Turn Zero: Deployment and Asteroid placement - Wes, Wedge and Nym, all PS10

By BCooper85, in X-Wing

Hi guys,

Following Tupacca's interesting thread I was wondering if you can help me out too!

I've always been terrible at turn zero so any help would be appreciated.

For reference my list is the following:

Wes with VI, IA and FAA

Wedge with Adapt, IA and FAA

Nym with VI, title, Harpoons, EM and FCS/ABT (haven't quite decided!)

Short answer,

It depends.

Long answer,

It depeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeends!

As a general rule however I'd suggest placing your rocks at R 1.5- 2 from each other near the center of the board (emphasis being on near).

The reason being is that X-Wings aren't particularly nimble, so you'll likely want to restrict arc-dodging options and try to "funnel" ships into your firing arcs.

1 hour ago, Keffisch said:

As a general rule however I'd suggest placing your rocks at R 1.5- 2 from each other near the center of the board (emphasis being on near).

The reason being is that X-Wings aren't particularly nimble, so you'll likely want to restrict arc-dodging options and try to "funnel" ships into your firing arcs.

Agreed. Flight Assist Astromech goes a long way to making up for the lack of agility during the approach, and in a breakaway, but it'll do bugger all for you in a close scrum, so you need the space for those relatively loose speed 2 and speed 3 turns. Added to that, X-wings sans shield regeneration aren't especially tough and you can't afford to give away shields to clipping obstacles.

As a result, spreading out the rocks is a good idea - as noted, putting rocks at just less than range 2 from one another stops your opponent fitting a third rock in between the two, and ensures nice, wide gaps.

You aren't as critically dependent on actions as (say) a TIE interceptor squad, but nor can you afford to lose actions; three ships, two of which are only 3-dice-with-focus-tokens, cannot afford to lose any more of its relatively meagre firepower than it has to.

I would suggest Rocks would do you better than Debris. Either will cost you that turn's actions if you clip one, but you don't have a sufficiently good green dial to cope with unexpected stress tokens (especially since it'll knock out Flight Assist Astromech). If you clip a rock, you're more likely to take damage but at least you can still get repositioning (potentially boosting or barrel rolling off a rock if you can fit the template in without touching the rock itself) and you only lose that turn's action, not the next.

Plus, people tend to be more cautious around rocks than debris (because it's four times as likely to inflict damage), and having rocks covering your flanks and rear may help stop someone in a more manoeuvrable ship like a TIE/vn getting behind you.

You ultimately need to treat them like aces - spread out and try to come in from diverging angles. If you try and group them and attack a larger, better armed squad head on, I can all but garuantee you a kill in the first pass....and will all but guarantee your opponent a kill too. Thing is, that'll probably hurt you more than them.

Nym is your 'anchor' - he lacks 'strategic' speed - because outside combat range the other two can boost and he can't. Add in the fact that whilst he can't dodge much fire it takes nearly twice as many uncancelled hits to kill him and he has a range-proof secondary weapon and he's probably best off trying to womble slowly into range 3. None of your ships can afford to 'go up the centre' unsupported, but someone has to be the guy you draw the enemy onto whilst the flankers flank, and Nym is the best choice.

Hence, I'd look to deploy him in the centre and the X--wings on the flank (or both flanks), and turn and burn away with the X-wings if your opponent chases them instead.

Speed 1 straights are the rebel's party piece - especially when you can barrel roll essentially back to your starting spot. Don't rush In if you don't have to, and try to work the two T-65s onto the flank(s).

Your biggest nightmare is going to be an imperial 'missile aces' squad - 3 ships, all with missiles, and all either with PS11 or PS10 and an initiative bid, meaning Wes' normal ability to prevent one missile shot probably won't apply. With three cruise missiles and/or harpoons, Nym is probably going to explode in a shower of bits if he trys to face them head-on, so you desperately, desperately need to force them to split up and try and take the missiles spread out both in time and across targets - and ideally kill one or more of them before they get to fire (If he's taken guidance chips rather than autothrusters, the Inquisitor is pretty easy to kill in one turn)

Squad build - I'm not sure between Autoblaster Turret and Fire Control System. The former is very effective in a close-in brawl - barrel roll and fire the turret gives you a surprising 'sideways' threat range which is very effective against other aces. Fire Control System is good for your second missile and to help primary shots after the magazine runs dry.

Personally, I'd sit on the side of Autoblaster Turret for two reasons:

  • It's really, really good against more manoeuvrable opponents. Not having to head-on joust and still being able to shoot is really valuable, and a weapon which can reliably hit Fenn Rau or an Auzituck at range 1 can be vital.
  • If you're not taking Fire Control System, you don't actually need the Havoc title - meaning you can bin it, keep your crew slot, and take "Chopper". Yes, he costs a point of damage to use, but at some point being able to barrel roll out of a talon roll might get or save you a game-winning shot.
  • Also, don't forget Guidance Chips for Nym. They're free, after all.

