Wave 10 and Turn Zero.

By Marinealver, in X-Wing

So one thing that might not be a big deal for new players but in tournament players this is big. Turn 0. It has changed quite a bit from the 6 asteroid tokens from the core set from the core set. There are now more tokens, even advance deployments. So how will this work. Well since the core here is what has changed.

  • Two types of Obstacle Tokens Asteroid and Debris Clouds
  • Choice of 3 (non-epic) obstacles. {Approved obstacles: Classic Asteroid Set, YT-2400 Debris cloud set, Decimator Debris Cloud Set, TFA Asteroid Set}
  • Seismic Torpedo (Not Exactly Turn 0 but turn 0 does come into play with this)
  • Rigged Cargo Chute (Like Seismic Torpedo not a Turn 0 but still connected)
  • Modified pilot Skill for Deployment (Hyperwave Com Scanner)
  • Advanced Deployment (Han Solo HotR and Lieutenant Domitz).

So with all these what are your turn zero strategies or is there anything to look for when looking at turn 0.

I'm looking into Domitz/Double Hyperwave based Turn 1 Alpha strikes, allowing an early hit with all shps involved in the alpha strike having etra tokens to come off well in the first trade.

  • Best options right now look Alpha or Royal Guard Intercepters (PS0 or PS6 deployment) or a fat Kylo with EU.

A Dormitz shuttle (probably with Hux+FCS, but definitely Hyperwave comm scanner), then 4 crack shot TIEs. Deploy at PS 0, have the TIEs in front as far as they can reach, then blast 4-forward to start combat on turn 1 with Focus+Focus+Evade on nearly every ship shooting.

Other than that, I think deployment is the same as it always has been. For my Asajj+Latts build, I'm naturally taking all debris. TIE/d Defenders want asteroids to put ships on, and TIE swarms want the smallest things they can get.

Riggeed cargo chute could have been a big thing all on its own if it wasn't Large Ship Only. I would have gone with a Z-95 swarm with them and ruined the day of any action economy aces.