Switching From Casual to Competetive

By Boba Rick, in X-Wing

I don't think anyone has mentioned so far that you must keep the same 3 obstacles through every round. Also, the debris obstacles from the Huge ships (the big tokens) are not legal for non-Epic games.

In terms of general advice, just make sure to check you have everything you'll need. Tokens (especially the "special" ones like extra munitions or bomb tokens), bases and stands (for both small and large bases), etc. Also rule upgrade cards like tractor beams, and special rules found only in booklets like the Ghost's docking/undocking.

Edited by Dasharr

On point #6. Not only can you cut your opponent's damage deck you may inspect its contents to ensure it's legal and Shuffle it although I may advise agaist some of the more aggressive (ie some riffle) shuffling methods.

On point #7: Points are ONLY counted when a ship is destroyed. Just clarifying but "spent" cards only count when the ship they started on is destroyed.

Already mentioned:

#2: The "winner" of the initiative duel with points or via roll determine who actually gets it.

#8: Rounds are 75 minutes. The clock will start when the TO decides it will so try to be ready.

I could also say things about measuring, triggers, and possibly other things that are considered sloppy play but they're likely to incendiary topics.

I think its more common just to flip upgrades/pilot cards face-down instead of making a separate stack. Also, players often don't deal out all the damage cards to a ship that has been killed. Most of the time this isn't necessary, but there have been a few times where simultaneous fire would have occurred had I not made my opponent deal out all the damage. Blinded Pilot during simultaneous fire can really change that whole interaction.

If this hasn't been made clear, you are required to deal out every damage card caused, even those in excess of the ship's hull.

Also, make sure your familiar with tournament scoring - MoV in particular can trip some people up. It stands for "Margin of Victory" and is calculated by adding the cost of the ships/upgrades you have remaining on the board, and the ships (and their upgrades) that you've destroyed.

Even if you aren't winning a match, it can be valuable to try and get some last minute kills in.

(And remember, you get/give half points when a large base ship loses half of its health or more)

Edited by ArbitraryNerd

#8: Rounds are 75 minutes. The clock will start when the TO decides it will so try to be ready.

Worth noting that you can go right up to the point where you've both set dials before start of round is called, but no further than that. It's usually appreciated if you can set up reasonably quickly for that reason, especially if you're playing a list that's likely to run long like a TIE swarm.

So I checked it out and this is a "premier level" "advanced structure" regional event. Is this a bad idea for me to go to? Are new people frowned upon for entering such events?

No, just let your opponent know that it's your first tournament, most folks are pretty chill, even at a regional level event.

If you updated that with the corrections 75mins, coin flip determines who chooses who gets initiative. youd have a great helper topic post worthy of being linked in the forum index MajorJuggler created.

The regional I TOed had many new players to the competive scene. All of them were excited to see it wasn't near as daunting as people try to make it seem. Just be pleasant during the game, even if it is going your way or not and take it as a learning experience. You have a question about a ruling, ask for a judge, they are there to help.

Biggest points have already been brought out, so not much else to add. Make sure you know when you are allowed to measure, outside of that, have some fun.

The correct response to "Yousa ready" is "Yousa betcha"

The only correct response to "Yousa ready?" is a fist to the face ;)

The regional I TOed had many new players to the competive scene. All of them were excited to see it wasn't near as daunting as people try to make it seem. Just be pleasant during the game, even if it is going your way or not and take it as a learning experience. You have a question about a ruling, ask for a judge, they are there to help.

Biggest points have already been brought out, so not much else to add. Make sure you know when you are allowed to measure, outside of that, have some fun.

If you don't mind..... when is that again? :-/

Also I have been gaming for around 12 yrs competitively please shower and don't over do it on smell good.

Don't see the things as exclusive. Allow yourself to run lists that aren't entirely serious some times, but always keep your instincts sharp in casual games so you can learn things for competetive.

learn how to stand properly, stand straight to ease tension on your shoulders and back, you will be leaning over heaps to move your ships. Take breaks to sit down as well. Drink water, eat and get fresh air in between matches.

Holy crap this. I ran a TIE Swarm one tournament and the entire engagement ended up in the far corner versus a Z-95 swarm. Leaning way over the table for most of the game absolutely murdered my back. I was so happy that my next two opponents tried to joust my TIE swarm because I don't think I could have done another entire 75 minutes after that.

