Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

14 hours ago, Boom Owl said:

PA, FCS, Fanatical

Kylo Ren — TIE/vn Silencer 76
Supernatural Reflexes 24
Pattern Analyzer 5
Ship Total: 105
Half Points: 53 Threshold: 3
“Quickdraw” — TIE/SF Fighter 45
Fanatical 2
Pattern Analyzer 5
Special Forces Gunner 10
Fire-Control System 2
Ship Total: 64
Half Points: 32 Threshold: 3
“Null” — TIE/FO Fighter 31
Ship Total: 31
Half Points: 16 Threshold: 2

I missed it somewhere, but what was the tourney, specifically, that this won? Was it at the Krayt Cup?

Just now, AlexW said:

I missed it somewhere, but what was the tourney, specifically, that this won? Was it at the Krayt Cup?

The Friday event. It's on the gold squadron stream a lot.

3 minutes ago, AlexW said:

I missed it somewhere, but what was the tourney, specifically, that this won? Was it at the Krayt Cup?

Yes it won a 1.0 Hall of Fame game.

Just now, Boom Owl said:

Yes it won a 1.0 Hall of Fame game.

That's a pretty good name for it.

Just now, Boom Owl said:

Yes it won a 1.0 Hall of Fame game.

So, the format was an invitational and Hyperspace lists?

Just now, AlexW said:

So, the format was an invitational and Hyperspace lists?

Yes.

Top 8:

Top 4:

Final:

5 hours ago, GreenDragoon said:

Ok, new try:

(and please, if you quote the post, dont include the images because they make everything so clunky)


I have 567 lists from swiss and 65 lists in the cut (11.5% conversion).

  • Rebels had 192 lists (34%) with 710 ships on the table (3.7/list)
  • Resistance had 135 lists (24%) with 487 ships (3.75)
  • Empire had 87 lists (15%) with 431 ships (4.95!)
  • Scum had 84 lists (15%) with 288 ships (3.43)
  • First Order had 69 lists (12%) with 250 ships (3.62)

Same for the cut:

  • Rebels had 29 lists (45%) with 116 ships on the table (4/list)
  • Resistance had 12 lists (18%) with 45 ships (3.6)
  • Empire had 18 lists (28%) with 97 ships (5.4!!)
  • Scum had 4 (6%) with 14 ships (3.5)
  • First Order had 2 lists (3%) with 6 ships (3)

The conversion of empire is astonishing and Resistance is confirmed as new glue eater faction (I can say so because I play them at the moment exclusively). But seriously, play imperial swarms, people!

(…)

Looking at what these lists look like, here are the 21 most frequent ships (heh, all) look like. The numbers on each bar tell you what % of lists in that faction used at least one such chassis.

T65 is still the dominant rebel ship, but now hard pressed by Y-wings. Resistance is - as known - almost exclusively Awings and T70s. Scum has no clue what they should be doing.

In Krakow we've developed "A.s.s token" to mark ships "in deep s.h.i.t" :)

It turned out every Hyperspace Scum squad has this token attached since the start :)

I predicted that Boba/Han/Pod nerf will be too harsh but I didn't expected it to be as drastic as it is.

received_151971729056602.png

A few more general tips on "not jousting":

