Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

Disclaimer: Took flak for saying this before but didn't get a straight response. I'm not an experienced competitive player and I don't pretend to be.

BUT

Doesn't Intimidation really hurt Fett? For 3 points you throw it on your cheapest filler ship so any time you get a block you can light him up like a Christmas tree?

You're granting him a re-roll, but if he only has one die, doesn't he... die?

I realize conventional wisdom is "don't get close" but if it's only with one ship it seems tempting. Denying an action seems worth the re-roll he gains, and denying a defensive die seems much better.

Of course, if you have an I6 you can out-dance him. If you have double-arcs (RZ-2s, TIE/sfs, etc) you can out-plink him. But if you don't have either of those, isn't defensive dice reduction a powerful tool to add to your kit against him, especially if he's a ubiquitous meta presence?

Literally just curious.

1 hour ago, jagsba said:

me at worlds: man i've lost this game

opponents boba: R2 seems like a good place to be

I mean, I still lost, but if you're going to give me a chance to come back I ain't complaining

its a shame you misjudged that talon roll

1 hour ago, Sunitsa said:

Yeah it's definitely the easiest thing to pick, especially if you are a large ship aficionado like me.

Sadly it's also the reason why I think HS is currently a hot mess people are overlooking.

Bio summarized it well enough, basically you have no room for errors against him and needs some degrees of mistakes from his player all while hoping to be getting above average shots, which at best are just single nodded, while he needs to get below average rolls while having as many passive and active mods as many 1.0 monstruosity.

On defense boba Maul is almost like old dengar,sometimes it's even better!

Slave 1 with cybernetics is probably even more degenerate than 1.0...

Broadly I agree with you, but I suspect it's not that bad. Boba is definitely the easiest most competitive strategy. Competitively speaking, he is the dengaroo territory for skill differential required to play against versus how much required to do well with. Not mechanically - it isn't literally just dial in random moves and wait to collect your win, just adjacent to that.

I wish they would change the red move while stressed rule to make you also take a damage or something. This is like the 19th time it's been a problem.

3 minutes ago, ClassicalMoser said:

Disclaimer: Took flak for saying this before but didn't get a straight response. I'm not an experienced competitive player and I don't pretend to be.

BUT

Doesn't Intimidation really hurt Fett? For 3 points you throw it on your cheapest filler ship so any time you get a block you can light him up like a Christmas tree?

You're granting him a re-roll, but if he only has one die, doesn't he... die?

I realize conventional wisdom is "don't get close" but if it's only with one ship it seems tempting. Denying an action seems worth the re-roll he gains, and denying a defensive die seems much better.

Of course, if you have an I6 you can out-dance him. If you have double-arcs (RZ-2s, TIE/sfs, etc) you can out-plink him. But if you don't have either of those, isn't defensive dice reduction a powerful tool to add to your kit against him, especially if he's a ubiquitous meta presence?

Literally just curious.

It does really hurt boba, but Slave 1 means you have to block both maneuvers with the intimidation. "Don't get close" isn't a real strategy against medium bases with boost that want to be close, I agree.

1 hour ago, Sunitsa said:

Yeah it's definitely the easiest thing to pick, especially if you are a large ship aficionado like me.

It haz medium base?

1 hour ago, Sunitsa said:

Sadly it's also the reason why I think HS is currently a hot mess people are overlooking.

Hyperspace a hot mess? Maybe that's just your local scene? From what our locals seem to feel, it's probably the most balanced X-Wing has ever been, even before with some of the boneheaded OOP ship choices from a year ago. It makes the game a bit less deck-build chemistry dependent, and a bit more emphasis on Strategy/Tactics. This means only good things for new players to draw their initial XWM experiences from. Instead of chasing some elusive "Killer Instinct Ultra Combo" that ultimately proves frustratingly elusive to them, they can get to the meat & potatoes in sizing up the "How To Play" fundamentals. But a big part of why Hyperspace is really dominant now in our area is because the top players have embraced it and are helping the new players understand the game more effectively now. On that merit alone, I think HS (now, with the curated format and 2.0 release only) is the best thing for XWM 2.0 since inception.

