Large ships, whether I'm flying them or flying against them... my brain always underestimates just how much distance they can cover with a mid-speed maneuver.
"It's a Trap!" Ships You Are Tricked By
M3-A, Tansarii point veteran in particular.
Easily the z-95.
I always make sure to throw 1 or 2 in a list because it “feels” good to field a 4+ Rebel build.
But they never last more than a couple of rounds, and they never seem to land any hits (ugh, 2-attack ships).
And the named pilots never perform. I was one of those suckers that thought Blount's ability was a free damage every attack even though you rolled blanks. I was in tears when someone corrected me and taught me what a "hit" was in X-wing. And Cracken's ability should be range 1-2
It’s frustrating how much better TIE fighters are for their point cost: 3 evade, barrel roll action, evade action…
I haven’t completely given up on them though, but I think it’s safe to say that I’m always gonna slap some ordnance on the little buggers.
ew no, don't put missiles on Zs
Zs' only purpose in life is to get in the way of ****, and to throw some dice in the meantime. Point per stat-wise, they're actually more efficient than the tie but they pay for it with a meh dial and utter lack of barrel-roll (which is heartbreaking when you're trying to move them through dense areas of obstructions)
set up a ring of obstructions, through zs in the gap, and watch the fireworks
if you only have room for one Z, make room for a prototype a-wing. The dial and boost action are far more than worth the 3 points you spend.
ew no, don't put missiles on Zs
Zs' only purpose in life is to get in the way of ****, and to throw some dice in the meantime. Point per stat-wise, they're actually more efficient than the tie but they pay for it with a meh dial and utter lack of barrel-roll (which is heartbreaking when you're trying to move them through dense areas of obstructions)
set up a ring of obstructions, through zs in the gap, and watch the fireworks
if you only have room for one Z, make room for a prototype a-wing. The dial and boost action are far more than worth the 3 points you spend.
Indeed, scum Z's with feedback array's are another story though. Absolutely worth the points.
ew no, don't put missiles on Zs
But, But, but...
"Where the Z-95 excels, though, is an efficient missile platform"
https://www.fantasyflightgames.com/en/news/2014/3/24/missiles-away/
Yea, I get what you're saying.
Though I've never adopted the "blocking" play style in X-wing, and I don't think I ever well. Feels way too gamey for my liking. Besides, I mainly play in non-competitive environments ![]()
ew no, don't put missiles on Zs
Zs' only purpose in life is to get in the way of ****, and to throw some dice in the meantime. Point per stat-wise, they're actually more efficient than the tie but they pay for it with a meh dial and utter lack of barrel-roll (which is heartbreaking when you're trying to move them through dense areas of obstructions)
set up a ring of obstructions, through zs in the gap, and watch the fireworks
if you only have room for one Z, make room for a prototype a-wing. The dial and boost action are far more than worth the 3 points you spend.
Indeed, scum Z's with feedback array's are another story though. Absolutely worth the points.
Teh hobo speaks teh truth!
The TIE Bomber, I'm afraid.
I've played it to (my) death. I've been doing a bit better with autoceptors, but not better enough just yet.
I Jonus was definitelyone of those bad choices I just couldn't quit before wave 4.
B-Wing all the way for me.
The stats look legit, the dial is respectable, and the upgrade options abound for some interesting squad builds. Yet... every single time I fly it, it gets batted out of the sky like a lame duck. It's a huge points sink for me, as there aren't enough green dice to keep it afloat, and defensive options are even more pricey. One reason is likely that I always want to upgrade them/take high PS. I only have the Rebel Ace one for now... as I understand it, barebone low PS B-wing squads can be quite successful.
On the other hand, the A-Wing is the opposite for me - I never want to fly it, then I force myself to, and I am pleasantly surprised with the results every time.
My Imp trap-ship: Interceptors, actually.
My Imp pleasant-surprise ship: TIE Fighters - So weak/squishy, but often serve their purpose in pecking away/diverting enemies/blocking/earning their cheap point cost.
My Scum trap-ship: Haven't flown them enough, but toss-up between Starviper and M3-A.
My Scum pleasant-surprise ship: Firespray. Undervalued I feel, and more durable than Aggressors. The new pilots/upgrades just feel so much better.
Gotta say for Rebel, it's the E-wing. I am stupidly determined to make it work. I have succeeded once, with Corran/R2-D2. up against 3 slippery Int's with shield upgrades. My other ship (Dash) went down quick, but Corran finished off all 3 Int's, who were by that time down to 1 or 2 hull each.
For Imperial, oddly enough it's Phantoms. I'm not aggressive enough to make good use of them and generally have a hard time getting good shot off. I changed it up and went aggressive last time I used them and did better, but still lost. I enjoy them quite a lot, but it's just not my play style I guess. Also, dice will be dice, and flying good is no guarantee.
Haven't run scum yet, since absolutely everyone at my store is running them and I want to work out good counters.