Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

1 hour ago, skotothalamos said:

when I don't want to play, I stay home and do other things with my life. Weird...

To clarify, my goals were make the cut, get dice, concede to somone who didn't have a worlds ticket, my first round opponent didn't have a worlds ticket, so I was going to concede, the judges, who i have a good relationship with, indicated that a bad time for them would likely ensue if I did that, out of respect for them and my own twisted narcissism i decided to press on.

2 minutes ago, catachanninja said:

out of respect for them and my own twisted narcissism i decided to press on.

3 minutes ago, catachanninja said:

To clarify, my goals were make the cut, get dice, concede to somone who didn't have a worlds ticket, my first round opponent didn't have a worlds ticket, so I was going to concede, the judges, who i have a good relationship with, indicated that a bad time for them would likely ensue if I did that, out of respect for them and my own twisted narcissism i decided to press on.

For future reference, ask about this immediately after making a (Top Eight) cut. They should have no problem awarding you dice, and then the 9th-place Swiss person gets in and plays.

It's much fairer than giving someone an unearned win in the cut, and it doesn't cause headaches for the TOs.

(I've done this in every Regionals cut I've made. They've never balked at giving me the dice. The downside is that your "official" finish will be way down at the bottom, because you dropped. It should really just drop you to 9th. But, you know, whatever.)

22 minutes ago, sirjorj said:

Funny - ive found Rey to be one of the most unfun things to fly against. Performing a range 1 attack on a 1 agility ship and having it get 4 evades is just stupid. (3P0 a no, reroll the blank with the finn blank into evades, add the evade from the original title.)

I like how this is positioned as a guarantee.

8 minutes ago, gennataos said:

I like how this is positioned as a guarantee.

Oh, I realize that several stars need to align for 4 evades, but when 3P0 guarantees an evade, the title guarantees a second, and finn/rey add a die and a chance to reroll the first, that is too much green for a 13HP ship.

...or 12HP if you're TZM!

(sorry... couldn't resist...)

1 minute ago, sirjorj said:

Oh, I realize that several stars need to align for 4 evades, but when 3P0 guarantees an evade, the title guarantees a second, and finn/rey add a die and a chance to reroll the first, that is too much green for a 13HP ship.

If she's carrying 3P0, then you shouldn't be in-arc most of the time. When you are, her pilot ability makes a difference. As it should. (And it should be obvious, but it's not just the 13 HP ship that's doing this. It's also 8 points and two Crew slots worth of upgrades. (Does everybody remember how we were guaranteed that Finn crew was garbage for 5 points? I think the quote was "Expose levels of bad."))

9 minutes ago, sirjorj said:

Oh, I realize that several stars need to align for 4 evades, but when 3P0 guarantees an evade, the title guarantees a second, and finn/rey add a die and a chance to reroll the first, that is too much green for a 13HP ship.

...or 12HP if you're TZM!

(sorry... couldn't resist...)

Don't worry I'll cry into my templates and dice when they arrive

New episode is interesting. I can' t tell if Y'all are saddened by the numbers or not.

I really can't tell.

Is the purpose of crunching all.the meta numbers to help you decide what to take to world's?

Or is it to validate the opinions on what's " good" and or " not fun/making the game bad."

If one of those is the thing then I have another question but I won' ask it yet.

7 minutes ago, Velvetelvis said:

New episode is interesting. I can' t tell if Y'all are saddened by the numbers or not.

I really can't tell.

Is the purpose of crunching all.the meta numbers to help you decide what to take to world's?

Or is it to validate the opinions on what's " good" and or " not fun/making the game bad."

If one of those is the thing then I have another question but I won' ask it yet.

It was originally to keep an eye on what to expect for worlds, and turned into more of a "well, what about...?" project.

A lot of claims are made, regularly, that feel more anecdotal than evidential, and since we had a pile of data, why not see what is going on?

21 minutes ago, Jeff Wilder said:

If she's carrying 3P0, then you shouldn't be in-arc most of the time.

Valid points, but I am curious about this part - what does 3P0 have to do with being in arc? Is the implication that if you spend the points on 3P0, you aren't fielding EU?

1 minute ago, sirjorj said:

Valid points, but I am curious about this part - what does 3P0 have to do with being in arc? Is the implication that if you spend the points on 3P0, you aren't fielding EU?

