Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

On 4/9/2020 at 6:52 PM, Boom Owl said:

Why is First Order your favorite faction?

  • They have a very "boss-like" attribute from a lot of videogames. Their strength is loaded towards late game quite often, where game progression and hurting them often makes them more powerful. Quickdraw, Tavson, Fanatical (especially on Quickdraw or Silencers), the Trap of triggering False Trad against a swarm, and Rush are all prime examples of fascinating wrenches to throw in the game. To a lesser extent, I'll Show You the Dark Side fits in there, but Kylo crew is trash and although Kylo pilot's ability is very handy in more situations than most realize, the idea of autothrusters is that you don't get shot at/only behind clouds or something.
  • They're the only faction with 2 faction-locked Talents, and both are really good. Also, they play into separate ship types. Fanatical on Quickdraw and Silencers really shows the power of 3 die guns with a soft force charge for muggles, whereas Proud Trad on Omega's demonstrates the strengths of spammable action efficiency a la Networked Calculations (and open dials are fun). Sure, Scorch can take Fanatical and Holo is very good with Proud Trad, but aside from that, it feels cool and specialized that we have an ace talent and a filler talent.
  • The best TIE fighter in the game. It was good value on launch (albeit very stunted by 9 pt Pro Torps, 4 pt Juke and Phantoms, Palob, Boba + tugs, etc.), but point changes and nerfs to its predators only boosted its value further. You can go generic for solid filler/blocker (with 3h 1s, you can dedicate your single action ship to a blocker role without feeling too afraid), elite generic for cheap I3 and Proud Trad, or you can select so many options out of a solid roster of uniques. Midnight, Scorch, Longshot, Muse, Null, and Rivas are all certainly worth a look at the least, and over half of those named demonstrate significant efficiency boosts over the generic.
  • The Tech Slot. Biohexacrypt Codes make the Upsilon's all-white action bar very powerful, especially in tandem with Tavson. Advanced Optics on any Silencer with a Talent/Force offers high damage consistency. If you're one for just putting generic SF's on the field, Optics allow for some serious area denial. Primed Thrusters allow Blackout, Kylo, Rush, and Holo to all do some crazy stuff. Pattern Analyzer works on any piece that you don't mind sinking 5 pt for. I almost never use it outside Holo or specific Vonreg builds, but Deuterium Power Cells are an insight as to what kind of balance regen should be.
  • They're very good in Hyperspace. I know that I am fond of degenerate extended things, but a balanced faction that trades away a lot of support options like bombs/cheap general coordinate/true turrets/etc. for just playing the game as one of an ace + support and action/board management (or perhaps triple aces/double aces + support) allow you to hone in on the basics of the game. Plus, the toned-down nature of Hyperspace allows interesting pilots to stand out to toy with, such as TN3465, various Muse builds, Ember, and Avenger.
  • Some of the best support abilities or non-support niche are on ships that aren't locked into that sort of role, allowing them to make decisions on the fly. Holo, on a whim, can turn into the best iteration of a 2nd edition Manaroo-like effect. Tavson's ability might be best for offense, but can always do some fun things with coordinate. Avenger's ability is very niche, but the cost of bringing his ZwungZwang ability is so low compared to the instances where it would come in handy. Rivas is only 2 pt more than the generic TIE/FO. Muse works well enough on her own, but can pull shenanigans when in range 1 of a friend. Thannison's I1 status and highly conditional tractor ability seem rubbish were one to go by conventional guesses for similar ability pricings, but being a mere single point more expensive than Starkiller opens the window to many rewards and the nuances of the control aspect/NobodyExpectsTheSpanishInquisition! aspect of the ability. Ember is better than he ought be, and will only get better once Gideon is released for the Xi-class light shuttle.
  • The Silencer is so over-the-top in a beautiful way. It has the tech and both munition slots, as well as most pilots having an elite slot of some sort. Not only does this offer a lot of customization, but it's customization that can survive thanks to the nimbleness of autothrusters either before a move with coordinate/force powers, after a move, or some combination of the two (although autos after a move are typically enough). This is on a ship with double the health of a TIE/interceptor, denying a lot of bad variance outcomes at the hands of enemy I6's. Typically, you should fill only 1 slot, (and not even that if you fly the I1), maaaaaybe 2, but the fun is that there are viable builds that run into 3 slots filled.
    • As a result of what the Silencer can do, each Silencer ace can function as a point fortress, although Kylo and Blackout do this far better than anyone else. Kylo even moreso than Blackout because he can use passive mods on defense in addition to offense and is a native 13 pt pricier. A true-no-strings-attached-straight-up 3 attack 3 agi Force-Sensitive Interceptor-Class ship exists only the form of Kylo.
    • Just do whatever with Kylo. Running him naked with a gang of efficiency ships or the intimidation of 2 Upsilons are both very powerful. Triple Aces work very well with him as well. Trading a bit off the support to give him Hate or Predictive Shot are some of the few truly useful instances of those cards. Likewise, Instinctive Aim finds most success on Kylo, given that optics allow him to modify those torps without locks. Supernatural and Precognitive Reflexes, extremely niche cards with typically 1 other use apiece (Super for Inky Generics and Precog for Luke), have been worked to niche success on Kylo. Sense allows Kylo to be his own mini-Snoke, also offering to turn his I2 or I3 coordinate friend into a Jerry-Rigged Supernatural Reflexes. Sometimes, combining tricks (Instinctive + Optics + Torps/Sense + Pattern Analyzer come to mind) results in a ship that has increasing returns on upgrades, a rarity in this state of the game where the vast majority of upgrades offer staggeringly diminishing returns.
    • The game's never over if a Silencer is your closer.
  • The I6's are not auto-includes, making list-building more intriguing, especially for the I5's. You take Vonreg only because a list needs a sort of I6 Interceptor in it, so don't go looking for Vader levels of power or Soontir levels of finesse here. Midnight is a diversion, and only in specific builds a pocket ace. Quickdraw is a trading piece, a la Wedge. Rush is an I2 that gets to be bolder than usual and is either promoted to I6 or made irrelevant with crippling crits in the process--he's still not a proper closer because the vast majority of cases that have that happen make him yield half points. Null is an I7 only for now.
  • The self-nerfs of the TIE/ba offer a fun puzzle. The BA also makes Daredevil and other stress mechanics quite useful because the self-nerfs are the cost for efficiency, not stress. Thus, it is a ship with a perpetually present wide band for skill to function or to fail. I don't like it's green-token anemia, but coordinate helps with that in interesting ways and the Xi is coming with Terex.
Edited by Hoarder of Garlic Bread

