Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

10 minutes ago, Scott Pilgrim2 said:

Leia for 4-6 points is my guess on the adjustment. Leia does have a bit of a carrier tax in that it forces you to play certain ships, though she does make U-Wings extra fun.

Yeah, 6 seems right, having that ability every three rounds is much more valuable than 2 and the ship tax (though U-Wings and Arcs are pretty good ships). I think the real issue is other crew are just too expensive, I'd like for these unique and unused synergies be all made palatable for use in different squads as they all have that crew carrier tax, and some pay a heftier tax in transport than others.

In my opinion the fact that you can use leia 1 time every 3 turns it is not a big limitation.

Leia will be cheap also at 6 points

4 minutes ago, clanofwolves said:

Yeah, 6 seems right, having that ability every three rounds is much more valuable than 2 and the ship tax (though U-Wings and Arcs are pretty good ships). I think the real issue is other crew are just too expensive, I'd like for these unique and unused synergies be all made palatable for use in different squads as they all have that crew carrier tax, and some pay a heftier tax in transport than others.

Looking over the Rebel crew, I don't really think the pricing for them are too expensive. In my opinion, it is more that many of them just aren't worth using. Even then- Jyn, Lando, Kanan, Cassian, Nien, and PerpCop are all solid options and most of the rest have potential use cases. I can see *maybe* Saw and Magva going down to 6. Rebels have the best crew options in all of the factions.

2 minutes ago, Manolox said:

In my opinion the fact that you can use leia 1 time every 3 turns it is not a big limitation.

Leia will be cheap also at 6 points

At six points, she is worth 2 Selfless-es... es. Even at 8 being a solid value, a lot of her current power at 2 is that her opportunity cost is really low. There are certain breakpoints for costing that even if the upgrade is still underpriced, you can't fit in all of the other fun stuff. Look at Y-Wings, which got up to an effective 6 point reduction with chassis, ion, and VTG reductions. If Leia goes up 2 and double tap Y-Wing goes up by 3, that small change could still be huge on list building.

8 minutes ago, Scott Pilgrim2 said:

At six points, she is worth 2 Selfless-es... es. Even at 8 being a solid value, a lot of her current power at 2 is that her opportunity cost is really low. There are certain breakpoints for costing that even if the upgrade is still underpriced, you can't fit in all of the other fun stuff. Look at Y-Wings, which got up to an effective 6 point reduction with chassis, ion, and VTG reductions. If Leia goes up 2 and double tap Y-Wing goes up by 3, that small change could still be huge on list building.

...you had to bring up Y-Wings... didn't you?

3 minutes ago, clanofwolves said:

...you had to bring up Y-Wings... didn't you?

All the cool kids are doing it...

11 hours ago, catachanninja said:

So I'm thinking aethersprites= su37 but I'm not married to the metaphor. No idea where bellbulabs fit in

Delta 7 seems like a Eurofighter Typhoon or a Dassault Rafale to me.

3 minutes ago, Dismal Scientist said:

Delta 7 seems like a Eurofighter Typhoon or a Dassault Rafale to me.

Visually yes, but not really by abilities and role. Maybe the Rafale though.

2 hours ago, Boom Owl said:

Hyperspace Ramble:

  • Quad I5
    • Take down Lulo first but dont trade a ship in the process?
    • Don't volunteer for K / Talon Range from Nien Nunb
    • Nien flys over Debri Fields for fun sometimes
    • Nien links into stress that clears into actions
    • Don't forget that Ello drops sick Talons
  • YYYYY
    • Stay at Range 3
    • Disengage instead of chilling in double taps
    • Know if you can 1 round a Y-Wing
    • Play to Time Probably
    • Just be a force user and ignore 2 dice attacks.
    • Force to break formation ( Rocks or Blocks )
  • Howl/Iden
    • Engage from multiple angles
    • Force to break formation ( Rocks or Blocks )
    • Bring Big Rocks and dont place rocks bad
    • Get Howl, force Iden Charge Use early
    • Play to Time Probably
  • Poe/Lulo/Talli/Bastian
    • Get Poe & Lulo as soon as possible
    • Poe will Slam and you will feel dumb
  • Wedge/Biggs/Y/U & other 4 Ship Reb Variations
    • With Biggs will be in Formation so attack from multiple angles
    • Force to break formation ( Rocks or Blocks )
    • Without Biggs it "might" be out of formation. Get high init things first.
    • Plan for the Leia Turn ( don't have to block the K-Turn, can arc dodge it )
    • Approach from angles that make K-Turns and Talons less useful
  • Rebel Han + 2 Aces
    • Get Han but dont follow the Kite into the Rocks
    • Mostly just a game
  • Vennie/Bastian/Lulo
    • Get Lulo first, Bastian 2nd
    • Ignore Vennie, stay in his side arcs ( 2 dice only ) no double tap
    • 3 Dice shots will do damage to Vennie
    • Remember that Paige is stupid
  • Vader/Soontir/Vermiel/Tie or other 4 Ship Imp Variations
    • Make Vermiel deal with Rocks.
    • Remember Vermiel can and will sloop
    • Vader is going to do damage, keep up.
    • Get your Aces to the end game.
    • Avoid the mini-box.
  • Barrage Bomber stuff
    • uh....be Range 1 its fine
    • Get Jonus
    • Punish Box Formations
  • AAAAA
    • Play to Time Probably
    • Get Lulo and Talli first but don't chase the Kite
    • Keep the pressure on things without shields
    • Set the first engage so you and or rocks are in the way of the 5 straight boost after.
    • The box will exist for 2 consecutive rounds.
    • Just be a force user and mostly ignore 2 dice attacks.
  • Tavson+
    • Don't shoot Tavson unless you have to.
    • Stay out of his Arc and force out of engagements
  • Fenn + 3 Zealous
    • Init Kill things from Range 2-3
    • Don't be Range 1
    • Force a disengage or hold out early. Block that Ace.
  • Jedi
    • Not really sure...
    • Don't let them get Range 1 TL 3 Force Alpha Strikes
    • Keep Pressure on and engage from Range 2.
    • Blocks kinda help but meh
    • They will K-Turn because they can.
    • Don't have 3 Turns so they tend to use Bank Boosts more often.
    • 1 Hard turn Barrel Roll is gud, block it
  • Separatists
    • I have no idea...
    • Destroy some Vultures I guess
    • Don't opt into Maul Double Taps or Dooku Greivous Crew Traps
    • Probably wants to play to time.

Did I miss anything?

Does Guri matter or is she just Old T with more style?

Will ship count drop enough and init rise to make lower ship count Boba Bully lists gud?

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

Did I miss anything?

Does Guri matter or is she just Old T with more style?

Will ship count drop enough and init rise to make lower ship count Boba Bully lists gud?

Eh... maybe? Probably no. B’s and A’s (Rz-1s) lack an I-5 so I would expect them to make Rebel cheese after rebel beef is put out to pasture.

1 hour ago, Boom Owl said:

Did I miss anything?

Does Guri matter or is she just Old T with more style?

Will ship count drop enough and init rise to make lower ship count Boba Bully lists gud?

I think Guri is sufficiently different than Teroch. With AS, she's pretty nuts and does hit really hard. Teroch can be defeated by a couple generics. Guri makes that a very uncertain proposition.

1 hour ago, Boom Owl said:

Will ship count drop enough and init rise to make lower ship count Boba Bully lists gud?

It's early, but so far it seems like people mostly just want to swap X-Wings for B-Wings in 4-ship Rebel beef lists and jousty/acey things for joustier bombers / acey-er Soontir in 4-ship Imperial lists.

So... I don't really want to ask this, but for those of you playing B-Wings (in extended), why are you not playing Auzitucks instead? +5 points for an arc that's more than twice the size, with othersize the exact same statline, and if it's your leia carrier you can just reinforce to keep Leia up.

5 minutes ago, Brunas said:

So... I don't really want to ask this, but for those of you playing B-Wings (in extended), why are you not playing Auzitucks instead? +5 points for an arc that's more than twice the size, with othersize the exact same statline, and if it's your leia carrier you can just reinforce to keep Leia up.

*looks around the room, pauses, and takes a deep breath and a sigh before asking*

4 hours ago, Boom Owl said:

Jedi

  • Not really sure...
  • Don't let them get Range 1 TL 3 Force Alpha Strikes
  • Keep Pressure on and engage from Range 2.
  • Blocks kinda help but meh
  • They will K-Turn because they can.
  • Don't have 3 Turns so they tend to use Bank Boosts more often.
  • 1 Hard turn Barrel Roll is gud, block it

Alright, I have to ask. How do Mace+Anakin with the D7b not ring any alarm bells?

4 minutes ago, GreenDragoon said:

Alright, I have to ask. How do Mace+Anakin with the D7b not ring any alarm bells?

Something something Jedi are the good guys.

