We want the X-Wing FAQ now!!

By clanofwolves, in X-Wing

Less interested in nerfs.

But still awaiting the clarification for stacking of jam tokens!

Amongst other questions....

14 minutes ago, Wiredin said:

I love how Dash is considered wholesome... even though his pilot ability is "ignore all the basic game rules"

He really isn’t considered wholesome, though. A very vocal group of players think he’s over-powered BS, they are just usually too busy screaming about bombs or Miranda to waste much breath on him.

I for one used to play Dash all the time, I only really stopped because “1 bank, remove stress, get focus, boost, barrel roll, shoot something” got REALLY boring.

The real problem is that his natural predator (high PS repositioning aces that can shove 4 red dice right up his donut hole) is sidelined by the current meta. Palp Aces used to beat my super dash squads every time. Bring them back and dash isn’t as big a threat.

9 minutes ago, gamblertuba said:

Citation needed. Dash is a dumpster fire and just about nails the point where the trajectory of this game headed toward the toilet. TLT just pushed it a little further down the pipe and reinforce is going at it with a plunger.

I thought plungers fixed problems.

1 minute ago, FatherTurin said:

He really isn’t considered wholesome, though. A very vocal group of players think he’s over-powered BS, they are just usually too busy screaming about bombs or Miranda to waste much breath on him.

I for one used to play Dash all the time, I only really stopped because “1 bank, remove stress, get focus, boost, barrel roll, shoot something” got REALLY boring.

The real problem is that his natural predator (high PS repositioning aces that can shove 4 red dice right up his donut hole) is sidelined by the current meta. Palp Aces used to beat my super dash squads every time. Bring them back and dash isn’t as big a threat.

Dash, Miranda, Shadowcasters - what do they have in common? I get triggered when I have to face them.

Just now, Lightningclaw said:

I thought plungers fixed problems.

maybe he meant Harpoons are plungers...

1 minute ago, Wiredin said:

Dash, Miranda, Shadowcasters - what do they have in common? I get triggered when I have to face them.

Out of curiosity, why shadowcasters? I feel like it’s one of the most well designed large ships FFG has ever released? It’s a strong ship that rewards positioning and planning, and at the same time it can be counter-played, unlike traditional turrets.

1 minute ago, FatherTurin said:

Out of curiosity, why shadowcasters? I feel like it’s one of the most well designed large ships FFG has ever released? It’s a strong ship that rewards positioning and planning, and at the same time it can be counter-played, unlike traditional turrets.

I get just annihilated by them all the time. So hard to get damage through them. When I see Assaj+1 I usually consider it a defeat so I go for the +1 and try to get at least half points on Assaj.

The lists I use are often glass cannons that throw fist fulls of red dice tho (see: swarm Jess/GSP/GSP/Jan, Wedge/Jan/Norra, Swarm/baffle QD, rage youngster/BS/BS/BS/BS).

I agree. Shadowcasters are perfectly ok. I never lost against one, tbh.

I hate miranda with a passion, lowrisk as well. Finally, I think tlt is slightly op.

I'd be wishing for a FAQ like this:

1) Mirandas pilot ability becomes arc restricted.

2) Jam removes reinforce tokens as well. EDIT: Wes as well.

3) TLT gets the addition that you may only attack twice if you have a target lock on the defender.

Edited by MaxPower

we all have our personal counters lol

I was never scared of Dengar, even during the super jump meta... in fact paratani or Fenn have not been big issues for me either. but that shadowcaster... grrrrrrrr

16 minutes ago, FatherTurin said:

Out of curiosity, why shadowcasters? I feel like it’s one of the most well designed large ships FFG has ever released? It’s a strong ship that rewards positioning and planning, and at the same time it can be counter-played, unlike traditional turrets.

This is the build that tends to confuse people the most.

Agree that it has counter play. At this point its somehow become comparatively wholesome.

I think what gets people about it is that it occasionally feels like trying to hit a ninja turtle Soontir or Inqy for a turn or two.

