Gameplay Strategies Versus Various Archtypes

By Boba Rick, in X-Wing

List building is one thing, and knowing how to fly your list is another... but knowing how to fly against your opponent's squadron is a whole other matter in of itself. I thought it would be really helpful if we all could share our tips and experience flying against these types of lists.

This is also my biggest area of weakness as well because I don't get a lot of games in outside of the house, so I would appreciate any input too!

So here's how this works:

1) Tell us what your list is.

2) Pick an archetype (or more than one and tell us what your strategy is against that.

Some examples:

- Alpha Strike Missile

- Ghost/Fenn

- Final Form

- Quad Wookies

- Stress Wookies

- Plot Armor

- Rey/Lowrick

- RAC/+

- Palp Aces

- 3BQD

- Asajj/+

Okay, so I'll give my very limited input on this, which like I said is very limited. I do a lot of "hoping for the best," and if you know a better way let me know.

My current list is Quickdraw, Delta Defender, and PTL/AS/Homer Vynder.

- Alpha Strike Missile

With this list I try to clog thing up with lots of asteroids for extra cover. Then I try and get in range one and muck things up with QD and the Defender. Vyder flies off and tries to come around from behind.

- Ghost/Fenn

I've never played against this list, but I think I would generally try to kill Fenn first.

- Final Form

I'm not sure. They have low defense dice so maybe I'd fly all my guys in a formation joust and just hope to kill the first target of opportunity. That is probably the worst idea so fill me in, k?

- Quad Wookies

Clog up the middle with rocks and try to get behind them.

- Stress Wookies

Clog up the middle with rocks and try to get behind them.

- Plot Armor

Joust Dash.

- Rey/Lowrick

Joust Lowrick.

- RAC/+

Joust RAC

- Palp Aces

Keep my ships together and go for the first ace I can, keep the shuttle for last.

- 3BQD

Clog up the middle and try to kill QD first.

- Asajj/+

I have no idea, maybe go for the first target of opportunity?

Edited by Boba Rick

Let me be brutally honest here- Against players flying these meta-archetype lists that understand how their own lists work, some of these ideas are terrible/good ways to lose, and against others are half-baked ideas that assume that they don'tknow how their own lists work.

16 minutes ago, Kaptin Krunch said:

Let me be brutally honest here- Against players flying these meta-archetype lists that understand how their own lists work, some of these ideas are terrible/good ways to lose, and against others are half-baked ideas that assume that they don'tknow how their own lists work.

I appreciate that, so what are your recommendations?

Jousting Rey is a bad idea.

"Keep the Shuttle for last"? What is this, 2015, and NoVA is still spreading deliberate misinformation?

19 minutes ago, Boba Rick said:

I appreciate that, so what are your recommendations?

For half of these lists (Palp Aces, Wookiees, etc) there are 2 distinct categories of player- Those that know what they are doing, and those that don't. Which skill level are you looking for?

1 hour ago, Boba Rick said:

- RAC/+

Joust Lowrick

I understand Lowhrick is hateable, but you usually get DQ'ed if your ships start flying onto the mat of the game next to you just to go joust him. You need to finish your game against RAC first.

So far every response has just been critical of my attempt for some constructive conversation.

That's just fantastic. No wonder our main forum is filled with moaning and complaining about everything.

It's slow at work, so I'll bite:

My current list is:

Wedge - Expertise / Flight assist / IA

Jan Ors - Adapt / nein Num / TLT

Norra - VI / Rey/ Title / Flight Assist

- Alpha Strike Missile

My list won't do well against a PS11 swarm. At this point I need to out maneuver them through the asteroids. I'll make a pretty tight cluster, come up the side, and then break up formation inside the roids. Chances are I'll loose Jan as she will become an easy target, but hopefully not before Wedge can take one of them down with his boosted shot. If I can kill one and have another smoking after the first round of combat it becomes a game of cat and mouse.

- Ghost/Fenn

Norra will not be happy if Fenn locks her down. Wedge won't be too happy loosing expertise either... but he cannot lock both down. Kill Fenn in 1 round. Run from the ghost to build up some Rey's and then re-engage. It's worked for me a few times. As long as all three have guns on Fenn he dies.