Hi @Hoarder of Garlic Bread

Thanks for that well thought out reply.

I think the thing I like best about FO is it allows you to field individually solid ships that are not overly dependent on synergy Tavson being the main exception. Its a mix of Ace and Generics faction that encourages you not to just always build trip aces. Which is neat.

On 4/9/2020 at 5:18 PM, funwok said:

Remember when @GreenDragoon told us to keep a low profile about TTS/vassal?

Everybody and their brothers are posting about TTS/Vassal directly at FFG OP on facebook now 😄

Well, balls.

1 hour ago, 5050Saint said:

Well, balls.

Worry not! Earlier tonight, I witnessed Matt Holland playing against Aussie X-Wing Extraordinaire Nathan Skelly on Vassal. So long as his Asmodee overlords don't care, we should be OK! I'd rather people would've kept mum all the same, but hopefully it goes without saying that the main appeal of the game are the plastic models.

1 hour ago, Boom Owl said:

Hi @Hoarder of Garlic Bread

Thanks for that well thought out reply.

I think the thing I like best about FO is it allows you to field individually solid ships that are not overly dependent on synergy Tavson being the main exception. Its a mix of Ace and Generics faction that encourages you not to just always build trip aces. Which is neat.

It helps that there is a lot of fat trimmed from the faction. I.E., there is only one real force user in the faction, only one chassis of 2-die blocker, only one X-Wing-like craft, only one shuttle, and one deluxe interceptor and one budget interceptor. "A Jack of All Trades and a Master of None, but better be that than only a Master of One," certainly applies. FO's focus on individual and balanced ships really comes to light when put up against factions that have had their options more severely limited by the Hyperspace cullings. Republic comes to mind, with their still-deep roster for the Delta 7...but offered only in the CLT variant which makes them force-sensitive A-Wings that sometimes get to have extra dice, provided they aren't moving first. Imagine having an interceptor that was like the T-70 in durability and agility but giving it force, only to say "lol, no. You are now flying only A-Wings with a worse Shield-Hull ratio, a significantly worse conditional die gun than the TIE/X1 (and can be insanely stunted by Blinded Pilot), and your variance shield of regen is costed out of the question. Oh, and speaking of variance, you are now capped at I5 and a bad defensive roll even against a potshot can ruin your day".