1 hour ago, Sunitsa said:

Bio summarized it well enough, basically you have no room for errors against him and needs some degrees of mistakes from his player all while hoping to be getting above average shots, which at best are just single nodded, while he needs to get below average rolls while having as many passive and active mods as many 1.0 monstruosity.

A decent Boba---let's just say Slave 1+Fearless+ CC+payload---- composes 47%+ of a list. That's a fair ROI for what you're investing in him, and it should be. He should be every bit as viable for his cost as other iconic pilots in the game are for theirs. Until someone really figures the next level of upgrade / wingmate composite terror with RAC or Han, he's arguably the most expensive build in the game right now competitively. A risky venture of gaming capital sometimes in an ever more diversifying meta. Boba can certainly be swarm-flanked (not a formation swarm, but stick and run from all angles type) with a 5+ ship count list outside of R1. But yeah, place all those obstacles within range 1 of each other in the middle of the board, and make Boba chase perimeter, or possibly even make mistakes trying to get around them in the middle. It can be done. Slave 1 also means diddly squat vs. the Vonreg/Kylo+ I6 builds you're going to start seeing soon. Protorps Luke is also great at making Boba sad. The YT-1300 init 5+'s also can exchange punches with him EASILY and win out.

One other thing; Boba players are going to HATE getting mag-pulsed by Vader/Vonreg/Han/Poe/QD/First Player Boba etc. in a week or so.

1 hour ago, Sunitsa said:

On defense boba Maul is almost like old dengar,sometimes it's even better!

Slave 1 with cybernetics is probably even more degenerate than 1.0...

He's nothing like 1.0 Dengar---Dengar had mods for days, on every dice interaction during the alpha, courtesy of Glitterstim/Countermeasures/R3 Manaroo take my lunch money focus etc.

1 hour ago, Sunitsa said:

You have no idea what are you talking about, have you?

Pot meet kettle

1 hour ago, Sunitsa said:

Have you even played against a proper boba fenn?

Ever played against one executed improperly? Because that's part of the game... having the talent to deceive your opponent into making mistakes.

1 hour ago, Sunitsa said:

It's almost like hyperspace put once again dice variance on top of the game while forgetting to kick out of the format the most reliable dice thrower out there...

Conditionally reliable. Like all formidable aspects of certain pilots/chassis abilities, it can be countered by those with proficiency in diagnosing WinCon.

Not trying to be contrarian for contrarian's sake toward you, but just giving you a different perspective. Cheers

Edited by Cloaker
1 minute ago, Brunas said:

It does really hurt boba, but Slave 1 means you have to block both maneuvers with the intimidation. "Don't get close" isn't a real strategy against medium bases with boost that want to be close, I agree.

As mentioned above, sometimes the obstacles will do that for you or you can sufficiently punish the alternative, but yeah, I'll admit it's tricky.

Still a pair of Concussion Intimidation Phoenixes seems like a really nice 76-pt anchor for a lot of rebel lists: Punish them for getting close, punish them for staying away, punish them for ignoring your filler, punish them for attacking your filler, IDK. Two double-repositioning intimidation ships is nice. Definitely lets you cover both S1 options.

Not throwing salt over Soontir winning another big event--I am glad that this was the ace of legend, after all--but I think that the legacy factions should take a play out of FO and cost the fragile Interceptor higher than the cumbersome X Wing. Soontir should cost more than Wedge much in the way Vonreg costs more than gunner QD.

There's a lot of cool things you can do with Wedge or Quickdraw, but their I6 nature is more of a shoot first/ace killer thing. With effective single action efficiency, no real boost/maneuverability, and 2agi on 6 hp, they are quite clearly pieces that you trade and try to make the most out of. Soontir and Vonreg, on the other hand, can escape traps, readjust course to stay on target, or just disengage to fight another day. Also double offensive mods/reposition. Sure, this sucks for outright jousting and area denial, but that point is moot: you're trying to jumble the enemy in the rocks or the clusterf#ck to pick them apart because at this absolute high of ship counts, your raw jousting value is going down for taking an I6 jouster over the base. Wedge and Soontir both play this game, just the latter far more often than the former. Sure, different factions, but ships that can decide not to commit tend to be costed more aggressively than good jousty ships (even if the TIE/sk has its I4 and I5 costing inverted).

