59 minutes ago, RynoZero said:true. i have a theory that repairbot will be better than R2 in 2.0 just because its regen that can also fix game ending crits.
Plus (off the top of my head) it doesn't give you a weapons disabled token.
59 minutes ago, RynoZero said:true. i have a theory that repairbot will be better than R2 in 2.0 just because its regen that can also fix game ending crits.
Plus (off the top of my head) it doesn't give you a weapons disabled token.
@Kdubb, do they use the expansions? Because I seem to recall that the seafarers one adds greatly to the replay value. Bare-bones Settlers gets old real quick.
@RynoZero, I think you're probably correct since it's unlimited and doesn't prevent shooting, but it does take up an action. Add to that the fact that without PTL there's no way to chain card actions to other actions, and that limits you rather quickly.
On that note, regen is interesting in Real X-Wing because they seem to have tried to make it fair enough to play against that it's ok to make it non-restricted ("non-unique", to use the Fake X-Wing terminology).
49 minutes ago, Kieransi said:@RynoZero, I think you're probably correct since it's unlimited and doesn't prevent shooting, but it does take up an action. Add to that the fact that without PTL there's no way to chain card actions to other actions, and that limits you rather quickly.
honestly i think it will end up being used just the same as R2, where you run away and burn your otherwise unused actions to regen rather than trying to used it as a combat medic in the middle of a fight. i cant think of many situations that spending an action to focus/evade is not better than spending the action to regen 1 if your going to receive shots.
unless your name is luke skywalker, god of no consequences.
I have listened to more mario tennis than I ever thought possible
why
Rekt
1 hour ago, GreenDragoon said:I have listened to more mario tennis than I ever thought possible
why
You got what you paid for.
Can anyone explain in detail how to not joust?
Is there an Art of X-Wing Mynock episode I can reference regarding this important topic?
Edited by Boom Owl8 minutes ago, Boom Owl said:Can anyone explain in detail how to not joust?
Is there an Art of X-Wing Mynock episode I can reference regarding this important topic?
its nothing but jousting, it's just some do it earlier than later, some do it more directly... but at the end of the day it's always a joust.
4 minutes ago, Wiredin said:its nothing but jousting, it's just some do it earlier than later, some do it more directly... but at the end of the day it's always a joust.
Thats what im talking about though.
I see alot of players not joust for turn 1 and 2 and then just joust horizontally across the board or on an angle. They check the "do not joust" box.
But in the end its always a joust. Even Palp Aces players do it because why wouldn't they?
About the closest thing to "not jousting" I have seen is just when one player puts all the rocks in the middle and stays on the other side of them all game?
Edited by Boom Owl5 minutes ago, Boom Owl said:Thats what im talking about though.
I see alot of players not joust for turn 1 and 2 and then just joust horizontally across the board or on an angle.
But in the end its always a joust. Even Palp Aces players do it.
About the closest thing to "not jousting" I have seen is just when one player puts all the rocks in the middle and stays on the other side of them all game?
Well the fat turret meta where they just circled the board firing at each other would have been the least jousty. If you can reliably flank and out maneuver your opponent enough that you don't get shot then you got a dog fight and not a joust... but I think those events are very limited and don't occur often. The other archetype would be [arc dodger +] but that still has a partial joust
Kylo 2 boat - boats joust, kylo flanks.
Corran/Poe Dash/Han - Maybe the least amount of jousting with Corran attempting to flank and get a good position while Dash circles and fires
Ultimately Kylo Soontir or no balls is the purest of anti-joust.
Edited by Wiredin22 minutes ago, Boom Owl said:Can anyone explain in detail how to not joust?
Is there an Art of X-Wing Mynock episode I can reference regarding this important topic?
If you have the ships that don't want to joust (because you paid points for boost and such for trip aces) it's really as easy as splitting everything up as far as possible and making your opponent pick one thing to go for, because you have a ship on each side of his formation stack or whatever. Then try to set it up so that no matter which ace they commit on, that ace can escape without getting meaningfully shot. Easier with kylo than the Inquisitor for example of course, but you get the idea.
Just now, Brunas said:Then try to set it up so that no matter which ace they commit on, that ace can escape without getting meaningfully shot.

