How much offense is "enough"

By Mezegis, in X-Wing

When I first strated playing, I saw it was a red dice game! I am always looking for more red dice per ship! Hence, three att draw my attention and I like to have as many of those ships on the board at one time as possible. Three-3 ATT ships is my minimum, giving 9 dice at ranges 2-3! Range one gives 12 dice maximum. Adding HLC or some ordnance helps, but I'm always looking for red dice!

What are peoples theories on this? I believe it's better not to be hit than burst your opponent down, you could fluff your rolls, that goes both ways of course. Y's, B wings etc are great attacking craft, but with 1 agility they can be taken down with a turn of concentrated fire. This could be what you want so your Ace can dance around dishing out the pain pills. Just curious on peoples thoughts on this.

In a few weeks I'll be running Palp+Aces. My shuttle stays the hell out of battle most of the time leaving me with only 5 red dice.

Bring the emperor into the fight, it's always worth it.

But yeah here are a few examples of ships that can roll 6 (or more) red dice in a single turn.

  • Gold/Thug w/Twin Laser turrets
  • Han Solo
  • Corran Horn
  • Whisper w/Gunner
Do these look familiar to anyone?
  • Kyle Katarn w/Twin Laser turrets
  • Blue Squadron w/Luke Skywalker
  • Major Rhymer w/2 Cluster Missiles and Extra Munitions
  • Emon Azzameen/Moralo Eval w/Gunner

When I first strated playing, I saw it was a red dice game! I am always looking for more red dice per ship! Hence, three att draw my attention and I like to have as many of those ships on the board at one time as possible. Three-3 ATT ships is my minimum, giving 9 dice at ranges 2-3! Range one gives 12 dice maximum. Adding HLC or some ordnance helps, but I'm always looking for red dice!

What are peoples theories on this? I believe it's better not to be hit than burst your opponent down, you could fluff your rolls, that goes both ways of course. Y's, B wings etc are great attacking craft, but with 1 agility they can be taken down with a turn of concentrated fire. This could be what you want so your Ace can dance around dishing out the pain pills. Just curious on peoples thoughts on this.

That's why burst damage (particularly early, alpha-strike burst damage) is so valuable. If you kill , say, one of your opponent's TLT Ys before it gets to shoot on Turn 1, you're basically arc-dodging every shot that ship would have taken for the rest of the game.

The offense equation is one major reason why I've gone away from the A-Wing as much as I love that little flyer and have been loving the E wing. My favorite to fly lately has been an EXXX using Etahn. hits like a truck!

When I first strated playing, I saw it was a red dice game! I am always looking for more red dice per ship! Hence, three att draw my attention and I like to have as many of those ships on the board at one time as possible. Three-3 ATT ships is my minimum, giving 9 dice at ranges 2-3! Range one gives 12 dice maximum. Adding HLC or some ordnance helps, but I'm always looking for red dice!

What are peoples theories on this? I believe it's better not to be hit than burst your opponent down, you could fluff your rolls, that goes both ways of course. Y's, B wings etc are great attacking craft, but with 1 agility they can be taken down with a turn of concentrated fire. This could be what you want so your Ace can dance around dishing out the pain pills. Just curious on peoples thoughts on this.
You know what's the easiest way not to get hit? Kill your opponent's ships.That's why burst damage (particularly early, alpha-strike burst damage) is so valuable. If you kill , say, one of your opponent's TLT Ys before it gets to shoot on Turn 1, you're basically arc-dodging every shot that ship would have taken for the rest of the game.

Arc dodging is entirely in your hands and will result in no dice being thrown, unless you're playing against dicefest pwts but as long as they're only 2 dice primaries they're about as concerning as exceptionally overpriced tie fighters

Offense is merely a leg of the best defense: not getting shot

Edited by ficklegreendice

In a few weeks I'll be running Palp+Aces. My shuttle stays the hell out of battle most of the time leaving me with only 5 red dice.

