Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

Am I missing anything?

Hyperspace Meta Prep:

  • Empire
    • Vader + Soontir + Reaper ( 183 Pts )
    • Vader + Soontir + GI ( 2x Heightened or 15 pt Bid )
    • Vader + Soontir + 3x Acd
    • Vader + ( 3x TAP or GI 2x TAP )
    • Vader + Jonus + 2x Barrage Bombers
    • Inferno Swarm
    • Soontir + Inferno Mini Swarm
    • RAC + ( Vader or Soontir )
    • RAC + ( Vader + Soontir ) or any 2 aces
    • RAC + Oicunn
    • Sense TAP + 4 Foresight TAPs
  • Rebel
    • Han Wedge
    • Han Lando
    • Han Jake +
    • Han VCX
    • UUUU ( Leia, Tubes, Tobber )
    • U B B X ( Leia Beef )
    • Luke Wedge AP5
    • Luke Wedge Jake
    • Wedge + Luke + B + B
    • Luke Hera Braylen
    • Wedge Hera Norra Y
    • Some Rebel Fenn List
  • Resistance
    • AAAAA
    • AAAPP
    • XXXX
    • Poe + X + A
    • Poe + Rey
    • 4x Ion Transport + Lulo
    • Vennie + 2
  • First Order
    • Kylo Tavson QD
    • QD SF SF EP EP EP
    • Kylo + 4
    • SF SF SF SF SF SF ( 1 is backdraft )
  • Scum
    • Boba + Fenn
    • Boba + Fenn + Craft
    • Boba + 2 Vipers
    • Quad Viper
    • Fenn Guri
    • Fenn Guri Old T
    • Fenn Dengar +
    • Fenn + 3 Fangs
    • Fenn + Snap Ties
    • Old T + 4
  • Separatists
    • Sear ( Sometimes featuring Ensnare )
    • Single Ensnare
    • Double Ensnare
    • Triple Ensnare
    • Quad Ensnare
  • Republic
    • i5 or i6 Jedi + pretty much any random selection of available cards or ships
    • Ani 7b + Obi + Plo
    • Obi + Plo + Ric
    • Obi + Ric + Ani N1
    • Obi + Broadside + Ric + Torrent + Torrent
    • Sinker Swarm
    • Some KFC Double Down Control List
Edited by Boom Owl
10 minutes ago, Boom Owl said:

Am I missing anything?

Hyperspace Meta Prep:

  • Empire
    • Vader + Soontir + Reaper ( 183 Pts )
    • Vader + Soontir + GI ( 2x Heightened or 15 pt Bid )
    • Vader + Soontir + 3x Acd
    • Vader + ( 3x TAP or GI 2x TAP )
    • Vader + Jonus + 2x Barrage Bombers
    • Precog Vader + Soontir + _______
    • Inferno Swarm
    • Soontir + Inferno Mini Swarm
    • RAC + ( Vader or Soontir )
    • RAC + ( Vader + Soontir ) or any 2 aces
    • RAC + Oicunn
    • Sense TAP + 4 Foresight TAPs
  • Resistance
    • AAAAA
    • AAAPP
    • XXXX
    • Poe + X + A
    • Poe + Rey
    • 4x Ion Transport + Lulo
    • Vennie + 2
    • FatFinn/Jess/+2 things

13 minutes ago, Boom Owl said:



Hyperspace Meta Prep:

    • Vennie + 2

What’s on Vennie?

@Boom Owl

2UPS, 1Kylo

4 hours ago, Boom Owl said:
  • Separatists
    • Sear ( Sometimes featuring Ensnare )
    • Single Ensnare
    • Double Ensnare
    • Triple Ensnare
    • Quad Ensnare

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@Boom Owl

Boba + Old T + Serissu.

So if hyperspace goes back to its original form with a limited number of ships, what is the ideal number of ships per faction? 5? 6?

Also what ships do they rotate from the original factions? I personally think it'd be cool to rotate based on theme like having only ships (and maybe pilots) that were in Rebels for a bit.

Edited by Tsavong
1 hour ago, Tsavong said:

So if hyperspace goes back to its original form with a limited number of ships, what is the ideal number of ships per faction? 5? 6?

