Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

@impspy I’ve got a three page log of flying three naked rookies with TLT Miranda, finalizing with Dash crew two years ago.

I was very bad but won more than I lost

Is this how to K-Wing?

Also wow! Russia!!?!?!

Warden Squadron Pilot — K-Wing 23
Twin Laser Turret 6
XX-23 S-Thread Tracers 1
C-3PO 3
Bomblet Generator 3
Multi-spectral Camouflage 1
Ship Total: 37
Cavern Angels Zealot — X-Wing 22
Crack Shot 1
Renegade Refit -2
Flight-Assist Astromech 1
Servomotor S-Foils 0
Integrated Astromech 0
Ship Total: 21
Cavern Angels Zealot — X-Wing 22
Crack Shot 1
Renegade Refit -2
Flight-Assist Astromech 1
Servomotor S-Foils 0
Integrated Astromech 0
Ship Total: 21
Cavern Angels Zealot — X-Wing 22
Crack Shot 1
Renegade Refit -2
Flight-Assist Astromech 1
Servomotor S-Foils 0
Integrated Astromech 0
Ship Total: 21

@Boom Owl it's not Miranda so it actually seems pretty wholesome

4 minutes ago, Kieransi said:

@Boom Owl it's not Miranda so it actually seems pretty wholesome

Ahhh swap in Miranda and trade an x-wing for Ap5.

I really wish the Saw's Renegades pilots had been crossover Scum ships. Every time I try to build a squad with them in Rebels, I end up with a point gap to fill where the correct answer is always "drop X-Wings and add in cancer".

3 hours ago, LagJanson said:

Then either I’m a master or the guys you witness need a bit more practice to visualize where they want to engage. Typically I can get minimum four on target from different directions, including on Reapers. I’ve won more than I’ve lost by a good margin.

By the by, I’m not a master. I do fly four ships though almost exclusively at big events though

It's specifically against reapers that dice variance really matters: you have 1 to 2 unmodded attacks and other 2-3 modded ones to his 2 to 3 unmodded greens, the reaper just need to have 1 hp left and it's pretty much game over.

I have a very small sample size so far (just 2 games against imperials), but in both cases the reaper survived and an xwing got blown up. And after that, unless the imperial messes up, it's pretty uphill for the xwings especially because if such a thing happen, the xwings player got a big morale hit

I'm glad to hear you are enjoying them thought

1 hour ago, Kieransi said:

Controversial opinion time: Crack Shot Zealots is the good 5X. FAA and IA are crutches. Git gud.

I'm not sure, if so why weren't 5 kiraxs even taken into consideration before?

If you can fit crack shot zealots in your lists along with faa (or even one with r4d6, that droid is awesome) they are obviously better, but 5 without faa and integrated? I'm not sold: with 1 less hp the chance to blow up before even shooting got even higher and you are also losing lot of manouvrability

14 minutes ago, Sunitsa said:

I'm not sure, if so why weren't 5 kiraxs even taken into consideration before?

FIVE. CARTEL. MARAUDERS. Don't have native barrel roll, trade a shield for a hull so they take more crits, and they have worse dials. They also don't have Crack Shot. Crack Shot is really really good, it almost even brought the TIE swarm back from mediocrity.

19 minutes ago, Sunitsa said:

It's specifically against reapers that dice variance really matters: you have 1 to 2 unmodded attacks and other 2-3 modded ones to his 2 to 3 unmodded greens, the reaper just need to have 1 hp left and it's pretty much game over.

 I have a very small sample size so far (just 2 games against imperials), but in both cases the reaper survived and an xwing got blown up. And after that, unless the imperial messes up, it's pretty uphill for the xwings especially because if such a thing happen, the xwings player got a big morale hit

No, it’s x7 Defenders you pray for strong variance because average dice won’t cut it through the defensive tokens.

Also, they are Xwings. They blow up. I don’t think the math favours a Reaper dying on first pass. I certainly didn’t kill them first pass. Don’t stay where they can shoot you without consequences.

Edited by LagJanson

Also @Sunitsa... 5 Xwings is a decent list, but certainly not a top tier list. It’s just also a fun list, a theme heavy list and one I can personally connect with.

3 minutes ago, LagJanson said:

Also @Sunitsa... 5 Xwings is a decent list, but certainly not a top tier list. It’s just also a fun list, a theme heavy list and one I can personally connect with.

But how do you beat 5 X-Wings?

4 minutes ago, Boom Owl said:

But how do you beat 5 X-Wings?

Everything I like about five Xwings, five Strikers does better... except hit points

1 hour ago, Boom Owl said:

Is this how to K-Wing?

Also wow! Russia!!?!?!

Warden Squadron Pilot — K-Wing 23
Twin Laser Turret 6
XX-23 S-Thread Tracers 1
C-3PO 3
Bomblet Generator 3
Multi-spectral Camouflage 1
Ship Total: 37
Cavern Angels Zealot — X-Wing 22
Crack Shot 1
Renegade Refit -2
Flight-Assist Astromech 1
Servomotor S-Foils 0
Integrated Astromech 0
Ship Total: 21
Cavern Angels Zealot — X-Wing 22
Crack Shot 1
Renegade Refit -2
Flight-Assist Astromech 1
Servomotor S-Foils 0
Integrated Astromech 0
Ship Total: 21
Cavern Angels Zealot — X-Wing 22
Crack Shot 1
Renegade Refit -2
Flight-Assist Astromech 1
Servomotor S-Foils 0
Integrated Astromech 0
Ship Total: 21

Edited by Tlfj200

I know it’s not as good as Miranda but it feels a bit better to fly.