Nay fair brother, bring that majestic space beef into the fight around the middle of the board and stay in combat with it as long as possible. You then get 1) a fat blocker that can sit still for several turns between bumping 1s and stops 2) a big gun that people will ignore surprisingly often and take 3-4 dice repeatedly from the 'support ship' while they're busy chasing/fighting aces 3) if they turn on the shuttle and ignore the aces you just Biggs'd them with a 10 health ship that will usually be touching at least 1 of their ships to avoid shots and meanwhile your aces are doing 6-8 hits a turn with the quality of modification and varying range bonuses.

Bring the emperor into the fight, it's always worth it.

Knowing when and how to attack with the shuttle is huge. I definitely like that sweet spot where I know which way they are biting. I can either run with the shuttle, bring it in for more attack, or shove head on as a blocker then run past them on the other side. Lots of options. I find that I have a dozen different openings depending upon what my opponent is flying.

I don't think it is coincidental that world championships are won using three ship builds - I just think that three ships hits a sweet spot for those who know how to fly and can think strategically (baiting, using terrain, ambush, supporting fire, etc.). Three ships with three attack dice ends up being around 9 red...edited for clarity

World championships have never been won with anything less than 4 ships if I'm not mistaken

Bandit, Y,Y, Poe

Han, Z,Z,Z

Biggs, B,B,X

TIE Swarm

Amazing. I never even realized that. Although that data is pretty skewed. 3 are the same person.

Greens for show, Reds for dough. Red dice win games, and the more the merrier.

My recent list (with which I've gotten a first and a second at a pair of ~20 player winter kit events) have 8 base reds on 3 total ships (only 18 total hull). I have played with as many as 12 base reds and as few as 5-6. I don't think you can count Quad TLTs as 24 - even though technically you are rolling that many dice you max out at 8 possible actual hits, but I have played that as well.

Red dice are certainly one factor I look at when building a list, but not the only one nor even the most important. I take ships I want to fly and look like I'll have fun with, that is the first thing I consider. Sometimes I take some weird lists, just to see how it will go (FYI triple shuttles takes more skill than I had at the time lol). How much damage I can deal and how much I can take follow that.

When I first strated playing, I saw it was a red dice game! I am always looking for more red dice per ship! Hence, three att draw my attention and I like to have as many of those ships on the board at one time as possible. Three-3 ATT ships is my minimum, giving 9 dice at ranges 2-3! Range one gives 12 dice maximum. Adding HLC or some ordnance helps, but I'm always looking for red dice!

What are peoples theories on this? I believe it's better not to be hit than burst your opponent down, you could fluff your rolls, that goes both ways of course. Y's, B wings etc are great attacking craft, but with 1 agility they can be taken down with a turn of concentrated fire. This could be what you want so your Ace can dance around dishing out the pain pills. Just curious on peoples thoughts on this.

My thought is; a good offense is better than a good defense. I do not mind taking a hit if I'm delivering two hits back.

Never enough Dakka!

In terms of offence I think it is wise to focus on either burst damage, or sustained damage. A mix of the too does not seem to work well.

I got 2nd in a store championship last month with Tycho (Procket), Jake(Procket) and Dutch(Ion Cannon). While I didn't have very much sustained firepower, I was constantly able to deliver the prockets (usually with 4-5 hits because I only launched when I had TL+Focus) and I was constantly able to outmaneuver the opponents. Burst damage carried the day, even though I only had 7 red dice. If you can vaporize an enemy ship in the first engagement and not lose one yourself, you will be ahead.

(it is worth noting that I won my third game by killing Biggs then running away)

Again Burst damage can work in my experience, but you need to build your squad around it.

#AWingsForever

I don't think it is coincidental that world championships are won using three ship builds - I just think that three ships hits a sweet spot for those who know how to fly and can think strategically (baiting, using terrain, ambush, supporting fire, etc.). Three ships with three attack dice ends up being around 9 red...

edited for clarity

World championships have never been won with anything less than 4 ships if I'm not mistaken

Bandit, Y,Y, Poe

Han, Z,Z,Z

Biggs, B,B,X

TIE Swarm

I stand humbly corrected, four ships seems to be the sweet spot.

