Explain to me why this fortress wouldn't work.

By gamblertuba, in X-Wing

The list is this:

Trandoshan Slaver (29)
4-LOM (1)
Zuckuss (1)
Dengar (3)
Trandoshan Slaver (29)
Gunner (5)
Hotshot Co-pilot (4)
Bossk (2)
Syndicate Thug (18)
Twin Laser Turret (6)
Total: 98
Party Bus and Hotty Bus don't leave much room in a list and don't want anyone behind them. So use a Y-wing to K-turn right in front of them and keep on bumping.

yvfort.png

Final two points could be salvaged astro to help keep Y-wing alive or BlackMarkets on both buses.

So besides being boring and making you a bad person, why won't this work? What list would work well against this fortress?

It would be much easier to setup if the Y-wing just does a 2 hard turn the first turn while both buses do a 0. Another 2 hard by the Y on the second turn will cause the bump and both buses can 1 straight to clear the stress (not that it matters because you will never get an action anyway)

K-turn makes it easier for the Y-wing to disengage if you decide to. Set-up isn't all that hard to pull off.

There really aren't any safe lanes of approach for any ship that will win the dice exchange that I can think of. Dengar maybe? Would be risky.

Option C.... upgrade the syndicate Thug to Palob + TLT. Three really good targets. If you put that down on the table, you will get some serious looks of confusion and then terror.

[edit] A far more reasonable approach is to just put inertial dampeners on both so they can keep arcs for as long as possible.

Edited by MajorJuggler

Quad TLTs? Gunner and the Party Bus would both be pretty useless against one agility. Plus they're probably putting six or more damage on you per round . . . would be a tricky matchup.

Yeah, quad TLT seems like a very strong counter here. It can do sweeping passes at long range to try to prevent the further back YV-666 from even getting to shoot.

Yeah, quad TLT seems like a very strong counter here. It can do sweeping passes at long range to try to prevent the further back YV-666 from even getting to shoot.

That's a good point. But then, if you pick up on that, you just plot a straight-4 and really scare the living daylights out of those wishbones!

Alpha strike anywhere over ps2, probably deletes a slaver once in range then you do 5 damage tops(maybe a couple crits) which is not enough to kill a bomber before he gets a crack at finishing your second. So... torpscouts(even post-nerf), gamma bombers, any other alphas out there?

In that match-up though you can probably break out early instead of waiting for the brimstone.

P.S. I really like that hotshot-gunner-Bossk combo, super nasty :)

Edited by nitrobenz

Alpha the Y wing to death, weather largely unmodified shots from the Slavers, laugh.

(OK, it's a party bus and HotCoP/Bossk/Gunner, so donutting the Y and killing one of the Slavers is better)

Fortressing is generally a questionable strategy because your opponent can 100% control the engagement and line up the perfect shots.

Edited by thespaceinvader

Also the opponent might just opt to not approach your fortress at all. Happened to me once and the guy seemed fully willing to just fly from left to right for 75 minutes to get a draw.

Since then I found it better not to hold up the fortress throughout the whole game. If the opponent approaches I start coming towards him after 2 or 3 rounds which always startles them. I pair the partybus with 2 TLT-Y-Wings to make use of the 360° firing arcs for this. It gives you more options in general and especially helps with Dengar. You could drop the Hotty Bus and use Drea Renthal with R4-B11 which is pretty nasty and I also like Kavil with Wired and have him stressed throughout the whole game to get tons of rerolls.

Edited by Siddhi

Also the opponent might just opt to not approach your fortress at all. Happened to me once and the guy seemed fully willing to just fly from left to right for 75 minutes to get a draw.

Since then I found it better not to hold up the fortress throughout the whole game. If the opponent approaches I start coming towards him after 2 or 3 rounds which always startles them. I pair the partybus with 2 TLT-Y-Wings to make use of the 360° firing arcs for this. It gives you more options in general and especially helps with Dengar. You could drop the Hotty Bus and use Drea Renthal with R4-B11 which is pretty nasty and I also like Kavil with Wired and have him stressed throughout the whole game to get tons of rerolls.