  • Make sure your eyes are not closed and you are awake.
  • Know how many shots each of your ships can typically defend against without being deleted.
  • Once you know that #, don't trust that # unless you choose to for a specific reason.
  • That defines what "safe places" look like, though just because you can trade doesn't mean you should.
  • In general move to safe places on the board where you defend against fewer shots.
  • Depending on your list, start making this possible Round 0.
  • Where you go Round 1-2 matters even if no shots happen at all because most of the time you are slow rolling into a full joust without realizing it.
  • Don't be a hero, play like a coward until you have more control over the board.
  • Don't be to much of a coward, move aggressively to spots you know will give you more safe space to operate in next turn(s).
  • If you play even a little to cowardly you might be safe this turn but actually just guaranteed only dangerous spot on the board next turn.
  • Bring a durable semi-mobile closer or a bunch of less durable mobile closers.
  • Bring a bunch of durable mid-high init things.
  • At minimum "remember" your opponent has Leia, this doesnt just mean "block", also includes approaching from angles that make the Talon or K-Turn less useful.
  • Engage from Range 3 against things with Ion Turrets or Vet Gunner, unless you know its safe to go for an init kill.
  • Attack from Multiple Angles, elaborating on this...pick the ship or ships that you think is most durable and least useful to you in the game, have that be the thing in the most danger if something has to be.
  • If something has to get Ioned, put it in a lane where the 1 forward still lets you roll red dice.
  • Know exactly how much damage your list is capable of dishing out against specific statlines ( 6HP 2 Agility, 7 HP 1 Agility ). Know how that changes depending on range.
  • Get all your guns on the same target over consecutive rounds, while being "mostly" out of arc, unless you have a cowards list that can choose to not play the game for 75 minutes plink a few half pts and hide.
  • Regardless of your list, play for MOV and use the full 75 minutes.
Edited by Boom Owl
31 minutes ago, Boom Owl said:
  • Don't be a hero, play like a coward until you have more control over the board.
  • Don't be to much of a coward, move aggressively to spots you know will give you more safe space to operate in next turn(s).

CHOOSE A SIDE! NO NUANCE!

38 minutes ago, Boom Owl said:

A few more general tips on "not jousting":

  • Make sure your eyes are not closed and you are awake.
  • Know how many shots each of your ships can typically defend against without being deleted.
  • Once you know that #, don't trust that # unless you choose to for a specific reason.
  • That defines what "safe places" look like, though just because you can trade doesn't mean you should.
  • In general move to safe places on the board where you defend against fewer shots.
  • Depending on your list, start making this possible Round 0.
  • Where you go Round 1-2 matters even if no shots happen at all because most of the time you are slow rolling into a full joust without realizing it.
  • Don't be a hero, play like a coward until you have more control over the board.
  • Don't be to much of a coward, move aggressively to spots you know will give you more safe space to operate in next turn(s).
  • If you play even a little to cowardly you might be safe this turn but actually just guaranteed only dangerous spot on the board next turn.
  • Bring a durable semi-mobile closer or a bunch of less durable mobile closers.
  • Bring a bunch of durable mid-high init things.
  • At minimum "remember" your opponent has Leia, this doesnt just mean "block", also includes approaching from angles that make the Talon or K-Turn less useful.
  • Engage from Range 3 against things with Ion Turrets or Vet Gunner, unless you know its safe to go for an init kill.
  • Attack from Multiple Angles, elaborating on this...pick the ship or ships that you think is most durable and least useful to you in the game, have that be the thing in the most danger if something has to be.
  • If something has to get Ioned, put it in a lane where the 1 forward still lets you roll red dice.
  • Know exactly how much damage your list is capable of dishing out against specific statlines ( 6HP 2 Agility, 7 HP 1 Agility ). Know how that changes depending on range.
  • Get all your guns on the same target over consecutive rounds, while being "mostly" out of arc, unless you have a cowards list that can choose to not play the game for 75 minutes plink a few half pts and hide.
  • Regardless of your list, play for MOV and use the full 75 minutes.

This kind of sums things up (with varying degrees of snark), but it still seems hard to articulate to folks. Like, being able to predict where an engagement is likely to happen and tailoring your maneuvers to make that happen or make it not happen seems like a skill not easily acquired.

21 minutes ago, gennataos said:

This kind of sums things up (with varying degrees of snark)

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1 hour ago, gennataos said:

This kind of sums things up (with varying degrees of snark), but it still seems hard to articulate to folks. Like, being able to predict where an engagement is likely to happen and tailoring your maneuvers to make that happen or make it not happen seems like a skill not easily acquired.

I am at the stage where I am starting to outthink myself at where an engagement is going to be. I've set up possible flanks, expect my opponent to turn into the obvious flank so I keep my options open to disengage and flank with the rest of my list and then they still ignore the obvious flank and keep on jousting the lane they were going to anyways.

