Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

7 minutes ago, PenguinBonaparte said:

So Listener 4 is a primer on how to listen? Or a podcast directed to Listener #4?

Listener 4 is a primer on how to improve at Xwing or game systems in general.


i credit the principles in both listener 3 and 4 for assisting in my first top 16 cut.

Missed opportunity to name it the “Hey, Listen!” Series. But I don’t know the ratio of Zelda fans to X-wing players so... maybe next time.

Stay a while and listen

26 minutes ago, FlyingAnchors said:

Missed opportunity to name it the “Hey, Listen!” Series. But I don’t know the ratio of Zelda fans to X-wing players so... maybe next time.

It's high.

Very high.

BB-8 bump to front page.

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8 hours ago, PenguinBonaparte said:

Oh ick. I like sarcastic and irreverent humor, but whenever someone uses the word edgy I know I'm not getting much better than the 8th graders who graffiti my classroom.

I agree.

Although in fairness, it all comes down to what you're wanting in a podcast. For a very long time, a huge portion of X-wing podcast content provided useful information to newer players, but had difficulty conveying advanced concepts usefully in the process. The Krayts traded out marginally useful information for jokes about nether regions, but also put in detailed analysis about many power squads in a meta at a level not typically seen. It's useful if you have the time to wade through the dreck, or if you like the dreck.

Edited by Biophysical
8 hours ago, RynoZero said:

Listener 4 is a primer on how to improve at Xwing or game systems in general.


i credit the principles in both listener 3 and 4 for assisting in my first top 16 cut.

It helped me go 6-3 at world's too. Funny enough, it encouraged me to go back to my list building and embrace the meta.

In honor of a "wholesome" meta I played a casual game over the weekend. I ran two generic silencers + QD vs a triple X (Wes, Wedge, Poe) and absolutely curb stomped the poor Rebellion. Refit + Talon rolls would have helped *some*, but not a ton. X's just can't keep up with action efficiency and movement of the Silencers.

Protip: check the show notes - they usually have most of the meat of the episode in a form you can just skim. If you find something that you want to know more about, actually listen. The noise/signal ratio is high but you wont find many other podcasters that are willing to say harsh truths plainly. The Listener series is great, a lot of the other stuff has a short shelf life so pick through the show notes and figure it out from there.

9 minutes ago, Transmogrifier said:

Protip: check the show notes - they usually have most of the meat of the episode in a form you can just skim. If you find something that you want to know more about, actually listen. The noise/signal ratio is high but you wont find many other podcasters that are willing to say harsh truths plainly. The Listener series is great, a lot of the other stuff has a short shelf life so pick through the show notes and figure it out from there.

Oh no people actually use the notes?

I'm mostly just surprised I haven't left one open to editing after posting at this point

27 minutes ago, viedit said:

In honor of a "wholesome" meta I played a casual game over the weekend. I ran two generic silencers + QD vs a triple X (Wes, Wedge, Poe) and absolutely curb stomped the poor Rebellion. Refit + Talon rolls would have helped *some*, but not a ton. X's just can't keep up with action efficiency and movement of the Silencers.

That's because there's very little wholesome about that list aside from primary firing arcs. The combo of FCS/AO and the silencer dials mean they can have modified shots just about whenever they want with the defensive impunity of 3 green dice and AT. That's not to even include the action efficiency and extra attack(s) from QD. It wasn't a remotely fair fight and you should have won it. If you want it to be fair, have them proxy Saw's next time and run 5 rookies with FAA, refit and s-foils.

1 minute ago, gennataos said:

That's because there's very little wholesome about that list aside from primary firing arcs. The combo of FCS/AO and the silencer dials mean they can have modified shots just about whenever they want with the defensive impunity of 3 green dice and AT. That's not to even include the action efficiency and extra attack(s) from QD. It wasn't a remotely fair fight and you should have won it. If you want it to be fair, have them proxy Saw's next time and run 5 rookies with FAA, refit and s-foils.

