How to understand cards, builds and ships

By Newguy1984, in X-Wing

I think I need to learn to gang up on ships and not fight one on one to be fair maybe that y I can't take down big ships is I only send one to deal with it

I think I need to learn to gang up on ships and not fight one on one to be fair maybe that y I can't take down big ships is I only send one to deal with it

To advise you here I really need to know which ships you're dealing with.

OK my brother has been running a scum list

He has that cobra guy with pred glitterstem and enging up grade and then 3 20 point k fighters

I been running fel with predator and hull up grade

And 3 saber squad interpcter normal we just fight one on with my ace takes on his ace and rest pare off

I think I need to learn to gang up on ships and not fight one on one to be fair maybe that y I can't take down big ships is I only send one to deal with it

Absolutely. Focusing fire, and flying to prevent the other guy from focusing fire are both fundamental skills in the game.

...

I guess from my other games being a jerk. is how u play when you want to win. I guess I have a lot of bad thoughts and idea's of how games should be played. For fun and balance where no matter what you use our take one should have a good chance of winning.

...

I don't believe this is true for a great many things. Two things could have equivalent costs but if one side is buying paper while the other is buying scissors the results are going to be extremely lopsided. Unless both sides of a conflict are specifically built to completely balance the other there is an advantage to be had by playing the stronger side. Even in a game of chess where the sides are perfectly mirrored it can be said that white has a slight advantage in the game.

OK my brother has been running a scum list

He has that cobra guy with pred glitterstem and enging up grade and then 3 20 point k fighters

I been running fel with predator and hull up grade

And 3 saber squad interpcter normal we just fight one on with my ace takes on his ace and rest pare off

Don't do that.

Trying to win doesn't make you a jerk if you do it fairly, according to the rules, and you're not a jerk about it.

If you think thrying to win makes you a jerk, then no offence, but competitive games are not for you.

I suggest picking up Heroes of the Aturi Cluster (google it) and playing co-operatively. Then you can try your best to win without feeling like a jerk, because the only thing you're playing against is an AI.

Definitely. If you're not focusing fire, then ships in X-wing will take forever to kill.
The TIE fighter swarm actually has about the most raw firepower of any squad in the game - the problem is that it comes in lots of little dribs and drabs.

What makes it work - what makes any squad of generics work (and if you're not confident with the rules, stick to a squad with minimum upgrades as there's less to remember) - is concentrating fire.

A single 3-dice attack against an agility 2 ship (shooting up a cartel marauder with a TIE interceptor, for example) will probably get you an average of 1 damage. Which, on the tough scum ships, means you'll need 5 turns of fire to take the things down - which will be even longer when you throw in turns where you can't shoot, or don't have a focus token, or are at range 3, or have an obstructed shot, or whatever.

The 'big trick' is that you can only spend a focus token once. Which means that if a ship gets shot again, it's relying on unmodified defence dice - which are about half as good - whilst the attacker (hopefully) still has a focus token. Suddenly, you're up to about one and a half hits per attack for the second attack and each attacker after.

Put 4 attacks into a single Khiraxz in one turn, and it'll probably blow up.

And that's where the game moves into tactics - not "being a ****" - you're not trying to stop your opponent playing - but into manoeuvring against one another. The skill in the game (as opposed to it just being luck) is figuring out what your opponent has done on his dial, and doing something to counter it.

If you've both got 4 ships, you've both got enough firepower to take out one ship a turn on your opponent's side. You've got faster moves (speed 3 turns, and speed 5 straights) whilst he's got better slow moves (speed 1 banks) and moves first, so you can find yourself running into him at close quarters.

Look at it this way - if you're annoyed how long it takes to kill things (to the point you're looking at house rules to increase the number of attacks per turn a ship gets), what is so different about concentrating several separate ship's attacks on one target?

I guess from my other games being a jerk. is how u play when you want to win. I guess I have a lot of bad thoughts and idea's of how games should be played. For fun and balance where no matter what you use our take one should have a good chance of winning.

You do. Unless you define winning as "ending up in the top 4 cut of a regional championship" you put up a decent fight with any squad in the game.

But:

Any squad has a decent chance of winning is not the same as Any squad plays the same way.

