How to understand cards, builds and ships

By Newguy1984, in X-Wing

I guess I really dont see it because a y wing should all ready be making 2 attacks one for turret and one for ship but nope you can't do that

That a house rule me and my brother been toying with is if a ship has a primary attack and get another attack from missile's turret cannon etc it should be able to do both attack's

Actually, you can with the BTL Y-Wing title out of the Most Wanted expansion. Except that it locks the turret to the forward arc.

I guess I really dont see it because a y wing should all ready be making 2 attacks one for turret and one for ship but nope you can't do that

That a house rule me and my brother been toying with is if a ship has a primary attack and get another attack from missile's turret cannon etc it should be able to do both attack's

That's a pretty serious houserule that GREATLY changes the balance of things. There are titles for the Y-Wing and Defender that allow for something similar to that; the Y-Wing title locks the turret into the forward arc taking away one of it's greatest benefits while the Defender only works for cheap cannon slots and was also intended as a "fix" for what was an overpriced ship to begin with.

With a houserule allowing the use of the primary and all secondaries during a single attack you really should see things blow up. You wonder why a lot of torpedoes/missiles aren't used and that is because they aren't close to cost efficient when compared to just using the ship's primary but if you could throw them in addition to the primary then they become so much better that some of the more recent upgrades could be seen as broken. I wonder how someone would feel if they were on the receiving end of a 3 die primary, 4 die HLC, and a 4 die torp and missile all from one attack?

When it comes to houserules I'd tell you that you really should stay away from them until after you understand a game system and how the parts interact. In X-Wing knowing that interaction means understanding how various upgrades work and why they get used.

Only reason we even thought of it was because how hard it is to kill anything in this game. And why would a ship not be allowed to make at lest 2 attack if its got 2 guns and our missile's our torpedoes.

Only reason we even thought of it was because how hard it is to kill anything in this game. And why would a ship not be allowed to make at lest 2 attack if its got 2 guns and our missile's our torpedoes.

I'll repeat myself. You're finding it hard to kill things because you're not making use of upgrades and dice modifiers. Without using TLs & Focus to change your dice, or other upgrade options, you're reliant on pure luck with your rolls. Part of the core mechanics of this game is maximising your firepower whilst minimising your opponent's defence. Upgrades and Dice Mods are a key element of this part of the game.

As to the why of your question? Because balanced game mechanics win out against fluff every single time.

Edited by Dr Zoidberg

Only reason we even thought of it was because how hard it is to kill anything in this game. And why would a ship not be allowed to make at lest 2 attack if its got 2 guns and our missile's our torpedoes.

I'll repeat myself. You're finding it hard to kill things because you're not making use of upgrades and dice modifiers. Without using TLs & Focus to change your dice, or other upgrade options, you're reliant on pure luck with your rolls. Part of the core mechanics of this game is maximising your firepower whilst minimising your opponent's defence. Upgrades and Dice Mods are a key element of this part of the game.

As to the why of your question? Because balanced game mechanics win out against fluff every single time.

Luke with R2-D2 + Lone Wolf + IA is solid in late-game imo :P

Only reason we even thought of it was because how hard it is to kill anything in this game. And why would a ship not be allowed to make at lest 2 attack if its got 2 guns and our missile's our torpedoes.

I'll repeat myself. You're finding it hard to kill things because you're not making use of upgrades and dice modifiers. Without using TLs & Focus to change your dice, or other upgrade options, you're reliant on pure luck with your rolls. Part of the core mechanics of this game is maximising your firepower whilst minimising your opponent's defence. Upgrades and Dice Mods are a key element of this part of the game.

As to the why of your question? Because balanced game mechanics win out against fluff every single time.

True, like what he said, sometimes I just get horrible dice rolls(5 red dice, roll 4 blanks and 1 focus). Normally, this would result in me giving up/the opposing X-Wing not blowing up. But thanks to a Target Lock reroll of the 4 dice and a focus token, I managed to get 4 hits (got two cancelled) and ended up removing the X-Wing's shields. :) So in the end, I reiterate, damaging ships in X-Wing(whether jousting or not) can mostly only be done by dice modifications(not all of us are as lucky)... Which either come in Actions, or EPTs or some other type of card. Soooo, that leads to combos to help either the ship survive or explode things faster before it explodes.

Btw, I've never gone to a tourny and just play with my friends:P We usually just have fun and try to create a good list (combos) with the best of our ability(making it fair), without bringing something that more often than not can't be easily countered and won by ppl who just started 3 months ago(manaroo/palp/more than 1 rebel regen droid in a list is banned :P)

Ya even just practicing against my self using traget lock and focus I still find it hard to kill stuff. I really dont see what I doing wrong at range on with all mods I still getting if a lucky 2 hits

Ya even just practicing against my self using traget lock and focus I still find it hard to kill stuff. I really dont see what I doing wrong at range on with all mods I still getting if a lucky 2 hits

Should we ask what you mean by "2 hits" because if you're getting that much damage through the target's Defense rolls that's pretty good.

If you roll 4 dice on an attack the statistically you should average 2 boom/kaboom results (as they occupy 3/8 and 1/8 sides of each die), 1 eye result (2/8 sides of each die) and 1 blank result. What you actually see may vary but that is what the average roll should look like. Now from this it should be clear that if you have a Focus token you could spend that to turn the eye into a boom alloying you 3 good die results. If you have a TL you could spend that to reroll the two poor results which should give you one good result on average with the other die being an eye or blank again. Having these basic modifiers often turns your 2 good attack dice into 3 good attack dice. If you aren't getting this kind of results then I don't know what's wrong.

I just feel I should be getting more damage then 2 hits that are avoided most of time

I just feel I should be getting more damage then 2 hits that are avoided most of time

On unmodified dice that is exactly what you should be getting. Want more? Use Focus tokens and Target Locks to modify your attack dice.