- Final Form

I don't know what this

- Quad Wookies

'f quad wookies. Thank god no one in my area plays this garbage.

- Stress Wookies

faced it once. not with this list, but my other fav list (3 a-wings and jess) trying to get them to split up is the trick, but it's easier said than done. Stress counters my list VERY hard, I think this is a pretty hard uphill battle.

- Plot Armor

This one has eluded me since I started flying this list, and yet a very popular list in my area. I have not been matched against it yet. It is something I want to face tho because I think my list can make very short work of it. Take down Dash with the trio before I loose a ship, which is very possible. Then it's Poe, and he will have to fly perfect to take me down I think.

- Rey/Lowrick

Been there, killed it, got the t-shirt. Went for another vacation, got bored. My list throw's a LOT of damage. Rey's magical little re-roll a dice blank junk doesn't work if she's not rolling an evade die, so it kills the C-3PO evade train. At that point she burns pretty quickly if I can evade her front arc.

- RAC/+

This is incredibly tough depending on the wingman. While Kylo has only proc'd on me once in four matchups, this has been a list that has given me some trouble due to the defensive stacking of palp. I've been dangerously close (1hp games against the closing ace) a few times, but haven't been able to put it together. The key seems to be hit and fade with this list.

- Palp Aces

I've faced this 4 times, won 3. I shove Wedge down's quick-draws throat. If I can kill QD in one round of combat the game is won. Instead of slow rolling to bank Rey focuses I go in hard and fast to get a bead on QD, trap him, and then light him up with all 3 guns. Wedge usually survives, but even then, trading Wedge for QD is not a problem.

- 3BQD

This list died locally right after regionals. I haven't faced it with this list. But I've faced 2 boats + Kylo or QD a couple of times. Once again, my list is all about throwing a ton of damage fast. I can kill a boat before it shoots, so I do. However, I think going for

- Asajj/+

I've only fought this twice, both games we're very very close. Both times I made it look like I was going after Assaj, but really I was going after the wingman. So I got my opponents to trigger glitterstim and CM when they didn't need to. This opens up Norra for the late game to take down Assaj. the first game came down to a harpooned Norra with 1 hull vs an Assaj with 1 hull, so I kept Norra as close to Assaj as possible, until it wasn't possible and thats when Assaj finally fired and killed norra. The second game came down to Norra/Assaj against, and I just couldnt' get through the last two hull. Probably my best performance against this list since it started showing up has been my Rebel 9's tho.

16 minutes ago, Wiredin said:

- Final Form

I don't know what this

that's Miranda Nym in some form.

16 minutes ago, Boba Rick said:

So far every response has just been critical of my attempt for some constructive conversation.

That's just fantastic. No wonder our main forum is filled with moaning and complaining about everything.

In fairness, it is very hard to establish specific tactics against a list without knowing who’s playing it.

Anyone can netlist, but that doesn’t mean they know what they’re doing. From a tournament perspective, i would rather take on some newb who has no clue what they’re doing but brought an awesome list against someone who knows better and brought a suboptimal or jank list.... because I’ll be wondering what on earth does he know that I don’t

Holy ****!

Last thread @Boba Rick made he got just jokes and criticism for not giving an example.

This time he did (and great IMO) and yet you guys have to derail instead of answering.

I‘ll edit my own approaches in here (and I welcome comments on it, I‘m on my way to a system open) but seriously.... Can we stop finding excuses and start having intersting topics?

30 minutes ago, Boba Rick said:

So far every response has just been critical of my attempt for some constructive conversation.

No, every post -- I guess? -- has been critical of your suggested strategies. If you can't see the difference, look closer.

I personally don't have the time or immediate inclination to respond at length, and the old "don't worry about the Lambda" thing is a personal "WTF," going way back. So I picked that out and responded.

Quote

That's just fantastic. No wonder our main forum is filled with moaning and complaining about everything.

Okay, that's some good recursive humor, right there. Nicely done.

LUNCH BREAK!