29 minutes ago, Scott Pilgrim2 said:

I am at the stage where I am starting to outthink myself at where an engagement is going to be. I've set up possible flanks, expect my opponent to turn into the obvious flank so I keep my options open to disengage and flank with the rest of my list and then they still ignore the obvious flank and keep on jousting the lane they were going to anyways.

Wizard’s First Rule?

1 minute ago, PaulRuddSays said:

Wizard’s First Rule?

And now I'm transported back to high school.

1 minute ago, Scott Pilgrim2 said:

And now I'm transported back to high school.

giphy.gif?cid=3640f6095c8a87b7613774422e

22 hours ago, Boom Owl said:

A few more general tips on "not jousting":

  • Make sure you are awake.
  • Know how
  • Once you know that don't trust that
  • define what "safe places" look like
  • move to safe places
  • joust without realizing it
  • Don't be a hero, play like a coward
  • Don't be to much of a coward, move aggressively
  • play a little cowardly
  • Bring a closer
  • Bring a bunch
  • "remember" your opponent has Leia
  • Engage
  • Attack
  • Regardless

Great thread @Boom Owl

...but your original post — fantastically thought out and typed as it certainly is — is useless to the community if both players read it in full, understand it and then apply it. Then they’d be far too good at X-Wing. However, my tea fueled edit makes your lesson useful to the game moving along in a fun manner as a train wreck-ish thing, even if they do 😉

Edited by clanofwolves
3 hours ago, Tlfj200 said:

Addendum: just because you're starting diagonal to the swarm (or anything else) doesn't mean you aren't jousting. They have agency and can turn into the board.

When I'm playing against or with formation jousting squads, I look at where the dial limitations are. For example, vs TIE Swarms. They have 4 options for straights, 3 for turns, but only 2 for banks, and those banks are close together. That gives me a pretty good idea of where they'll be if they bank, so if the banks put them in a bad spot, I think real hard about moving into that zone, feeling reasonably sure that they won't be there.

Against the heavier rebel jousters, the turns are usually the weak move. 2/3 turns are pretty close, and often blocked by the same rock, so it gives you a chance to move in when their turns take them over or into rocks.

6 minutes ago, Biophysical said:

When I'm playing against or with formation jousting squads, I look at where the dial limitations are. For example, vs TIE Swarms. They have 4 options for straights, 3 for turns, but only 2 for banks, and those banks are close together. That gives me a pretty good idea of where they'll be if they bank, so if the banks put them in a bad spot, I think real hard about moving into that zone, feeling reasonably sure that they won't be there.

Against the heavier rebel jousters, the turns are usually the weak move. 2/3 turns are pretty close, and often blocked by the same rock, so it gives you a chance to move in when their turns take them over or into rocks.

I just try and corner a rock in each corner of a TIE swarm and play around that. If they let me **** with their deployment, I have a solid edge.

2 hours ago, gennataos said:

Like, being able to predict where an engagement is likely to happen and tailoring your maneuvers to make that happen or make it not happen seems like a skill not easily acquired.

If it's "not easily acquired," that's not actually because it's difficult. Most people simply don't want to play the game that way. They want to get to the fighting and dice-rolling. (This is a no-judgment statement of fact, and it's left intentionally generalized.)

1 minute ago, Jeff Wilder said:

Most people [are honorable samurai]. They want to get to the fighting and dice-rolling. (This is a no-judgment statement of fact, and it's left intentionally generalized.)

It's a joust, then.

giphy.gif

Watch the games where people don't engage in the three turns and read the chat. X wing is most definitely not a game of positioning, it's a game of rolling dice.

4 minutes ago, jagsba said:

Watch the games where people don't engage in the three turns and read the chat. X wing is most definitely not a game of positioning, it's a game of rolling dice.

While we're watching chats - what the chat for their thoughts on the best maneuvers.

9 minutes ago, Tlfj200 said:

While we're watching chats - what the chat for their thoughts on the best maneuvers.

close enough to the table to be heard