several games where QD has been the only ship in my opponents arc, and they didnt shoot at her because of the possibility of taking another 3-4 attack dice.

Now, lets look at SF Gunner, QD is in very rarefied territory of a ship having not one but top possible bonus attacks. Admittedly one happens after you lose a shield, the SF Gunner one happens if your arc in in your rear arc. Admittedly, it can only be 2 attack dice, unless you are in range 1, or obstructed with trick shot, it can be a powerful tool to prevent followers, and especially at PS6, makes an interesting side dish of hate.

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Tails of the 5 Ship Rebel List December 11, 2018

I’ve been spending some time playing a 5 ship rebel list, and thus far pretty happy with its results.

Theres more work to be done, but Im getting there I believe.

AP-5 — Sheathipede-class Shuttle 30
Ship Total: 30

Blue Squadron Escort — T-65 X-Wing 41
Proton Torpedoes 9
Servomotor S-foils 0
Ship Total: 50

Wedge Antilles — T-65 X-Wing 52
Servomotor S-foils 0
Ship Total: 52

Roark Garnet — HWK-290 Light Freighter 38
Ship Total: 38

Lieutenant Blount — Z-95-AF4 Headhunter 30
Ship Total: 30

This is the list so far, and I’ll explain some modifications I’ve made to it since.

The two most important parts are weirdly enough, Roark, and AP-5. Both ships give me the flexibility I need to put the PS5 gang at bay.

Roark, is simply because he lets me shoot at PS7, and AP-5 allows me to coordinate actions even to stressed (just one though) ships.

I like the idea of Blount however, Im not too keen on his resiliency. So I’ve swapped him out for Sabine in a Tie Fighter, as well as moved the Torpedo’s to Wedge. Generally I’ll gun for the weakest ship in my opponents list and try and tag team it with everyone.

Im trying Cavern Angels instead of Blue Squadron Escort, just so I can fit on deadmans switch, which makes the xwing a bit of a time bomb. A fairly resilient timebomb admittedly.

The main idea with this list is to basically try and trap the enemy within a bit of a kill box, boxing them between Roark, the xwings and ap-5. Sabine/Blount, is more for straggler duties.

Im still not entirely happy with this list, but more testing is required.

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Why are things so…common…?? December 4, 2018

Ok, the title, may seem a little wacky, but when you read the article, you may be like, “aaahhh I get it” and then (hopefully) “why is that the case!”.

So far for each class of ship, they have the same dial, and the same upgrade stack aside from the EPTs (Elite Pilot talents – called talents in 2.0).

It got me to thinking, why is this the case? Why does poe, have the same upgrade stack as a blue squadron rookie aside from the EPT??

Surely he’d have a more customised ship, and thus more options for upgrades?

The primary answer to this, is to make the dev’s lives a little easier, for balance purposes. But with the AI and deep learning tools available these days, surely they could utilise those data munching techniques to mix things up? It appears not to be the case sadly.

Interestingly, upgrade slots and point costs are the two variables they can change up with out having to errata a card.

FFG have announced previously that they will be doing point massaging in January sometime. Now will this also mean some changes to some upgrade slots? It could, and some ships could definitely use a change to their upgrade slots for sure.

I’ve talked about this with regards to Boba Fett (and the firespray in general), but from an overall perspective, there could be some ships that benefit from a slight tweak to their upgrade stack. Hell even tweak some individual pilots to maybe have an additional upgrade slot, or remove a slot as the case may be as a balancing option, rather than just a point adjustment.

I’m definitely for point adjustments, but in some cases, I think the ships in question are already pretty expensive, and are pretty borderline. Boba being a very good example of this, and maybe guri to a lesser extent.

But we also have to remember this isnt taking things into isolation but in reference to the other ships available.

I expect however, FFG will probably just do the easy way out and just do some point adjustments, and to be fair – I dont expect them to be the ones we expect them to be. Expect a few surprises in there for sure.

As an added gift, I’ll give you a couple ships/upgrade cards where I believe they will get a point adjustment and why.