FO still has an interesting dynamic in "Wedge or Soontir", by costing the piece with a higher ceiling for shenanigans as the pricier one. Both are very good, but when taking the objectively less good one, you have more points to flesh out to the same cost as the better one. Both the Fanatical FCS Gunner QD and Daredevil Vonreg being the same cost (even if Vonreg's base is a mere 2 pts more than gunner QD [needs to go up]) is a fun decision: be able to yeet with the interceptor friend, or just get full mods--one being passive that can also trigger on the ability--on the trade piece.

13 minutes ago, ClassicalMoser said:

As mentioned above, sometimes the obstacles will do that for you or you can sufficiently punish the alternative, but yeah, I'll admit it's tricky.

Still a pair of Concussion Intimidation Phoenixes seems like a really nice 76-pt anchor for a lot of rebel lists: Punish them for getting close, punish them for staying away, punish them for ignoring your filler, punish them for attacking your filler, IDK. Two double-repositioning intimidation ships is nice. Definitely lets you cover both S1 options.

Are I-1s worth it though? I’ve been scared to put them down since 2.0 because 2 (well now 3) points gets you I-3, which seems more versatile.

4 hours ago, Tlfj200 said:

I think everyone feels they have no damage and can't do damage without crackshot... but that's basically all of hyperspace.

Welcome to hyperspace.

3 hours ago, Brunas said:

Do you think you still need that punch in hyperspace?

I've played only 15 full games of Hyperspace since The Great Reshuffle of Jan '20, and fourteen of those went to time. Of those 14, 10 were decided by 50 points or fewer, and I noted that 7 could have gone the other way given some number of added rounds to play.

Also, while my personal sample size is small, it feels sort of inherently the case that an a-wing that is alive at 45 minutes can choose with high confidence not to die. While this has been true in the past for ships like Regen Jedi and Kylo, it feels like the list of ships that become invulnerable once their opponent's offense drops below 50% is greatly expanded.

I'm not totally sure that I like not being able to generally count on decisive engagements, but I'm not sure I hate it yet either.

Edited by Ablazoned
3 minutes ago, FlyingAnchors said:

Are I-1s worth it though? I’ve been scared to put them down since 2.0 because 2 (well now 3) points gets you I-3, which seems more versatile.

Can't fly two of those with 3x I3 X-Wings though. ;) Also, I1 has perfect information for focus usage and unparalleled blocking power.

Need more practice with my hyperspace list, but I've really liked what I've done with it so far. Who knows, I may even try my hand at a Store Champs tourney.

Edited by ClassicalMoser
Just now, Ablazoned said:

I've played only 15 full games of Hyperspace since The Great Reshuffle of Jan '20, and fourteen of those went to time. Of those 14, 10 were decided by 50 points or fewer, and I noted that 7 could have gone the other way given some number of added rounds to play.

Also, while me personal sample size is small, it feels sort of inherently the case that an a-wing that is alive at 45 minutes can choose with high confidence not to die. While this has been true in the past for ships like Regen Jedi and Kylo, it feels like the list of ships that become invulnerable once their opponent's offense drops below 50% is greatly expanded.

I'm not totally sure that I like not being able to generally count on decisive engagements, but I'm not sure I hate it yet either.

Quick questions:

  1. Rebel or Resistance A-Wing?
  2. How many A-Wings?
  3. Are you the one playing them?

I played against Boba/Fenn with my 3 Fangs/Genesis (Pro Torp) build at a 60 person tournament and came away with a win.

Rd. 1 of Engagement - Honorable joust taking place on the left alley. Crucially, Fenn had to slow roll through the rocks or risk a R3 pot shot. Flood the zone with 2 fangs going for the block and another Fang and Genesis at R2. Getting the block doesn't really matter for this part. Fangs like R1 even better than Boba on the joust. Take 3 shields off Boba for 1 damage on a Fang and the shield off Genesis.

Rd. 2 - Swing everything over to Fenn, who is now at Range 2 of three ships. Eat a proton bomb on a Fang. Deal half damage to Fenn; deal panicked pilot to Boba (who turned in rather than leapfrogging) on top of 2-3 Maul stress. 2-3 of my ships are on half.