Your 4x3 red dice are impressive, but if they point towards the emptiness of the Void, what good are they?

**** Soontir Fel :P

So glade Wave 8 will make him less popular.

I don't think it is coincidental that world championships are won using three ship builds - I just think that three ships hits a sweet spot for those who know how to fly and can think strategically (baiting, using terrain, ambush, supporting fire, etc.). Three ships with three attack dice ends up being around 9 red...

edited for clarity

World championships have never been won with anything less than 4 ships if I'm not mistaken

Bandit, Y,Y, Poe

Han, Z,Z,Z

Biggs, B,B,X

TIE Swarm

I stand humbly corrected, four ships seems to be the sweet spot.

Noticed also that beside the Mighty TIE Swarm, only rebels won it.

So Rebels need 4 ships, Imperial need 8 ships ;)

Edited by Wildhorn

I've run 4x AC Tempest against all kinds of aces and ships. It's only 8 dice, but all 8 have a minimum of 2 hits every time. Focus fire with that, and green dice will fail.

Corran, Rexlar, Soontir, Jake, Poe... they've all fallen to a "measely" 2 dice ship. All due to consistency.

Wish I had that luck

The only consistent green dice failure is my own :(

The other boon of AC Tempests: defensive modifiers. Evade for days.

Rule 34: "If you're leaving scorch-marks, you need a bigger gun."

Just a little bit of wisdom from Schlock

3 attack does an average 2 damage so AC advanced are on par with an x-wing with a focus token.

Except the advanced gets to use a defensive action every turn without harming its damage output.

I don't think it is coincidental that world championships are won using three ship builds - I just think that three ships hits a sweet spot for those who know how to fly and can think strategically (baiting, using terrain, ambush, supporting fire, etc.). Three ships with three attack dice ends up being around 9 red...edited for clarity

World championships have never been won with anything less than 4 ships if I'm not mistaken

Bandit, Y,Y, Poe

Han, Z,Z,Z

Biggs, B,B,X

TIE Swarm

I stand humbly corrected, four ships seems to be the sweet spot.

Noticed also that beside the Mighty TIE Swarm, only rebels won it.

So Rebels need 4 ships, Imperial need 8 ships ;)

Dougs win was vader and mini swarm

I've run 4x AC Tempest against all kinds of aces and ships. It's only 8 dice, but all 8 have a minimum of 2 hits every time. Focus fire with that, and green dice will fail.

Corran, Rexlar, Soontir, Jake, Poe... they've all fallen to a "measely" 2 dice ship. All due to consistency.

How about IG-88? I like 4x AC Tempests against most other lists but Bro-bots with their HLC gunner shots seem like a tough match-up.

I've run 4x AC Tempest against all kinds of aces and ships. It's only 8 dice, but all 8 have a minimum of 2 hits every time. Focus fire with that, and green dice will fail.

Corran, Rexlar, Soontir, Jake, Poe... they've all fallen to a "measely" 2 dice ship. All due to consistency.

How about IG-88? I like 4x AC Tempests against most other lists but Bro-bots with their HLC gunner shots seem like a tough match-up.

Edited by nigeltastic

I've run them with cluster missiles pretty regularly, which works pretty well against anything with 2 or less greens. Proton Rockets is also something I've been fitting in lately, which gives a nice spike against meatier foes like Brobots. You won't get both down with them, but you should get one.

After that, it's down to trying to maneuver like something possessed.

One of my mates was lamenting that his Fat Han/Jake build just didn't seem to have the killing power needed to chew through quad y's, 3K, or a number of other HP heavy builds before he loses or time is called. We noted that outside of prockets, he is only naturally throwing 5 red dice a turn. When a list has 30 HP, even if he is perfect on his throws, it will take at least 6-7 rounds to chew through that much beef.

If you're playing a tanked down YT-1300 and an A-wing offense isn't really your priority. That's a list that wins by running down the clock.