Edited by Magnus Grendel
20 minutes ago, Magnus Grendel said:

Agreed. Flight Assist Astromech goes a long way to making up for the lack of agility during the approach, and in a breakaway, but it'll do bugger all for you in a close scrum, so you need the space for those relatively loose speed 2 and speed 3 turns. Added to that, X-wings sans shield regeneration aren't especially tough and you can't afford to give away shields to clipping obstacles.

As a result, spreading out the rocks is a good idea - as noted, putting rocks at just less than range 2 from one another stops your opponent fitting a third rock in between the two, and ensures nice, wide gaps.

You aren't as critically dependent on actions as (say) a TIE interceptor squad, but nor can you afford to lose actions; three ships, two of which are only 3-dice-with-focus-tokens, cannot afford to lose any more of its relatively meagre firepower than it has to.

I would suggest Rocks would do you better than Debris. Either will cost you that turn's actions if you clip one, but you don't have a sufficiently good green dial to cope with unexpected stress tokens (especially since it'll knock out Flight Assist Astromech). If you clip a rock, you're more likely to take damage but at least you can still get repositioning (potentially boosting or barrel rolling off a rock if you can fit the template in without touching the rock itself) and you only lose that turn's action, not the next.

Plus, people tend to be more cautious around rocks than debris (because it's four times as likely to inflict damage), and having rocks covering your flanks and rear may help stop someone in a more manoeuvrable ship like a TIE/vn getting behind you.

You ultimately need to treat them like aces - spread out and try to come in from diverging angles. If you try and group them and attack a larger, better armed squad head on, I can all but garuantee you a kill in the first pass....and will all but guarantee your opponent a kill too. Thing is, that'll probably hurt you more than them.

Nym is your 'anchor' - he lacks 'strategic' speed - because outside combat range the other two can boost and he can't. Add in the fact that whilst he can't dodge much fire it takes nearly twice as many uncancelled hits to kill him and he has a range-proof secondary weapon and he's probably best off trying to womble slowly into range 3. None of your ships can afford to 'go up the centre' unsupported, but someone has to be the guy you draw the enemy onto whilst the flankers flank, and Nym is the best choice.

Hence, I'd look to deploy him in the centre and the X--wings on the flank (or both flanks), and turn and burn away with the X-wings if your opponent chases them instead.

Speed 1 straights are the rebel's party piece - especially when you can barrel roll essentially back to your starting spot. Don't rush In if you don't have to, and try to work the two T-65s onto the flank(s).

Your biggest nightmare is going to be an imperial 'missile aces' squad - 3 ships, all with missiles, and all either with PS11 or PS10 and an initiative bid, meaning Wes' normal ability to prevent one missile shot probably won't apply. With three cruise missiles and/or harpoons, Nym is probably going to explode in a shower of bits if he trys to face them head-on, so you desperately, desperately need to force them to split up and try and take the missiles spread out both in time and across targets - and ideally kill one or more of them before they get to fire (If he's taken guidance chips rather than autothrusters, the Inquisitor is pretty easy to kill in one turn)

Squad build - I'm not sure between Autoblaster Turret and Fire Control System. The former is very effective in a close-in brawl - barrel roll and fire the turret gives you a surprising 'sideways' threat range which is very effective against other aces. Fire Control System is good for your second missile and to help primary shots after the magazine runs dry.

Personally, I'd sit on the side of Autoblaster Turret for two reasons:

  • It's really, really good against more manoeuvrable opponents. Not having to head-on joust and still being able to shoot is really valuable, and a weapon which can reliably hit Fenn Rau or an Auzituck at range 1 can be vital.
  • If you're not taking Fire Control System, you don't actually need the Havoc title - meaning you can bin it, keep your crew slot, and take "Chopper". Yes, he costs a point of damage to use, but at some point being able to barrel roll out of a talon roll might get or save you a game-winning shot.
  • Also, don't forget Guidance Chips for Nym. They're free, after all.

That's awesome thanks Magnus, really appreciate the feedback and also the amount of detail you've gone into there. I'm aware there are probably 'better' ships out there but I'm a sucker for a T-65 (for the last year I've flown 2 rookies and Braylen) and Wes and Wedge's abilities are great.

I'll definitely start flying them more independently, I'm so used to flying in formation that it's what I fall back even when it's to my detriment.

I forgot to write guidance chips, Nym does have them :)

Good point regarding Autoblaster and a very good point about Chopper crew, could really get me out of a ditch!