All from a "Trip Aces" perspective ( i.e. No Palp, No Regen, No Big Bases, No Turrets, No Bombs, Only Arcs )

- Ghost/Fenn

  • Don't stay at Range 2-3 with ships that have less than 8 hull without access to Palp. 4x Ezra/Maul TLT per round is to efficient for that.
  • Even if you take Fenn Rau off the table in one round you will likely lose a ship the very next round or that same round.
  • Thats why I like to split fire, 2 shoot at the Ghost, 1 shoots at Fenn. Force bad decisions on the use of Fenn's pilot ability
  • Your goal is to destroy Fenn the same round you remove all the Ghosts Shields. Easier said than done.
  • That way even if you lose one of your 3 ships you only have 10 hull on the Ghost to chew through.
  • Actionless or Passive Offensive Mods get around Fenn's pilot ability. Easiest way to beat Ghost Fenn is to use stuff like Expertise, Lone Wolf, Predator, etc.
  • There is tons of stress in the meta so don't go all in on Expertise without a way to mitigate stress ( Most imperial players have just accepted that Yorr with Palp is always the best 3rd ship )
  • Taking the 5 dice Range 1 Primary shot from the ghost is often better than eating all the TLT.
  • Fenn will boost the Ghost at PS11 and due to Big Base Engine Upgrade the ghost will arc dodge you.
  • That means you want to get close but not to close, there is a very specific spot just inside Range 1 where the ghosts boost options are limited. Put 1 of your ships there.
  • If you win the initiative roll and have a PS11 ship try to get into the Ghost's Triangle blind spot.
  • Never Forget that the Ghost is 75 pts total. There is a 3 dice attack shuttle sitting in there. Don't let it block you or get 4 dice on you when it deploys.
  • The Ghost will purposely land on rocks as it can boost off them. However, you can still use Rocks to prevent boosting options. Set up cages with multiple ships.

- Final Form

  • I usually target Nym first since his offensive output is a little scarier with the Trajectory Bombs basically adding 2 extra red dice to his initial harpoon shot
  • You very badly need to take Nym off the board in 1-2 rounds, absolutely do not joust these two
  • If you think you can PS kill Nym ( You can...) then maybe go right where the bomb he throws is who cares?
  • You want to get into Range 1 on both of these to avoid the TLT but...you dont want to go to Range 1 without an escape route planned that doesnt involve eating multiple bombs.
  • So yea...not super helpful but basically you want to nuke Nym as quick as possible and attack from out of his arc for the most part. If you take 3 rounds to kill Nym then your probably behind and have lost already

- Quad Wookies

  • Clog up the middle with rocks and try to get behind them...Yep Pretty Much.
  • If your opponent runs them in formation, then if you lose its your fault.
  • If your opponent fortresses and starts to do spiral dances of 2 hard turns...be afraid.
  • The best way to stop Re-Enforce is to block a wookie or multiple stress a wookie.
  • Unfortunately blocking isnt an option against this variation...so yea get behind at least 2.
  • Its sorta exactly the same as fighting Quad TLT you don't want to be in range of all 4 wookies ever and really shouldnt be in that situation. Avoid 2 of their 180 turrets at all times and you should be fine.

- Stress Wookies

  • Take down Lowhrick first
  • Blocking works against this list if you have the right Low PS ships to do it ( Hint Gunboats )
  • Always be aware of the Rang 2 Band
  • Similar to above if you can manage it dont be in range of all 3
  • Wish there were more fun answers to this one but there aren't

- Plot Armor

  • Dash hates blinded pilot...so ISTDs is fantastic.
  • I almost always ignore Poe and go all out on Dash
  • With Aces you should be able to reliably get into Range 1 on Dash and take him down quick.
  • Be prepared to lose Target Locks alot with Poe nearby, however that switches off Lone Wolf which is helpful
  • Sometimes you can take a couple shields off Poe and force him to retreat while you finish off Dash. Careful.
  • If you find yourself for whatever reason focusing on Poe and with a chance to kill him dont switch targets to Dash. With 3 aces I like to have 2 burn down Dash and 1 hound Poe.