This is kinda the problem when people try to play "bad" stuff against each other for fun. It's hard to get a measure of how bad to go, so something like the double silencer QD isn't competitive, but compared to the trench run...

21 minutes ago, gennataos said:

That's because there's very little wholesome about that list aside from primary firing arcs. The combo of FCS/AO and the silencer dials mean they can have modified shots just about whenever they want with the defensive impunity of 3 green dice and AT. That's not to even include the action efficiency and extra attack(s) from QD. It wasn't a remotely fair fight and you should have won it. If you want it to be fair, have them proxy Saw's next time and run 5 rookies with FAA, refit and s-foils.

We thought Black 1 title + BB-8 + Wes would do a bit more work. Turns out when Poe is continuously boxed in or blocked, and Wes struggles to keep arc all of that token denial doesn't do much.

1 hour ago, viedit said:

In honor of a "wholesome" meta I played a casual game over the weekend. I ran two generic silencers + QD vs a triple X (Wes, Wedge, Poe) and absolutely curb stomped the poor Rebellion. Refit + Talon rolls would have helped *some*, but not a ton. X's just can't keep up with action efficiency and movement of the Silencers.

21 minutes ago, gennataos said:

That's because there's very little wholesome about that list aside from primary firing arcs. The combo of FCS/AO and the silencer dials mean they can have modified shots just about whenever they want with the defensive impunity of 3 green dice and AT. That's not to even include the action efficiency and extra attack(s) from QD. It wasn't a remotely fair fight and you should have won it. If you want it to be fair, have them proxy Saw's next time and run 5 rookies with FAA, refit and s-foils.

It sure does look wholesome, "look at those cute little low ps arced ships". But if you consistently can get guns on target, it's filth.

20 minutes ago, Brunas said:

This is kinda the problem when people try to play "bad" stuff against each other for fun. It's hard to get a measure of how bad to go, so something like the double silencer QD isn't competitive, but compared to the trench run...

I think when you say it's not competitive, you're wrong. The ceiling is as high as any of the meta squads, the floor is simply much lower. I went 4-2 at Adepticon after having played the squad for about 4 games, and went up against a lot of meta stuff. You do actually have to know what you're doing, which is why it's still competitively rare, but I'd take it against anything and feel okay about my chances.

2 minutes ago, viedit said:

We thought Black 1 title + BB-8 + Wes would do a bit more work. Turns out when Poe is continuously boxed in or blocked, and Wes struggles to keep arc all of that token denial doesn't do much.

I played against several Dash/Poe lists over two days at Adepticon, and found the same thing. Poe just can't withstand firepower of that magnitude.

3 minutes ago, Biophysical said:

I think when you say it's not competitive, you're wrong. The ceiling is as high as any of the meta squads, the floor is simply much lower. I went 4-2 at Adepticon after having played the squad for about 4 games, and went up against a lot of meta stuff. You do actually have to know what you're doing, which is why it's still competitively rare, but I'd take it against anything and feel okay about my chances.

Oh, that might be true - I didn't mean it's a bad list, that's why "bad" is in quotes. "It wasn't in top 16 at worlds, so it must be fine to bring to wholesome night!" was the idea I was arguing against.

I haven't had a chance to play it, but stapling 2 copies of autohtrusters, 3 copies of optics, and 3 copies for fcs which are all comically underpriced seems like a good strategy to me

edit: wait quickdraw gets optics too? even more busted cards, fixed counts

Edited by Brunas
28 minutes ago, gennataos said:

That's because there's very little wholesome about that list aside from primary firing arcs. The combo of FCS/AO and the silencer dials mean they can have modified shots just about whenever they want with the defensive impunity of 3 green dice and AT. That's not to even include the action efficiency and extra attack(s) from QD. It wasn't a remotely fair fight and you should have won it. If you want it to be fair, have them proxy Saw's next time and run 5 rookies with FAA, refit and s-foils.

