Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

18 minutes ago, clanofwolves said:

So don't even try to outbid him?

...where's my tea?

correct

Fight me Friday

Ships with turrets modeled on and ships with manned gunner seats should never be without turrets and gunners. Dorsal turret, Agile Gunner, Veteran Tail and Veteran Turret Gunners should be free or almost free.

1 hour ago, Smikies02 said:

Is that the IA/AO Kylo?

Because that's 94 points. What are you putting with that that can help vs the field &/or the Boba/Fenn Matchup? 3 SFs, 2 EPS + Sienar, Holo + Sienar/2eps. Then you're shooting a Protorp before your friendly ships, and probably using all of your defensive mods to do it. Kylo is good, we all know that, but he does put a strain on the rest of the list when you start loading him up.

Uh 94 pt kylo works but no. Im running 89 pt kylo and just using brain to get locks.

The floor rules dont require all proton torps to be fired on the first engage. The rules also do not require you to allow boba or fenn to r1 even if they are moving last.

The clock is your friend if you make it your friend. Mid and late game torp shots make the clock even more friend. So do evade tokens.

Edited by Boom Owl
12 minutes ago, Chumbalaya said:

Fight me Friday

Ships with turrets modeled on and ships with manned gunner seats should never be without turrets and gunners. Dorsal turret, Agile Gunner, Veteran Tail and Veteran Turret Gunners should be free or almost free.

I have never been more same team in my life

8 minutes ago, Boom Owl said:

The clock is your friend if you make it your friend. Mid and late game torp shots make the clock even more friend. So do evade tokens.

There's also the added bonus of running into otherwise fairly decent players who very well might forget you have Proton Torpedoes by the time the last two turns in the game roll around.

... Observing for a friend.

23 minutes ago, Chumbalaya said:

Fight me Friday

Ships with turrets modeled on and ships with manned gunner seats should never be without turrets and gunners. Dorsal turret, Agile Gunner, Veteran Tail and Veteran Turret Gunners should be free or almost free.

Counter: the gunner is already there manning the weapon, that's why you can fire it. "Rookie Tail Gunner" just doesn't let you double-tap cause he lacks the experience to.

The turrets themselves should be cheaper tho, following your logic

EDIT: This, indecently, is why I oppose a crew/gunner slot on the TIE Phantom. You need the other guy to run the ship's special ability, no need to pile on bonuses.

Edited by impspy
8 hours ago, Darth Seridur said:

Battling Boba in HS requires really careful play with your lower ps stuff.

Having a higher ship count to block the obvious stuff, so that he stays in front of you rather than gets an uncontested turn of shooting with the rear arc. Which you have to prevent at all costs.

Regarding I6 aces, Boba is a threat to so many of them "i feel". As he can afford to trade, as his hitpoints are so much greater.

I've been thinking; As much as there has been so much recent discussion over how effective Boba is, I wonder if another big part of the Firespray's 2.0 impact has been the dial change to a 1 turn from the 3 turn in 1st edition? That certainly is pretty "Ace-y" and has helped Boba knife fight to keep his range 1 mod game going. Combined with one of the game's few secondary arc primary 3 attacks, it seems to give the chassis much more combat functionality than 1.0.

1 minute ago, Cloaker said:

Combined with one of the game's few secondary arc primary 3 attacks, it seems to give the chassis much more combat functionality than 1.0.

That double arc should have been a rotating front/rear one like the SF and RZ-2.

43 minutes ago, Chumbalaya said:

Fight me Friday

Ships with turrets modeled on and ships with manned gunner seats should never be without turrets and gunners. Dorsal turret, Agile Gunner, Veteran Tail and Veteran Turret Gunners should be free or almost free.

WYSIWYG

43 minutes ago, Boom Owl said:

Uh 94 pt kylo works but no. Im running 89 pt kylo and just using brain to get locks.

The floor rules dont require all proton torps to be fired on the first engage. The rules also do not require you to allow boba or fenn to r1 even if they are moving last.

