need help with X-wing

By frogy84, in X-Wing

Ok so i been playing playing x_wing sense it has come out am still struggling with some things.

1. first i have i noticed it really hard to kill any thing spend whole truns just shooting and nothing happens

2. actions do the really do anything good when you can only use one a turn like i got tl and focus on a ship but you can only use one action a turn so how does stacking actions help

3. games seem to take 2 hrs to play because all we does is just spend for ever moving around chasing each other

4. some of the cards like swarm tactics and stuff don't seem to make any sense butt i see people use it a lot on online list

I think your number 2 question isn't helping with number one.

The act of taking a target lock, which is then available whenever you want is the action, not actually spending the token. So if one turn, you take a target lock on a ship, then next turn take a focus, then attack, you can spend both tokens one after the other. Always spend the target lock to re-roll blanks, then spend the focus to turn all eyeballs to hits.

There is an element of circling each other, but sooner or later you need to get stuck in. You have a higher chance of killing (and being killed) at close range. Are you taking pot-shots from range 3 all the time? Although tournament games are 1 hour or so, I find sociable games can often take a couple of hours.

Try flying some glass cannons like interceptors, a-wings or scyks. They blow up fast!

or get some B wings they blow stuff up fast!!

As for number 3, you could try to limit the game time 75 minutes, the standard for tournaments.

As for number 4, Swarm Tactics makes sense if you understand how the Pilot Skill mechanic works. So every Pilot has that big orange number on their card, called Pilot Skill, which determines when they move and when they shoot. A ship, say, Luke Skywalker with Swarm Tactics shares his 8 Pilot Skill with a friendly ship that is in Range 1.

So an example would be:

Pilot Skill will be abbreviated to PS and then the numerical value.

Luke Skywalker (PS8) and Biggs Darklighter (PS5) VS Darth Vader (PS9) and Backstabber (PS6).

In this scenario, Biggs would move first but shoot last, due to his Pilot Skill being the lowest.

If Luke and Biggs flew together within Range 1 of each other, Luke would be able to use Swarm Tactics to essentially copy and paste his Pilot Skill of 8 onto Biggs, Allowing Biggs to fire before Backstabber, because he is now treated as a Pilot Skill 8 ship for the Combat Phase.

1) shooting is stronger than defence you should be getting hits through, make sure to focus all your ships on one target until it's dead don't have them all shooting different targets.

2) you can perform one action a turn but when attacking you can spend as many tokens as you want, if you have both a focus and target lock you can re-roll and turn eyeballs into hits.

3) can't help you much here telling you to get better isn't much help, but two hours is excessive for a game.

4) you take swarm tactics on a high pilot skill ship, when combat starts you pick a ship in range it then shoots at that higher pilot skill it's pretty straight forward.

Hey Frogy

Hmmm sounds like you having a few issues:-/

1) the best way to put damage on, and eventually destroy, an enemy ship is to concentrate as much fire as possible on it and ignore any chances to shoot other ships until this is done. If you do this even ships difficult to kill will eventually succumb... Of course maximising the strength of each of your attacks and minimising the strength of the defending ship's defence (like shooting at range 1 where possible) will help...

2) you can usually only perform one action a turn. Sometimes you can perform more than one (ie using "push the limit"). During the combat phase you may use as many actions as you performed during the activation phase so if you target locked AND focussed you may use BOTH of these in the.combat phase. Note target lock is a special action that doesn't get removed during the end phase like focus/evades etc do so even if you can only perform one action during the activation phase you may be able to target lock someone one turn, not spend it and have a focus in addition to your target lock in the next turn. Having and using multiple actions in a turn is the best way of maximising the chances of your attacking (or defending) dice rolling being successful...

3) non-timed games can last a couple of hours if you and your opponent manage to either stay out of each other's firing arcs or fail to get the required numbers of hits to destroy each other when you do... If time is an issue there are several options; a) force the issue and fly aggressively - take the opportunity to get a shot at your opponent's ships even if it means they can attack you back - let the dice decide the outcome. Alternatively use the tournament practice of putting a time limit on the game (60mins is standard for a 100pt game).

4) I'd advise reading/watching tutorials on specific cards to explain how they work (the "useful links" thread is a great start for this kind of info)

Hope this helps. Enjoy your games

Thanks guys i just find this community and there's a lot i trying to learn because i stop playing 40k and trying to focus on a simpler game also i didn't know there's so much helpful info out there for this game its shocking i just wish there people around me that played but so be me and my brother having a blast

Play a few demo games for folk. It's amazing how easy it is to hook folk in. I was the only player in my area. I arranged a gaming day at my place, with space hulk, 40k and x-wing. Every single person that came is now a regular xwing player.

1: This applies to pretty much everything in the game - don't rely on the dice. Ideally, you want to be able to swing things in your favour. This is where actions come in. When attacking, the Focus token lets you change any eye results to hits, a Target Lock token lets you re-roll any number of dice results. There are plenty of other ways to modify dice results or improve your chances, but actions are the most common.