It means you don't have Kanan, so you're not turning around nearly as well.

Ok I think I'm tracking.

I'm pretty sure my next question is irrelevant. So I'll skip it.

1 hour ago, catachanninja said:

out of respect for them and my own twisted narcissism i decided to press on.

now that I can respect!

someone mentioned on the last page constant errata. I would down for that, and for the same reason - we get that fun "everythings new" period all the time, and they can respond faster. Even if some Erratta is just "This is back to normal" keeping the total number of errattas on the lower end of the spectrum.

Saved this topic from going to page 2. You’re welcome noobs.

Chris, you mentioned Ghost Fenn was getting greedy with r3-a2 over flight assist. Elimination of the bid means people are going ps11 more effectively, but does it really make it that much harder to keep the two together?

I guess if they are greedy you are more likely to bait them into boosting, which should keep Fenn out of range every other, maybe every third turn.

Is this just another symptom of everyone going for list building counters instead of learning how to fly?

6 minutes ago, AEIllingworth said:

Chris, you mentioned Ghost Fenn was getting greedy with r3-a2 over flight assist. Elimination of the bid means people are going ps11 more effectively, but does it really make it that much harder to keep the two together?

I guess if they are greedy you are more likely to bait them into boosting, which should keep Fenn out of range every other, maybe every third turn.

Is this just another symptom of everyone going for list building counters instead of learning how to fly?

Its 100% the last thing.

We havent even seen what good Ghost Fenn play looks like. Im afraid that the fact that people still run hot shot suggests they havent figured out just yet what do with those 5 free pts.

Im honestly curious to see how far someone could get with a 94 pt Ghost/Fenn. Not sure I want to know the answer.

3 minutes ago, Boom Owl said:

Its 100% the last thing.

We havent even seen what good Ghost Fenn play looks like. Im afraid that the fact that people still run hot shot suggests they havent figured out just yet what do with those 5 free pts.

Im honestly curious to see how far someone could get with a 94 pt Ghost/Fenn. Not sure I want to know the answer.

The hotshot Sensor Jammer combo is effectively an extra evade, or enhances the Biggs effect while making the TLT slightly more effective. It’s not the worst use of points, particularly with all the advanced optics running around.

I’m curious how far it could go with the 84 point version. Just TLT and engine on the Lothal, Zeb, and VI Fenn. Free upgrades to taste. Can you imagine FCS and Rex flying next to it? Is that maybe actually good?

19 minutes ago, AEIllingworth said:

The hotshot Sensor Jammer combo is effectively an extra evade, or enhances the Biggs effect while making the TLT slightly more effective. It’s not the worst use of points, particularly with all the advanced optics running around.

I’m curious how far it could go with the 84 point version. Just TLT and engine on the Lothal, Zeb, and VI Fenn. Free upgrades to taste. Can you imagine FCS and Rex flying next to it? Is that maybe actually good?

Nah I see that all the time, granted its always new players playing it, but one of the strengths of ghost fenn is that since 100% of your offense is a 16 health double modded turret, you can never screw up and leave it out to dry or let your opponent snipe it.

3 hours ago, AEIllingworth said:

Is this just another symptom of everyone going for list building counters instead of learning how to fly?

I don't know, it's hard to outfly such a monstrous turret (rey or kanan or nym or miranda or whatever) with two agility, r3a2 might just be right, gitting gud not a viable option :(

8 hours ago, catachanninja said:

Nah I see that all the time, granted its always new players playing it, but one of the strengths of ghost fenn is that since 100% of your offense is a 16 health double modded turret, you can never screw up and leave it out to dry or let your opponent snipe it.

Yeah, higher/lower floor, but Fort Tony having 11 dice seems pretty good. If I didn’t just promise myself to fly flight assist Astromech I’d be pretty tempted for Adepticon.

Edited by AEIllingworth

Before I forget, Nate Moore told me in Wisconsin that he, Dion, and Marcel are pretty much the official Gold Squadron podcasters at this point. Does that mean you have the complete bounty collection?

12 minutes ago, AEIllingworth said:

Before I forget, Nate Moore told me in Wisconsin that he, Dion, and Marcel are pretty much the official Gold Squadron podcasters at this point. Does that mean you have the complete bounty collection?