Every match-up plays out differently, because how you want the game to go is different.

Taking your example of the Ghost:

can't for the love me see how any one can kill the ghost why I won't ever use my ghost

If I'm using my favourite squad (Force Awakens TIE/fo fighters) against a Ghost, I'm going to concentrate fire. It'd be unfair on me not to - after all, you've got 2 ships in your squad (plus one which starts off docked) and I've got 6.

Asking the others to fly a holding pattern and wait their turn would, I hope you'll agree, be a bit ridiculous.

But 6 TIE fighters shooting at a ghost can chop it up pretty fast. Because it can't dodge (no green dice, remember?). So yes, a TIE fighter will roll 1 damage, maybe 2. But that'll all go straight on the target. Do that six times, and that's the ghost about half dead in one shooting phase. So the TIE fighters will form up into a tight mass, and head straight for the ghost.

By comparison, if I'm taking on the Outrider (the YT-2400 - the "one that's not the falcon but looks like it") is not as tough, but it's got amazing manoeuvrability and long-range firepower - it can fire sideways (or backwards) whilst running away faster than me - so I'll never do as much damage with long-range pot shots whilst running after it as it does back to me. So what I need to do is break up the swarm into pairs spread across my board edge, and run a "dragnet" across the board that he has to run into somewhere.

So even with the same squad, how you play it against different opponents is going to change.

Edited by Magnus Grendel

And when fighting the Outrider, you're probably also going to try and block it - fly such that it runs into you, ideally on an asteroid - and particularly, chase it into corners where it becomes more predictable and easier to counter.

A suggestion.

Next time you fly, instead of trying to kill your opponent's whole list, just pick one ship and ignore everything else. Try to kill that one ship.

Then pick another once it's dead, and try to kill that, etc.

And, using Soontir with Predator and Hull is asking for a miserable play experience. Soontir likes rerolls, sure, but he has a pilot ability for a reason, and without any way to activate it yourself, you're paying a lot of points to get absolutely no benefit.

In fairness, it still nets him a focus token when he koiogan turns. So if all you're trying to use him as is a jouster, it does actually do some good.

Just not as much as it could do.

If I wanted a pure TIE interceptor squad and wanted to avoid pilot abilities which require a lot of thought, I'd take a load of Royal Guard with Predator. You could have four, for the same price as the squad you've listed.

Yes, you loose Soontir's "shoot first", but all of them now have soontir's firepower. So even if Talonbane gets lucky and pots one before it shoots, the remaining three should be able to concentrate fire and pot one of his marauders before they shoot.

I'm not advocating this as an amazing list. But try and learn with un-upgraded basic fighters to start with. Its surprising how many fiendish tactics you can come up with just with unmodified X-wings and TIE fighters.

In fairness, it still nets him a focus token when he koiogan turns. So if all you're trying to use him as is a jouster, it does actually do some good.

Just not as much as it could do.

If I wanted a pure TIE interceptor squad and wanted to avoid pilot abilities which require a lot of thought, I'd take a load of Royal Guard with Predator. You could have four, for the same price as the squad you've listed.

Yes, you loose Soontir's "shoot first", but all of them now have soontir's firepower. So even if Talonbane gets lucky and pots one before it shoots, the remaining three should be able to concentrate fire and pot one of his marauders before they shoot.

I'm not advocating this as an amazing list. But try and learn with un-upgraded basic fighters to start with. Its surprising how many fiendish tactics you can come up with just with unmodified X-wings and TIE fighters.

Yup. Running identical relatively low-upgrade simple fighters will *really* teach you the tactics element of the game well. RGPs, /x7s, x wings, Kihraxzes, Fangs, running a squad of identical ones and using them to learn both manoeuvring and tactics is an excellent way to git gud.

OK thanks guys all try some things and see if stuff changes and if I can learn to kill stuff

One thing I will add - a reason to do something other than go straight at them, K-turn, go back at them, is because it's fun, challenging, and much more interesting. It adds much more to the game, and makes everything very different.
If you just play with your brother, agree to change the way you play for a couple of games, and give it a try. If you don't like it you can go back to the old way - you're playing the game with each other, if you're having fun, that's the main part. But do try things out for a couple of games (not just one) to see how it feels.