- Rey/Lowrick

  • Rey/Lowhrick is a test.
  • Can you predict the sloop they will do every time?
  • Can you reliably stay out of Reys arc?
  • Thats basically it. I kinda enjoy playing against Rey to be honest.
  • Kill Lowhrick first then deal with Rey

- RAC/+

  • Bumping RAC is a legitimate strategy to deny his use of ISTDs
  • I approach this much the same way that I do Dash/Poe.
  • If they offer up the Ace then I nuke it off the table right away and scramble to take down RAC after.
  • Keep in mind RAC plays like an arc dodger and will boost all over the place to avoid your arcs.
  • Staying at Range 3 is helpful for reducing RACs offense a bit
  • There really isnt much else to say...if you can focus all fire on RAC if they give up there ace and you can 1 round it somehow do so.

- Palp Aces

  • Shoot the Palp Shuttle or Quickdraw...don't bother with the Inquisitor usually
  • I like to play very aggressively against Palp Aces.
  • Basically they always fortress for 1 turn and then react.
  • You can typically eye ball where they want to send the Shuttle on an attack run.
  • If you can force them to engage with their aces in an area that the shuttle cant be involved in things are easier from a defense point of view.
  • Inqy is only PS8 so if your aggressive enough its possible to close so quickly that he doesnt have an evade or lock. Then the decision on who to shoot might change slightly? But not really just take down Quickdraw or the Shuttle. Though I have seen multiple Missiles one round Inq without an evade token.

- 3BQD

  • This is a pure wonderful game of X-Wing
  • Your goal is to stay out of Harpoon range of 1-2 of the boats.
  • This comes down to predicting where their arcs will be and either range controlling or picking a good angle of approach. Rocks help control this a little.
  • I like to either close the gap and get into Range 1 on 2 of them.
  • Or depending on how things shape out early you can kinda slow roll and end up outside of Range 3 on a few things and isolate one or 2 boats early.
  • Be aware they might send one of the boats in on a blocking mission.
  • If they over extend Quickdraw...shoot Quickdraw.
  • Basically what makes playing against this so much fun is that it rarely plays out the same way twice.
  • If your opponent is good at overlapping arcs and appraoching with all 3 boats spread out its trick.
  • But you can still dictate the terms of the initial engagement if your anywhere above PS2
  • PS Killing the Boats gives you a huge advantage.
  • Remember at a certain point they can just use the boats as a point fortress and run

- Asajj/+

  • Oh timewalk...you rage enducing monster
  • Stay at Range 3 and deny Assaj the extra evade, this is critical
  • Draw Assaj into fights at Range 1-2 of its partner to negate Lone Wolf
  • Force Assaj to have to rotate her arc to deny the evade action or Target Locks
  • Send 2 of your aces hard at Assaj's partner and send one with ideally a scary target lock at Assaj right away
  • If you force Assaj to burn her countermeasures against the one ship and then have that one ship shoot the other ship you are off to a great start.
  • You will probably run out of time. Play for half points on Assaj and running to time as your win condition.
  • Typically Ketsu or Dengar are the partners....if its Dengar Kill Dengar, if its Ketsu...dont be in its Arc and get tarctor beamed like a chump.
  • Remember that alot of times Lancer players just run laps around the board. You can use that to your advantage and basically can know exactly where their mobile arc will be and force bad action choices.
  • Your primary goal against this is to force your opponent to have to make "hard" choices on what to do with all that glitterstim, countermeasures, and the Lone Wolf/Latts range requirements.
  • Splitting Fire is advised depending on your chosen list.
  • Play FAST! Set your dials FAST! Rush from the word go. They wont be playing quickly and you will need every single minute you can get to wittle Assaj to half points.
15 minutes ago, Boom Owl said:

LUNCH BREAK!