Trick is just don't even try to hit it that turn then it becomes easier.

Asajj Ventress — Lancer-class Pursuit Craft 37
Lone Wolf 2
Latts Razzi 2
Glitterstim 2
Glitterstim 2
Countermeasures 3
Ship Total: 48
Edited by Boom Owl
1 minute ago, Boom Owl said:

This is the build that tends to confuse people the most.

Agree that it has counter play. At this point its somehow become comparatively wholesome.

I think what gets people about it is that it occasionally feels like trying to hit a ninja turtle Soontir or Inqy for a turn or two.

Trick is just not try to hit it that turn then it becomes easier.

Asajj Ventress — Lancer-class Pursuit Craft 37
Lone Wolf 2
Latts Razzi 2
Glitterstim 2
Glitterstim 2
Countermeasures 3
Ship Total: 48

the last time I faced it (Assaj Sol I think) thats what I did. I put locks on Asajj and then unloaded into Sol that round instead after Assaj popped CM and GS. killed Sol next round, then was sad it came down to 1 hull norra vs 2 hull Asajj

2 minutes ago, Wiredin said:

the last time I faced it (Assaj Sol I think) thats what I did. I put locks on Asajj and then unloaded into Sol that round instead after Assaj popped CM and GS. killed Sol next round, then was sad it came down to 1 hull norra vs 2 hull Asajj

Oh yea i forgot to mention the other part of the trick. You dont try to kill Assaj either. Just half points run away.

4 minutes ago, Boom Owl said:

This is the build that tends to confuse people the most.

Agree that it has counter play. At this point its somehow become comparatively wholesome.

I think what gets people about it is that it occasionally feels like trying to hit a ninja turtle Soontir or Inqy for a turn or two.

Trick is just not try to hit it that turn then it becomes easier.

Asajj Ventress — Lancer-class Pursuit Craft 37
Lone Wolf 2
Latts Razzi 2
Glitterstim 2
Glitterstim 2
Countermeasures 3
Ship Total: 48

However, against someone who's knows what they are doing with Asajj, that becomes easier said than done. If flown right, you basically force your opponent into having to shoot Asajj and then just pop all your stuff and laugh at their attacks.

Edit: yeah, the half point trick is usually the way to go if you can pull it off.

Edited by Jo Jo
4 minutes ago, Jo Jo said:

However, against someone who's knows what they are doing with Asajj, that becomes easier said than done. If flown right, you basically force your opponent into having to shoot Asajj and then just pop all your stuff and laugh at their attacks.

Edit: yeah, the half point trick is usually the way to go if you can pull it off.

Well yea, thats why you dont force Assaj to pop the countermeasures with your entire list in one round. Take whatever in your list can push out the most damage and target Assaj to make them have to decide to spend something. Then use the other stuff in your list to target the other thing. List dependent but it works very well even against people who know what they are doing. Same thing works against Ghost/Fenn kinda.

Edited by Boom Owl
Just now, MaxPower said:

2) Jam Wes Janson removes reinforce tokens as well.

fixed that for you

Edited by GLEXOR
53 minutes ago, kris40k said:

Asmodee North America, actually, which owns FFG.

But if they had their own airlines, they could then offer discounted flights to Worlds, maybe.

If they had their own airline we'do never see 'on the boat' again.

Cheers

Baaa

Just now, Baaa said:

If they had their own airline we'do never see 'on the boat' again.

Cheers

Baaa

YAY!

lol.

2 hours ago, clanofwolves said:

So every other game that doesn't make FFG the cash this cow does is getting erratas, rules modifications, and clarifications. Let's make sure the obviously overworked designers don't miss the main thing while trying to boost the minor things. Repairing the consistent OP that is destroying the core of the game is not rocket science. The answers they need are all within this board, great ideas from great players, fantastic proposals from intelligent users and lovers of our beautiful game. Let's make the original design matter again!

Please, let's bump this thread!

Thanks.

.....now, where's my tea?

So what exactly needs errata? What are you looking for?

