Just started

By DravinClaw, in X-Wing

Now I see where we messed up.We also play 1 hit =1pt of damage I have a feeling we are doing this wrong. I have been watching some videos and they mention pilot points and buying in forgive my noobness what does all that mean?

You're mostly right about the damage, but don't forget to roll the Agility dice, which may cancel some of those hits.

As for the pilot points, they work like this. Each card (pilot or upgrade) is worth a certain number of points. The point value is the white number in the bottom right corner of the card. When deciding on what ships and upgrades to use in a game, both sides agree on a total point value (usually 100 points) that their ships and upgrades will equal. You choose pilots and assign upgrade cards until the total equals the agreed upon number.

Each pilot can have certain upgrades assigned to him, and shown on his "Upgrade Bar" (the black area at the bottom of the card with the white symbols in it). The rulebook explains what each symbol means. Each pilot can only take one upgrade of a given type. Some ships give you "Modifications" (such as Engine or Shield Upgrades) that any ship can be assigned (the symbol does not appear on any Upgrade Bar).

I hope that helps. Feel free to ask anything you don't understand. The only dumb question is an unasked question.

Thanks I figured out the points needles to say he still kicked my butt again he is 4-0 but this time I made him work for it just wait till I get my slave 1.

I suspect that your son is using a squad with a lot more points than you are. If not, you really need to keep a few things in mind as a beginner (like me, I forget to do these things from time to time in each game).

1) Always ALWAYS take your actions if you can. Focus can mean life or death. If you can't shoot, evade.

2) Focus fire. A wounded ship with one hull left has the same potential damage output as a non-damaged ship. Pick on one and kill it.

3) As the Empire, your ships suck as individuals. See #2 and use your superior agility to get behind the rebel scum and attack without counter-attacks.

4) Try to get into range 1 of your enemy as much as possible while out of their firing arcs. Use barrel-roll to do this. A 2 or 3 attack dice advantage is huge against a low agility ship. B-Wings hit like a ton of bricks, but don't last against a lot of range 1 focus fire.

5) If your opponent focuses on Vader, make him very defensive and use him as a decoy while your other TIEs swoop in behind them. Take the rebel scum on a stroll through an asteroid field. If he ignores Vader, focus and Target Lock work wonders in tandem. Just use the Target lock to re-roll blanks then use focus to flip the eyeballs to hits.

Thanks I figured out the points needles to say he still kicked my butt again he is 4-0 but this time I made him work for it just wait till I get my slave 1.

The Slave 1 really is a game-changer for the Empire. It does not die when you look at it funny and it can pack a punch. Be careful not to load it up with tons of gear. I have found that I forget about abilities the more I pile on. I run mine as Kath Scarlet with a gunner 90% of the time.

Well at least now we understand the rules a bit more. I never thought the B wing was such a tank..lol

Well a little update I picked up the Tie phantom and Y-wing so I had a nice game again with my son and this time we went to a draw (dinner was ready) he is really working to beat me now before the game was called due to dinner I had 1 tie and the phantom left I took out his x-wings shields and would have taken it out next turn. so as of right now he is 8-0-1 just have to figure out a good strategy to beat him I don't want him to get board with the constant winning ...lol

Well last nite my son and I played another game of X-wing miniatures it's the 2nd one since we picked up new ships I picked up a tie-phantom and he got a Y-wing. Needless to say he has been kicking my as$ even before that which is fine just makes me think of better ways to try and beat him so far he is 8-0 and 1 time limit draw to to dinner,so we played and he started to take out most of my ships except for my Tie-Phantom so I started to make a comeback and took out one of his Y-wing so that left his B-wing and x-wing against my tie Phantom he got mad cause I would attack and then cloak and he just up and left (I know not very sporting he already got reamed about that).

For future references on the Tie-Phantom is there a cool down on the cloak or a limit to how many time you can use it?

How I have been using the Tie-Phantom

Pilot: Echo

Upgrades: Advanced Cloaking Device,Tactician

Planning Phase-choose my movement

Activation Phase- Choose a focus token,Move and then cloak

Combat Phase: (If in range) Decloak (bank 2) attack (he rolls defence dice) then re cloak (due to upgrade card)

Rinse and repeat

For future references on the Tie-Phantom is there a cool down on the cloak or a limit to how many time you can use it?

Nope can use it as often as you like...

As long as you're not stressed and can't take an action. ACD lets you preform a free cloak action after attacking, but again this isn't allowed if you're stressed.

So Echo, Whisper or even Shadow Squadron can decloak, attack then cloak again before anyone with a lower PS can fire back at them. Yes this seems a bit broken at first, but it's also kind of spendy, and even with 4 evade dice the Phantom is still a glass cannon.

Ouch my son is gonna hate that...lol

You are using it wrong. You can only decloak before revealing your movement dial So you must start the turn already cloaked. So:

- Decloak and do your fancy barrel roll 2

-reveal dial and do your selected maneuver

- Take your action

- Attack at your turn

- Recloak with ACD

Another Update:

We played another game this time it was a 1 v 1 my Phantom against his Y-wing I almost beat him I had him down to 1 hull and he hit me with a hit and a crit which took out my last shield and the crit card gave me 2 hull damage and killed me. If I was cloaked I would have had extra dice to roll.

On a side note we have an on going debate

is this a range 2 shot or a range 3 shot?

DSC01603_zpsc4a7c70b.jpg

You measure closest to closest, so it's range 2.

If you want to be really technical, the X-Wing is "at" range 2, but not "within" range 2.

Edited by WonderWAAAGH

Thanks,

so it's the model's base not part of the model to hit

Yes.

Thanks,

so it's the model's base not part of the model to hit

that is correct and especially important when you use a model such as the falcon that is much larger than the base it stands on

Ok another update Played against my son and the dice were with me but since this has never happened while we played so here is what happened.

I was attacking his B-wing with Maleik Steele and I rolled 3 hits (non crits) with and was using Concussion Missiles now my question is since it does 4pts of damage is it 4 per hit(dice)?

The concussion missle rolls four attack dice. If the die turns up as a filled in explosion, you assign one hit.

It may be worth reviewing how damage and attacks work in the rulebook. You roll your red dice, the number of your attack rating, and then decide to modify them or not. At this point, you have a hit for each filled explosion and a crit for each unfilled. Your son then rolls his defense dice, again in equal number to the ships defense rating. A B-Wing rolls one. He then chooses to modify that roll or not. After modifications, each Evade sign negates one Hit.

Ok I see what I did wrong I thought that was the damage value thanks

I did I just interpreted it wrong