All from a "Trip Aces" perspective ( i.e. No Palp, No Regen, No Big Bases, No Turrets, No Bombs, Only Arcs )

- Ghost/Fenn

  • Don't stay at Range 2-3 with ships that have less than 8 hull without access to Palp. 4x Ezra/Maul TLT per round is to efficient for that.
  • Even if you take Fenn Rau off the table in one round you will likely lose a ship the very next round or that same round.
  • Thats why I like to split fire, 2 shoot at the Ghost, 1 shoots at Fenn. Force bad decisions on the use of Fenn's pilot ability
  • Your goal is to destroy Fenn the same round you remove all the Ghosts Shields. Easier said than done.
  • That way even if you lose one of your 3 ships you only have 10 hull on the Ghost to chew through.
  • Actionless or Passive Offensive Mods get around Fenn's pilot ability. Easiest way to beat Ghost Fenn is to use stuff like Expertise, Lone Wolf, Predator, etc.
  • There is tons of stress in the meta so don't go all in on Expertise without a way to mitigate stress ( Most imperial players have just accepted that Yorr with Palp is always the best 3rd ship )
  • Taking the 5 dice Range 1 Primary shot from the ghost is often better than eating all the TLT.
  • Fenn will boost the Ghost at PS11 and due to Big Base Engine Upgrade the ghost will arc dodge you.
  • That means you want to get close but not to close, there is a very specific spot just inside Range 1 where the ghosts boost options are limited. Put 1 of your ships there.
  • If you win the initiative roll and have a PS11 ship try to get into the Ghost's Triangle blind spot.
  • Never Forget that the Ghost is 75 pts total. There is a 3 dice attack shuttle sitting in there. Don't let it block you or get 4 dice on you when it deploys.
  • The Ghost will purposely land on rocks as it can boost off them. However, you can still use Rocks to prevent boosting options. Set up cages with multiple ships.

- Final Form

  • I usually target Nym first since his offensive output is a little scarier with the Trajectory Bombs basically adding 2 extra red dice to his initial harpoon shot
  • You very badly need to take Nym off the board in 1-2 rounds, absolutely do not joust these two
  • If you think you can PS kill Nym ( You can...) then maybe go right where the bomb he throws is who cares?
  • You want to get into Range 1 on both of these to avoid the TLT but...you dont want to go to Range 1 without an escape route planned that doesnt involve eating multiple bombs.
  • So yea...not super helpful but basically you want to nuke Nym as quick as possible and attack from out of his arc for the most part. If you take 3 rounds to kill Nym then your probably behind and have lost already

- Quad Wookies

  • Clog up the middle with rocks and try to get behind them...Yep Pretty Much.
  • If your opponent runs them in formation, then if you lose its your fault.
  • If your opponent fortresses and starts to do spiral dances of 2 hard turns...be afraid.
  • The best way to stop Re-Enforce is to block a wookie or multiple stress a wookie.
  • Unfortunately blocking isnt an option against this variation...so yea get behind at least 2.
  • Its sorta exactly the same as fighting Quad TLT you don't want to be in range of all 4 wookies ever and really shouldnt be in that situation. Avoid 2 of their 180 turrets at all times and you should be fine.

- Stress Wookies

  • Take down Lowhrick first
  • Blocking works against this list if you have the right Low PS ships to do it ( Hint Gunboats )
  • Always be aware of the Rang 2 Band
  • Similar to above if you can manage it dont be in range of all 3
  • Wish there were more fun answers to this one but there aren't

- Plot Armor

  • Dash hates blinded pilot...so ISTDs is fantastic.
  • I almost always ignore Poe and go all out on Dash
  • With Aces you should be able to reliably get into Range 1 on Dash and take him down quick.
  • Be prepared to lose Target Locks alot with Poe nearby, however that switches off Lone Wolf which is helpful
  • Sometimes you can take a couple shields off Poe and force him to retreat while you finish off Dash. Careful.
  • If you find yourself for whatever reason focusing on Poe and with a chance to kill him dont switch targets to Dash. With 3 aces I like to have 2 burn down Dash and 1 hound Poe.

- Rey/Lowrick

  • Rey/Lowhrick is a test.
  • Can you predict the sloop they will do every time?
  • Can you reliably stay out of Reys arc?
  • Thats basically it. I kinda enjoy playing against Rey to be honest.
  • Kill Lowhrick first then deal with Rey

- RAC/+

  • Bumping RAC is a legitimate strategy to deny his use of ISTDs
  • I approach this much the same way that I do Dash/Poe.
  • If they offer up the Ace then I nuke it off the table right away and scramble to take down RAC after.
  • Keep in mind RAC plays like an arc dodger and will boost all over the place to avoid your arcs.
  • Staying at Range 3 is helpful for reducing RACs offense a bit
  • There really isnt much else to say...if you can focus all fire on RAC if they give up there ace and you can 1 round it somehow do so.

