Imperial Counter to Wedge and Ten Numb?

By Managarmr, in X-Wing Rules Questions

Hi!

Not new to tabletops, but relatively new to X-wing.

I play casually with my childdren, and have to take the part of the evil Empire ;) . The children of course want to take the famous pilots.

Wedge Antilles (reducing enemy agility) and Ten Numb (uncountable crits) just totally rip apart TIEs (esp. when coupled with astromechs and Fire control systems). Any way to counter without resorting to phantoms and the like?

(So far only TIEs, 1 Advanced and 1 Bomber as Empire ships)

Get an Interceptor or two. That will give you Soontir Fel (PS9). He should give the kids a challenge, especially when you give him Push the limit.

As someone who also plays casually with his kids, I know your pain.

With your Bomber and Advanced, go with cluster missiles, they are great against the low agility of most Rebel ships.

Hi!

Not new to tabletops, but relatively new to X-wing.

I play casually with my childdren, and have to take the part of the evil Empire ;) . The children of course want to take the famous pilots.

Wedge Antilles (reducing enemy agility) and Ten Numb (uncountable crits) just totally rip apart TIEs (esp. when coupled with astromechs and Fire control systems). Any way to counter without resorting to phantoms and the like?

(So far only TIEs, 1 Advanced and 1 Bomber as Empire ships)

More TIE Fighters.

Both go down faster than they kill under the combined fire of a Swarm.

Get an Interceptor or two. That will give you Soontir Fel (PS9). He should give the kids a challenge, especially when you give him Push the limit.

Slow down there, Satan.

Hi!

Not new to tabletops, but relatively new to X-wing.

I play casually with my childdren, and have to take the part of the evil Empire ;) . The children of course want to take the famous pilots.

Wedge Antilles (reducing enemy agility) and Ten Numb (uncountable crits) just totally rip apart TIEs (esp. when coupled with astromechs and Fire control systems). Any way to counter without resorting to phantoms and the like?

(So far only TIEs, 1 Advanced and 1 Bomber as Empire ships)

Do you play any particular point values? When you say you have TIEs, how many, and from what sources? Are you willing to proxy stuff, or would it be better for the kids to just play with what they have in front of them?

Get an Interceptor or two. That will give you Soontir Fel (PS9). He should give the kids a challenge, especially when you give him Push the limit.

Slow down there, Satan.

Hey, I could've suggested a Defender or Doom Shuttle! I thought an Interceptor or two was a pretty tame solution.

Hi!

Not new to tabletops, but relatively new to X-wing.

I play casually with my childdren, and have to take the part of the evil Empire ;) . The children of course want to take the famous pilots.

Wedge Antilles (reducing enemy agility) and Ten Numb (uncountable crits) just totally rip apart TIEs (esp. when coupled with astromechs and Fire control systems). Any way to counter without resorting to phantoms and the like?

(So far only TIEs, 1 Advanced and 1 Bomber as Empire ships)

Do you play any particular point values? When you say you have TIEs, how many, and from what sources? Are you willing to proxy stuff, or would it be better for the kids to just play with what they have in front of them?

As above, so far I had 2 TIEs (core), 1 TIE Adv, 1 TIE Bomber. Rebels: 2 X-wings, 1 Bwing, 1 Hwk, 1 Z95.

Proxies not that accepted by the children so far. I am also not that sure how far I want to go the proxie road, because then certainly Lego-builds will turn up and demand their "right" as well :rolleyes:

We played only recently with points, oldest child got double amount. But very soon i got reduce to me having 66% of his points, as his performance gets better.

Last game I tried going with a Bomber with Major Rhymer (Seismic charge, 2x Cluster Missiles) and Advanced with Marek at 65 points against 98 pts (Wedge with R2, some kind of ordnance + loaded Ibtisam + Rookie with an astromech). Rhymer as I wanted to fire from range 3. I actually managed to hammer the B-Wing from that distance with both salvos of clusters, but really bad dice rolling, only causing 2 shield loss. Even got off the bomb on Wedge and the B-wing, causing 1 damage.

But that was it mainly. The TIE Adv was (again!) killed really fast (by admittedly good red dice), Wedge kept getting the shields back, so that the lone Bomber was chanceless, as he did not get around to kill the B-Wing in time. So all rebels left with damages (worst the B-Wing) while the Bomber with 2 hull left got a blind pilot, where I declared defeat. He had his fun, but declared afterwards that the Empire is evil, as not even their aces get reasonable stable fighters :)

I have now one more core (as they were on really good offer here), bringing me up to 4 TIEs. Will try a mini-swarm next time.

And I bought (**** money sink, this game) a Most wanted. Now I can field HWK+Ion-Y+Zs, as I am a bit fed up with being Empire guy :) . And the children can try Y on the Rebel side, when we proxy the cards.

You'll want to grab a TIE Fighter Expansion (bringing you to 5) for the new pilots. Backstabber is a great solo flanker, and Howlrunner is the core of most TIE swarms.

