Are two max hit primaries enough anymore?

By slowreflex, in X-Wing

Two dice must be swarmed or have something like accuracy corrector, Crackshot or juke. I played a game last night using 3 advanced with AC + Vader using ATC against a BXXA+Zeb and it worked great. It's very hard to consistently evade 2 damage with any ship. AC on an advanced makes it a really good ship on offense and defense. I don't think it gets tons of play competitively because it isnt a fast killer like a 3 dice ship can be. I personally love regular Ties and the Tie Advanced. If not running something like AC you need enough ships to strip defenses with the first attack then land damage with the rest. Howlrunner is still quite potent as seen in some of the recent tournament results.

Two dice must be swarmed or have something like accuracy corrector, Crackshot or juke. I played a game last night using 3 advanced with AC + Vader using ATC against a BXXA+Zeb and it worked great. It's very hard to consistently evade 2 damage with any ship. AC on an advanced makes it a really good ship on offense and defense. I don't think it gets tons of play competitively because it isnt a fast killer like a 3 dice ship can be. I personally love regular Ties and the Tie Advanced. If not running something like AC you need enough ships to strip defenses with the first attack then land damage with the rest. Howlrunner is still quite potent as seen in some of the recent tournament results.

Even Accuracy Corrector is going to have a rough go of it against 3 agility. I love 3 Tempests and Soontir as a "hammer and anvil" list, but even back in Wave 7 it didn't really have enough offence. If you played, f'rinstance, a TIE swarm it was a pillow fight. God help you if you run into a proper Wave 8 crackswarm - they'll eat you alive.

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.

Unless a certain someone is flying that TIE....and then he's going to evade very single shot without modifiers :P

I think the advent of the super cheap tank has relegated 2 dice primary attack ships to the filler pile. Since Wave 7 we've seen the K-wing, Punisher, U-Boat, Ghost (relatively speaking it's quite cheap), and with Wave 9 coming, we're going to see the ARC-170.

That being said, 2 dice attack ships work best with concentrated fire. As blockers, with Crackshot, in Swarms, or as missile boats with Guidance Chips. I just went back and revisited an old list of mine with 5 Z-95's. 3 Tala's, Blount, and Cracken. The old list had Blount running an Assault Missile, Cracken with Clusters, and everyone else running with Concussion Missiles and Munitions Failsafes. Now with Guidance Chips, I still have Cracken using Clusters (just for the extra action to pass off), but Blount is running Thread Tracers (which NEVER MISS), and everyone else running Chips with Concussion Missiles. 5 Z-95's are nothing to sneeze at. And with 4 damaging missiles, I'm not so terrified of Double VCX Hit Point Tank Lists, or U-boats (as Everyone in this list attacks before the Contracted Scout). Is it a competitive list? Who knows? But, it's guaranteed to put some hurt on, and in one round, I'm almost guaranteed to either scratch a heavy hitting VCX off the board, or at least get half points right off the bat. And then I essentially have 10 dice to focus it down afterwards. Sure, one of the ships may get splashed. But in a mini-swarm, the odds are on my side.

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

5 h/s: StarViper, E-wing

6 h/s: TIE Defender

8 h/s: Aggressor

Did I miss any?

You missed the TIE Advanced and I guess we can add the upcoming Fang Fighter from Wave 9 into the list...

I once singlehandedly destroyed whisper and sensor jammer Lamda and finished off Soontir with a tie in a single match. Go figure.

1-2 of them in a list is fine

3-meh

4-you crazy?

5- I see what you did there...

6- just not enough

7-not too shabby at all

8-GREAT!

Considering a Tie swarm won the largest X-wing tournament in the world... Yeah I dont think 2 dice ships arent that bad ;)

https://www.fantasyflightgames.com/en/news/2016/6/22/imperial-victory-on-yavin/

I think the key to 2 Red attacks is to make _lots_ of them. Lots and lots of them. Even Soontir Fel will go down in a single round if he has to defend against 8 2 die attacks. This is something that makes me kind of excited for the TIE S/F- it will have the choice between putting out lots of 2 die attacks, or a a few 3 die attacks.

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.

Crack Swarm just won Yavin Open. Id say that says that 2 dice primaries can still be competitive. This is the 2nd Open event that Crack Swarm won.

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.

Crack Swarm just won Yavin Open. Id say that says that 2 dice primaries can still be competitive. This is the 2nd Open event that Crack Swarm won.

As has been noted, though, crackshot means that you're not actually a 2-attack ship any more: You're a ship with a very specific type of ordnance .

It's just a fascinating version thereof. :)

I like 2 attack dice ships because they often need you to try some trick to get their attack dice to work.

Example: Juke, Crackshot, Munitions, Bombs.

When they don't have those tricks and just hinge on throwing dice, they will struggle, for sure. However, many of them have amazing defensive capabilities to offset that or are so cheap you don't care if they really make a hit in 100% of the time.

The only one that doesn't is the Outer Rim Smuggler. That guy... is a bit sad.

Edited by CheapCreep

I can't say for certain. The landscape of xwing is so radically diverse. I will say I reluctantly stay away from the A-Wing because it just doesn't hit hard enough. Which is a shame. Some times tho, when I do fly it, it's real awesomeness comes from prockets and speed.

You're right though. There are so many ways not to avoid getting hit, specially at range 3. In a swarm it seems to work just fine. Elsewhere I remain uncertain.