- Palp Aces

  • Shoot the Palp Shuttle or Quickdraw...don't bother with the Inquisitor usually
  • I like to play very aggressively against Palp Aces.
  • Basically they always fortress for 1 turn and then react.
  • You can typically eye ball where they want to send the Shuttle on an attack run.
  • If you can force them to engage with their aces in an area that the shuttle cant be involved in things are easier from a defense point of view.
  • Inqy is only PS8 so if your aggressive enough its possible to close so quickly that he doesnt have an evade or lock. Then the decision on who to shoot might change slightly? But not really just take down Quickdraw or the Shuttle. Though I have seen multiple Missiles one round Inq without an evade token.

- 3BQD

  • This is a pure wonderful game of X-Wing
  • Your goal is to stay out of Harpoon range of 1-2 of the boats.
  • This comes down to predicting where their arcs will be and either range controlling or picking a good angle of approach. Rocks help control this a little.
  • I like to either close the gap and get into Range 1 on 2 of them.
  • Or depending on how things shape out early you can kinda slow roll and end up outside of Range 3 on a few things and isolate one or 2 boats early.
  • Be aware they might send one of the boats in on a blocking mission.
  • If they over extend Quickdraw...shoot Quickdraw.
  • Basically what makes playing against this so much fun is that it rarely plays out the same way twice.
  • If your opponent is good at overlapping arcs and appraoching with all 3 boats spread out its trick.
  • But you can still dictate the terms of the initial engagement if your anywhere above PS2
  • PS Killing the Boats gives you a huge advantage.
  • Remember at a certain point they can just use the boats as a point fortress and run

- Asajj/+

  • Oh timewalk...you rage enducing monster
  • Stay at Range 3 and deny Assaj the extra evade, this is critical
  • Draw Assaj into fights at Range 1-2 of its partner to negate Lone Wolf
  • Force Assaj to have to rotate her arc to deny the evade action or Target Locks
  • Send 2 of your aces hard at Assaj's partner and send one with ideally a scary target lock at Assaj right away
  • If you force Assaj to burn her countermeasures against the one ship and then have that one ship shoot the other ship you are off to a great start.
  • You will probably run out of time. Play for half points on Assaj and running to time as your win condition.
  • Typically Ketsu or Dengar are the partners....if its Dengar Kill Dengar, if its Ketsu...dont be in its Arc and get tarctor beamed like a chump.
  • Remember that alot of times Lancer players just run laps around the board. You can use that to your advantage and basically can know exactly where their mobile arc will be and force bad action choices.
  • Your primary goal against this is to force your opponent to have to make "hard" choices on what to do with all that glitterstim, countermeasures, and the Lone Wolf/Latts range requirements.
  • Splitting Fire is advised depending on your chosen list.
  • Play FAST! Set your dials FAST! Rush from the word go. They wont be playing quickly and you will need every single minute you can get to wittle Assaj to half points.

I was in the process of writing this up for the OP's list, but your Trip Aces is close enough. The other thing of note is that Deltas vs FennGhost will get arc-dodged often as the Large Base Boosting Turret Out-PS's them.

Your points were the ones I was going to make, especially the bit on quad wookiees. There is no behind them, they should never be in formation.

@Wiredin and @Boom Owl , great stuff there. I thought it was particularly interesting that you both suggested head-faking Asajj into popping Countermeasures and then going for the wingman instead.

Also, splitting fire as a strategy against Ghost or Asajj? Very interesting.

@Boba Rick thumbs up for including GUNBOAT, always a good choice.

15 minutes ago, Boba Rick said:

@Wiredin and @Boom Owl , great stuff there.

I second this, detailed and well laid out.

me? I’m just a dumb dumb who always thinks he’s going to do some fancy flying but messes up during turn zero so I’m always behind the 8-ball, every time.

