Moralo Eval as the "Stationary Weapons Platform"

By Sparklelord, in X-Wing

Fortressing is the epitome of cowardness.

I don't think cowardice and plastic spaceships have much to do with each other.

I don't really care what you think, but thanks for correcting me (cowardice).

If you're quite finished playing X-Wing, can I have all your stuff?

Isn't "Fortressing", as staying in a corner and never move, not allowed by tournament rules?

In our LGS we interpreted it as "abusing an infinite combo" and thus falling into unsportsmanlike behaviour

It isn't an infinite combo, it's a finite combo because it occurs only once a turn and can be stopped by ether player. An infinite combo would be something like if you could toss focus from one ship to the other without a way to stop in, thus not allowing the game to continue but this is mostly seen in card games where there are more mechanics that could cause this.

While in a friendly pick-up game at the LFGS I would frown on castling in a corner but in a tournament it is a legitimate strategy, abit an admittedly "un-fun" one.

Edited by zannal

Fortressing is the epitome of cowardness. But that is something that has already been discussed at length before. You only get to use it once against me.

I couldn't disagree any more. The point of the game(tournament) is to win. It is a slow play and it could be irritating to the opponent but that is a great strategy. It turns into a mind game. If the opponent is upset he'll be making bad manuvers.

It's like you're saying playing a goalie in hockey is cowardly. Why have a goalie when you can have an extra forward...

If you call fortressing cowardly then you have to say that attacking is rash and foolhardy.

Fortressing is the epitome of cowardness.

I don't think cowardice and plastic spaceships have much to do with each other.

I don't really care what you think, but thanks for correcting me (cowardice).

If you're quite finished playing X-Wing, can I have all your stuff?

Sure, Obi. I'll hold onto everything for you ;)

Moar food ples

Fortressing is the epitome of cowardness. But that is something that has already been discussed at length before. You only get to use it once against me.

I couldn't disagree any more. The point of the game(tournament) is to win. It is a slow play and it could be irritating to the opponent but that is a great strategy. It turns into a mind game. If the opponent is upset he'll be making bad manuvers.

It's like you're saying playing a goalie in hockey is cowardly. Why have a goalie when you can have an extra forward...

If you call fortressing cowardly then you have to say that attacking is rash and foolhardy.

I've fortressed at tournaments for the first few turns. It is a mind game to see who blinks first, you or your opponent. I usually do it for the first 2-3 turns to see which side of the asteroid field the other guy is going on Then I promptly go the opposite side. I'm one of those guys with turrets in my list and my list does better when running away so avoiding the joust is where I have the advantage.

Fortressing is the epitome of cowardness. But that is something that has already been discussed at length before. You only get to use it once against me.

I couldn't disagree any more. The point of the game(tournament) is to win. It is a slow play and it could be irritating to the opponent but that is a great strategy. It turns into a mind game. If the opponent is upset he'll be making bad manuvers.

It's like you're saying playing a goalie in hockey is cowardly. Why have a goalie when you can have an extra forward...

If you call fortressing cowardly then you have to say that attacking is rash and foolhardy.

I've fortressed at tournaments for the first few turns. It is a mind game to see who blinks first, you or your opponent. I usually do it for the first 2-3 turns to see which side of the asteroid field the other guy is going on Then I promptly go the opposite side. I'm one of those guys with turrets in my list and my list does better when running away so avoiding the joust is where I have the advantage.

coward

coward

I don't disagree with you. I know my list's strengths and weaknesses and jousting pretty much anything is a big weakness. The advantage of the turrets is to shoot while fleeing and dodging but I have much less red dice flying back.

honestly, while "X is a legitimate strategy" can be a **** thing to say when some strats are just assholish in nature, it's also true

it's up to the game to not have broken mechanics/units; not up to the players to curtail themselves

considering fortressing simply isn't a (successful) thing competitively speaking, the game is chugging along just fine and there should be nothing wrong with attempting the tactic (so long as you're fine with shooting yourself in the foot :P)

this is also why, when I constantly rag about PWTs, I try to ***** about the mechanic specifically and not the poor guys enjoying them

Edited by ficklegreendice

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coward

I don't disagree with you. I know my list's strengths and weaknesses and jousting pretty much anything is a big weakness. The advantage of the turrets is to shoot while fleeing and dodging but I have much less red dice flying back.

