Things you learned in your last game

By dotswarlock, in X-Wing

It was my first real game flying 2 ties ( Mauler and Dark Curse) 1 Tie interceptor ( FEL ) and a Tie Phantom ( Whisper) . I leared when you are using push the limit to remember to do a green manuver to release the stress token put on you. I kept forgetting. Also I found I really love my Phantom

Never leave a Fat Chewbacca as the last ship you go after, he just won't die. Never chase a Dash with Veteran Instinct, HLC and Outrider with lower PS ships as he can be very elusive.

To add to this, Lambda Shuttles are really bad at chasing down Dash. ;)

Using ion cannons for board control is far better than I had previously given credit for.

Don't get greedy. Now I will explain...

I was playing in a tournament last Saturday and had a range 2 shot on a phantom and I knew I would be shooting before it cloaked (I was running Soontir Fel against Echo). I decided that I wanted to go for a range 1 shot. I boosted to get closer but because of the angle of my approach I ended up boosting and it put Echo out of my arc. Had I taken the range 2 shot I could have potentially killed Echo because the shields were gone, again don't get greedy and if you're not sure about something don't do it and take the guaranteed shot.

This can't be said enough. My play improved greatly when I quit trying to pull off things that were "too close" or "too tight" to get a small gain. The safe, sure play is better than tweaking some tiny advantage most of the time. Especially because an error in X-Wing usually compounds itself and messes you up for multiple rounds.

I've also found that I will push my luck doing something for a small expected gain anticipating what my opponent will do, with the end result being that I make a mistake and he didn't do what I expected anyway.

Edited by GiraffeandZebra

if you bring a gold squad with ion, you get durability, control, and a free biggs like effect, because imp players always want to kill it, and that takes a long time. let it draw the hate, and paste em with the rest of your list

2.) be flexible about your targeting priorities. If you are too rigid with the mindset of "I have to kill this first" your opponent will use your target fixation against you. (see y-wing, above)

Oh, and by the way, cudos to OP for a really good thread.

There are viable two ship builds. Currently I'm using a Han and Dash combo.

Oh, and by the way, cudos to OP for a really good thread.

Thanks! There was actually a similar thread in a Dark Souls 2 forum because people kept finding new things in the game. If there's something that I'm learning by now is that X-Wing is also a game where you can find new, refreshing and interesting combos where you least expect them (especially when more expansions come out, lol)

Not something I learned in my last game but more during the past months;

The more varied your list is how harder it is to counter. The challenge is to get most of the elements (firepower, duarbility, arc dodging, boardcontrol, PS control etc) in.

Ok, so more things that I learned:

- Kagi with sensor jammer is interesting. Pull the enemy's target lock on you, undo a damage which forces him to use a focus and he can't reroll it. Interesting might not equal competitive, however, so finding complementary units would be the key. Still, it feels different when a shuttle has a PS of 8!

- If I ever put a tactician on Kath again, I'm making sure she has an engine upgrade to make the full use of it.

- Opportunist saber squadrons is a bad idea, unless playing epic and using them as reusable missiles against capital ships.

- Several PTL Interceptor can be in each other's way in the early strike if you're not careful and the same thing applies for basic phantoms. However, a single of each can more easily wiggle past each other.

- As ships fall on both sides, having higher PS pilots with manoeuver altering abilities (boost, barrel roll, white K-turn) puts the odds in your favor.

- The best use of Boba's ability in the first round is to put him diagonally in a corner with a bank manoeuver so you can decide, after the enemy has moved, which edge you want to follow.

Learning something new every day :)

Autoblaster is never worth taking. Not on Ten Nunb, and not on super maneuverable Dash.

My latest go-to rebel list (BYBY) is completely useless against HLC Outrider Dash. PTL Dash with Engine upgrade can almost get from corner to corner in 2 turns.

X + B + Roark + Jan is an ugly, ugly thing to face.