That is the other option of course - just stall until a couple of rounds from the end, nuke one ship to death, run away.

Because fortressing is bad mmmkayyy...

I wouldn't say it's bad but it's quite boring and it seems to really get under some people's skin if you do it for a whole match.

If you just use it as a setup or confusion tactic for the start of the game and then dissolve the fortress it's great though!

You could give this a try:

Trandoshan Slaver (29)
4-LOM (1)
Zuckuss (1)
Dengar (3)
Inertial Dampeners (1)
Drea Renthal (22)
R4-B11 (3)
Twin Laser Turret (6)
Kavil (24)
Wired (1)
Twin Laser Turret (6)
Salvaged Astromech (2)
Total: 99
Set it up as fortress in one of the corners with the Slaver at a 45° angle and the Y-Wings bumping into it. Then let the opponent approach for 2 or 3 rounds and then dissolve the fortress. Fly directly towards the enemy ships with the Slaver and have the Y-Wings use their 360° arcs for flanking.
Kavil should get stressed right with the first move to get rerolls. Essentially every ship will accumulate stress with Drea using R4-B11 (attack roll - use TL, get stress and TL, use TL on defender's green dice, get stress and TL) and the Slaver using Zuckuss all the time. So the list is designed to not really need actions (although a focus on the Slaver is always nice) and doesn't care at all about Tactician and stress-hogs. It's also great to punch some serious damage through Dengaroo's token walls, Palp Aces and Defender lists. It's not so great against alpha strike lists though with only one green die on every ship.
Edited by Siddhi

I've done the same with 4-Lom+Asajj

...because fortresses are rubbish.

Also: Five. Cartel. Marauders.

Anything with more than 8 natural reds can just wait you out knowing they have the advantage if it goes to final salvo.

Also plenty of stuff like 4B,Z that could rock up to R3 of the Y and alpha it off the table.

I use elements of fortressing with my Fenn PartyBossk list to set up the formation and stall enemies getting f behind easily but intentionally just sitting there sounds just as lame as it ever did with double pancakes.

Because it's a scum bag tactic that'll get banned if they start seeing it become a thing.

Oh it works all right.

I've been victimized by almost that same setup.

I wasn't upset by it at all. At the time I'd never seen a fortress arrangement,and I found it sort of clever how the fella did it.

It's just another challenge to try and overcome.

I was able to slide a couple aces along the board edge just out of the slavers arc to get in close for a free shot. But it wasn't enough in the end.still a fun puzzle though

Because it's a scum bag tactic that'll get banned if they start seeing it become a thing.

While I doubt it'll be banned - Jeff Berling fortressed for a good period of time at Worlds this past weekend and nothing was even mentioned about it. I just don't see any fun in it. Why not just cut to final salvo if you're going to fortress and get it over with.

Tractor Beam the Y to clear out the traffic jam could work if the opponent brought one. Otherwise, I foresee some careful sniping going on since the opponent is in full control of the engagement range.

Otherwise, if you fortress more than three turns in a row against me, I just knock the pieces over, take a dump on the table, and strut around declaring victory. I've got better things to do.

If you're going to pull this kind of exploitationist gamesmanship, you might as well go all-in and do it with turret ships. Fortressing exists in the grey area between technically legal and unsportsmanlike conduct.

Fortressing is gaming the system, not playing game. In my opinion, gaming the system falls under "treating an opponent with a lack of courtesy or respect." [Tournament Regulations, page 3] Maybe a TO sees it that way, maybe not.

I've played couple of times with somewhat similar list, although not usually fortressing except in the beginning to stall a round or two. It was surprisingly effective, I would recommend to put the revengebot in the Y-Wing for added annoyance and extra damage.

I had the fortressing tactics in mind when I was planning the list, but then again it's very boring. I have better things to do in life than play a game where you jam your ships in the corner and let enemy decisions and dice probabilities to decide the winner.

Scoot into barely range 3 on just the Y-wing then nuke it out of existence. Run away. Make them come to you or win.

There should be an anti fortress ruling like not being able to repeat game states in other games like Go. If everything bumps one round the next round your dials must use a 3 or greater speed maneuver.