I'm losing faith in the Empire.

By nikk whyte, in X-Wing

i'm not a child.

i understand the concept of the game just fine. one list and one loss does not define my experience. so maybe cut the condescension.

i've won with phantoms. i've won with imperials. i've gone undefeated in local tournaments as imperials. i've noticed a distinct decline in mine and others performance with imperials. the sky isnt falling. nothing is overpowered.

Edited by nikk whyte

i'm not a child.

i understand the concept of the game just fine. one list and one loss does not define my experience. so maybe cut the condescension.

i've won with phantoms. i've won with imperials. i've gone undefeated in local tournaments as imperials. i've noticed a distinct decline in mine and others performance with imperials. the sky isnt falling. nothing is overpowered.

That happens to lots of people.

You say one list and one lost does not define... But from your opening post that wasn't how it sounded.

Either way, both factions are pretty equal. Like someone else said, rebels ships have r2 units, and etc upgrades that the empire does not, and empire has faster more agile ships over the rebels.

It's a fairly balanced game.

Imo the Imps have it better with their maneuverability, high agility, and greater numbers

Or at least with myself, I seem to fly them a lot more than rebels, even though I'm not particular to any one side

Edit

Looking at your sig I can see you maybe unable to put certain lists together, but here are couple to try out with phantoms. Learn to fly it well and 3 xwings will not stand a chance.

Whisper

Veteran instincts

Advanced cloak

Fire control systems

Gunner

Omnicron pilot (shuttle)

Gunner

Fire control systems

Engine upgrade

2 x academy pilots

Use whisper action to evade when decloak.

Attack.

If you miss get target lock and gunner.

Hit, get a focus and recloak, now 4 dice with evade and focus.

Shuttle same idea.

No need to worry about collision. Or red maneuver cause you still get target lock while stressed, and shoot again

Asteroids? Take a gamble, throw your opponent off and still get that target lock.

Two ties to block and get in the way

Echo

Advanced cloak

Veteran instincts

Shadow Squadron

Stygium Particle Accelerator

Omnicron pilot

Darth Vader

Tie academy

Academy pilot

100 pts

Echo Veteran

Veteran instincts

Advanced cloak

Fire control systems

Or Whisper

Advanced cloak

Veteran instincts

Howlrunner

Swarm tactics

3x academy

Personally i love veteran instincts and advanced cloak, but I've seen others use outmaneuver, or ptl with advanced sensors on echo. Imo not as good, but deadly if flown well

Edited by Krynn007

I've effectively stopped playing X-wing for much the same reason(s). Sick of seeing LS this and LS that... I know that the DS lost in the movies... but it's just gotten beyond a joke IMO. Guess it just free's up more of my money for IA now. I can see the future of Armada going the same way, but I'm hooked on all things star wars. I'll do the dance for the first few 'waves' of Armada, but It too will end the same way as X-wing.

Can I have the number of your psychic? I've always wanted to know exactly what the future was going to look like!

These are my thoughts and opinions. Agree or Disagree, I don't care.

If you don't care, why are you posting about it?

I don't care if people agree. or not, with my thoughts. I do however care that my affection for this game has nose-dived. Why did I post? Because I have every right to do so. As much as you have the right to post sarcastic replies, I have the right to voice my opinion on the subject. Which, btw, I did without being snide or attempting to be a smart-ass troll.

Cheers

Some very personal remarks on this thread. Hate that.

As a casual player who only plays xwing with the same group of 6 friends and mostly an Imperial player agree somewhat with the OP. Initially when we played the Imps had the advantage as movement was easier for us to grasp. Then as we learned the synergies open to the rebels they took the lead. Now we are fairly equal and as all agree I love the game balance.

However in out small group we have found that rebels are some what easier with turrets and talents, shields, action synergy that do not punish mistakes as much.

Saying that we love it as even I as a preferred Imp player know the rebel scum should win more often. The movies can't have lied.

Here's the great part about this game:

Can't win with one side? Nothing is really stopping you from playing the other side, unless you literally don't have any ships on that side or can't afford any. Even then, ask to borrow from some playmates.

Some very personal remarks on this thread. Hate that.

As a casual player who only plays xwing with the same group of 6 friends and mostly an Imperial player agree somewhat with the OP. Initially when we played the Imps had the advantage as movement was easier for us to grasp. Then as we learned the synergies open to the rebels they took the lead. Now we are fairly equal and as all agree I love the game balance.

However in out small group we have found that rebels are some what easier with turrets and talents, shields, action synergy that do not punish mistakes as much.

Saying that we love it as even I as a preferred Imp player know the rebel scum should win more often. The movies can't have lied.

