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The good, bad and ugly of the Republic Jedi April 8, 2019

Ok, so the Republic has been around now for a couple weeks pretty much, the Jedi are starting to become regular occurrences on the battlefield.

Heres my guide to the good, bad and ugly of the jedi.

Lets start with the ugly…

Bariss Offee, has an aggressive based ability, with the ability to turn a focus to a hit or a hit to a crit, but only has 1 force point. Making his ability not really worth it at all. 4 more points than a generic jedi, is hardly worth it.

To be honest Bariss is the only jedi that really stands out as being ugly to be fair, the others may be bad, but not so bad as they become ugly.

Lets look at the list of “bad” jedi (this will be in order from bad to ok):

Luminara Unduli, her ability will trigger more than her opposite in Bariss, however, it is still relatively situational and only 2 force charges makes it fairly impotent. It can work in some lists, but even then if you are lucky.

Plo Koon, his ability in taking one of your friendly ships orange tokens or giving a friendly ship a green token that he has, is alright, but not that great. Like Bariss and Luminara, the ability is situational at best. Also his price point given his ability is probably a tad too high also works against him. His only saving grace is the fact he is PS5.

Obi-Wan Kenobi, this is a bitter pill to swallow. Obi-wan’s ability is as far as im concerned one of the best in the game hands down. He effectively has infinite focus’s for himself, or allow a high ps ace to spend a focus and regain it for defensive purposes would make a big difference. However, it just doesnt seem as efficient as some of the others who arguably have slightly better abilities for aggressive play. A support jedi while hectically good, just isnt in the play style thats workable at the moment.

Saesee Tiin, this one has a very divided opinion. Saesee depending on your play style can be very good or utterly garbage. I can see it from both sides, but I still dont rate him that well. And the reasoning is simple, If you want to make use of Saesee with higher PS ships, it leads you to be relatively predictable for your placement of Saesee, as he will need to be within 0-2 of the other ship. And a relatively predictable ship is a dead ship, especially vs any good ace player. When Saesee is using the ability for himself it makes him a lot more maneuverable, but to make best use of him, you really need R4.

On to the good.

Generi(c) Jedi Knights, this one is some what borderline good/bad, it really depends on your play style, with 7B, they are solid hitters, that can dart around, naked they arent too bad either, but with CLT, they are a bit sketchy as it is pretty hard to get the right angle on your opponents (particularly higher PS) shi[s with the bullseye to make use of CLT.

Mace Windu, another pilot in the borderline pile. His ability is ok, but his real strength is the fact he is a 3 force point ship, which means he can lock, and not need a focus generally. Or if he evades, he has force points to convert eye ball results reliably in defence. 7B is a good option, as CLT on a PS4 ship would be hard to get off. Plus he is reasonably cheap.

Anakin, well, what to say about anakin, he will drive a new bidding war for sure, but is he really the bees knees of the Jedi, probably not. His ability while good, is actually, not as good as say Nien’s, and its simply because of how it triggers. When you combine anakin with 7B, Afterburners and R4-P17, he becomes a out of this world maneuvering monster (even more so if you whack on supernatural reflexes), but again, he is limited somewhat by his ability.

If you have the bid, CLT is a good option for him, but given that he is PS6, you can get around and avoid being hit more often than not.

Finally Ahsoka, she has proven to be one of the gold standard ships of the republic. up to 3 actions per turn, or giving a friendly ship a bonus action even if stressed. She’s AP5 with some conditions basically. She can lock/focus every turn pretty much, or double reposition and focus/lock as required.

Ahsoka, is arguably the best of the best in all the Jedi, Anakin, could swap places with her depending on who is playing him, but Ahsoka has a far lower entry point to play then any of the other Jedi, maybe aside from Mace.

Anyways, thats enough from me. Hopefully you agree, if you dont, let me know why!

Cheers,
Casperionx

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Categories: tournament 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

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

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

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: https://www.reddit.com/r/XWingTMG/comments/41slns/component_dimensions/

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: https://tesera.ru/images/items/601721/guide%20for%20understanding%20movement.pdf

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