Kicked at friendly match

By Tauntaun, in X-Wing Battle Reports

Hi,

poor piloting, misfortune with dice... I've lost at least 2 matches with this imperial list:

Carnor Jax (29) = TIE Interceptor (26), Push the Limit (3)
Mauler Mithel (17)
Howlrunner (20) = TIE Fighter (18), Elusiveness (2)
Winged Gundark (18) = TIE Fighter (15), Stealth Device (3)
Backstabber (16)
Against...
Jan Ors (33) = HWK-290 (25), Swarm Tactics (2), Ion Cannon Turret (5), Nien Nunb (1)
Blue Squadron Pilot (25) = B-Wing (22), Advanced Sensors (3)
2 x Rookie Pilot (21)
The synergy of the rebel list are obvious. Jan is a perfect supporter and can pass 1 more die and PS8 if needed, allowing up to 4/5 attack dice.
The imperials are underpowered regarding attack, the Interceptor sports 3 dice but it is a glass cannon compared to B-wing. The idea of this list is to get at range 1 and counter with 4 dice, with Carnor creating a protective bubble.
Reports are quick:
Rebels advancing as a wall using target lock. Carnor eliminated quickly, remaining TIEs unable to stay in formation due to high PS vs low PS + asteroids. Lot of bad luck...
Second match, imperials split in 2 groups (Carnor + Backstabber as flankers), remaining TIEs trying to go at Jan Ors. Rebels aim at Carnor , who is unable to get away quickly enough.
Carnor oneshotted at range 3 by a lucky Rookie pilot, Backstabber damaged by the rest. Next round, main TIE group get into the fray, but backstabber explodes (3 blanks defending, again...). The remaining 3 TIEs can't kick enough damage. They manage to damage a Rookie and Blue, and destroy Jan. They dogfight a bit with only 1 hull left, then are wiped out.
Lessons learned:
All TIEs are made of glass. Bad luck at the beginning can compromise the entire match and kill a ship worth 30 pts in 1 round. Shields make a difference here, so much better.
3 AGI is not worth 3 ATK.
Getting at range 1 activates the bonuses of the imperial list, but also rebels get 4/5 dice (Jan).
I've never been able to use the barrel roll perfectly (i.e. getting out of enemy's arc while keeping him in mine), and rarely used PTS (asteroids, enemy)
I hate being blocked. TIEs should be more agile than X-Wings but instead of being at advantage in asteroids, they are in trouble. They can't slow down... High PS does not help and at range 1 is a problem instead. Bumping into a slow moving wall is not fun.
I can't pilot. :)
Probably trying to get at range 1 against those rebels is a stupid thing to do... :)

While Squints aren't what they used to be (or what they should be), you have all the advantages against that rebel list.

I'd chalk it up to:

I can't pilot

and say practice practice practice, the barrel/boost options are pure gold combined with the superb movement dial of the Interceptors.

Actually,

I'd remove Winged Gundark, and change Backstabber into Dark Curse (or drop him altogether) as you already have a flanker in Carnor.

How about something like this:

Carnor Jax — TIE Interceptor 26
Push the Limit 3

"Howlrunner" — TIE Fighter 18

"Dark Curse" — TIE Fighter 16

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

-99pts

You can give Howlrunner Determination, or stay at 99 for the initiative bid.

While Squints aren't what they used to be (or what they should be), you have all the advantages against that rebel list.

I'd chalk it up to:

I can't pilot

and say practice practice practice, the barrel/boost options are pure gold combined with the superb movement dial of the Interceptors.

Yep, I think so... How do I practice? Play some mock solo battles? Crash course in asteroids? Videos or Web sites on maneuvering? Any link to share? I can't get a grasp on barrel/boosts and use them in an effective way, in particular when combined with PTL (should be gold, in my hands it's useless). Sometimes I manage to barrel roll out of the way, but rarely I can get out of the way and preserve my aim.

Carnor Jax — TIE Interceptor 26

Push the Limit 3

"Howlrunner" — TIE Fighter 18

"Dark Curse" — TIE Fighter 16

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Thanks, I see the good in having 1 more TIE. I'll try it. My gut feeling was to keep Carnor just behind the Academy but in the middle of the "TIE ball". You suggest to use him as a "flanker" instead, do you mean keeping him outside of the swam and try to get him on the back of the enemy? Isn't him too glassy to have him fly alone?

Practice in friendly games against various lists, or solo with asteroids and 3-4 enemy ships on auto-pilot, controlled by you (just select manoeuvres that would be somewhat meaningful to the situation).

I always flank with Soontir/Carnor/Turr.

In your case, the way I see it,

If your opponent turns to face Carnor, he has the Mini-swarm + Howlrunner on his six. Of not, he has a high PS, action denying monster with 3/4 attacks and 2 actions on his six.

Also, a thing that helped me was to learn the difference between Boost/Barrel Roll and Barrel Roll/Boost.

Those squints are excellent "dancers". :)

FYI, I've practiced a bit with boosts and rolls with PTL, changed my squad to 2xInterceptors with PTL, 3 Academy TIEs and Nightbeast and won 2. :-)

Aside from bad maneuvering, I've underestimated the impact of mixing PS values. Now I appreciate the Academy pilots as blockers (with evade) a lot more.

While Squints aren't what they used to be (or what they should be), you have all the advantages against that rebel list.

I'd chalk it up to:

I can't pilot

and say practice practice practice, the barrel/boost options are pure gold combined with the superb movement dial of the Interceptors.

Yep, I think so... How do I practice? Play some mock solo battles? Crash course in asteroids? Videos or Web sites on maneuvering? Any link to share? I can't get a grasp on barrel/boosts and use them in an effective way, in particular when combined with PTL (should be gold, in my hands it's useless). Sometimes I manage to barrel roll out of the way, but rarely I can get out of the way and preserve my aim.

When I get new ships, I like to throw some asteroids on the table and practice flying around them in a good zig-zag pattern. I try and see how few moves I can do it in, and start over if I hit something.

I jumped right into a game and tried flying echo after only flying regular TIE fighters. It was a steep learning curve, but squints, TIE's and phantoms can outright fly circles around rebel ships when flown right. I guess Echo gets to cheat a little bit (2 bank barrel roll FTW), but it rocks so I don't really care.

I'm probably going to go home and practice with my 2 phantoms (haven't ever flown the regular versions) to get some practice. Good suggestion!

Best way to practice with squints is to play a few games where you aren't trying to win rather have a series of goals to be met each round. Goal one is trying to stay out of as many firing arcs each turn as possible. This may mean that you don't always get shots but then you aren't getting shot either. Goal two is not to score as many hits as possible but rather quality, a lucky range 3 shot is great but a contestant quality range 1 with supporting actions is better. You can also solo practice maneuvering by placing asteroids on board and doing a weaving in and out course and have specific targets to shoot at in as few moves as possible but give the target a firing arc to avoid.

I've yet to find some online site/youtube video showing maneuvers. Lots of sites discussing how nice is a card or the other, but no "imperial academy" with lesson 0: how to turn on the engines, lesson 1: basic maneuvers, etc. Some real case examples on how the pro use boost + PTL would be nice.