Are two max hit primaries enough anymore?

By slowreflex, in X-Wing

I find myself steering away from putting ships that can only get two maximum hits, unless they have some shenanigans like Wampa. I'm pretty new to the game though. Are these still viable as when I've tried with them, I struggle to break through the defense unless I'm very lucky (or it's a Decimator).

BTW, I'm not counting those ships that don't mainly use their primaries.

Edited by slowreflex

Crack shot TIE Swarms are still relatively competitively viable and successful.

Crack shot TIE Swarms are still relatively competitively viable and successful.

Which is in large part true because crack shot basically makes them be not a 2-attack primary until after it's spent.

Not in this meta. I don't know that I would say "anymore". The right pressure on the meta could swing it back.

Two dice was never enough against three dice evades.

two dice max is only the HWK, as far as im aware even Ties have a max of three thanks to R1 Bonus so no, 2 max is not enough

two dice max is only the HWK, as far as im aware even Ties have a max of three thanks to R1 Bonus so no, 2 max is not enough

Fair Point. I meant without range modifiers though. :)

Many people on the forum bring up the point you're raising: 2 attack ships are not especially threatening unless they have a gimmick and/or attack en masse. This is typically why many people are hesitant about using the A-Wing, Z-95, both versions of the TIE Advanced (minus Vader and the Inquisitor), Bomber, turretless Y-Wings and especially the M3-A. Oftentimes unless they are filling a role of cheap filler or again, a gimmick role, they aren't really what people would justify as strong ships because of their lacking sustained fire.

Now are the ships I just mentioned bad because of these reasons? Not really, they just happen to have a weakpoint that has a tricky time working out in 100 point games unless flown spectacularly or the red dice they have are exceptionally lucky. When it comes to these ships they really have to take advantage of either great positioning, lucky green dice, somewhat expensive ordnance attacks (the latter two items being highly luck based) or a combination of all of those.

So hopefully that gives you a somewhat better idea of the hesitation people have with them! Ultimately play the game to have fun, and don't always listen to us on the forums, knowledgeable as some of us are. :3

A lone regular Joe tie fighter, a wing, or z 95 isn't a terrible buy. Sure they might be smoked in a round, but those 2 dice after your other guys have shot and burnt the enemy's tokens will surprisingly come through for you. Plus blocking.

Nah, 2 dice attacks are fine. You just have to get into favorable positions and make the most of your dice. That comes with big picture state of game stuff.

In a vacuum, a z-95 is never going to touch a fully tokened soontir.

But 3-4 of them will.

the amount of high health ships make me not like 2die ships anymore. Especially when those high health ships STILL have evasion on their side (uboats...).

im fine with TIE fighters since theyre so cheap but i rarely ever field anything else with 2 die. I dont count tie adv because of the sensor upgrade.

In a vacuum, a z-95 is never going to touch a fully tokened soontir.

Aren't they always in a vacuum?

I'm in the camp that a two die primary isn't enough without Crack or something to boost it.

However, I've always found it funny how people talk about TIEs going pop and three agility being meh but in other threads three agility is this impenetrable wall.

its primarily 3 agility with a token. Focus or evade. 3 agility can dodge quite a bit but usually the ships that have it are sooooo squishy that a single wiff spells death. Afaik the Defender is the only 3agi ship with good durability too. TIE/fo and TAPs have 4 total health and 3 agi but even they fall pretty fast once you wiff a roll.

its primarily 3 agility with a token. Focus or evade. 3 agility can dodge quite a bit but usually the ships that have it are sooooo squishy that a single wiff spells death. Afaik the Defender is the only 3agi ship with good durability too. TIE/fo and TAPs have 4 total health and 3 agi but even they fall pretty fast once you wiff a roll.

Yeah, for 3-agility ships we have the following breakdown:

3 h/s: TIE Fighter, TIE Interceptor, M3-A Interceptor

4 h/s: A-wing, TIE Adv. Prototype, TIE/fo Fighter, EDIT: Protectorate Starfighter

5 h/s: StarViper, E-wing, EDIT: TIE Advanced

6 h/s: TIE Defender

8 h/s: Aggressor

Did I miss any?

Edited by Budgernaut

2 Attack ships have been out of the meta for at least two Waves now, with notable exceptions:

Inquisitor, Crack TIE/A-Wing, Omega Leader, Wampa, Torp-Carrying Scouts

mini tie advanced swarm with accuracy corrector rocks

mini tie advanced swarm with accuracy corrector rocks

Crack shot TIE Swarms are still relatively competitively viable and successful.

Which is in large part true because crack shot basically makes them be not a 2-attack primary until after it's spent.

2 attack dice ships =/= 2 attack dice with Crackshot. When people say that 2 attack dice ships or generics in general are useless, obviously we don't mean Crackshot or ATC ships.

Edited by ParaGoomba Slayer

I was worrying along somewhat similar lines myself, but mainly about 0-1 Agility dice ships. Relying on soaking damage is not a fantastic strategy when highly accurate 4 dice attacks that ignore range modifiers are flying around.

We asked for this, ladies and gentlemen. We wanted an ordnance fix.

I was worrying along somewhat similar lines myself, but mainly about 0-1 Agility dice ships. Relying on soaking damage is not a fantastic strategy when highly accurate 4 dice attacks that ignore range modifiers are flying around.

We asked for this, ladies and gentlemen. We wanted an ordnance fix.

Those highly accurate 4 dice attacks were necessary. The game was filled with obnoxious regen, the Imperial version of regen where you have just flat out invincible ships that never take damage in the first place, and fat turrets with 13 health that can cancel 3 damage a turn automatically.

The wave 4-7 power squads are to blame for U-Boats being OP.

2 Attack ships have been out of the meta for at least two Waves now, with notable exceptions:

Inquisitor, Crack TIE/A-Wing, Omega Leader, Wampa, Torp-Carrying Scouts

Inquisitor only counts by the barest of technicalities.

2 attack ships have always been swarmers - and the key to flying a swarm is to get multiple shots on target, and range-1 shots on targets.

Where we don't have space is for a non-swarming 2 attack gun. Hence the TIE/adv, TAP, and non-crack-GSPs not getting very far, and why Jake is now so heavily flying Prockets: It can work, but you have to emphasise the value proposition for it to do so.

In the current ace-heavy, ordinance-friendly meta, crackshot helps emphasise this even more, hence the rise of crackswarms in all their wonderful configurations: Getting even two or three on target can have the weight of fire to punch through an ace where you'd have needed half the squad, previously. It might only work once, but against an ace, once is all you need.

easy answer is

nope!

unless you cheat

crackshot

omega leader (with juke)

and the inquisitor

cheat like crazy

Tie/sf and ARC as well ;)

One of my absolute favorite lists to fly (i.e. Most comfortable) includes 3 ships with 2 ATK but they have some strong "denial" tactics.

Zertik Strom, VI, title, AC

Dark Curse

Omega Leader, Juke, Comms

Carnor, PtL, AT

Granted, without all the annoying abilities like Carnor, or denying range bonuses, spending focus/evade tokens, and juke, it would be difficult. But I will say, Acc Correctors is great for making sure your two dice are both hits :)

Edited by piznit

i love the juking/AC Vader build.

Auto 2 hits w/ a juke and you also have a free action for boost/barrelroll just in case. Technically works for all the tie/adv but they dont get the freedom of movement Vader does.