Triple X + Norra (100)

Cavern Angels Zealot (21) - X-Wing (T-65)
Crack Shot (0), Flight-Assist Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

Cavern Angels Zealot (21) - X-Wing (T-65)
Crack Shot (0), Flight-Assist Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

Cavern Angels Zealot (21) - X-Wing (T-65)
Crack Shot (0), Flight-Assist Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-foils (0)

•Norra Wexley (37) - ARC-170
Veteran Instincts (1), •Saw Gerrera (1), •R2-D2 (4), Alliance Overhaul (0), Vectored Thrusters (2)

11 minutes ago, Mattman7306 said:

I know it’s not as good as Miranda but it feels a bit better to fly.

I don’t know that at 37 Miranda is better than that Norra. Can’t play last man standing at only 37 and Norra is far better at eliminating the opponent.

GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAL!!!!!!!!!!!!!!!!!!!!!!11!!111!!!eleven!11!

Alright, this 5x talk has me thinking: Is flying swarms of completely identical ships a massive trap? Take, for example, the TIE swarm. Yes, you can fit 8, but that is a massive downgrade form 6+Howl, simply because of increased dice mods. Or take BBXX, which was a mixed swarm. Or even right now, when 5x-wings is worse than 3+. In general, it feels like the developers don't want you to play the same ship over an over (TIE fighters excepted, because theme) as they are almost always worse than Miniswarm + support.

Just now, Do I need a Username said:

Alright, this 5x talk has me thinking: Is flying swarms of completely identical ships a massive trap? Take, for example, the TIE swarm. Yes, you can fit 8, but that is a massive downgrade form 6+Howl, simply because of increased dice mods. Or take BBXX, which was a mixed swarm. Or even right now, when 5x-wings is worse than 3+. In general, it feels like the developers don't want you to play the same ship over an over (TIE fighters excepted, because theme) as they are almost always worse than Miniswarm + support.

It’s doubling down on your strengths but also your weaknesses. It invites hard counters.

The plus side is that if the meta is right you may be flying the hard counter.

3 minutes ago, LagJanson said:

It’s doubling down on your strengths but also your weaknesses. It invites hard counters.

The plus side is that if the meta is right you may be flying the hard counter.

Still, it seems to be strictly worse because of that ability to be hard countered. It seems much better to spend the points on something to not be hard countered than it down to invite that.

2 minutes ago, Do I need a Username said:

Alright, this 5x talk has me thinking: Is flying swarms of completely identical ships a massive trap? Take, for example, the TIE swarm. Yes, you can fit 8, but that is a massive downgrade form 6+Howl, simply because of increased dice mods. Or take BBXX, which was a mixed swarm. Or even right now, when 5x-wings is worse than 3+. In general, it feels like the developers don't want you to play the same ship over an over (TIE fighters excepted, because theme) as they are almost always worse than Miniswarm + support.

The more ships on the mat, the harder it becomes to efficiently use all of them.

On the other side, it also makes you threaten more space and makes somewhat easier to come back when you lose a ship. An 8 tie swarms losing one still has 7 ties on the mat, a 6+howl losing howl has faced a huge loss.

I don't think it's something designers did intentionally, it's just a consequence of how the game works

22 minutes ago, Tlfj200 said:

GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAL!!!!!!!!!!!!!!!!!!!!!!11!!111!!!eleven!11!

These shootouts are brutal.

1 minute ago, Biophysical said:

These shootouts are brutal.

giphy.gif

Footage of me making house rules to make 1.0 enjoyable for me again-

(and yes you do need to watch the video despite the title. I’m serious you need to.)

22 minutes ago, Do I need a Username said:

Still, it seems to be strictly worse because of that ability to be hard countered. It seems much better to spend the points on something to not be hard countered than it down to invite that.

I admit I’m looking at alternatives to mix things up. 4X1U works as well but I have too little experience on big bases...

I would like to find something though...

3X and 2Ys with autoblaster turrets?

Edited by LagJanson
12 minutes ago, LagJanson said:

I admit I’m looking at alternatives to mix things up. 4X1U works as well but I have too little experience on big bases...

I would like to find something though...

3X and 2Ys with autoblaster turrets?

This has seen some success, flown by Asa: http://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!31:140,72:7:-1:U.205;31:140,72:7:-1:U.205;298:140,264,253:-1:20:M.34;298:140,264,253:-1:20:M.-1;278:210,-1:-1:-1:&sn=Unnamed Squadron&obs=

Although this variant could see some success as well: http://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!3:264,253:-1:20:M.-1;3:264,253:-1:20:M.-1;278:210,-1:-1:-1:;9:120,-1,-1,253:21:-1:;9:120,-1,-1,253:21:-1:&sn=Unnamed Squadron&obs=

33 minutes ago, Do I need a Username said:

Alright, this 5x talk has me thinking: Is flying swarms of completely identical ships a massive trap? Take, for example, the TIE swarm. Yes, you can fit 8, but that is a massive downgrade form 6+Howl, simply because of increased dice mods. Or take BBXX, which was a mixed swarm. Or even right now, when 5x-wings is worse than 3+. In general, it feels like the developers don't want you to play the same ship over an over (TIE fighters excepted, because theme) as they are almost always worse than Miniswarm + support.

I think this is absolutely correct. Most people love the identical generics because theme and it looks cool (myself included), but mixing and matching ships is a much better way to go.

What I'm wondering is how many ship types to do? Maybe 2? Also opens up a lot of nice theme lists. Things that maybe fit:

X-Wing/X-Wing/Y-Wing/Y-Wing

B-Wing/B-Wing/A-Wing/A-Wing/A-Wing

TIE Bomber x2/TIE Fighter x4

TIE Reaper x2/ TIE Striker x3