That's with mods and stuff I was getting 6 attack to kill a y wing and 7 attack to kill a xwing using intercept now using tie fighter was way way worse

I just feel I should be getting more damage then 2 hits that are avoided most of time

What kind of Defense are they shooting into? Fire that at a TIE Fighter's 3 Defense the defense averages 9/8 Evades and 6/9 Eyeballs so that would be 1 2/3 Defense assuming a Focus token to change the Eyeballs into Evades. Of course if it had an Evade token to begin with then it has 2.125 defense each round to used against your 2 dice. Without using any modifiers it should average at least 1 evade each attack and get at least one more 1/8 times.

That's with mods and stuff I was getting 6 attack to kill a y wing and 7 attack to kill a xwing using intercept now using tie fighter was way way worse

There's a pretty big step between 2 die attacks and 3 die attacks when Defense isn't changing. The difference between 3 and 4 isn't as big but it's still there.

You may have discovered the reason that people don't like using ships with only 2 die attacks against high Agility/Defense targets because even with die modifications you still may not get enough good attack results to overcome good defense results.

That my point its hard to kill any thing in this game it will take me 8to 9 rounds of shooting to kill a y wing heck I have never took out the falcon as just turns in to a game of goinin circles shooting for ever and nothing dies

But my intercepters are just as bad at killing things it just seems more ships should have 4 our more attacks because even if I mod dice its just seems like I still ant getting a lot of hits our getting thru to put damage on ships

That's where making use of upgrades and pilot abilities come into play. I've dropped Y-wings in two shots before.

Your perception as to what the game should be seems to be part of the issue. A standard 100pt game is meant to last roughly 75 minutes (mine are often shorter!). The various stats of the ships etc. is designed with that timeframe in mind in terms of defensive ability; offensive output, etc.

Are you expecting that anything should be able to be shot down in a single round of fire from a single ship?

I been doing that and I never one shot a ship our killed one in 2 turns like I feel I really missing something been watch lots of xwing vidoes and can't for the love me see how any one can kill the ghost why I won't ever use my ghost

My last game lasted 2hrs before my brother killed all my ships and yes a think at this point ships should be able to be shot down in one round of combat

I been doing that and I never one shot a ship our killed one in 2 turns like I feel I really missing something been watch lots of xwing vidoes and can't for the love me see how any one can kill the ghost why I won't ever use my ghost

Ghosts are actually fairly easy to bring down. It's big and can't (normally) boost or barrel roll, so it's very easy to keep it in arc, and without agility it eats all the damage you throw it's way. Aim your squad in its general direction and don't stop shooting.

Edited by DR4CO

That my point its hard to kill any thing in this game it will take me 8to 9 rounds of shooting to kill a y wing heck I have never took out the falcon as just turns in to a game of goinin circles shooting for ever and nothing dies

I've read through the entire thread and I have to say that I think you may be missing something fundamental about the game. If all ships are 'the same' as you say, why then do you think they have different dials, stats, upgrade slots and abilities?

The point is that each ship has a role. A Y-Wing generally skims around the outer edge of a dogfight, taking potshots with its ion/twin laser turret. A TIE Interceptor, as others have already said, is nimble and hard to hit when flown right - but you cannot take many hits so you have to be careful with it. It should be barrel rolling or boosting into advantageous positions, preferably where they are not getting return fire. Ever notice how the twin laser turret has a range 1 blind spot? A good tactic there is to boost into range 1 outside the primary arc - you can fire at a Y-Wing with immunity.

Now, are those things unfair? No. It's playing smart and to the strengths of your ships - which is the entire point of the game. If you manage to get into an advantageous position, 90% of the time it is your *opponent's* fault for letting you get there in the first place. He should analyse what ships you have and take precautions to prevent that kind of vulnerability from being exploited (in the Y-Wing vs Interceptor example above, maybe he would fly an X-Wing close by to escort the Y-Wing to discourage Interceptors from approaching from certain directions).

If you concentrate your fire on ONE ship for the first few rounds and have your focus/target lock actions - you should be killing a ship early in the match. I'm extremely doubtful that EVERY match you've played has dragged out in the way you have described - *unless* there is a fundamental misunderstanding of the rules going on.

I do strongly urge you to not write off this aspect of the game, as it opens it up SO much and makes it that much more tactical and enjoyable. And I would also strongly advise against your house rule where ships can make multiple weapon attacks if they have them equipped. As someone else stated, you are upsetting the points balance of the game - it was never intended to be played that way and you are gaining WAY more of an unfair advantage by doing that than using upgrades smartly.

Edited by Tom1132

Ya I feel I missing something our not getting it at all. Like the light bulb has not gone off like oh duh this how it works. Like I love to use phantom but can't for the life of me get my head around how they work and I own 3

I genuinely think you need to sit down and have some games with some more experienced players to ensure your understanding of the rules and game mechanics is sound. It sounds like you're missing something fundamental but its hard to work out what through this medium.

Ya I feel I missing something our not getting it at all. Like the light bulb has not gone off like oh duh this how it works. Like I love to use phantom but can't for the life of me get my head around how they work and I own 3

The TIE Phantom is probably one of the most difficult ships in the game to master - due to the disconnect between decloaking and executing your move. It requires a lot of planning and exact placement to be effective and get the most out of your points investment. When you put 40-ish points into something (which the Phantom kinda requires for Whisper/Echo), you live and die by the success of that one ship - generally.

I'd recommend mastering the core ships before moving onto that.

I been trying to find players but there seems no one playes around my neck of woods I found 3 stores that a sell xwing but most people i run in to only play by them self's our with one our 2 friend