Palob – palob is a critical piece with a lot of scum lists, expect to see the ship pop up a little bit in points about, 3-4 at most.

Proton Torps – this is a given, considering their popularity, however, I dont think they will get a point increase, just most other missiles/torps will get a point decrease, except for…

Barrage Rockets – Expect these to get hit with a 2-3 point increase at most. Very common and very useful, not as awesome as proton torps, but still highly effective.

Tie Phantoms – Expect maybe a slight point increase for these ships, maybe 2-3.

YT2400 – We will probably see a slight point reduction here, but not much – I’d be surprised if dash gets one – but the others definitely. Probably 3-5 across the board (dash aside).

Jump Master 5K – ewww what a pile of dog poo. Definitely no where near as good as the 1.0 variant, even with its upgrade slots available. My expectation is we will see a pretty decent point drop on these babies, even dengar(!), I think as much as 10 points, currently, its almost unflyable, especially with all the other super efficient ships Scum has.

Decimator – Another big ship thats probably over costed, arguably, so, I think if they do give it a point cost reduction, it will hopefully be a fair bit, as is, its pretty much unusable, especially when you have ships like the upsilon class shuttle, a good 24 points cheaper for 2 less hull, 1 more agility, and no turret (and no bomb slot), while we wont see a 20 point reduction, but more likely a 10-15 at most.

Anyways, I’ll leave it at that, happy flying!

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Back to Basics in 2.0

X-wing 2.0 is a similar beast but yet a much different one to 1.0. The game has changed substantially, yet is still the same, the game is coming back to a manoeuvring game more than a pure slugfest of 1.0.

My nats experience showed me that my ability to manoeuvre is severely lacking, so what do you do? You practice, and stick with a list. As some of you may know, Im terrible in that regard, I hate playing the same thing over and over again. But the reality is if I am going to improve I will need to stick with a particular list, or at least a couple of elements of the list.

There is several options available for a good ship for properly playing the manoeuvre game.

The obvious 3 is Soontir, Darth Vader and Fenn Rau.

Lets have a look at all 3 options, and potential combos with other ships.

Lets have a look at the dials


This is the Dial of the Fang Fighter.


Interceptor Dial.


Tie Advanced x1 Dial.

Looking at the dials, the first thing that stands out is how similar all 3 dials are, particularly the Fang and Interceptor. The only tangiable differences is the fact the Fang does Talons while the Interceptor does sloops, and the interceptor has 2, 3, and 4 forward blues, while the Fang only has 2 & 3 forward blues.

The native ability of the Interceptor makes it much more manoeuvrable (ability to perform a boost or barrell roll after performing an action) than the Fang (which is more about getting into front arc and range 1 of your opponent), and the Tie Adv X1.

Im going to focus on the Imperials as they really benefit playing the outmanoeuvre game with their abilities.

My current idea is this:
Soontir, Vader & Pure Sabacc.

Thats 166 base. Which leaves some decent points for upgrades.

First Im going to waste some points on shield upgrade for Pure Sabacc, as his ability actually is worth having the shield on him, which is 6 points.

Next up is mandatory FCS on vader, due to the ability x1 has. This leaves 25 points.

Following that, Id argue Soontir really benefits from having predator due to his pilot ability gaining a focus by being in the bullseye.

More talk about this another day. I have something else I need to get off my chest first…

 

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X-Wing Aus Nats 2018 November 20, 2018

Im looking at going to Aus Nats for X-Wing however Im at an impasse on what to run.

I have viable lists for Imperials, Scumm and Rebels.

Lets start with Imperials for simplicity.

