Played my first actual game, need advice

By voltagejim, in X-Wing

So me and a friend played our first actual game with upgrade cards and stuff. He used the Millenium Falcon and T-70 X-wing, and had Poe Dameron and R2D2 on his X-wing. Can't remember what he had on the falcon, but one of the pilot skills for that let him turn all focus rolls into attack.

I had TIE Punisher with Dethrain pilot, cluster mines, ion bomb, and extra munitions. TIE Advanced with Darth Vader, Juke, and Adv. homing missles, and TIE Special Forces with Quickdraw, sensor cluster, and adv. homing missles.

I was beaten pretty handily. Got his Falcon to hit a cluster mine though which was cool, but that R2D2 on his T-70 just kept giving him more shields. I had him down to 1 hull left on the T-70, and he just kept flying green manuevers to regain shields. Meanwhile the falcon can shoot 360 degrees so my guys were never safe from it. Just wondering if anyone can give me some ideas for good squads against his setup. I own 1 of ever small imperial ship and scum ship (minus veterans and aces).

Also I had some questionns still on some things. So for cluster mines and ion bombs, do those just stay on the board the whole game until someone hits them or can I redeploy them?

When can I do segnor loops, barrel rolls, or talon rolls? Do those count as actions?

the extra munitions card says to discard a munitions token when using mines, missiles, bombs, etc, but what is a munitions token?

Bombs detonate when it says they do on the card. Mines sit where they are dropped until someone runs over them. T-Rolls and S-Loops are moves you dial in, barrel rolls are an action. The munitions token is the card token with the three missiles on. You should put one on each mine, bomb, missile or torpedo equipped to a ship with extra munitions.

8 minutes ago, voltagejim said:

Also I had some questionns still on some things. So for cluster mines and ion bombs, do those just stay on the board the whole game until someone hits them or can I redeploy them?

They remain in place until they are detonated.

ok so reading the ion bomb card it does say it detonates at end of activation phase. How do you know if the blast hits anything? Do enemy ships have to be within range 1 of the token?

Any ship at range 1 suffers the effects of detonation, regardless of who controls the ship. It is perfectly possible to bomb yourself.

cluster-mines-reference2.png

Note that the cluster mines have since been FAQed to deal a damage on a hit or crit result.

Edited by Koing907
2 minutes ago, Karhedron said:

They remain in place until they are detonated.

Cluster Mines do. Ion Bombs don't.

The golden rule of X-Wing: do what the card says, and not what the card doesn't say. Cluster Mines detonate when a ship or template overlaps them; if that doesn't happen, they stay in place. Ion Bombs detonate at the end of the Activation phase...or maybe start of Comvat, I forget. Same deal though.

Actions are always confusing for new players. Actions are always done immediately after you move, and they're the icons on your Ship Card (right below the text box with your special ability). The barrel roll icon shows up there, so if it's in your ship's action bar, you can do it as an action. Segnor's Loop and Talon Roll are both maneuvers on some ship's dials; only a few ships can do them, but they're just like any other maneuver.

In terms of fighting against your friend's list, I've got one recommendation: Autothrusters. It comes in the StarViper expansion pack and gives you a defensive buff against turrets. Slap that on someone with high agility and the Falcon will have a lot more trouble gunning you down.

Regen can be really annoying. The key is to let him get as little use out of it as possible. Ideally, you want to kill Poe in one round; set it up so you've got a bunch of really good shots. If you can get him off the board early, it's a much easier game; but you have to focus fire. Otherwise, as you discovered, he can just slip away and regen his shields back.

oh another thing, what is difference between a regular hit and a crit? Like if a ship has 3 shields and 4 hull and 2 crits and a regular hit are rolled. We just treated them all as regular hits

8 minutes ago, voltagejim said:

oh another thing, what is difference between a regular hit and a crit? Like if a ship has 3 shields and 4 hull and 2 crits and a regular hit are rolled. We just treated them all as regular hits

A hit takes a damage card face down and counts as 1 damage. On a critical hit, the card is played face up, and the text of the card applies.

Against shields, the result is the same--lose 1 shield token.

1 hour ago, voltagejim said:

I had TIE Punisher with Dethrain pilot, cluster mines, ion bomb, and extra munitions. TIE Advanced with Darth Vader, Juke, and Adv. homing missles, and TIE Special Forces with Quickdraw, sensor cluster, and adv. homing missles.

I was beaten pretty handily.

As a fellow Imperial, I will say that not getting shot at it much more critical for the Imps. Our ships are more fragile, although you did pick all Imperial ships with shields. So, you might take a few games to see some wins. . .but I still love Imps.

The TIE Punisher is one of the least loved Imp ships. Your build is good in that you did not put too much ordnance on board. . .it is hard to get it all launched before you die if you do.

Take a look at TIE Advanced Prototypes and Defenders for solid dogfighters.

But mostly, I'd rather not say more, because I think exploring thru play is what everyone should do :) Enjoy!!

Glad your getting into the game. For any rules questions, Google them, it is usually pretty easy to find answers to tricky game rule questions.

One thing you wanna do in this game is try your best to focus on one enemy ship at a time, and especially against your friends list

Regen makes it to where there is no point in doing one to two damage a turn, he will just heal that the next turn, but if you could burn into his ships hull, then your getting somewhere.

You also wanna gather all your ships on the falcon, it may have a lot of hp, but only 1 agility so lots of good attacks will burn it down really fast . Autothrusters will help against it too

If you're sticking with those pilots try

(99)

Darth Vader (32) - TIE Advanced
Veteran Instincts (1), TIE/x1 (0), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

"Deathrain" (33) - TIE Punisher
Extra Munitions (2), Proton Bombs (5)

"Quickdraw" (34) - TIE/SF Fighter
Fire Control System (2), Primed Thrusters (1), Special Ops Training (0), Lightweight Frame (2)

If you're flexible ditch the Punisher. Perhaps consider a TIE Defender with TIE/x7.

Give the core rules a second read and pay close attention to the order of things. Especially performing maneuvers and actions. You will notice that lower a lower pilot skill pilot can guess where a higher pilote skill pilot might fly. Then you choose a maneuver that will cause the other ship to bump into you. When he does, he does not get an action. This a good strategy when you outnumber the enemy but he has higher pilots.

If you swap out the punisher for a couple low PS basic Ties you can move to block Poe or Han and then have the rest of your squad perform manuevers that will put the blocked ship right in their sights. This is especially helpful aganst Poe. He only has a limited set of green moves to get his shields back so you have a better idea where he will be.

As an aside, if your friend is an experienced X-Wing player (or really even if he's not), you were pretty much defeated before the match started. A Poe/Falcon list can be a top performing list on the tournament scene. Your list... not so much. It'd be a hard fight for that Imperial list to beat that combination of Rebels... Not impossible, but it would take a good effort.

But the important thing is to have fun. If you both had fun, then you're both winners. :)

Edited by Slugrage

On 2/25/2017 at 9:18 AM, Ailowynn said:

Cluster Mines do. Ion Bombs don't.

They do, they just detonate at different times.