Rd. 3-6(?) - One Fang got behind Fenn as he had to turn out. Kept him away from the fight. One crippled Fang held Boba's attention while he ran away. Genesis was behind Boba with a TL and a final Torp. One Fang luckily got in Boba's blind spot and avoided shots, then harassed Boba until Boba went down.

1 minute ago, Tlfj200 said:

Quick questions:

  1. Rebel or Resistance A-Wing?
  2. How many A-Wings?
  3. Are you the one playing them?

Both. I played a Rebel 2X2A, a Resistance 2F3A, and Poe4A for a few games each. In most cases I was able to points locker the A-wings once the opponent had less than 6-7 total reds left.

On the other end of the table, I've played O-66 +7 and Dooku +7 against 3 agility stuff. Midnight, Vonreg, and yes Kylo all seemed to not care too much about diving in without Sear to keep the honest.

So IMO it's not just A-wings. Even generic FOs just take a bunch of shots to wear down if all you've got is 2 attack dice.

I still have high hopes for Hyperspace, but in the past I've really enjoyed stuff that can force decisive engagements and I haven't found it yet in Hyperspace. But Skulls and Boba are next on my list!

Wait a second..

You mean we take out some of the high-damage-output stuff from X-wing (7B, Wedge, Soontir, Crack Shot, Upsilons, Afterburners for Vader, Sear etc) and you are surprised that the format might feel like a slap fight?

@catachanninja 2 more pages

3 minutes ago, Boom Owl said:

@catachanninja 2 more pages

Hype! wait did i commit to something if we hit 1337 pages?

1 hour ago, Cloaker said:

Not trying to be contrarian for contrarian's sake toward you, but just giving you a different perspective. Cheers

You are kind.

In sharp contrast, I do love at times being contrarian for contrarians sake, for it is the only thing contrarians really cherish.

47 minutes ago, Micanthropyre said:

Wait a second... You mean we take out some of the high-damage-output stuff from X-wing (7B, Wedge, Soontir, Crack Shot, Upsilons, Afterburners for Vader, Sear etc) and you are surprised that the format might feel like a slap fight?

It's shocking I know.

It's either for that, or to move more models.

...the tea is amazing.

1 minute ago, clanofwolves said:

It's shocking I know.

It's either for that, or to move more models.

...the tea is amazing.

I'm not sure what tea you're drinking. Smug tea?

But, uh... man, many of us are really enjoying more models. So... same team?

Random side note I must be playing a different version of hyperspace than alot of other people.
For some reason the lists I keep building and testing for Hyper have general access to "double" offensive mods or its equivalents for multiple ships.
Even lists with 5 ships. Definitely lists with 4 or fewer ships.

Also, weird.

Edited by Boom Owl
4 minutes ago, catachanninja said:

Hype! wait did i commit to something if we hit 1337 pages?

Yes, don’t you remember?

1 minute ago, FlyingAnchors said:

Yes, don’t you remember?

>He lacks the critical information

6 minutes ago, Brunas said:

>He lacks the critical information

Confirming this would require scrolling up which is literally impossible.

8 minutes ago, Boom Owl said:

Random side note I must be playing a different version of hyperspace than alot of other people.
For some reason the lists I keep building and testing for Hyper have general access to "double" offensive mods or its equivalents for multiple ships.
Even lists with 5 ships. Definitely lists with 4 or fewer ships.

Also, weird.

i too manage to pull that off,

7 minutes ago, FlyingAnchors said:

Yes, don’t you remember?

Nope! What am i doing?

1 hour ago, FlyingAnchors said:

Are I-1s worth it though? I’ve been scared to put them down since 2.0 because 2 (well now 3) points gets you I-3, which seems more versatile.

I think we're eventually going to get to a point where people remember blocking is good

Just now, catachanninja said:

I think we're eventually going to get to a point where people remember blocking is good

I think we're going to eventually get to a point where people realize they'd rather have more shots than block, because free calculates are a pretty good strategy...

7 minutes ago, Brunas said:

I think we're going to eventually get to a point where people realize they'd rather have more shots than block, because free calculates are a pretty good strategy...

Blocking is still pretty good against not 💜

Disclaimer: Alot of things that dont have force charges are 💜