How to understand cards, builds and ships

By Newguy1984, in X-Wing

OK I been playing sense wave 1 I still not crasping how some up grades work and combo with ships to make ship better. Also like why are tie fighters and like called arc dodgers and b wings called busters. Is there a place I can go to find more info on this stuff and how it works.

Also I only play against my brother and my self dont have a club our group

Edited by Newguy1984

Any thing guy really like the games been watcching battle reports on line just a lot going on the I dont grasp

The pinned thread that's linked above should help some.

As far as sorting out how combos work... That's just something you learn by being exposed to lots of combos, it's a learned skill that you get by being exposed to them. So if you only play with your brother you may not get exposed to many.

What may help is looking through the X-Wing Squad list forum here and see how other people had put together their lists and what other people said to help tweak the lists, that may help you understand the combos and such better.

The pinned thread that's linked above should help some.

As far as sorting out how combos work... That's just something you learn by being exposed to lots of combos, it's a learned skill that you get by being exposed to them. So if you only play with your brother you may not get exposed to many.

What may help is looking through the X-Wing Squad list forum here and see how other people had put together their lists and what other people said to help tweak the lists, that may help you understand the combos and such better.

Like you i have been in since the beginning but have not played competitively (will be soon. Going to the System Open Series and need to get some practice in.). Also like you i only played with my brother. Learned alot of useful things by reading the forums and watching battles at Worlds via youtube. Now both my brother and i are what i call 'competitive casual' players. We play casually with tournament lists. Anyway i digress. Read up on the forums and watch some battles (the ones with Paul Heaver are some of the best to watch imo)

I have been thru squad thing what I dont get is how the combos work like how does sontir fel combo works and why its the go to build

I have been thru squad thing what I dont get is how the combos work like how does sontir fel combo works and why its the go to build

I might not be understanding what you're asking since soontir doesn't really 'combo' with anything but here goes.

The 'standard' soontir is push the limit, autothrusters, royal guard tie, and stealth device. This has become standard because soontir costs 35 points (for that build) and only has 3 hull. He needs to earn back his points by being more survivable than 3 hull points suggest. The two ways to stretch out how much health you have are 1) don't get shot at or 2) dodge every hit that comes at you. Soontir excels at both from any standard attack. Pilot skill 9 is often the highest skill in a game so soontir watches where the enemy goes and can adjust to avoid getting shot (dodging the arcs of enemy ships) at will with his built in boost and barrel roll. Push the limit allows him to have access to both of those repositioning actions in 1 turn for the cost of 1 stress, and when he gets that stress he gets a focus from his pilot ability. This also means soontir can 'turtle up' to have a lot of modification on his defense dice by taking the focus action, using push the limit to take an evade action, then be assigned a second focus token from his pilot ability and the stress. When rolling 4 attack dice minimum (3 naturally + stealth device) and having focus and evade open for defense he is very hard to hit even if your attack has 4 successful hit results. Soontir also can do the best of both options by using 1 action to reposition, using push the limit to evade, them get a focus from his pilot ability.

Combining how frustratingly hard he is to hurt with the fact that he has a good variety of options to clear stress, most important being the 2 hard turns which are green, soontir can become a premium late game ship.

I have been thru squad thing what I dont get is how the combos work like how does sontir fel combo works and why its the go to build

Just dissect the card abilities individually.

You have-

Soontir Fel's pilot ability

Push the Limit ability

Autothruster's ability

Stealth Device ability

The latter two abilities are just icing on the cake. The main "combo" is between Soontir's ability and Push the Limit. Now here are those abilities.

Soontir Fel- When you receive a stress token, you may assign 1 focus token to your ship.

Push the Limit- Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.

So... Do you see the combo now, or not? If not, I think you probably need to read over the rules of the game a bit more to get a clearer understanding of the game mechanics.

I have been thru squad thing what I dont get is how the combos work like how does sontir fel combo works and why its the go to build

I might not be understanding what you're asking since soontir doesn't really 'combo' with anything but here goes.