Also what ships do they rotate from the original factions? I personally think it'd be cool to rotate based on theme like having only ships (and maybe pilots) that were in Rebels for a bit.

I think upgrades would need to rotate as well, for it to have much meaning.

9 minutes ago, Tlfj200 said:

I think upgrades would need to rotate as well, for it to have much meaning.

A couple upgrades probably need to rotate out of the new factions to.

18 minutes ago, Boom Owl said:

A couple upgrades probably need to rotate out of the new factions to.

Oh, I mean that.

Like, new factions cant afford to lose chassis, but potentially *can* afford to lose pilots and/or upgrades to make things interesting.

Doesn't mean they have to, but they *could*.

6 ships per faction sounds good.

26 minutes ago, Tlfj200 said:

Like, new factions cant afford to lose chassis, but potentially *can* afford to lose pilots and/or upgrades to make things interesting.

Ya I think pilots shuffling out could make it interesting. What upgrades would you like to see changed around? Do you base it on what is being played a bunch right now to try to make it a meaningful choice? IE R2 astromech

Outside of that, I was struggling to think of things to remove. Like if you take out crackshot, how many talent slots are getting filled? Same with afterburners.

3 hours ago, Tsavong said:

So if hyperspace goes back to its original form with a limited number of ships, what is the ideal number of ships per faction? 5? 6?

Also what ships do they rotate from the original factions? I personally think it'd be cool to rotate based on theme like having only ships (and maybe pilots) that were in Rebels for a bit.

I think "ideal number of ships per faction" is too rigid of a concept to be a good idea. And one that already did quite some damage for the initial perception of hyperspace as a format.

Viable lists is better. Look at Boomowl's list with around 12 lists for empire (with 7 ships) and rebels (with 9 ships), but only 4 for FO (with 4 ships) or 6 lists with 6 ships for resistance.

Since we're inverting the competitive nature of Hyperspace and Extended, can Trajectory Simulator drop to 7 or 8 pt? 3 pt is stupid cheap and prohibits certain things, but 10 pt disregards the Starfortress' existence.

I really just want to see the fireworks of 2 droid swarms with Trajectory bombers deal 8 dmg. to each other before the shooting begins.

I’d only be okay with cherry picking pilots if there was some benefits with it. Example in empire, Vader pilot is banned, but all I-5s across the board drop 2 points or something. But I think it would be easier to limit chassis’s this way, and not all factions can limit chassis’s, so idk. I guess we already have a precedent with Saws renegades and hyperspace legal pilots though.

2 hours ago, GreenDragoon said:

Viable lists is better

Ya, I agree with not choosing a rigid number. Even if some of the ships in the pool are rarely used, more options make people happier.

I think the issue with using viable lists is it hard metric to use when rotating ships or upgrades. If FFG decided to switch the T-65 for the E-wing, is that going to give rebels more or fewer viable lists? And is FFG supposed to figure it out when selecting ships? Also, how long does it take us as a community to figure out what works? For example, look at Oldpara's Avenger swarm.

BTW since this is the internet, hopefully this didn't sound aggressive. More just interested in thinking about how rotation would work best.

On 11/22/2019 at 4:53 PM, Boom Owl said:

Am I missing anything?

Hyperspace Meta Prep:

  • Empire
    • Vader + Soontir + Reaper ( 183 Pts )
    • Vader + Soontir + GI ( 2x Heightened or 15 pt Bid )
    • Vader + Soontir + 3x Acd
    • Vader + ( 3x TAP or GI 2x TAP )
    • Vader + Jonus + 2x Barrage Bombers
    • Inferno Swarm
    • Soontir + Inferno Mini Swarm
    • RAC + ( Vader or Soontir )
    • RAC + ( Vader + Soontir ) or any 2 aces
    • RAC + Oicunn
    • Sense TAP + 4 Foresight TAPs
  • Rebel
    • Han Wedge
    • Han Lando
    • Han Jake +
    • Han VCX
    • UUUU ( Leia, Tubes, Tobber )
    • U B B X ( Leia Beef )
    • Luke Wedge AP5
    • Luke Wedge Jake
    • Wedge + Luke + B + B
    • Luke Hera Braylen
    • Wedge Hera Norra Y
    • Some Rebel Fenn List
  • Resistance
    • AAAAA
    • AAAPP
    • XXXX
    • Poe + X + A
    • Poe + Rey
    • 4x Ion Transport + Lulo
    • Vennie + 2
  • First Order
    • Kylo Tavson QD
    • QD SF SF EP EP EP
    • Kylo + 4
    • SF SF SF SF SF SF ( 1 is backdraft )
  • Scum
    • Boba + Fenn
    • Boba + Fenn + Craft
    • Boba + 2 Vipers
    • Quad Viper
    • Fenn Guri
    • Fenn Guri Old T
    • Fenn Dengar +
    • Fenn + 3 Fangs
    • Fenn + Snap Ties
    • Old T + 4
  • Separatists
    • Sear ( Sometimes featuring Ensnare )
    • Single Ensnare
    • Double Ensnare
    • Triple Ensnare
    • Quad Ensnare
  • Republic
    • i5 or i6 Jedi + pretty much any random selection of available cards or ships
    • Ani 7b + Obi + Plo
    • Obi + Plo + Ric
    • Obi + Ric + Ani N1
    • Obi + Broadside + Ric + Torrent + Torrent
    • Sinker Swarm
    • Some KFC Double Down Control List

We can pretty safely assume phantons gunboats and shuttles will be added for the empire, hwks yt2400s and the auzutuk for the rebels, and y wings, hwks and ig2000s for scum, so you'll want to plan around those too

8 hours ago, Hoarder of Garlic Bread said:

but 10 pt disregards the Starfortress' existence.

Last points update they dropped the points of all the star fortresses to offset the increase in the Trajectory Simulator.

17 minutes ago, Dreadai said:

Last points update they dropped the points of all the star fortresses to offset the increase in the Trajectory Simulator.

And yet Star fortress isn't playable with or without Trajectory Simulator with one small exception for Vennie (not super powerful but ok)

8 hours ago, Tsavong said:

I think the issue with using viable lists is it hard metric to use when rotating ships or upgrades. If FFG decided to switch the T-65 for the E-wing, is that going to give rebels more or fewer viable lists? And is FFG supposed to figure it out when selecting ships? Also, how long does it take us as a community to figure out what works? For example, look at Oldpara's Avenger swarm.

Both very good points. Yes, I think FFG should think about the versatility of a ship, how it has been used so far (there is a lot of data available!) and then take a guess how it might be used.

I'm not thinking of exact parity anyway. So, a new list popping up does IMO not invalidate the approach.

5 hours ago, Oldpara said:

And yet Star fortress isn't playable with or without Trajectory Simulator with one small exception for Vennie (not super powerful but ok)

What does the Star fortress need to be good? Do we start playing "how low can you go" with points? Or is there something else that's the problem?

10 minutes ago, RStan said:

What does the Star fortress need to be good? Do we start playing "how low can you go" with points? Or is there something else that's the problem?

It would probably become relevant via “good” bombs.

Delayed Fuses + Trajectory + These Great Pilot Abilities + Ways to ignore bomb damage.

The Power is already there, its just waiting for its 2 pt Leia moment.

BOB

Edited by Boom Owl
47 minutes ago, RStan said:

What does the Star fortress need to be good? Do we start playing "how low can you go" with points? Or is there something else that's the problem?

We should probably re-assess in... January? When ion bombs and cluster mines get released in that cardboard pack that no one can remember the name before trying to play points limbo.

There are probably a lot of ships that could be good when the right upgrade hits: M3-a and IGs with cannons, most elite generics with talents, anything with a system slot but no lock synergy.

Edited by AEIllingworth

@Tlfj200 about the ethics discussion in the last episode, particularly taking back moves, taking forgotten actions etc: I largely agree and I've lost a very large amount of games because I reminded them of triggers, ask for time extension on behalf of my opponent, and so on. There's almost a game per tournament where I win if I don't tell them.

I say all this because of the following: It is my firm belief that it is a privilege, not a right, to get missed triggers/actions/dial mistakes.

If the opponent is bullying in the way you guys mention later in the cast, then this right is imo forfeited.