They have shields, and the turret you don't need to worry so much about where to go

Stop watching rebels on the Disney chanel.. lol

Some very personal remarks on this thread. Hate that.

Agreed. I agree with a lot of what was said in this thread about Phantoms and the Imperials in general being better than the OP gives them credit for, but it would be nice if it could be said a little more nicely. I don't claim to be an expert pilot of any craft, but I would say that after going 8-1 in two tournaments for two second place finishes, I think the secret to success is outflying your opponent, no matter what either of you are running. Imperials have a lot more positional options (Boost, Barrel Roll, Decloak) than Rebels, which can only help if you're already doing unexpected moves. Especially with Interceptors and Phantoms, I try to remind myself "when in doubt, bug out".

Edited by ObiWonka

Sounds good. But if you choose discretion as the better part of valor, you are still destroyed.

Wish there was some kind of disengagement mechanism for dogfight scenarios.

Bombers did pretty well in Canada (not even using Jonus)? So, what are their issues again?

Bombers did pretty well in Canada (not even using Jonus)? So, what are their issues again?

Nothing wrong with the ship, just the part of the game it specializes in.

Edited by Rividius

Nikk Whyte is a rebel agent trying to run propaganda against and demoralize the glorious naval forces of the Galactic Empire.

I should know, I fly against him regularly.

In an example from another game line, I would liken the Rebels to Space Marines. All-around decent guys who are tough, hard-hitting, but not particularly rewarding of cunning tactical play. The Empire is a bit like the Eldar, fragile and fast but if you can outplay your opponent you can almost always win. Don't make too many mistakes though because if you do you are pretty much gonna lose.

For those familiar with 40k, I should note that the Eldar I speak of are those of previous editions before they got dumbed-down so much.

Edited by TheJrade

In an example from another game line, I would liken the Rebels to Space Marines. All-around decent guys who are tough, hard-hitting, but not particularly rewarding of cunning tactical play. The Empire is a bit like the Eldar, fragile and fast but if you can outplay your opponent you can almost always win. Don't make too many mistakes though because if you do you are pretty much gonna lose.

For those familiar with 40k, I should note that the Eldar I speak of are those of previous editions before they got dumbed-down so much.

So what would the scum be? So far they seem like chaos to me but their lacking that Lash of Submission that I'm jonesing for.

lack-of-faith.jpg

I can't believe I had to wait 20 posts for someone to say that.

Thanks for not letting the side down Marine

Scum would probably be closest to Orks, but the parallel breaks down a bit. Many Scum pilots' abilities feed off of each other while Orks are merely self-destructive.

Nikk Whyte is a rebel agent trying to run propaganda against and demoralize the glorious naval forces of the Galactic Empire.

I should know, I fly against him regularly.

I don't know what you're talking about. I'm a member of the imperial senate on a diplomatic mission from alderaan.

I don't know what you're talking about. I'm a member of the imperial senate on a diplomatic mission from alderaan.

I don't know why, but for some reason I just imagined Princess Leia saying that in a cockney accent..

Sounds good. But if you choose discretion as the better part of valor, you are still destroyed.

Wish there was some kind of disengagement mechanism for dogfight scenarios.

Well, the whole point of a non-historical/non-campaign/pick up fight is that once you've left the play area, you are effectively out of the game. For a campaign game, you are absolutely correct that there should be some sort of disengagement mechanic, because history (in terms of play) does matter.

Sounds good. But if you choose discretion as the better part of valor, you are still destroyed.

Wish there was some kind of disengagement mechanism for dogfight scenarios.

Well, the whole point of a non-historical/non-campaign/pick up fight is that once you've left the play area, you are effectively out of the game. For a campaign game, you are absolutely correct that there should be some sort of disengagement mechanic, because history (in terms of play) does matter.

So for a campaign, would you also going to do loss/recovery rolls, set force/squadron makeup, resource tracking and so on?

Some people don't like to go that deep into the woods, but me, I like rolling on tables.

So for a campaign, would you also going to do loss/recovery rolls, set force/squadron makeup, resource tracking and so on?

Some people don't like to go that deep into the woods, but me, I like rolling on tables.

I can see how those could be part of a campaign system, depending on how much detail is incorporated.

I can see how those could be part of a campaign system, depending on how much detail is incorporated.

In mine, a ship that leaves the table is considered to have retreated. This means the named pilot doesn't die and can come back in the next fight. However generic ships can't be upgraded if they retreat.

Plus given the nature of X-Wing, a ship with 1 hull is just as dangerous as one with full shields. So pulling a ship off the table hurts your side.