The 'standard' soontir is push the limit, autothrusters, royal guard tie, and stealth device. This has become standard because soontir costs 35 points (for that build) and only has 3 hull. He needs to earn back his points by being more survivable than 3 hull points suggest. The two ways to stretch out how much health you have are 1) don't get shot at or 2) dodge every hit that comes at you. Soontir excels at both from any standard attack. Pilot skill 9 is often the highest skill in a game so soontir watches where the enemy goes and can adjust to avoid getting shot (dodging the arcs of enemy ships) at will with his built in boost and barrel roll. Push the limit allows him to have access to both of those repositioning actions in 1 turn for the cost of 1 stress, and when he gets that stress he gets a focus from his pilot ability. This also means soontir can 'turtle up' to have a lot of modification on his defense dice by taking the focus action, using push the limit to take an evade action, then be assigned a second focus token from his pilot ability and the stress. When rolling 4 attack defence dice minimum (3 naturally + stealth device) and having focus and evade open for defense he is very hard to hit even if your attack has 4 successful hit results. Soontir also can do the best of both options by using 1 action to reposition, using push the limit to evade, them get a focus from his pilot ability.

Combining how frustratingly hard he is to hurt with the fact that he has a good variety of options to clear stress, most important being the 2 hard turns which are green, soontir can become a premium late game ship.

Fixed that for you. But yea what he said.

Edit to add - then when you add that auto thrusters will change 1 blank to an evade if you are at range 3 or out of arc and combo this Soontir with Palpatine who can change any 1 die on a friendly ship and you have a ship that can have 4 - 5 evades every time he is shot at. Very frustrating.

Edited by bgrelle

I have been thru squad thing what I dont get is how the combos work like how does sontir fel combo works and why its the go to build

Tokens like Focus, Evade and Target Locks provide big benefits in the game so ships that can gain multiple copies of these tokens gain an advantage, quite a lot of an advantage in some cases, over those that cannot.

Soontir Fel gains an extra Focus token whenever he receives a Stress token. Stress is normally considered a penalty token. So a good way to exploit this ability is to give him some upgrade card that gives him a bonus in exchange for Stress as he then gets the bonus from the upgrade as well as from his ability.

The most popular card for this is Push the Limits which gives a second action in exchange for a Stress token. This means Soontir can take an action (normally Evade), use PTL to take a second action (often Focus), he then gains a Stress token and his pilot ability triggers giving him another Focus token. This means Soontir can take the equivalent of 3 actions where ships without upgrades can normally only take 1.

The other upgrades normally taken on him are "Royal Guard" (allowing him to take 2 modifications), a Stealth Device (to improve his agility) and Autothrusters (to help fix agility result when he rolls poorly). Stealth Device stacks with his Focus tokens since the more dice you roll, the more likely you are to get "Eeyeball" results that you can flip with Focus tokens. Autothrusters is there for insurance in case you roll badly as it can turn one blank result into a dodge result at long range or out of arc.

Lastly, Soontir's ship (the Tie Interceptor) has lots of Green moves on his dial making it easy for him to remove the Stress tokens he has picked up on previous turns and so function freely.

Card combos work by using the bonus from one to trigger the bonus of another (or even multiple others). There is no magic, it is mainly experience from playing cards together to find which combos works on which pilots. Fortunately, this forum has lots of X-wing players swapping ideas so good combos tend to be found relatively quickly when new ships/cards are released. Spend some time reading the Squad List forum and look for combos that crop up quite often. Then check these cards and work out how they interact.

For a while, you may just copy and paste other people's lists but over time, you will develop the knack for understanding which cards work well together. From there you will learn how to build effective squads as different pilots either compliment each other or cover each other's weaknesses.

Have fun and fly casual. ;)

EDIT - Ninja'd :ph34r:

Edited by Karhedron

I guess i use cards wrong because i normal just fly straight at each other shoot do k turns then fly straight at each other again.

I been watching battle reports and man do they fly and play way different then I ever have

Ya I still dont see a lot combos and how they work guess I need to keep learning some how

I have been thru squad thing what I dont get is how the combos work like how does sontir fel combo works and why its the go to build

The thing with the combos is breaking the rules of the game. The rules of the game are you get A maneuver and A action. When you start piling on upgrades you can start breaking that.