Edited by wagonburner5000

One of the problems when a To-Hit and Damage roll are combined.

It either can't hit, or does far too much damage to ships that should be moderately resistant to that type of weapons.

One of the problems when a To-Hit and Damage roll are combined.

It either can't hit, or does far too much damage to ships that should be moderately resistant to that type of weapons.

That's not relevant. Why add more needless dice rolling to the game? We're not flinging rocks at one another, they're laser beams and missiles. If you get hit it hurts. So what? We should change the rules so that when you roll out three hits on four dice you have to reroll the hits? R7 Astromechs for everyone?

I know that you really really want to rewrite the rules for X-Wing, but dropping your two line revisionist rhetoric in random ass threads will not get you anywhere.

Wave 9. Mobile Fire Arc.

Heroes of the Resistance. PWT.

The game is going to stay.

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.

Do you mean Advanced Targeting Computer over Accuracy Corrector so you can Juke through the crit? In the first round it wouldn't be as effective but long term dishing out the crits would be punishing

Probably Accuracy Corrector - the two work well together because as noted, you get an evade every turn and a free reposition action. It's good for a very survivable Vader - the problem with Advanced Targeting Computer (with anything needing a target lock) is spending the action to get it. Accuracy corrector takes both dice and actions out of the attack process.

I'd agree with the majority view; a 2-dice attack isn't much to worry about. 6+ 2-dice attacks, plus or minus rerolls, crack shot and random bonus dice, can hit a ship like a woodchipper.

The amount of times I've blown up a fully kitted out Fel with 3 obsidians, well, it's enough to know they are reliable against most.

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.

Do you mean Advanced Targeting Computer over Accuracy Corrector so you can Juke through the crit? In the first round it wouldn't be as effective but long term dishing out the crits would be punishing

AC = Accuracy Correcter.

Yes i lose the crit but as Magnus pointed out it frees up mobility. He technically does "less" damage because hes usually only causing 2 hits but its ALWAYS 2 hits with a juke and he can still arc-dodge pretty effectively in the process. The damage isnt always in actual hits, Juke at that PS usually still has focus or evade tokens all over the place so it usually means im burning tokens not doing damage. If i can burn your focus on a 2die hit before the 4die hit attacks, im PERFECTLY fine with the 2die ship doing no damage lol

two die ships are still relevant. Majority of the time they are low PS or swarms, so the defender is most likely tokenless, and two hits against three naked greens is mathematically about 1dmg getting through, which is why blocking is so important for swarms. One blocks and 4 or 5 attack should result in 3-5dmg more if they are range 1, and even more with shenanigans like crack, juke, etc. Plus green dice will always **** you, no matter how many tokens you have stashed away.

It's a numbers game. Soontir is as tough as a Royal Guard once he is tokenless.

EDIT: Just to add, my tala took out Vader yesterday because my opponent ignored him and Mr. Tala kept pecking away and eventually Vader's dice failed him and KABLAMO! Tala gets a medal for greatest pilot in the galaxy.

Edited by wurms

The swarm is still very relevant, but you have to swarm to make 2 red dice ships a thing. Also you have to be a better player to play a swarm well and win in tournaments with them.

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.

Do you mean Advanced Targeting Computer over Accuracy Corrector so you can Juke through the crit? In the first round it wouldn't be as effective but long term dishing out the crits would be punishing

AC = Accuracy Correcter.

Yes i lose the crit but as Magnus pointed out it frees up mobility. He technically does "less" damage because hes usually only causing 2 hits but its ALWAYS 2 hits with a juke and he can still arc-dodge pretty effectively in the process. The damage isnt always in actual hits, Juke at that PS usually still has focus or evade tokens all over the place so it usually means im burning tokens not doing damage. If i can burn your focus on a 2die hit before the 4die hit attacks, im PERFECTLY fine with the 2die ship doing no damage lol

The thing I think most people don't think about with ATC Vader vs Juke Vader is that JV is going to strip your focus token it's just a certainty. The benefit of this might not be seen by Vader but a focus less defender just went from 5/8 evade chance to 3/8 from the first ship firing at it. That's a big drop and puts ANY ship in danger and Vader being quite effective for the price means you can still mini-swarm with him bringing 2 dice primaries into danger zone territory. That's why Howl swarms are great. They strip tokens then rip you to shreds like the woodchipper mentioned above. Nearly every time I have lost Soontir and inquis it's from being tokenless, ship like those rely immensely on that focus to be effective.

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

Aren't they always in a vacuum?

exactly

For me the big advantage of 2-attack-dice ships is that you can play more aggressively with them. They are usually very cheap so you can send them into the range 1 in-fight without any hesitation. You get your range 1 bonus more often than conventional non-ace 3-attack-dice ships.

If you're running Juke on Vader, you still want ATC. All Vader has to do is leave his TL on the ship, and then stack focus evade from then on.

Being able to force your super 3 dice through on things is better than your max hit 2 dice.

Ships with Crackshot or Juke in reality are no longer 2 attack dice ships. They're 3 dice, one of which is always a crit/hit. That's significantly better than having a natural 3 attack dice ship. And when you close to range 1, now it's 4 dice, one of which is always a hit/crit.

It's no wonder that Crackswarm and the 5 A-Wing with Crackshot list are so successful when you're flying something that is from a pure offensive standpoint, better than 6x B-Wing or Alpha Squadron or whatever.