I have only tabled Dion, it's worth noting that I was 0-3 vs nate before he joined the gold squadron podcast, 1-0 since he became a podcaster.

8 hours ago, Brunas said:

I don't know, it's hard to outfly such a monstrous turret (rey or kanan or nym or miranda or whatever) with two agility, r3a2 might just be right, gitting gud not a viable option :(

So lets set aside Card Combo counters.

What does outflying the ghost without turrets even look like?

  • Range control to get the Ghost in arc with Fenn out of arc?
    • Fenn player just needs to understand how fast small bases go compared to big bases and plan accordingly
    • PS11 with a bid gives you some control over this but if your in TLT range of the Ghost and have 4-7 health your probably dead in two rounds.
  • Approach from multiple angles and keep at least 1 of your ships out of Fenn's Arc
    • All the Fenn Player needs to do is hug a side of the board and bank in at the right angle
    • Difficult to do unless your coming at the Ghost basically from one of your opponents corners? Flank harder
    • Maybe easier to do if they are dumb enough to go up the middle? But then the Rear Arc is in play
    • 3BQD seems good at this and you dont really even need to stay out of Fenn's arc.
    • He can't shutdown everything so its still 2 fully modified missiles and Quickdraw. Thanks harpoons!
  • Try to get the Ghost to turn or bank around a big rock?
    • Ghost is typically leading so it can end up with Fenn not having a few things in arc maybe
    • Good ghost players will realize they can just move onto said rock and dont have to move around it at all.
  • With multiple ships instead of going for the block you can go for the Range 1 Cage?
    • Basically guess where the ghost will be then put 1 ship right in front of it.
    • 2 other ships go just off to the sides to prevent any boosting?
    • They dont even have to be out of the Ghosts arc in the fake donut.
      • Just don't be in TLT range and be fast enough to get out of TLT range the next round?
      • Is that even possible if the Ghost chooses to bump?
    • Big bases can out right bump into the ghost to limit its ability to PS11 boost. That helps I guess.

I am finding that taking Fenn off the board in 1 round isn't enough to keep on the damage race with 3 small base arc ships. You typically should lose 1 ship every 2 rounds to the ghost almost guaranteed. This probably sounds dumb but the absolute best strategy for dealing with Ghost Fenn may just be to completely sell out on the Ghost at Range 1. Take your chances with the 5 dice primary instead of the TLT, and ignore Fenn?

Maybe the problem everyone has is that they are trying to destroy Fenn first. That might be the trap. If you bring down Fenn the first round and suffer any damage of significance to one of your ships that round your still in a ton of trouble. At that point it almost makes sense to split fire, put 4-5 dice on Fenn and put the rest of your dice on the Ghost? That way the turn Fenn dies which is usually going to be after 2-3 rounds anyway the Ghost at least doesnt have full shields.

Again everything above is assuming you haven't brought tech specifically for Ghost/Fenn ( i.e. Expertise, Glitterstim, Palp Inquistor, Rey/Lo, Ghost, Wookies, cards & stuff...)

I'v run so many practice games against this stupid thing at this point that I can at least average getting half points on the ghost before the game ends.

Its really beginning to test my faith in ships that don't have the equivalent to 8+ health or the ability to auto evade damage.

Edited by Boom Owl

Target priority is very dependent on your list. I helped a local prep for National by flying Inq/QD/Yorr against his GhostFenn and I figured I needed to kill Fenn first, to make optimal action choices with the Inquisitor and QD. The threat of the PS11 boost is real when flying arc dodgers.

I managed to engineer (in large part through happenstance, as I'd never run that list before) an engagement where Inq was in the R1 bubble of the Ghost with the Ghost having to choose a R1 on QD or TLT shots on Yorr with a debris in-between them. I managed to lose a single QD shield from the Ghost's primary to luck out and kill Fenn. It was agency on my part though to create a situation where the boost was not a great option, if he boosted, QD would have still been R1, but with no shots on him, while the Inq would probably have been R3 or barely out of arc. I don't think I have what it takes to reliably set up those kinds of engagements.

That being said, knowing that the Ghost couldn't run away at PS11 made the rest of the match a bit more predictable, though by no stretch easy.

My son is 1-1 against the list with his Defenders, on the simple basis that 4 dice is often not enough to take more than a shield off of those things. It's a dice variance game at that point.