Mzq1TKbhEL7CkiFOY49zHDA5g0lq8F9B5A_1HzEr

Edited by Hoarder of Garlic Bread

I like FO because they have big 🟣

6 hours ago, Chumbalaya said:

I like FO because they have big 🟣

Uh, uh uh uh
It's big purplin' baby

:flute:

On 4/11/2020 at 3:12 PM, Hoarder of Garlic Bread said:

I witnessed Matt Holland playing against Aussie X-Wing Extraordinaire Nathan Skelly on Vassal.

Pls no bully

On 4/10/2020 at 11:10 PM, Hoarder of Garlic Bread said:
  • The Silencer is so over-the-top in a beautiful way.

Your well thought write up was lovely. Props. I fly them because it was given me, but your rational is better served for the defense of the Order.

On 4/10/2020 at 11:35 PM, Boom Owl said:

I think the thing I like best about FO is it allows you to field individually solid ships that are not overly dependent on synergy Tavson being the main exception. Its a mix of Ace and Generics faction that encourages you not to just always build trip aces. Which is neat.

Truth.

On 4/11/2020 at 2:57 PM, Chumbalaya said:

I like FO because they have big 🟣

And the other reasons can only be explained by the most sophisticated of our lot... and we're glad they have such wisdom.

You all deserve a fine tea, especially you @Hoarder of Garlic Bread. Cheers!

11 hours ago, clanofwolves said:

You all deserve a fine tea, especially you @Hoarder of Garlic Bread. Cheers!

Forgive me, good sir, but I'm out of leaves. Resorting to cheap bags the Yank way. I'll atone for my aggressions with some Supernat Kylo if my opponent is extended and some Kylo 2ba if it is hyperspace.

9 hours ago, Hoarder of Garlic Bread said:

Forgive me, good sir, but I'm out of leaves. Resorting to cheap bags the Yank way. I'll atone for my aggressions with some Supernat Kylo if my opponent is extended and some Kylo 2ba if it is hyperspace.

Easy there, make no assumptions: yanks love tea. Remember, the expensive stuff was all pushed in the harbor years ago; cheap is always best day-to-day if your an admitted addict like me.

4 hours ago, Hoarder of Garlic Bread said:

I've had a rant that I was going to post here as to why people should use Kylo's ability more often, but I didn't want it to take up a whole page. https://hoarderofgarlicbread.wordpress.com/2020/04/14/silencer-centered-battle-meditation-show-them-the-dark-side/

Interesting read, but IMO the new (down-rated to PG from R) damage deck just doesn't have the punch the 1.0 deck did when ISYTDS really was a fantastic ability. I mean, isn't critical damage supposed to be critical?

Anyway, Kylo's ability is still moderately OK, but it's his chassis PS and his Force points that make Kylo a good selection for a squad, not so much his ability (again, that's just an opinion). I'd rather switch his ability with many other Aces if given the chance. If he didn't have Force, or if Blackout did as well, Kylo would be a bench warmer when looking to put an I5 Silencer into the game. But hey, Blackout always seems to proc for me quite a lot, and I'm no expert Silencer pilot, so it's mostly luck of my opponents moves correlated to my bad ones. Anyway, at the current pricing, and oddly enough, I think this Silencer slices best right now:

0cElRR1.png

...the tea (cheap as it is) sure is good this AM, haha.

Edited by clanofwolves
4 hours ago, Hoarder of Garlic Bread said:

I've had a rant that I was going to post here as to why people should use Kylo's ability more often, but I didn't want it to take up a whole page. https://hoarderofgarlicbread.wordpress.com/2020/04/14/silencer-centered-battle-meditation-show-them-the-dark-side/

I can agree with this. Kylo's ability is still, IMHO, a "not often" but that's a lot more often than "never."