Also, if you want to proxy anything, make it the TIE Advanced/x1 title and either the Accuracy Corrector or the Advanced Targeting Computer.

The title is for TIE Advanced only (Vader qualifies even though his card says TIE Advanced/x1), and gives you a system slot with anything you put in it discounted by 4 points (minimum 0).

Accuracy Corrector is a sytem upgrade that is 3 points, so free for the Advanced with title. It allows you the option to cancel your attack dice and replace them with two hits that cannot be modified further (they can still be cancelled by defensive dice). It's a huge boost to offense for generic TIE Advanced pilots, allowing them to take defensive or mobility actions (or save their Focus tokens for defense) without sacrificing offense.

Advanced Targeting Computer is a system upgrade at 5 points, so 1 point after the title, and is TIE Advanced only. So long as you have a Target Lock on your target, you may add a single critical hit result to your dice (that's on top of whatever you roll). Spending the Target Lock or otherwise losing it cancels this ability - you have to keep the target locked to benefit. It's best on higher PS Advanced pilots, with Vader being especially dangerous using it.

You have to proxy the title and the ATC on account of the Raider not being out yet, and you can proxy AC since it's only available in a coule of Scum kits right now. That keeps the proxying to a minimum, while still letting you fix the TIE Advanced, which is a super anemic ship stock. You can print out the card faces if you want to have them for reference, and it might make the proxying more palatable to the kids if they can see the cards and understand that you don't want to spend ~100 USD and wait an unkown amount of time before you can use the TIE Advanced at all without being inherently crippled.

As for a list, Vader with title and ATC is a super tanky murder bot. He moves last (or at least late), making his Target Locking more reliable (you have to TL the correct target to benefit from ATC), and his second action lets you hybridize with a TL for offense and a Focus/Evade/Barrel Roll for defense. Plus, if you haven't killed your target after the first round of firing, and are able to keep your TL on that target, then Vader can do two defensive actions and still benefit from the bonus critical damage.

Also, a generic Advanced with an AC and Cluster Missiles is quite strong, since you get two attacks with a minimum of 2 hits each.

OK, the kids have had their chance. Time to make the points even and advise them that they may lose from now on. They have to learn to accept it as part of the game. If they can't handle that, make them watch Empire Strikes Back where the good guys get hammered for a change. The good guys don't get to win EVERY time.

Edited by Parravon

Get a tie defender it can take more punishment than your average tie and offers unique movement options that will throw your kids off.

You could also get a decimator it's got no agility but it soaks damage like a sponge, and as they improve you can bolt on upgrades that'll keep it a challenge.

Avoid the tie phantoms at this point it could be too frustrating for your kids at their age.

make them watch Empire Strikes Back where the good guys get hammered for a change. The good guys don't get to win EVERY time.

The Empire is the good guys! ;)

I played with my kids a lot. Especially when I first started. I eventually broke down and started to buy them more Rebel ships so they could have some options. Interceptors (Carnor Jax is my personal favorite... you get him with Imperial Aces) with Autothrusters & push the limit. (I usually prefer the Fire Control System so my interceptors can have target locks, but a lot of people go with Stealth Device for an extra agility until you are actually hit.)

As someone else mentioned, getting the Tie Fighter expansion will help a lot too.

For a long time, one of my favorite builds was a Shuttle, Defender and Interceptor. The shuttle would fly into the heat of battle and was honestly to be used to absorb hits while my interceptor flanked and the defender would be near the shuttle but not in range 1 of anyone. (To keep the shuttle as being the most opportune target.)

With Scum, after I bought most of the ships, I actually switched to loving Scum instead of Empire. I love the variety of builds that you can make with Scum and the different synergies between them.

The game has been a large money drain... but I love the miniatures and I like having one of everything so I can make any build you want.

Good luck and make sure you make those Rebel scum pay for all the lives lost on the Death Star!

Parravon-- Regarding the topic in general, (Dicing with kids) I would recommend that you try some of the missions that come with each model. I play with my eight year old and he was constantly asking to play these missions. Anyway it took me awhile to get around to it and once we started we loved it. It takes the focus of the game off of just destroying your opponent.

As far as which ship would give you the most bang for you bucks, I agree with a Tie expansion. It'll give you more pilots. It is pretty vital to a collection.

Tie Interceptor for sure.

Also a Firespray now that you have the Scum faction. It doubles for you.

Good Luck.

Lord Taos-- You mentioned fire control system, That is a sensor slot, I think you mean targeting computer. Which is a great modification to put on a Interceptor. PTL, plus target lock, boost, stress and a free focus on Fel. I love triple actions!!

I play with my 10 y/o son and I know your pain. Kids can be so cruel sometimes; can't they? I've gotten very strict with the points. I let him pick whatever he wants, we total his side up then I buy my squad. I've found head games are extremely effective. For example, when you know he's going for the K-turn but you don't want him to do the K-turn, you go on and on about how you have something for that blah blah blah. Then the little guy will pick something else giving you time and space.