2: You can only perform one action a turn (unless you have an upgrade or ability that says otherwise), but you can spend any number of tokens - they're two different things. So an X-Wing with a Target Lock on a TIE Fighter and a Focus token can use the Target Lock to reroll any number of dice when it attacks,then use the Focus token to change any number of eye results to hits. The TIE Fighters have the Barrel Roll action, which is very important for keeping them alive - they can use the Barrel Roll to adjust their position after they move - if the X-Wing can't see them, it can't shoot them!

3: It's a matter of practice makes perfect - the more you play, the better you understand the rules, the more you understand what works and what doesn't, how to position your ships, how to cause the most damage etc. When you first start playing it might take 2 hours, but after a while your games will last more like 40 minutes. My personal record for playing a 100 vs 100 game is 12 minutes!

4: Pilot Skill is very important. A pilot with high pilot skill moves last, and shoots first - so they can react to where the other ships have moved, and attack before the enemy ships do. This might not seem that important to begin with, but think about say Mauler Mithel (Pilot Skill 7) flying against a Rookie Pilot (Pilot Skill 2). The Rookie Pilot moves first, then Mauler Mithel moves. Because Mauler Mithel knows the Rookie Pilot's final position, when Mauler moves he can then use the Barrel Roll action to take himself out of the Rookie Pilot's firing arc - which means he might be able to shoot the Rookie, but the Rookie can't shoot back. Alternatively, he could use the Barrel Roll to move forwards into Range One (allowing him to roll more attack dice) or back into Range Three (allowing him to roll more defence dice).

When it comes to Swarm Tactics and similar cards - higher Pilot Skill ships shoot first. So to go back to the earlier example of Mauler Mithel and the Rookie Pilot, say Mauler is accompanied by an Academy TIE. Normally Mauler would shoot first, then the Rookie, then the Academy TIE. In this situation, if the Rookie attacks the Academy TIE, it could be destroyed before it gets the chance to fire. With Swarm Tactics, both Mauler and the Academy TIE can attack before the Rookie does - the Rookie could potentially be the one to be destroyed before it gets the chance to attack!

I hope all this makes sense - again, the more you play the game, the more you'll pick up and understand how little things can make a big difference.

Edited by FTS Gecko

Most of us quit 40k and started x-wing so your not alone :)

Don't be afraid to ask stuff in the rules forum lots of helpful people there.

And given your mates demo games when you're a bit more confident you don't need to be a star wars fan to enjoy x-wing.

i guess the simple nature of the rules are just really confusing to me i feel like there know way it that straight forward i must be interpreting some stuff wrong. also i seem to be have a hard time finding what ships i should only get. i dont want to waste money on bad stuff like i did in 40K find out that the 5000+ i spent was a waste was the last straw in that game

Edited by frogy84

In this game there isn't really a waste of models. Some models aren't as hipper competitive as other models, but if your just starting you can fly anything and do ok. Plus everything comes with upgrades!

I just played a list with two defenders, for example. Even though they are considered "a bit over priced" (I tend to agree) I still won my game. Would I be able to take to a tourney and win? Maybe or maybe not but in casual there just fine.

So don't worry about that, buy what looks cool.

If your having trouble with the rules maybe watch FFG's video tutorial. Here is the link, then just click "tutorial": https://www.fantasyflightgames.com/en/products/x-wing/

Basically its just, plan moves, move from lowest to highest taking an action after you move, shoot from highest to lowest. Repeat. Get that down then start adding upgrades to your lists.

i dont want to waste money on bad stuff like i did in 40K find out that the 5000+ i spent was a waste

I don't think there are any ships in x-wing that are "bad". There are definitely some that are a lot harder than others to do well with, and several that really need a couple of specific cards to make them good, but nothing that is outright "bad".

Overall, x-wing is much, much cheaper than anything GW does. By and large you probably only need 1-2 copies of most ships, and that only if you want to collect everything.

Really see gw real got me feel that all games work like them and u need to keep buying the new best stuff to keep up and do any good. so feel like i should be use x ship not y ship etc

I you can still pay the rent and feed the kids buy EVERYTHING you can.

But if your budget is limited and you have friends who also own their own ships just choose one faction to play and buy those ships.

also i feel ships need way more attack dice because shooting three **** one and only geting 2 hits kind of sucks

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1. first i have i noticed it really hard to kill any thing spend whole truns just shooting and nothing happens

Just a head's up: Red Dice have more positive results than Greens, so the odds of the game tend to be in favor of offense.