This is "action economy." Action economy is why Push The Limit is so popular. Instead of just a target lock, or just a focus, or just a barrel roll or just an evade or just a boost Soontir can Barrel Roll, Push the Limit, Boost taking a stress and getting a Focus. He can get three actions where other ships are only getting one. And since he has so many green maneuvers and has the boost and barrel roll the stress isn't a problem for him.

So the whole thing with combos is primarily being allowed to do more than make just a single maneuver and take a single action. It isn't just doing Thing A. It is doing Thing A and also being allowed to do Thing B and then also being allowed to do either Thing C or Thing D.

The very first squad build that demonstrated the importance of synergy and action economy to me was the rebel XXXY build with:

  • Garvin Dreis [After spending a focus token, you may place that token on any other friendly ship at Range 1-2 (instead of discarding it).]
  • Dutch Vander [After acquiring a target lock, choose another friendly ship at Range 1-2. The ship may immediately acquire a target lock.]
  • Biggs Darklighter + R2-D2 [Other friendly ships at Range 1 cannot be targeted by attacks if the attacker could target you instead. + After executing a green manoeuvre, you may recover one shield (up to your shield value).]
  • Rookie Pilot

Every turn both Garvin and Dutch got focus and TL without the risk of being shot because of Biggs... and It was the Rookie that actually killed everything as he shot last.

After this it was simply a case of thinking up ways to get different pilots and upgrades to work. Some with great success and others... mmyeh not so great but appear to be wicked on paper but are just too situational.

I guess i use cards wrong because i normal just fly straight at each other shoot do k turns then fly straight at each other again.

I been watching battle reports and man do they fly and play way different then I ever have

Ya I still dont see a lot combos and how they work guess I need to keep learning some how

This is known as jousting and the comparison to two men on horses riding by each other attacking then turning around to do it again should be obvious. This is very basic play and people have crunched the numbers here (statistics isn't for everyone) and can provide a very good guess at how a ship will perform in this type of fight. If you have the better jouster then this may be what you want to do but if you don't then you need to mix things up to have a better chance at winning.

For that style of fighting you probably want the TIE Defender with the x7 title on it. The title can give the ship Evade tokens to help negate any attacks that might land allowing you to use your action to boost your own attack or make your defenses even better. Having a stress free k-turn to turn around with also helps keep the efficiency going.

Am I tie interceptor kind of guy but dont matter what ships I use it always fly at each other turn around do it again

Am geting to point where I think ships need more attack dice because maybe I get in range 1 once our twice most of my fights at range 2 to 3

But seeing battle reports where people geting lots more hits then me I realize am doing something very very wrong with this game

Also how my favorite ship is played different and lives a lot longer then it does for me

Am I tie interceptor kind of guy but dont matter what ships I use it always fly at each other turn around do it again

Am geting to point where I think ships need more attack dice because maybe I get in range 1 once our twice most of my fights at range 2 to 3

But seeing battle reports where people geting lots more hits then me I realize am doing something very very wrong with this game

Also how my favorite ship is played different and lives a lot longer then it does for me

Try doing what they do on the battle reports than. If it doesn't work well for you, then maybe that's not your style. There is always /x7 Defenders for super simple, easy jousting play.

But even if I run the tlt y wing list I normal just fly right at opponent. I dont get like the arc dodgeing etc flying stuff like why are people flying like that and not heading right for there opponent ship and why are people ganging up on one ship at a time say I have 4 ships and my brother has 4 ships it each ship go after one ship aces take on aces and so on

These guys are dead-on. I've been in the game for a year I'd say and I'm learning all the time. Keep in mind the following: planning rotation.

What I mean is...

1) get interest in a ship or ships (that you have or newly acquire)

2) watch people utilize the ship(s) in person (my fav or youtube)

3) see what forums say about this ship(s) builds and learn how the combos work (this forum is my favorite, but there are others too)

4) have fun

5) try them out on the mat with your brother or friends casually

6) have fun

5) let the guys on the forum know how it went or where it didn't

6) apply feedback to your game

7) have fun

8) go back to step #1 with new knowledge and abilities in tow

Oh, I forgot the most important part: purchase ships or ships with cards you need to add to your game....collect, feed-addiction, collect, feed-addiction, repeat, hahah!