This is the first one:

Captain Jonus — TIE/sa Bomber 36
Proton Torpedoes 9
Skilled Bombardier 2
Proton Bombs 5
Ship Total: 52
Half Points: 26 Threshold: 3

Nu Squadron Pilot — Alpha-class Star Wing 35
Fire-Control System 3
Proton Torpedoes 9
Advanced SLAM 3
Os-1 Arsenal Loadout 0
Ship Total: 50
Half Points: 25 Threshold: 4

Nu Squadron Pilot — Alpha-class Star Wing 35
Fire-Control System 3
Proton Torpedoes 9
Advanced SLAM 3
Os-1 Arsenal Loadout 0
Ship Total: 50
Half Points: 25 Threshold: 4

Colonel Jendon — Lambda-class T-4a Shuttle 46
Ship Total: 46
Half Points: 23 Threshold: 5

This list is pure onslaught the Nu’s head towards the target and followed by Jonus to give the Nu’s re-rolls. Jendon is for the out of range target locks, so the Nu’s and Jonus can take focus’ before engaging.

Jonus with Skilled bombardier and Proton bombs makes him very unpredictable where he will place his bombs, adding another element of surprise.

Another option would be a more aggressive control list:
Nu Squadron Pilot — Alpha-class Star Wing 35
Fire-Control System 3
Adv. Proton Torpedoes 6
Advanced SLAM 3
Xg-1 Assault Configuration 0
Tractor Beam 3
Ship Total: 50
Half Points: 25 Threshold: 4

Nu Squadron Pilot — Alpha-class Star Wing 35
Fire-Control System 3
Adv. Proton Torpedoes 6
Advanced SLAM 3
Xg-1 Assault Configuration 0
Tractor Beam 3
Ship Total: 50
Half Points: 25 Threshold: 4

Colonel Jendon — Lambda-class T-4a Shuttle 46
Ship Total: 46
Half Points: 23 Threshold: 5

Cutlass Squadron Pilot — TIE/ca Punisher 36
Trajectory Simulator 3
Proton Torpedoes 9
Proton Bombs 5
Ship Total: 53
Half Points: 27 Threshold: 5

This list is more about forcing the opponent to go where they dont want to, then hammering them with the Advanced Torps from the other Nu and the Cutlass Squadron.

Jendon does the same thing as in the last list. I could probably drop the FCS on both the Nu’s for some other upgrades elsewhere. Maybe find some extra points elsewhere to upgrade cutlass squadron to Redline.

On to the Rebels, I have a couple interesting lists that I could run. The first is something a bit out there, but could prove to be scary:
AP-5 — Sheathipede-class Shuttle 30
Swarm Tactics 3
Sabine Wren 3
R4 Astromech 2
Ship Total: 38
Half Points: 19 Threshold: 3

Wedge Antilles — T-65 X-Wing 52
Swarm Tactics 3
Servomotor S-foils 0
Ship Total: 55
Half Points: 28 Threshold: 3

Gray Squadron Bomber — BTL-A4 Y-Wing 32
Dorsal Turret 4
Proton Torpedoes 9
R3 Astromech 3
Seismic Charges 3
Ship Total: 51
Half Points: 26 Threshold: 4

Gold Squadron Veteran — BTL-A4 Y-Wing 34
Swarm Tactics 3
Dorsal Turret 4
Proton Torpedoes 9
R3 Astromech 3
Seismic Charges 3
Ship Total: 56
Half Points: 28 Threshold: 4

AP5 provides action support, all ships bar the Gray Squadron ship has Swarm Tactics, so they stay in formation and shoot at PS6, which should surprise a lot of people. Sabine and the Seismics are sort of an ace in the hole, allowing me to throw a stress, jam, tractor or ion token on an affected ship. The Y’s are solid bits of everything, and have options on dealing with targets of all types.

The other Rebel option would be this:
AP-5 — Sheathipede-class Shuttle 30
R4 Astromech 2
Ship Total: 32
Half Points: 16 Threshold: 3

Blue Squadron Escort — T-65 X-Wing 41
Servomotor S-foils 0
Ship Total: 41
Half Points: 21 Threshold: 3

Blue Squadron Escort — T-65 X-Wing 41
Servomotor S-foils 0
Ship Total: 41
Half Points: 21 Threshold: 3

Blue Squadron Escort — T-65 X-Wing 41
Servomotor S-foils 0
Ship Total: 41
Half Points: 21 Threshold: 3

Blue Squadron Pilot — A/SF-01 B-Wing 42
Tractor Beam 3
Ship Total: 45
Half Points: 23 Threshold: 4

This one is AP5 with 3 Blue Squadron Escorts w/ S-Foils and Blue Squadron Pilot with Tractor Beam. Simple process, the B-Wing strikes first with the tractor, then the BSE’s attack, which should be more effective due to the tractor beam effect. This list looses out due to high skill ships, but has lots of health and firepower.

