Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

6 minutes ago, Scott Pilgrim2 said:

Double Ace + Bomb I think will be stronger. Specifically, Double Ace plus Trajectory Deathrain.

I think my local meta will be Wave 1 only for at least a month and I've been trying to figure what I want to play. It seems like it comes down to Vader + Mini Swarm, Luke + friends, TIE Swarm, and Boba + friends.

Right I have kinda settled on specifically that just 2 aces and deathrain or redline ( so basically trip aces ). But there are similar options in Scum or Rebels as well though maybe not as strong not sure yet.

Not necessarily asking which of the two archetypes is stronger.

More what two archetypes might deserve the honor of practice time over the long term?

Edited by Boom Owl

Probably still the Aces + Bomber squad. Even if the Ace Swarm ends up being better having an idea of how the bomber flies will help a lot in the matchup.

3 minutes ago, Boom Owl said:

More what two archetypes might deserve the honor of practice time over the long term?

I like Ace + friends (not really mini swarm) and swarms. I like the first to actually play, I like the second to learn how to play against.

Double Ace + Bomb feels very strong early on. It's a good all comer to a lot of lists.

@Boom Owl no particularly strong opinions against or for anything. I'm normally the type of person that can't settle on one list for too long without looking at something else and getting excited to try it out. I'm not so dead set on "archetypes" as much as exploring certain pilots and/or upgrade cards that would be considered a large part of a squad build. #1 on my plate is Admiral Sloane which I'll be exploring Strikers, Interceptors, TIE Fighters, Whisper, and Reapers. I have plenty of lists that mix up and change enough of those aspects that it should give me a lot to branch into while all retaining the constant which is Sloane.

I consider that a more of an archetype because yes you could technically put Whisper + 4 Strikers into the Ace + mini swarm archetype, but that's a drastically different playstyle than Vader + Inferno Squad-ish or Soontir + Jonus Bombers. They all look like Ace + Miniswarm, but the Sloane swarm don't have to be in range 1 of each other while a mini swarm with Iden or Jonus will want to. Whisper with Sloane crew positionally needs to be in a certain spot for the rest of the squad to take advantage of the Sloane investment while Vader or Soontir can flank at any distance necessary. One miniswarm can only come from one location, while the other can spread and close from a few different vectors.

Overall the archetypes matter less to me based on what each ship is vs what the squad can actually do. A great example is when you talked about spending time in 1.0 on Imp Alphas. Yes it's make up is "double aces + cheap big gun," but it was the alpha it was performing that made it an "archetype." So I guess my question after all that is, with the squads that you are looking at to play long term, what are they accomplishing during a game and are the other squads you're considering accomplishing the same thing or similar? (Might be a bit of a loaded question when there's been very little experience in this new edition)

I really like @RStan's thought here. Identify something which looks powerful and start plugging it into lists and see what, if anything, sticks.

10 minutes ago, gennataos said:

I really like @RStan's thought here. Identify something which looks powerful and start plugging it into lists and see what, if anything, sticks.

I was yelling something similar at anyone that would listen for a while before points dropped. Generally, we have the luxury of knowing what's good and can start playing with that until we also figure out what's good for it's cost

1 minute ago, catachanninja said:

I was yelling something similar at anyone that would listen for a while before points dropped. Generally, we have the luxury of knowing what's good and can start playing with that until we also figure out what's good for it's cost

It's a good plan. Find the pieces that you like and then fit them in on what the meta needs.

19 minutes ago, gennataos said:

I really like @RStan's thought here. Identify something which looks powerful and start plugging it into lists and see what, if anything, sticks.

The thing im looking to do is not get to attached to any one crew or pilot. Thats sorta why I am trying to think in terms of general archetypes. Defining it based on what general thing a list does works to. I might be over estimating how frequently FFG will shake things up on us though.

For now I just have settled into practicing the stuff I like Soontir, Whisper, Strikers, Alphas, and A-Wings in a couple different combinations. Mixing in bombs since its not something I ever really learned to abuse in 1.0 and it seems like an important 2.0 thing to know how to use well. Also Vader because Vader.

Edited by Boom Owl
3 minutes ago, Boom Owl said:

The thing im looking to do is not get to attached to any one crew or pilot.

Oh, ****. I'm out. My X-Wing game is defined by becoming overly attached to one pilot.

1 minute ago, gennataos said:

Oh, ****. I'm out. My X-Wing game is defined by becoming overly attached to one pilot.

Attached = Dependent i guess?

Poe will be here soon dont worry.

Edited by Boom Owl
2 minutes ago, gennataos said:

Oh, ****. I'm out. My X-Wing game is defined by becoming overly attached to one pilot.

I think that it is okay to get attached to a pilot - Nathan Eide has made Corran work really well when no one else really could.

1 minute ago, Boom Owl said:

Attached = Dependent i guess?

Poe will be here soon dont worry.

Oh yeah, he will!

I think some of the aces are so very different in 2.0 that they can't be classified the same. Supernatural aces are going to be kind of like Advanced Sensors aces (defenders?), but will be different than someone like Soontir, Fenn, Poe, etc. Does a super dodgy SN/AS ace fill the same role as a cheaper "post move reposition" ace?