One nitpick: I'm pretty sure Stunned Pilot is rather nasty and effective against Dash (or ColDets for that matter). Because of FFG's somewhat absurd "Ignore the effects of the obstacle, but don't ignore the presence of the obstacle" rulings, you both ignore and don't ignore the obstacles. Outrider Dash, for example, will still trigger Outrider's ability when flying over an "ignored" obstacle. As such, Stunned Pilot's ability will still be triggered, even if Dash ignores the normal effects of the obstacle like stress or whatever.

Basically, the primary effects of obstacles are ignored, but not the secondary effects of things like upgrades (Trick Shot, Han's ability, Outrider). In most cases, this is a "have your cake and eat it to" situation, where you get to ignore the "bad" and keep the "good," but Stunned Pilot operates by the same behavior, and is still nasty against "ignore obstacle" effects.

It *is* useless against an already-landed Strut ship, since they don't execute maneuvers, but still.

2 hours ago, theBitterFig said:

I can agree with this. Kylo's ability is still, IMHO, a "not often" but that's a lot more often than "never."

One nitpick: I'm pretty sure Stunned Pilot is rather nasty and effective against Dash (or ColDets for that matter). Because of FFG's somewhat absurd "Ignore the effects of the obstacle, but don't ignore the presence of the obstacle" rulings, you both ignore and don't ignore the obstacles. Outrider Dash, for example, will still trigger Outrider's ability when flying over an "ignored" obstacle. As such, Stunned Pilot's ability will still be triggered, even if Dash ignores the normal effects of the obstacle like stress or whatever.

Basically, the primary effects of obstacles are ignored, but not the secondary effects of things like upgrades (Trick Shot, Han's ability, Outrider). In most cases, this is a "have your cake and eat it to" situation, where you get to ignore the "bad" and keep the "good," but Stunned Pilot operates by the same behavior, and is still nasty against "ignore obstacle" effects.

It *is* useless against an already-landed Strut ship, since they don't execute maneuvers, but still.

I'll still hold on the stunned for those pilots just to avoid needing to call a judge, lol.

-Edit- I am American, @clanofwolves, if all the pattern analyzer or targeting synchronizer didn't give it away. But due to your catchphrase I legit thought you English.

Edited by Hoarder of Garlic Bread
19 hours ago, theBitterFig said:

I can agree with this. Kylo's ability is still, IMHO, a "not often" but that's a lot more often than "never."

One nitpick: I'm pretty sure Stunned Pilot is rather nasty and effective against Dash (or ColDets for that matter). Because of FFG's somewhat absurd "Ignore the effects of the obstacle, but don't ignore the presence of the obstacle" rulings, you both ignore and don't ignore the obstacles. Outrider Dash, for example, will still trigger Outrider's ability when flying over an "ignored" obstacle. As such, Stunned Pilot's ability will still be triggered, even if Dash ignores the normal effects of the obstacle like stress or whatever.

Basically, the primary effects of obstacles are ignored, but not the secondary effects of things like upgrades (Trick Shot, Han's ability, Outrider). In most cases, this is a "have your cake and eat it to" situation, where you get to ignore the "bad" and keep the "good," but Stunned Pilot operates by the same behavior, and is still nasty against "ignore obstacle" effects.

It *is* useless against an already-landed Strut ship, since they don't execute maneuvers, but still.

@Mistborn_Jedi just fyi, I also didn't remember.

Carolina Krayts Is The Best Mario Podcast Question #2:

Why is Proton Rockets the best upgrade?

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

Carolina Krayts Is The Best Mario Podcast Question #2:

Why is Proton Rockets the best upgrade?

Because it rewards you for lining up bullseye with the dopamine rush of big numbers.

2 hours ago, Boom Owl said:

Why is Proton Rockets the best upgrade?

Edited 2 hours ago by Boom Owl

Because Darth Vader has a missile slot.

36 minutes ago, Ablazoned said:

Because Darth Vader has a missile slot.

True! Also because Grand Inq, Kylo, RZ1As, and Burners Quickdraw have missile slots.

2 hours ago, Boom Owl said:

Carolina Krayts Is The Best Mario Podcast Question #2:

Why is Proton Rockets the best upgrade?

