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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

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

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

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 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

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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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 twitch.tv 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