The clock is your friend if you make it your friend. Mid and late game torp shots make the clock even more friend. So do evade tokens.

You can say use brain to get locks, but that's basically implying that you outplayed your opponent. Which is fine and all, because that's what we want this game to be, but I feel you're taking away from just how reactive Boba is. You can probably get free TL's, but if Boba wants to be R0-1 something, he will be R0-1 of atleast 1 ship.

The clock is both your friend and enemy in the matchup. You have final salvo, but he has better knowledge.

Also, still not a believer in any list with a /ba.

Edited by Smikies02
Just now, Smikies02 said:

You can say use brain to get locks, but that's basically implying that you outplayed your opponent. Which is fine and all, because that's what we want this game to be, but I feel you're taking away from just how reactive Boba is. You can probably get free TL's, but if Boba wants to be R0-1 something, he will be R0-1 of atleast 1 ship. The clock is both your friend and enemy in the matchup. You have final salvo, but he has better knowledge.

Also, still not a believer in any list with a /ba.

Im fully aware of how dumb Boba can be. Its not about BAs or even Kylos positioning or range control, its mostly about how you use FOs to create the situations you want.

Let’s say, hypothetically, totally not a real world situation which I’m constantly faced with...let’s say you can spend your focus defensively to save one damage, or you could save that focus for a 3-4 die shot, that focus being the only mod. Let’s also assume it’s okay to take that damage so long as you do good damage in return. What do you do?

Edited by gennataos
4 minutes ago, gennataos said:

What do you do?

what you want, man

3 minutes ago, gennataos said:

Let’s say, hypothetically, totally not a real world situation which I’m constantly faced with...let’s say you can spend your focus defensively to save one damage, or you could save that focus for a 3-4 die shot, that focus being the only mod. Let’s also assume it’s okay to take that damage so long as you do good damage in return. What do you do?

Depends on how important the damage is, but generally guaranteed value > possible value especially on generics where priority is making the opponent kill them

7 minutes ago, gennataos said:

Let’s say, hypothetically, totally not a real world situation which I’m constantly faced with...let’s say you can spend your focus defensively to save one damage, or you could save that focus for a 3-4 die shot, that focus being the only mod. Let’s also assume it’s okay to take that damage so long as you do good damage in return. What do you do?

super board state dependent right? lets say im playing rebel beef against boba fenn, and boba is shooting an x wing that has 4 health left, bobas got 3 hits on the table and i roll blank focus. That x wing and another x wing have fenn in arc at range 2, yeah i save that focus to try and put hurt into fenn. Lets say that shot is fenn rau range 1 in arc and fen has focus, i'm not hoping that hard to to hit fenn, i'm spending that focus on defense. That decision point is absoltely a skill that comes with playing massed generics, because the decision isn't always obvious, and you're not always rewarded for making the right decision.

A shorthand i use is "can this attack im saving for change the game in my favor" because if you're just trading damage, spending the focus to reduce the damage you're taking is fine and reasonable, if your attack can create an exponential situation in your favor, then you want to stack those odds.

Edited by catachanninja
38 minutes ago, Cloaker said:

I've been thinking; As much as there has been so much recent discussion over how effective Boba is, I wonder if another big part of the Firespray's 2.0 impact has been the dial change to a 1 turn from the 3 turn in 1st edition? That certainly is pretty "Ace-y" and has helped Boba knife fight to keep his range 1 mod game going. Combined with one of the game's few secondary arc primary 3 attacks, it seems to give the chassis much more combat functionality than 1.0.

If that were true, we'd see other firesprays doing very well. They haven't shown up, so it might be true, but should be answerable soon™

8 minutes ago, gennataos said:

Let’s say, hypothetically, totally not a real world situation which I’m constantly faced with...let’s say you can spend your focus defensively to save one damage, or you could save that focus for a 3-4 die shot, that focus being the only mod. Let’s also assume it’s okay to take that damage so long as you do good damage in return. What do you do?