As for Scumm, I have a solid list:
Boba Fett — Firespray-class Patrol Craft 80
IG-88D 4
Marauder 3
Han Solo 4
Ship Total: 91
Half Points: 46 Threshold: 5

Palob Godalhi — HWK-290 Light Freighter 38
0-0-0 3
Moldy Crow 12
Ship Total: 53
Half Points: 27 Threshold: 3

Jakku Gunrunner — Quadrijet Transfer Spacetug 28
Ship Total: 28
Half Points: 14 Threshold: 3

Jakku Gunrunner — Quadrijet Transfer Spacetug 28
Ship Total: 28
Half Points: 14 Threshold: 3.

This one has done the rounds, and is a solid all round list, mostly about control and getting the firespray in to make shooties happen.

Anyways thats enough for now. Lets see what i decide to run…

 

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Categories: tournament xwing

Struggle of the Gunboats. November 14, 2018

Had a tourny finally, didnt do too well, but learnt a bit.

This was the list I ran.

Nu Squadron Pilot — Alpha-class Star Wing 35
Advanced SLAM 3
Xg-1 Assault Configuration 0
Tractor Beam 3
Ship Total: 41
Half Points: 21 Threshold: 4
Nu Squadron Pilot — Alpha-class Star Wing 35
Advanced SLAM 3
Xg-1 Assault Configuration 0
Tractor Beam 3
Ship Total: 41
Half Points: 21 Threshold: 4
“Redline” — TIE/ca Punisher 44
Advanced Sensors 8
Proton Torpedoes 9
Ship Total: 61
Half Points: 31 Threshold: 5
“Whisper” — TIE/ph Phantom 52
Juke 4
Ship Total: 56
Half Points: 28 Threshold: 3

Most of the games were reasonably close. 2 were on stream, one vs dual firesprays, the other vs Redline, phantom and Sai. The last game I won vs Sabine in the attack shuttle, wedge, ten and jan. I managed to wipe sabine out in one round, then it was dog and tail for a bit till I got wedge to fly off the board thanks to a perfect tractor shot.

The Phantom I found was the weakest link, more so probably cause I ended up putting it in bad spots – some times had some bad luck (first game 3 shots vs 5 defence dice being a good example).

I feel like the Nu’s did very well in most games, their slam manoeuvre allows me to close up quickly and pour fire into enemy ships, while my other ships move into position.

Nu Squadron Pilot — Alpha-class Star Wing 35
Fire-Control System 3
Homing Missiles 3
Advanced SLAM 3
Os-1 Arsenal Loadout 0
Adv. Proton Torpedoes 6
Ship Total: 50
Half Points: 25 Threshold: 4
“Redline” — TIE/ca Punisher 44
Proton Torpedoes 9
Ship Total: 53
Half Points: 27 Threshold: 5
Nu Squadron Pilot — Alpha-class Star Wing 35
Fire-Control System 3
Homing Missiles 3
Advanced SLAM 3
Os-1 Arsenal Loadout 0
Adv. Proton Torpedoes 6
Ship Total: 50
Half Points: 25 Threshold: 4
Colonel Jendon — Lambda-class T-4a Shuttle 46
Ship Total: 46
Half Points: 23 Threshold: 5

Im gonna try this out when I get a chance, it should be quite an effective hammer and anvil list, redline and the Lambda should be effective anvils, while the Nu’s bring it around.