I actually had that matchup online this weekend and I totally out flew the rookies, you think those silencers are good at low ps, imagine when they are higher ps then the opponent with mods the opponent can’t do anything about

4 minutes ago, Brunas said:

Oh, that might be true - I didn't mean it's a bad list, that's why "bad" is in quotes. "It wasn't in top 16 at worlds, so it must be fine to bring to wholesome night!" was the idea I was arguing against.

I haven't had a chance to play it, but stapling 2 copies of autohtrusters, 2 copies of optics, and 3 copies for fcs which are all comically underpriced seems like a good strategy to me haha

Yeah, I get you. It's 8 copies of the best cards in the game on two extremely strong base chassis and one ship with the best PS and one of the best abilities in the game.

And 12 AGI3 hit points protected by Autothusters does a lot to pull the teeth out of Ghost builds.

Edited by Biophysical
3 minutes ago, Biophysical said:

Yeah, I get you. It's 8 copies of the best cards in the game on two extremely strong base chassis and one ship with the best PS and one of the best abilities in the game.

The more I look at squads that end up being tier one, the more I wonder if we don't build squads backwards. Maybe we should just be asking what upgrades are too cheap and figure out how to either combo them (ghost fenn) or spam as many copies as possible (quad tlt, 2x silencer, palp aces, etc). Wonder if that would give better results than "How do I get miranda to the end game" etc.

Guess it doesn't matter for a while!

5 minutes ago, Brunas said:

The more I look at squads that end up being tier one, the more I wonder if we don't build squads backwards. Maybe we should just be asking what upgrades are too cheap and figure out how to either combo them (ghost fenn) or spam as many copies as possible (quad tlt, 2x silencer, palp aces, etc). Wonder if that would give better results than "How do I get miranda to the end game" etc.

Guess it doesn't matter for a while!

Its a combination of things, certainly. If the Silencer wasn't such a good base, the upgrades wouldn't matter. If Quickdraw wasn't so stellar, the upgrades wouldn't matter.

I love the Epsilon Squadron Pilot with Optics. It's a fun 17 poijts that can do more than you expect it to for its cost. You can get a lot of Optics in a list with a bunch of Epsilons, but they're just not on the same level.

2 minutes ago, Biophysical said:

Its a combination of things, certainly. If the Silencer wasn't such a good base, the upgrades wouldn't matter. If Quickdraw wasn't so stellar, the upgrades wouldn't matter.

I love the Epsilon Squadron Pilot with Optics. It's a fun 17 poijts that can do more than you expect it to for its cost. You can get a lot of Optics in a list with a bunch of Epsilons, but they're just not on the same level.

YOU'RE a combination of things, certainly.

...

...Got em.

TIE F/O's are fun ships to fly with the Sloops (finger's crossed the TIE Interceptor gets them); hopefully in 2.0 they'll be competitive.

Edited by impspy
3 minutes ago, Tlfj200 said:

YOU'RE a combination of things, certainly.

...

...Got em.

Yeah, badass AND good-looking.

4 minutes ago, Biophysical said:

Yeah, badass AND good-looking.

Factually correct. Also, a few things

  1. Are you hitting gencon?
  2. We're getting an unboxing of probably every card in the game this week? Hype
  3. Are you excited for seeing defenders? I can't remember if your original attachment is to the model/lore, or to the original wave 4 playstyle that might be changed now.

Oh nice, another imagination land episode.

100% just do exactly this until 2.0 releases.

Not surprisingly listening to a game of X-Wing 2.0 and imagining where the ships are is more interesting than playing 1.0.

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Force ability upgrades sound seriously good. Stuff like sense better cost a TON of points.

Vader could end up being very good...I am banking on the past 12 months of learning lessons the hard way with Vader 1.0 translating to 2.0.

Also, just hearing discussion of Luke, Wedge, Dutch, Vader, and Tie Fighters is something that the community is not at all celebrating enough.

Luke and Wedge maybe good?

More cards with charges or limited uses are pretty neat to.

Resource management in small doses can be pretty cool when done right and allows broken things to exist without breaking everything.

Edited by Boom Owl