1 minute ago, Pooleman said:

So what exactly needs errata? What are you looking for?

Well, I’m clearly not the OP, but I would like to see something done with the following:

1: Miranda

2: Nym

3: TLT

4: Veteran Instincts

I have a few ideas about some of them; make Miranda’s ability primary attack only, make TLT unable to be modified, maybe hard errata Nym down by 1-2 pilot skill. I personally think VI is one of the worst cards out there. Maybe a hard cap of 9 on pilot skill? The real problem with Nym seems to be dropping bombs with perfect knowledge of the board state. Plus veteran instincts on a pilot who is already a veteran (or otherwise an amazing pilot) seems silly.

Just make VI increase pilot skill by 2 (to a max of 9) and adaptability increase or decrease by 1 (to a max of 9 or min of 1).

11 minutes ago, Pooleman said:

So what exactly needs errata? What are you looking for?

Anything that shakes down the turret-wing and elevates arc-wing, the beautiful game. If I had to answer right now, in my uneducated way:

1. TLT nerf (others on this forum have best ideas reducing it's power like 2nd shot only if in arc, 2nd shot requires target lock, IDK)

2. Regen limited to max of original shield value.

3. Reinforce interacts in the game like focus, can be effected by Jam, Jax, Janson, etc.

4. Phantom I and Phantom II cannot exist in the same squad (because it's uber-cartoon-cannon and game-play, haha).

5. Do away with PS boosts as in VI and adaptability.

Edited by clanofwolves
4 minutes ago, clanofwolves said:

Anything that shakes down the turret-wing and elevates arc-wing, the beautiful game. If I had to answer right now, in my uneducated way:

1. TLT nerf (others on this forum have best ideas reducing it's power like 2nd shot only if in arc, 2nd shot requires target lock, IDK)

2. Regen limited to max of original shield value.

3. Reinforce interacts in the game like focus, can be effected by Jam, Jax, Janson, etc.

4. Phantom I and Phantom II cannot exist in the same squad (because it's uber-cartoon-cannon and game-play, haha).

5. Do away with PS boosts as in VI and adaptability.

I see no issues with VI.

Edited by Pooleman
1 minute ago, Pooleman said:

I see no issues with VI. The phantom I and II already cannotvexist together in a standard arc 100 point game.

I don’t think he means the title, I think he means bringing an Attack Shuttle and a Sheathipede in the same list. That is perfectly acceptable and an integral part of the ghost/fenn builds.

I see the point, but I think nerfing TLT would take care of a lot. Nerfing multiple aspects of one list could be overkill and relegate the ghost back to the shelf it occupied before the sheathipede came out.

1 minute ago, FatherTurin said:

I don’t think he means the title, I think he means bringing an Attack Shuttle and a Sheathipede in the same list. That is perfectly acceptable and an integral part of the ghost/fenn builds.

I see the point, but I think nerfing TLT would take care of a lot. Nerfing multiple aspects of one list could be overkill and relegate the ghost back to the shelf it occupied before the sheathipede came out.

I think TLT is fine. I’m getting to the point where I support a nerf just so people will stop complaining about it.

11 minutes ago, clanofwolves said:

(because it's uber-cartoon-cannon...

No, it's not. The Phantom 2 would have existed and possibly still seen Rebel duty even if the Phantom hadn't been lost.

20 minutes ago, Pooleman said:

I see no issues with VI.

13 minutes ago, Pooleman said:

I think TLT is fine. I’m getting to the point where I support a nerf just so people will stop complaining about it.

I think I found the Nym/Miranda player.

Edit: Joking aside (because I promise I was joking, don’t know if that came through), in many circumstances TLT is fine. I have played Asajj + 2 TLT thugs several times, and no one has claimed it was a NPE. Meanwhile, Miranda can slow roll around the board regenning and plinking off damage. The Ghost becomes just a bit too obnoxious with TLT and Fenn, and the PS war is just dumb. When any upgrade becomes almost mandatory, it should be looked at.

Edited by FatherTurin