There is another option, but has less ships…

Nu Squadron Pilot — Alpha-class Star Wing 35
Fire-Control System 3
Homing Missiles 3
Advanced SLAM 3
Os-1 Arsenal Loadout 0
Adv. Proton Torpedoes 6
Ship Total: 50
Half Points: 25 Threshold: 4
Nu Squadron Pilot — Alpha-class Star Wing 35
Fire-Control System 3
Homing Missiles 3
Advanced SLAM 3
Os-1 Arsenal Loadout 0
Adv. Proton Torpedoes 6
Ship Total: 50
Half Points: 25 Threshold: 4
Rexler Brath — TIE/D Defender 84
Juke 4
Fire-Control System 3
Tractor Beam 3
Ship Total: 94
Half Points: 47 Threshold: 4

It does have less health, but rexlar could prove to be an ace in the hole especially with his manoeuvrability – in saying that however the health is a lot less and is susceptible to being one shotted.

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Separating the good from the bad – X-wing 2.0 November 7, 2018

I’ve watched plenty of X-wing games and played a few, but there is one thing that doesnt seem to be broached when it comes to discussion of the game, and learning to play it.

Its a very elementary thing – its something that separates the good from the bad. (bad is probably too harsher term)

Its forward planning. Thinking ahead.

There’s a good discussion on chess.stackexchange here.

Now X-Wing isnt Chess, however, it still bares some semblance to chess particularly movement is key, and being able to roughly predict your opponents manoeuvres can make a big difference in the game, from preventing opponents actions to preventing you from being attacked in the first place.

Understanding how to build a plan and stick to it is a powerful skill to learn.

The main keys to take away here is this, always look at what your potential moves are, what could be obvious counters, remembering what options are available to your opponent. Always try to plan for the worst possible outcome, while hoping for the best.

Take into account following turns based on your current plans as well.

The always ideal situation to place yourself in would be is to have a shot on your opponent with best mods while your opponent has no shot. The next best is both of you having no shot, but you prepped to have a shot the following turn.

The following to that would be you having good mods vs your opponent but them not having good odds to you.

The other factor you need to prepare for is know your win condition. If you can win by killing one ship in your opponents list, plan for that. But remember the old adage, “no plan survives contact with the enemy”.

 

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Categories: tournament xwing

Alpha-Class Star Wing in 2.0. October 9, 2018

The Alpha-Class Star wing, is arguably one of the fastest attack craft in the employ of the Imperials or any faction for that matter.

The main power behind the Alpha-Class is the 2 configuration cards:


OS-1 Arsenal Loadout.


XG-1 Assault Configuration.

Both cards, allow the Alpha-Class to perform an attack while having a disarm token. In regard to the Arsenal Load out, you also need a target lock as well.

The next all important upgrade card for the Alpha-Class, is this, the Advanced Slam.


Advanced Slam.

Being able to perform an action, after performing a Slam Action, is a very powerful ability.

As for the actions of the Alpha-Class…


Alpha-Class Star Wing (Nu Squadron Pilot).

The Alpha-Class, has Focus, Target Lock, Slam, and Reload.

Theres two real loadouts for these bad boys which would make sense.

For the Arsenal Loadout, FCS, Proton Torpedoes, Advanced Slam. FCS gives the Alpha-Class the ability to re-roll a dice as necessary.

For the Assault Confiiguration, Ion Cannon, FCS, and Advanced Slam. Unlike the Arsenal loadout, you can spend the target lock (sorry lock!) for re-rolls. However, you are limited to a maximum of 3 attack dice for the attack.

3 of these beasts working in conjunction with Colonel Jendon, could prove to be an incredibly formidable strike force.

The real power behind the Alpha-Class is being able to shoot after performing a slam.

When combined with Colonel Jendon, you perform locks from outside of range, allowing you to generate a focus on your slam manoeuvre.

As some one who likes looking at ranges and math, based on what I have worked out, generally if you start from the back of the board, progress a 2 forward, then use jendons ability to get the Alpha-Class ships to organise a target lock. That way you can perform a focus when moving into close range for shooting. This is where the advanced slam becomes very important.

Welcome to the Alpha-Class.

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Categories: xwing