You answered your own question in the text. If trading one damage on yourself is worth trading one damage on your opponent, you keep the focus.

To expand on the hypothetical, it's common in card games for players to lose with a full hand trying to find a way to get perfect value out of every card, many games of Star Wars Legion end with remarkably full command hands, and you'll commonly players in Overwatch go several minutes without using their ultimate.

Waiting for the opportunity to get maximum value from a resource can lead to situations where you get no value because you didn't use it. For me, this generally means that as long as the value meets a minimum threshold, I'll burn the resource (if killing 1-2 players is enough to win a fight in Overwatch, saving your ultimate to try and hit the whole team is just a greed play). So, yes, it is board state dependent, but ending the turn still having a focus means your action was irrelevant.

1 hour ago, Chumbalaya said:

Fight me Friday

Ships with turrets modeled on and ships with manned gunner seats should never be without turrets and gunners. Dorsal turret, Agile Gunner, Veteran Tail and Veteran Turret Gunners should be free or almost free.

I think as long as you equip any gunner upgrade to a turreted ship, agile gunner shouldn't be a separate upgrade anymore, just a base mechanic of having someone in the gunner slot.

28 minutes ago, gennataos said:

Let’s say, hypothetically, totally not a real world situation which I’m constantly faced with...let’s say you can spend your focus defensively to save one damage, or you could save that focus for a 3-4 die shot, that focus being the only mod. Let’s also assume it’s okay to take that damage so long as you do good damage in return. What do you do?

I know what you're thinking. Will you roll no eyes or some? Well to tell you the truth, in all this excitement, I've kind of lost track myself. But being as you're throwing 4 dice at Range 1, and it would blow my ship clean off the board, you've got to ask yourself, "do I feel lucky?" Well, do ya, punk?

18 minutes ago, Biophysical said:

I know what you're thinking. Will you roll no eyes or some? Well to tell you the truth, in all this excitement, I've kind of lost track myself. But being as you're throwing 4 dice at Range 1, and it would blow my ship clean off the board, you've got to ask yourself, "do I feel lucky?" Well, do ya, punk?

'We're just not gonna let you walk outta here' without the Post of the Day award, hands down.

Cheers!

1 hour ago, Cloaker said:

I've been thinking; As much as there has been so much recent discussion over how effective Boba is, I wonder if another big part of the Firespray's 2.0 impact has been the dial change to a 1 turn from the 3 turn in 1st edition? That certainly is pretty "Ace-y" and has helped Boba knife fight to keep his range 1 mod game going. Combined with one of the game's few secondary arc primary 3 attacks, it seems to give the chassis much more combat functionality than 1.0.

Yes.

3 hard is missed, but 1 hard is way better.

Other Firesprays are still good, it's a mighty platform. That makes it a fairly expensive gun, so you better be prepared to leverage those points. Which means tools, which means more points. Which leads to not-Boba or not-Bounty Hunter becoming a tricky decision.

Unless you already have Boba, then dwywm.

9 minutes ago, Cuz05 said:

Other Firesprays are still good, it's a mighty platform. That makes it a fairly expensive gun, so you better be prepared to leverage those points. Which means tools, which means more points. Which leads to not-Boba or not-Bounty Hunter becoming a tricky decision.

Right. I guess I'm also still deluded enough to think 3 bounty hunters with contraband and two with seismics might be decent.

15 minutes ago, Cloaker said:

Right. I guess I'm also still deluded enough to think 3 bounty hunters with contraband and two with seismics might be decent.

It is. Two BHs with Fenn is also decent.

1 hour ago, RStan said:

I think as long as you equip any gunner upgrade to a turreted ship, agile gunner shouldn't be a separate upgrade anymore, just a base mechanic of having someone in the gunner slot.

except it should be an action and at the start of the planning phase

2 minutes ago, Do I need a Username said:

except it should be an action and at the start of the planning phase

aka, system phase because it's underutilized as is sure

Just so you can't do it while being stressed or something that would stop a rotate action like damaged sensor array.

Edited by RStan