12 minutes ago, Brunas said:

So... I don't really want to ask this, but for those of you playing B-Wings (in extended), why are you not playing Auzitucks instead? +5 points for an arc that's more than twice the size, with othersize the exact same statline, and if it's your leia carrier you can just reinforce to keep Leia up.

you're telling me there's broken stuff in extended that people haven't figured out yet?!?!

11 minutes ago, Brunas said:

So... I don't really want to ask this, but for those of you playing B-Wings (in extended), why are you not playing Auzitucks instead? +5 points for an arc that's more than twice the size, with othersize the exact same statline, and if it's your leia carrier you can just reinforce to keep Leia up.

For me (I play Scum, some Imp and Reb) it is because I don't have the mini. For others it might be the lack of K-Turn, Sloop or Tallon Roll despite the real-estate the arc does cover or the simple lack of Lock.

1 minute ago, Boom Owl said:

Something something Jedi are the good guys.

Specifically this

Even 5 hyperaccurate Awings just don't punch through 3 force. I do not know how I could have won that game, and that is a first for me in second edition.

Just now, GreenDragoon said:

Specifically this

Even 5 hyperaccurate Awings just don't punch through 3 force. I do not know how I could have won that game, and that is a first for me in second edition.

Jedi offense is pretty amazing. One rounding ywings with just two ships is neat.

End of the day Jedi are so much fun I think it will be awhile before anyone complains about them.

Just now, Boom Owl said:

Something something Jedi are the good guys.

If you’re not scared of them yet

You will be.

Im not sure that a list composed of just Supernatural 7b Anakin And Mace is viable. But I’m not sure it isn’t either. In two games Super Mace has taken a grand total of two range 3 shots, and zero non obstacle damage. Despite the last game being against 7b Anakin.

I might try it. Two ships are bad, except for when they are that hard to put down.

5 minutes ago, GreenDragoon said:

Specifically this

Even 5 hyperaccurate Awings just don't punch through 3 force. I do not know how I could have won that game, and that is a first for me in second edition.

So one thing for me, I really like P17 on Mace. The ability to boost or roll after a red more than makes its points. R2 is good, but matters less if you aren’t getting shot. But it’s a play style difference perhaps.

1 minute ago, Boom Owl said:

Jedi offense is pretty amazing. One rounding ywings with just two ships is neat.

End of the day Jedi are so much fun I think it will be awhile before anyone complains about them.

Their offense, sure. But their defense has me really concerned. They are token stacking monsters as long as they have force. Maybe my game was really uncharacteristic (seems like an outlier for the first 6 turns) but there was no way to get through.

1 hour ago, Brunas said:

So... I don't really want to ask this, but for those of you playing B-Wings (in extended), why are you not playing Auzitucks instead? +5 points for an arc that's more than twice the size, with othersize the exact same statline, and if it's your leia carrier you can just reinforce to keep Leia up.

I'm not playing extended because Hyperspace Trials but I'm a pretty vocal B-wing enthusiast.

Auzitucks have worse actions lacking TL and the beautiful focus linked into barrel. They get reinforce and 180° arc which are both nice, but considering what they are trading for that I don't think that's worth 5 points while also bringing ps 1 (which might also be good sometimes thought). Auzitucks also have worse shield/hull allocation.

I will also point out once again that hull upgrade on B wings (and on Auzituck too I suppose) is very good for just 3 points: other than being a straight survival improvement, it's also a huge morale blow to your opponent when he will have forgotten by mid-late game he needs 5 damage to halves your Bs and 9 to destroy them. Seriously it doesn't matter how clearly and often you explain you are playing with Hull Upgrade, almost everyone just forget it. Even I that play with them forget about Hull Upgrade when I face them...

Auzituck might be interesting extended Leia carriers thought, but I think B-wings are better ships overall

Edited by Sunitsa
33 minutes ago, GreenDragoon said:

Their offense, sure. But their defense has me really concerned. They are token stacking monsters as long as they have force. Maybe my game was really uncharacteristic (seems like an outlier for the first 6 turns) but there was no way to get through.

Has Luke ever had anyone concerned? The basic difference there is the dial, and maybe that's enough of one, but I think we're kind of seeing things swing back and forth from the original "not sure they are worth it" (including me) to now people being concerned they are too good.

They do seem like they would give Resistance A-wings trouble because you need to keep the pressure on them to limit their force regeneration, but that's hard to with a ship that wants to make use of a rear arc against another fast ship that can just zoom out of range. Not to mention, token stacking has also always given two attack dice ships issues.