But even if I run the tlt y wing list I normal just fly right at opponent. I dont get like the arc dodgeing etc flying stuff like why are people flying like that and not heading right for there opponent ship and why are people ganging up on one ship at a time say I have 4 ships and my brother has 4 ships it each ship go after one ship aces take on aces and so on

I think I'm getting trolled here, but I'll respond anyway.

The reason you want to gang up on one ship is because the faster you remove a ship from your opponent, the more you restrict his/her options. The more their options are restricted, the easier it is for you to get in an advantageous position (like being able to shoot at them when they can't shoot at you).

Also, as you remove ships from the board, you remove your opponent's overall firepower. If you each have 4 ships and your opponent attacks a different one of your ships with each of his, he may put some damage on each of your ships. However, if you focus on just one of his ships, you have a good chance of destroying it outright. That means that in the next round, you have 4 ships vs. his 3. Sure, you have some damage on each of your ships, but now that he has less firepower, he is not as likely to take a ship out.

The TLT Y-wing is a perfect example of a ship that doesn't need to fly straight at the enemy. You have a 360-degree turret, so make use of it! If you fly around the battlefield, you can shoot at other enemies without having them in your firing arc and without you being in their's. This means you have more chances to deal damage without taking damage, which is one path to victory.

I dont get like the arc dodgeing etc flying stuff like why are people flying like that and not heading right for there opponent ship

Because if you can get a ship in your arc, but out of their arc, you can fire on them without them shooting back. This gives you a huge advantage.

and why are people ganging up on one ship at a time

If done right, you can eliminate the biggest threat the other guy has quickly, and then move on to the next biggest threat, which again can give you a huge advantage.

But even if I run the tlt y wing list I normal just fly right at opponent. I dont get like the arc dodgeing etc flying stuff like why are people flying like that and not heading right for there opponent ship and why are people ganging up on one ship at a time say I have 4 ships and my brother has 4 ships it each ship go after one ship aces take on aces and so on

Maybe what you need to look up is some other games about dogfighting aircraft. Also you might just look up some books and such on the subject or check out a series like this: http://www.imdb.com/title/tt0906873/

Maybe play a videogame like IL-2 Sturmovik.

You seem to be having a conceptual issue or a paradigm issue well before you even get to all of the upgrades and combos and what have you. You need to get out and play with some guys other than each other. You might also think about trying some other games that will teach you things you can bring back to X-wing.

I know Worf is from Star Trek but remember, "There is nothing more honorable than victory."

Edited by Frimmel

If you only joust with TLT Y-Wings you are playing them wrong. Sorry but it's that simple.

I'm not sure how familiar you are with other games but if you look at ancient battles you could often break troops down one of three categories: Archers, Infantry/Spearmen, Cavalry. This is paper, rock, and scissors. Archers would ideally easily defeat spearmen as they could attack at range and keep the spearmen away but they were vulnerable to fast cavalry which could close with them quickly and possibly bring in better melee skills to wipe out the archers. Cavalry running into a spearwall on the other had often suffered terribly.

When you start looking at ships in X-Wing you need to learn that ships can't all be run the same way successfully. You shouldn't fly a Decimator the same way you'd fly a Firespray or Defender even if both cost a similar number of points. A TLT Y-Wing and TIE Interceptor are pretty much polar opposites in how they need to be used if you want success.

Newguy1984 if I might ask: How old are you? Where did you learn to play? What other strategy games have you played?

Am 32 am self taught I have played warhammer 40k axis and allies minnys and many board game but I normal play my brother and we play far and fun . only game i played with a groups was 40k and I dont like that way of playing to be jerks and asshats and no fun

Am 32 am self taught I have played warhammer 40k axis and allies minnys and many board game but I normal play my brother and we play far and fun . only game i played with a groups was 40k and I dont like that way of playing to be jerks and asshats and no fun

Intercepters play like Tau- they love to fight from a distance, and do NOT like people charging up in their faces.