17 minutes ago, Boba Rick said:

@Wiredin and @Boom Owl , great stuff there. I thought it was particularly interesting that you both suggested head-faking Asajj into popping Countermeasures and then going for the wingman instead.

Also, splitting fire as a strategy against Ghost or Asajj? Very interesting.

Splitting fire isnt definitely good. Its like flanking, you sorta decide as the opening rounds unfold what to do. Very list dependent to. Need to be able to push dmg from all ships.

14 minutes ago, GrimmyV said:

@Boba Rick thumbs up for including GUNBOAT, always a good choice.

I second this, detailed and well laid out.

me? I’m just a dumb dumb who always thinks he’s going to do some fancy flying but messes up during turn zero so I’m always behind the 8-ball, every time.

Me too, which is a big reason I started this thread! Do you have any experience with Vynder?

Just now, Boba Rick said:

Me too, which is a big reason I started this thread! Do you have any experience with Vynder?

Not much, haven’t played many games since GUNBOAT hit. Something about wife and kids and job and baby on the way with the last one just now walking. Dammit GUNBOAT why you no come to me 6 waves ago?

Just now, GrimmyV said:

Not much, haven’t played many games since GUNBOAT hit. Something about wife and kids and job and baby on the way with the last one just now walking. Dammit GUNBOAT why you no come to me 6 waves ago?

Getting the wife to play is the best solution.

Make a deal with her (like do some amazing task or feat of strength) to where she has to play a single game, then give her something super-powered and you fly stuff that pops like Z-95s. She'll feel the joy of watching spaceships blow up and be hooked.

Whatever you do, don't give her boring ships to fly like TLT carriers.

22 minutes ago, Boba Rick said:

Getting the wife to play is the best solution.

Make a deal with her (like do some amazing task or feat of strength) to where she has to play a single game, then give her something super-powered and you fly stuff that pops like Z-95s. She'll feel the joy of watching spaceships blow up and be hooked.

Whatever you do, don't give her boring ships to fly like TLT carriers.

She loves board games and she’s said she’d play in the past but getting to play anything hasn’t been a common Occurance.

3 hours ago, Boom Owl said:

- Asajj/+

  • Oh timewalk...you rage enducing monster
  • ...
  • Play FAST! Set your dials FAST! Rush from the word go. They wont be playing quickly and you will need every single minute you can get to wittle Assaj to half points.

Thx for this topic and the great posts!

I have a question regarding the quote. I like to play fast, maybe it's a flaw cause I'm still a noob, but I usually put my dials down far quicker than my opponents.

Does this mean I should not play time walk Asajj + X? Is this a list that will only win over time (against your list?)

6 minutes ago, flooze said:

Thx for this topic and the great posts!

I have a question regarding the quote. I like to play fast, maybe it's a flaw cause I'm still a noob, but I usually put my dials down far quicker than my opponents.

Does this mean I should not play time walk Asajj + X? Is this a list that will only win over time (against your list?)

Wouldnt read to much into it.

From a competitive stand point Assaj is so tanky that often you simply run out of time playing against her. Meaning it can be a scramble to get Assaj to half points and if you dont play very efficiently against it you will lose at time. Fast doesnt mean reckless just...basically dont want to play on the back foot all game and be looking at a full health assaj with 2 glitterstims and 15 minutes remaining. As far as if you want to play Assaj...i dunno that comes down to personal preference. You dont have to play slowly but I have never met an assaj player who was in any great rush to set their dials.

1 minute ago, Boom Owl said:

Wouldnt read to much into it.

From a competitive stand point Assaj is so tanky that often you simply run out of time playing against her. Meaning it can be a scramble to get Assaj to half points and if you dont play very efficiently against it you will lose at time. Fast doesnt mean reckless just...basically dont want to play on the back foot all game and be looking at a full health assaj with 2 glitterstims and 15 minutes remaining. As far as if you want to play Assaj...i dunno that comes down to personal preference. You dont have to play slowly but I have never met an assaj player who was in any great rush to set their dials.

Thx for the clarification.

I had one game night with asajj with a borrowed lancer and liked it. I think I will stick to it for a while.