DON'T YOU SAD REACT ME, @Biophysical!

Just now, gennataos said:

DON'T YOU SAD REACT ME, @Biophysical!

I was sad for your stress about pilot attachment. It was a supportive sad react.

34 minutes ago, Boom Owl said:

The thing im looking to do is not get to attached to any one crew or pilot. Thats sorta why I am trying to think in terms of general archetypes. Defining it based on what general thing a list does works to. I might be over estimating how frequently FFG will shake things up on us though.

So in recently trying to find similarities of the Sloane squad building mindset where I specifically want 4+ ships with 3 attack dice gaining the reroll benefit from Sloane, I explored squad building with Drea Renthal. Now gaining the benefit of the reroll is different and effects my opponent differently in their target choices and game decisions. The overall make of the 4+ ships with 3 die primary shots casting a wide net from multiple vectors that have a passive reroll mod is the similarity I found deserved further exploration because it can be considered under the same archetype. I'll be trying out a mix of generic Fangs and StarVipers with Drea and I should get the same type of overall practice being under the same concept while trying out a variation. That's more so what I'm getting at. Once you find that pilot or upgrade card that is a centerpiece of a strong or powerful "concept," try to find other similarities and maybe explore those too and you should still be under the same archetype in terms of long term practice.

Edited by RStan
27 minutes ago, RStan said:

So in recently trying to find similarities of the Sloane squad building mindset where I specifically want 4+ ships with 3 attack dice gaining the reroll benefit from Sloane, I explored squad building with Drea Renthal. Now gaining the benefit of the reroll is different and effects my opponent differently in their target choices and game decisions. The overall make of the 4+ ships with 3 die primary shots casting a wide net from multiple vectors that have a passive reroll mod is the similarity I found deserved further exploration because it can be considered under the same archetype. I'll be trying out a mix of generic Fangs and StarVipers with Drea and I should get the same type of overall practice being under the same concept while trying out a variation. That's more so what I'm getting at. Once you find that pilot or upgrade card that is a centerpiece of a strong or powerful "concept," try to find other similarities and maybe explore those too and you should still be under the same archetype in terms of long term practice.

Right. So i think were defining “archetype” the same way basically.

Iv been settling into ace sloane/striker swarm type things and two ace plus a bomb dropper for now. Not following it blindly just trying to stick with general concepts even across factions. Drea swarms do some similar things as you said trying to move out of formation so its turning alot of the same gears.

Even rebels with Norra have some ways to do double “ace” bomb dropper style things even if one of those aces is just arvel and jake attached at the hip. And im sure theres a guri/fenn bomber combo in there somewhere to try out. Im trying to keep a very open mind to Y-Wings as bombers along the way just to see if they can fit that role effectively etc.

Experimenting with different lists is fun but having one lists trial run still benefit the others in someway is basically what im after. Keeping in the same general ballpark as I bounce between seemingly endless possible lists.

Edited by Boom Owl
1 hour ago, Scott Pilgrim2 said:

I think that it is okay to get attached to a pilot - Nathan Eide has made Corran work really well when no one else really could.

The secret is that corran has always been busted but with a slightly higher burden of execution than other ships, Nathan has been off of corran plenty of times, but he aslo recognized that a regenning point fortress that can shoot twice is pretty good

I’m still trying to convince myself there’s a list with Wedge and Supernatural Luke that can handle the /ln swarm out there. ?

24 minutes ago, Major Tom said:

I’m still trying to convince myself there’s a list with Wedge and Supernatural Luke that can handle the /ln swarm out there. ?

If into list building with wedge you go, only sadness will you find

2 hours ago, catachanninja said:

If into list building with wedge you go, only sadness will you find

If Wedge isn’t good there’s a fundemental flaw with the game.

2 hours ago, catachanninja said:

If into list building with wedge you go, only sadness will you find

How could you forsake him so quickly?

2 hours ago, Major Tom said:

I’m still trying to convince myself there’s a list with Wedge and Supernatural Luke that can handle the /ln swarm out there. ?

I don’t know about both Luke and Wedge, but there’s definitely some lists with Wedge that can handle a TIE swarm.

25 minutes ago, gennataos said:

How could you forsake him so quickly?

I don’t know about both Luke and Wedge, but there’s definitely some lists with Wedge that can handle a TIE swarm.

I feel like Biggs could be pretty strong against a TIE Swarm - Either they focus fire him or he spreads damage around really well. If a two dice attack hits for the full, he is absorbing half of that every shot.

I want to live in a world where /ln swarms fear Wedge, Luke and Biggs. I fear that is not the case.

6 hours ago, Major Tom said:

I’m still trying to convince myself there’s a list with Wedge and Supernatural Luke that can handle the /ln swarm out there. ?

Luke Norra Wedge (195)

Norra Wexley (Y-Wing) — Y-Wing 43
R4 Astromech 2
Proton Bombs 5
Skilled Bombardier 2
Ship Total: 52
Luke Skywalker — X-Wing 62
Supernatural Reflexes 12
Proton Torpedoes 9
R2 Astromech 6
Servomotor S-Foils 0
Ship Total: 89
Wedge Antilles — X-Wing 52
R4 Astromech 2
Servomotor S-Foils 0
Ship Total: 54