Edited by Zefirus

Times you can measure range:

1) When one of your ships with the target lock action is performing an action, you can attempt to target lock an enemy ship. You must declare that your ship is attempting to target lock, and who you are attempting to lock on. You can then measure range between the two ships (you can sorta use this to gauge range to other ships, but you're only allowed to plce the range ruler towards the ship you're tring to lock). If the ship you were trying to lock is out of range, then you can perform a target lock on another ship, or perform a different action entirely.

2) When one of your ships is the active ship in the combat phase, it can measure range to all enemy ships in order to determine arc and distance. You can measure from your ship to all enemies before deciding who to attack. Note that if you have two ships at the same PS, you can't measure from both of your ships before deciding which one attacks first. So if you're trying to focus fire with a group of ships, you might want to fire from the furthest ship first, to make sure it can attack your desired target.

3) When an pilot ability or upgrade card has a range trigger (lone wolf, Intel agent, etc) you can check range at the time the upgrade would trigger.

The biggest thing to note is that you can't do something like check range (without target locking) and then boost or barrel roll. It's perfectly ok on a ship like super dash or the inquisitor to target lock (or attempt, if they're out of range), then use that info to decide on your boost/barrel roll options.

Prepare to get screwed by opponents with free points in their Bye rounds. Bye rounds are often giving people more points than actually playing and winning in a competitive tournament.

I was doing tournament this weekend and fell love with Asajj Ventress+Push The Limit+Latts Razzi+BMST... I would drop that BMST off to save one point, because didint use it more than two times and did no damage and was more busy to do Focus+Evade and with Latts Razzi and Pilot Skill of Ventress it is good turtle ship, lost only once the ship in whole tournament. By far my favorite in whole wave 9 at the moment, also Kad Solus was amazing, but wanna do him with Stay On Target next weeks Nationals! :)

One thing that I would recommend is study your list so you know all the skills and combinations well and dont forget your actions, they seem to be problem for some people and tournaments it is important to do them when it is your turn!! :)

Times you can measure range:

1) When one of your ships with the target lock action is performing an action, you can attempt to target lock an enemy ship. You must declare that your ship is attempting to target lock, and who you are attempting to lock on. You can then measure range between the two ships (you can sorta use this to gauge range to other ships, but you're only allowed to plce the range ruler towards the ship you're tring to lock). If the ship you were trying to lock is out of range, then you can perform a target lock on another ship, or perform a different action entirely.

2) When one of your ships is the active ship in the combat phase, it can measure range to all enemy ships in order to determine arc and distance. You can measure from your ship to all enemies before deciding who to attack. Note that if you have two ships at the same PS, you can't measure from both of your ships before deciding which one attacks first. So if you're trying to focus fire with a group of ships, you might want to fire from the furthest ship first, to make sure it can attack your desired target.

3) When an pilot ability or upgrade card has a range trigger (lone wolf, Intel agent, etc) you can check range at the time the upgrade would trigger.

The biggest thing to note is that you can't do something like check range (without target locking) and then boost or barrel roll. It's perfectly ok on a ship like super dash or the inquisitor to target lock (or attempt, if they're out of range), then use that info to decide on your boost/barrel roll options.

This is great, thank you very much.

With the new FAQ, I was thinking about going with this:

Norra Wexley (39) ARC-170 (29), R2-D2 (4), Push the Limit (3), C-3PO (3), Alliance Overhaul (0)

Jan Ors (31) HWK-290 (25), Adaptability (0), Twin Laser Turret (6)

Warden Squadron Pilot (30) K-Wing (23), Extra Munitions (2), Homing Missiles (5), Long Range Scanners (0), "Chopper" (0)

OR

Norra Wexley (43) ARC-170 (29), R2-D2 (4), Push the Limit (3), Kyle Katarn (3), Alliance Overhaul (0), Engine Upgrade (4)

Jan Ors (31) HWK-290 (25), Adaptability (0), Twin Laser Turret (6)

(26 points of something...not Biggs - what do you recommend?)

Edited by Boba Rick

Tail Gunner on Norra (although 3PO can be good for defense if you are leaving Biggs at home). I prefer Vectored Thrusters on her as well, it's cheaper and barrel roll can help keep enemies in the rear arc. Why no biggs? If you are set on not using him, maybe Tarn with an R7 and IA. Maybe this:

Norra

PtL, Tailgunner, R2-D2, title, vectored thrusters

Tarn

R7, IA

Jan

Draw Their Fire, Nien Numb, TLT

Gives you either a 2 point initiative bid, or you can slap vectored thrusters on Jan (or upgrade tail gunner to 3PO).