10 minutes ago, Brunas said:it's really as easy as splitting everything up as far as possible and making your opponent pick one thing to go for
Which is why turrets are the best jousters - they always get a shot and this approach essentially just lead to you fighting his 100pt with less than 100pt
12 minutes ago, Brunas said:it's really as easy as splitting everything up as far as possible and making your opponent pick one thing to go for
Which is why turrets are the best jousters - they always get a shot and this approach essentially just lead to you fighting his 100pt with less than 100pt
Saying it twice for effect
Of course autothrusters help immensely
Edited by GreenDragoonJust now, GreenDragoon said:Which is why turrets are the best jousters - they always get a shot and this approach essentially just lead to you fighting his 100pt with less than 100pt
so what your saying is... always bring TLT otherwise you're wrong?
16 minutes ago, Brunas said:Then try to set it up so that no matter which ace they commit on, that ace can escape without getting meaningfully shot.
This I think is the part that people struggle with the most.
Essentially leaving whichever ship that the opponent focuses on in to much danger or within all of their opponents arcs.
Setting up escape routes is the bit that takes some experience probably and can't necessarily be explained easily with words.
Edited by Boom Owl3 minutes ago, Wiredin said:so what your saying is... always bring TLT otherwise you're wrong?
RIP TLT

Thank you 2.0
4 minutes ago, Boom Owl said:This I think is the part that people struggle with the most.
Essentially leaving whichever ship that the opponent focuses on in to much danger or within all of their opponents arcs.
Setting up escape routes is the bit that takes some experience probably and can't necessarily be explained easily with words.
Yeah, probably. If anyone still cares by tonight i'll take a couple vassal pics to demonstrate
Just now, Boom Owl said:RIP TLT
Thank you 2.0

The one thing that I don't see very much anymore that I thought was a brilliant strategy was setting up what I called the "cycle" where you constantly rotated ships in and out of combat so you never had the same ship getting shot in each round. Spreads the damage out, but you somehow managed to keep the same target in arc. I had it going for a little bit when trialing 5 xwings. But Assaj is still a *****
Just now, Brunas said:Yeah, probably. If anyone still cares by tonight i'll take a couple vassal pics to demonstrate
It will probably be hella important in 2.0. Along with old school put yourself in a favorable position not to be fired on to get a TL one round and then engage the next.
Edited by Wiredin3 minutes ago, Wiredin said:The one thing that I don't see very much anymore that I thought was a brilliant strategy was setting up what I called the "cycle" where you constantly rotated ships in and out of combat so you never had the same ship getting shot in each round. Spreads the damage out, but you somehow managed to keep the same target in arc. I had it going for a little bit when trialing 5 xwings. But Assaj is still a *****
This is particularly fun with 3+ Gunboats after your opponent initially honorably jousts because reload and slam basically makes it intuitive to "cycle" the boats in and out by default.
You still occasionally see this kinda play with Palp Aces lists (though I think the version of Palp Aces that required that tactic Soontir/Vader maybe was before my time? I have only ever witnessed Palp Aces that Joust 100% of the time).
Also a handful of Trip Ace Imperial or Scum lists play that way cycling in and out sometimes.
4 minutes ago, Boom Owl said:I have only ever witnessed Palp Aces that Joust 100% of the time).
Sad reacts only. I witnessed my first palp ace joust in a regional cut - they jousted in formation and were sad about dice when carnor jax found his way to range one of the formation, but the formation was only facing a sensor jammer shuttle...
Shout out Andrew ♥
10 minutes ago, Wiredin said:It will probably be hella important in 2.0. Along with old school put yourself in a favorable position not to be fired on to get a TL one round and then engage the next.
Depends on points of course, but it looks hard to get 2-3 ships with the re-positioning required to pull off that kind of playstyle in second edition. It looks like supernatural TAPs, Vader (with afterburners), Interceptors, and StarVipers are the only ships that could do it?
Maybe A-Wings, not really sure.
Edited by Brunas2 minutes ago, Brunas said:
Depends on points of course, but it looks hard to get 2-3 ships with the re-positioning required to pull off that kind of playstyle in second edition. It looks like supernatural TAPs, Vader (with afterburners), and Interceptors are the only ships that could do it?
Maybe A-Wings, not really sure.
A-wings were super good at it before hyper defensive stacking was a thing. I was a generic A-Wing specialist locally, but there was a Jake/Tycho guy who was masterful at this technique. He somehow would set it up cycle brilliantly and always end up with one of Jake or Tycho in behind the enemy and just cleaned house. It was a thing of beauty. I would assume they should be able to do similar things in 2.0 due to the chassis being slightly improved...
going to be a fun time in 2.0 for sure
Edited by Wiredin8 minutes ago, Wiredin said:A-wings were super good at it before hyper defensive stacking was a thing. I was a generic A-Wing specialist locally, but there was a Jake/Tycho guy who was masterful at this technique. He somehow would set it up cycle brilliantly and always end up with one of Jake or Tycho in behind the enemy and just cleaned house. It was a thing of beauty. I would assume they should be able to do similar things in 2.0 due to the chassis being slightly improved...
going to be a fun time in 2.0 for sure
Sadly I think I don't care if you get AWings behind my TIE Swarm.
1 minute ago, Brunas said:Sadly I think I don't care if you get AWings behind my TIE Swarm.
Sadly I think A-Wings are getting shafted from what we have seen so far...