That being said, here are a few things about offense that I've seen folks be confused about when they start playing:

  1. The Spending of Tokens are NOT Actions.
    You perform an action to receive a token, but there is no restriction to the expenditure thereof.
  2. Focus and Evade tokens evaporate at end of phase.
    They exist for only a single combat step at a time.
  3. Target Locks and Focus can be spent to modify ALL of your dice, not just one at a time.
    If you roll 3 blanks, you can re-roll all 3 of your red dice. If you roll 3 eyeballs, you can switch all 3 to hits/evades. Et c.
  4. You can spend tokens on attacks for which you have already spent tokens.
    If you're Target Locked on an enemy, and have a Focus Token, you can re-roll all of your blanks, then switch all of your present Eyeballs to Hits.
  5. Range Bonuses exist, but only for Primary Weapon attacks.
    A ship attacking with its Primary Weapon at Range 1 has +1 attack die to roll.
    A ship defending at Range 3 from a Primary Weapon has +1 agility die to roll.
  6. Obstructions exist, but only with Obstacles
    Ships do not obstruct attacks (without the upgrade that lets them do so).
  7. Obstructions provide +1 agility for the defender, if the line from closest-point to closest-point passes through an Obstacle.
    Multiple Obstacles do not provide multiple agility bonuses.
    Obstacles are Asteroids and Debris Fields. The former is from the Core Set, and the latter is from the Outrider and Decimator expansions.
  8. Over-Upgrading is a problem.
    A ship's efficiency tends to be at its peak while naked, particularly for new list-builders.
    Unless an upgrade specifically aids your path to victory, do not take it. Even if you don't have any other upgrade slots in its position.
    The TIE Swarm runs no upgrades, and it's a monster list, to the point where tournament rules have had to be subtly weighted against them.

2. actions do the really do anything good when you can only use one a turn like i got tl and focus on a ship but you can only use one action a turn so how does stacking actions help

Refer back to the relevant bits in my tips during Question 1.

The Action Economy in this game is a major factor. Use it well, and use it wisely.

This is a huge part of the reason why standard ordnance (Proton Torpedoes and Concussion Missiles) are considered to be bad: You have to spend a Target Lock to fire the thing, without using that Target Lock to boost the damage of the attack!
For a 3 attack ship like the titular X-Wing, the difference between 4 attack dice with a minor modifier, vs 3 attack dice with a major modifier, is so miniscule as to render the cost of Torpedoes to be practically unplayable.

3. games seem to take 2 hrs to play because all we does is just spend for ever moving around chasing each other

Practice. Flying.

No, seriously. Throw some asteroids on a table, and learn how to maneuver around them swiftly and easily. 2 hour games are not the norm for 100 point lists, but are common enough for new players.

4. some of the cards like swarm tactics and stuff don't seem to make any sense butt i see people use it a lot on online list

Swarm Tactics manipulates the order in which ships shoot.

Specifically, the order determined by Pilot Skill, which normally goes thusly.

  1. All dials are set.
  2. Each ship of PS 1 activates (move + action).
  3. Each ship of PS 2 activates
  4. (((Et Cetera)))
  5. Each Ship of PS 8 activates
  6. Each Ship of PS 9 activates
  7. Combat Begins
  8. Each ship of PS 9 attacks
  9. Each Ship of PS 8 attacks
  10. (((et c.)))
  11. Each Ship of PS 2 attacks
  12. Each Ship of PS 1 attacks
  13. Remaining Focus and Evade tokens are removed.

Swarm Tactics moves one friendly ship from the PS X block to the higher PS Y block, if the PS Y pilot has it equipped.

Like, if Darth Vader has it, and is flying near an Academy Pilot, that AP gets to attack at a PS 9, rather than its usual PS 1.

Having difficulty with PS understanding might also indicate part of the cat-and-mouse issues you're having with Question 3: Remember that all dials are set in secret during the Planning phase, and then they're revealed via Pilot Skill during Activation.
That means that you don't know where your opponents' ships will be while you're planning your maneuver, and that you have to stick to your planned maneuver when you go.

i i just played a test game off one on one both x wing and i just dead nothing but ran a test of how long it takes to kill one it took 5 turns of shooting with a average of one hit on 3 diec range 2 our more and at range 1.5 even doing the focus/tl thing it just seems like i need more attacks. like i love my decimator but with 3 attack it a joke i really bought it think it have 5 our more attacks like my brother wont use flacon because of it crapy attack

i i just played a test game off one on one both x wing and i just dead nothing but ran a test of how long it takes to kill one it took 5 turns of shooting with a average of one hit on 3 diec range 2 our more and at range 1.5 even doing the focus/tl thing it just seems like i need more attacks. like i love my decimator but with 3 attack it a joke i really bought it think it have 5 our more attacks like my brother wont use flacon because of it crapy attack

Only one ship in the game has more than 3 attack at base: the TIE Phantom.

3 attack is really good, honestly.

Each attack die has 4 sides of 8 that result in damage, so if you're modifying your attacks properly (with Target Lock or Focus each giving you 3/4 odds of damage per die, or together 15/16), you should be doing quite well before the opponent cancels with greens.

And greens only have 3 sides of 8 that result in success, so each rolled damage is likelier than not to get through.

... I am really quite sure you're doing something wrong, and do not know how to fix it through these forums.

Do you frequent a Game Store often? One of us might frequent the same one, and be able to help you in person...

I live in Randall mn go to stcloud ever now and then but i have not met any one that plays