I don't think there is a "best upgrade" and I like it that way. But what I like about Prockets aside from the aforementioned Kylo, Quickdraw, Vader, etc.:

  • Burst damage in a slot known for being either a different version of Advanced Targeting Computer (Concussion Missiles) or control tools is interesting.
  • Focus to fire is the big equalizer in Initiative Values so long as your positioning is down to pat. No need to rely on late to lock stuff or big orange numbers.
  • Combine the first two points, and it becomes its own control element: if a high-initiative ship ends up in your focused bullseye, they will spend actions to get out of it. Noice!
  • Focus is the universal action for being adaptive to the current round, especially if you don't have complete knowledge. Not getting to fire the rockets this turn is OK bc you'll be ready for other stuff.
  • As a result of being focus-heavy, it has mad synergy with Lone Wolf, force and Advanced Optics, Supernat generinquisitors, Jonus' ability, etc. It also makes Axe, Tucker, and Plo's ability rather interesting, and I like me some missile V-19's. If you don't mind Double-Edge being too expensive as a control piece,
  • Adding bullseye abilities are fun. Using pre-existing bullseye abilities like Recoil in junction with this are extra fun. Reloading these missiles and firing them on the Kimogila's Dead to Rights is some of the highest form of euphoria in the game.

I know I've used these mostly on Quickdraw and the I5 + named I4 Silencers, but I think the most fun I've had with these are on the TIE/D's. They live long enough to be point fortresses and the burst damage threat does draw some aggro to try to eat at the token stack. Rex (with some Jonus/Lone Wolf or Lock + a coordinated focus) is certainly going to get his ability going when he fires these. Firing at something in his bullseye with these, Vess has full mods on 5 dice. I'm convinced that HLC is the best bullseye weapon for the TIE/D, and that optimal TIE/D play in this state of the game is bringing a Lone Wolf Advanced Sensor Rex with Palp support, but prockets are so much more fun.

7 hours ago, Boom Owl said:

Carolina Krayts Is The Best Mario Podcast Question #2:

Has the pod ever done something about X-Wing Mario Kart?

And, yeah being on number 2 position, directly tailing number 1, and having a missile slot, more or less guarantees being new number 1 after the attack phase.

😛

11 hours ago, Boom Owl said:

Carolina Krayts Is The Best Mario Podcast Question #2:

Why is Proton Rockets the best upgrade?

Because Focus doesn't stack with Force.

Kylo or Luke with Proton Torpedoes (Adjectiveless or Advanced) easily stacks both Force and Lock for some really hard hitting attacks without a lot of difficulty. However, Proton Rockets are Focus and not Lock based (plus often require position adjustments), so it's not as easy to have someone get double mods here (Darth Vader, but Darth. Vader.). Without double mods, 5 dice attacks are pretty chancy. Combined with the arc-dependent nature of the missile, getting well and truly smacked with one doesn't feel inevitable: it feels earned.

//

Corollary: Barrage Rockets should have been way cheaper, but bullseye-only. I like that there's an expensive and powerful Missile option which is position-hard-action-easy, to offer an alternative to the position-easy-action-hard of most ordnance. There ought to be a cheap and weak piece of ordnance like that as well.

Edited by theBitterFig
On 4/1/2020 at 4:03 PM, gennataos said:

I have a three-week streak going of not getting Poe killed.

I've not touched X-Wing in the last three weeks.

Going on 5 weeks of Poe still alive. He's immortal...

...from the safety of his case, which has collected a sad layer of dust.

4 hours ago, gennataos said:

Going on 5 weeks of Poe still alive. He's immortal...

...from the safety of his case, which has collected a sad layer of dust.

No droids were killed in the making of this post

20 hours ago, Hoarder of Garlic Bread said:

they will spend actions to get out of it. Noice!

But what if the cost of performing an action to get out of bullseye is trivial to the Ace? E.g. any Delta-7, Vader, Kylo, soontir, whisper, etc?

3 hours ago, Ablazoned said:

But what if the cost of performing an action to get out of bullseye is trivial to the Ace? E.g. any Delta-7, Vader, Kylo, soontir, whisper, etc?

Then even in your kill boxes, the bullseye matters. Jedi and Vader lose force just to avoid the prockets.

Sure, in most cases, it doesn't matter against aces. It still holds great value against other pieces.