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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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Best pilots of X-wing 2.0 September 25, 2018

Had a few games of xwing 2.0 and so far I like what I’ve seen.

Most upgrades are worth it in one way or another which is also good.

Some builds like being naked others spamming upgrades.

This top 10 will be based not necessarily on the ship they are in but what they can take for upgrades, their action bar and pilot ability.

10. Wedge, wedge being wedge one less defence die when making an attack, either primary or secondary so torpedoes on him are brutal. Plus combined with the usual xwing sfoils upgrade and some solid slots makes for a very good pilot with a very scary capability.

9. Han solo (rebel), while he is above wedge a lot of that is due to the fact he’s got a bow tie arc shooting 3 damage and if within 0-1 of an obstacle he rerolls dice. The ship has solid action economy and also being ps6 means he is capable in a fire fight and is more long lasting than he should be.

8. Han solo (scum), while less firepower than his rebel variant, he has better health when combined with the escape craft plus also considerably cheaper. When combined with a couple choice upgrades he can be incredibly scary to face.

7. Boba fett. Boba is arguably the epitome of a solid pilot with a very solid ship. When combined with his upgrade slots and a healthy ps5 he can punish the unwary for sure.

6. Lando calrissian (rebel) ps5 with a brilliant ability (being able to grant a friendly ship within 0-3 an action after performing a blue maneuver successfully) makes him incredibly powerful. However his points costs hurt the most there.

5. Iden Versio, arguably the tie fighter you want to have in your swarm every time. Yes he’s a tie fighter, but the ability for once a game the ability to ignore damage for iden or a friendly tie fighter within 0-1 means that tie swarm will last just that bit longer and make you hit harder.

4. Luke Skywalker, the top 4 had a small gap between them all, but luke is 4th simple to because he is only ps5. Super natural reflexes combined with sfoils means he has superior flexibility when it comes to repositioning ability. He is arguably one of the best repositioners in the game with SR and s foils.

3. Guri, the star viper is arguably one of the best repositional ships bog standard in the game. Combine with guri free focus ability if within 0-1 of an enemy and pretty much any combo of upgrades will work with Guri, making it a stand out, but the next two are a level up there.

2. Darth Vader, combined with his ship ability, throw on SR and FCS (fire control system) and you have a a ship that has solid repositioning and good fire power thanks to advanced targetting computer. If luke was ps6, he would be here instead.

1. Palob Godalhi, a hawk on the top spot??!! Yup his ability to steal a focus or evade combined with some other upgrades and crew and you have a scarily resilient ship that can also make enemy ships not so resilient.

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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 – 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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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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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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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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