What I love about this thread is we are scheming to bring down a bunch of kiddos. Buwahahaha, that's hilarious!!!!

Firstly, Welcome!

Yes, possibly purchase a Firespray and drop a Heavy Laser Cannon (HLC) on it. It tears ships up. As mentioned above, it can also be used by both Empire and Scum.

With your current models, I flew Darth Vader (with Squad Leader upgrade) with a Bomber (with proxied Extra Munitions) recently. Darth was able to hand over focus tokens to the Bomber making its ordnance much more efficient. It was quite fun. Having said that, ordnance is rather weak in this game and often left in the box.

Edited by Conandoodle

Lord Taos-- You mentioned fire control system, That is a sensor slot, I think you mean targeting computer. Which is a great modification to put on a Interceptor. PTL, plus target lock, boost, stress and a free focus on Fel. I love triple actions!!

Ack! You are correct. I meant Targeting Computer. (Fire control system is awesome for ships that DO have a sensor slot, unfortunately, Interceptors are not one of those ships.)

Oh one thing you should be doing, make sure you are focus firing. What I mean by that, is if possible, all your ships should be firing on one ship. Ten Numb can take a beating, but he only has 1 agility. With 3 or more ships firing on him (hopefully 3 red dice at a time), he won't last long.

Anyways, welcome to the fun and have fun!

Thanks for the tips, all of you.

Have now an Interceptor, but not yet tested, will do this weekend. Neither tested TIE swarms yet. Wanted first to try Tie Adv with the cheaper system upgrades. But they still suffer from their dial - or I am unable to fly well :) Tested e.g. with Marek Steele to get the most out of ATC, but he still got gunned down fast. Fcs, proton torps, 2-K of the B-wing and the Adv-dial w/o PTL was his demise. And my green dice (blanks, blanks...) and really hot red dice for the kids, them being very content :)

Many here seem to be real fanboys of Boba, I am not. And I do not like his flying shoe ;) so I am not that inclined to buy a Firespray. But Kath seems to be fun in scum builds.

Maybe I should get a shuttle, as it might be nice for scenarios as well. Overall scenarios might be more fun, as mentioned above.

The shuttle's dial however...so easy to get behind and kill.... anyone tried Lightning Reflexes with a shuttle?

anyone tried Lightning Reflexes with a shuttle?

No shuttle has an EPT slot.

Lightning Reflexes is small ship only.

*sad horns

Hello.

You can counter Numb's critical hit with evade token, as he is only going through evade dices. Basically - use defence dice to defend against standard hits and use token to block Critical hit. Wedge can shoot like mad, but I think his Xwing can be outmaneuvered by agile Empire fighters, especially those with higher Pilot Skill.

Good luck, I hope I've helped.

Ah OK, thx, had not seen this. What a pity. Would have been a cool move on the shuttle, and really done something with that dial.

On the other hand I can understand FFG why that card is limited to small ships.

No EPTs at all is really strange, and speaks against buying a shuttle.

It's a way to limit maneuverability partly, like expert handling (barrel roll) and daredevil. Kwing, ghost, and punisher also have no EPT. Back then, barrel rolls on a large ship were gigantic, using the full 1-straight instead of the width.

That being said, shuttles are fantastic. Cheap, lots of hp, good damage potential. The learning curve is high though because it's very easy to fly one poorly. I recommend Sable's shuttle flight school. It's worth a read even if you decide not to get one.

Hello.

You can counter Numb's critical hit with evade token, as he is only going through evade dices. Basically - use defence dice to defend against standard hits and use token to block Critical hit. Wedge can shoot like mad, but I think his Xwing can be outmaneuvered by agile Empire fighters, especially those with higher Pilot Skill.

Good luck, I hope I've helped.

Are you sure? Because spending an evade token just adds one more evade to your dice result. And you cannot cancel Ten Numb's crits with defense dice.

Hello.

You can counter Numb's critical hit with evade token, as he is only going through evade dices. Basically - use defence dice to defend against standard hits and use token to block Critical hit. Wedge can shoot like mad, but I think his Xwing can be outmaneuvered by agile Empire fighters, especially those with higher Pilot Skill.

Good luck, I hope I've helped.

This is not consistent with the most recent ruling in the FAQ.

Hello.

You can counter Numb's critical hit with evade token, as he is only going through evade dices. Basically - use defence dice to defend against standard hits and use token to block Critical hit. Wedge can shoot like mad, but I think his Xwing can be outmaneuvered by agile Empire fighters, especially those with higher Pilot Skill.

Good luck, I hope I've helped.

This is not consistent with the most recent ruling in the FAQ.

Yes, it changed and it's sweet now!

Thanks for sharing - my rebel forces are pleased ;)