That was a joke. I was channeling Ribann mtrein.

Fortresses can be broken, especially with the right list. Example, dual IG88s with FCS + HLC + dampeners. Learn the correct approach vector, and you can get both your IG88s at range 3 of the fortress while only giving one of their ships a shot in return. Use inertial dampeners on the front IG the next turn to stay where you are and continue the bombardment. Over two rounds, that's 16 red dice (with HLC) on the same target, all shots modified by either a focus or target lock. The target might not even survive the 2nd round to shoot if you out-PS it. Meanwhile you are out of arc of most the rest of the Fortress list. And you get autothrusters on defense at range 3.

I've fortressed at tournaments for the first few turns. It is a mind game to see who blinks first, you or your opponent. I usually do it for the first 2-3 turns to see which side of the asteroid field the other guy is going on Then I promptly go the opposite side. I'm one of those guys with turrets in my list and my list does better when running away so avoiding the joust is where I have the advantage.

IG88s with autothrusters thank you! ;)

coward

I don't disagree with you. I know my list's strengths and weaknesses and jousting pretty much anything is a big weakness. The advantage of the turrets is to shoot while fleeing and dodging but I have much less red dice flying back.

That was a joke. I was channeling Ribann mtrein.

lol it's cool, I took it in good spirits.

Gonna start a new thread on an Ion Fortress in a few days, called the Gravity Well.

See, if you do an Ionization fortress, not only are you using the Edge of The Universe to your advantage, you actually turn it into your primary win-condition.
Ships that come to you to attack are facing an edge, so all you have to do is ionize a ship often enough to put it to the point of no return.

The future thread will explain that in further detail, and explore some builds (like Moralo + 2x SCYKs, and 4-5x SCYKs) that do so well.

I haven't been on the forums for a month or so, and I hate theorizing with unreleased ships/cards, but I also quickly realized that fortressing is a clear possibility with 666's. My first theory was with 2 Slavers, plus both kaato and TPV with wingman. That way, only the wingmen have to bump the big ships and the slavers both use 0 red with outlaw techs. You can also get 3 YV-666's in a corner, bossk being one with wingman.

Although as others have pointed out, there are doubtless counters to this, and more importantly, you truly are a scumbag if you play this competitively.

I honestly don't think its that big of a deal, Its easily countered by multi ship lists that are played well so the builds hurt the most by it are fat turrets which is fine by me. Anything that is capable of causing ion or adding an additional stress **** them hard and if you have more then two ships that can pull their weight in a list you can focus fire them down without that much difficulty given their lack of defensive upgrades and low agility. Not to mention their extreme vulnerability to the now much more cost effective proton bombs.

I know, 1 year is past but I was considering the Fortress option with new scum toys:

YV-666: · Moralo Eval (34)

Heavy Laser Cannon (7)

Outlaw Tech (2)

· Dengar (3)

· Latts Razzi (2)

Feedback Array (2)

Lancer-class Pursuit Craft: · Asajj Ventress (37)

Wingman (2)

Gyroscopic targeting (2)

K4 Security Droid (3)

· Shadow Caster (3)

Feedback Array (2)

Black Market Slicer Tools (1)

-- TOTAL ------- 100/100p. --

First of all, Dengar. Moralo then can punch pretty hard with Dengar+Focus (by OutlawTech). You now get a reroll modification "near" to a TargetLock.

Then: the Lancer. We have another ship with a 180' arc, and full of new nasty rules that can affect the enemy.

K4 security droid of course, for the sake of the economy action. You can bump with a 3 hard green, so you keep your free target as bossk do.

But I was thinking...3 hard? Gyroscopic is a must have. Just to be free to rotate your arc if necessary (you see, if you have just 1 enemy to your front arc and you want to bring him stress+tractor). It's free, so why not?

Shadowcaster and Asajj brings to you a new dimension of the fortress: now you can stress, and/or tractor an enemy. That's push your Fortress archetype to a new level.

Feedback arrays are in to any one want to bump you.

LattsRazzi and BMST just because I have 3 points left (BMST because I can have the opportunity to "leave" the Fortress setup and that's all).

With the mobile arc you can even study a different bump-position with Asajj. You just need to bump with a 3 maneuver (not so hard with 2 big ships).

I have to try this!

Edited by Cerve