For everyone saying two ship lists are dead...

By dsul413, in X-Wing

Figured out a weak spot in the Boba plot armor. Tractor beam. Turns out those baked in re-rolls and stack of green tokens don't do much if you don't have any agility dice.

5 hours ago, Jike said:

Good to know it's not just me struggling! I think the Coordinate shuttle might be the way to go but I think I'll try squeezing in a Quadjumper too and see how that goes.

I like the coordinate shuttle, but it doesn't have any teeth. I lost Fenn early in a Fenn, Boba, Lando (shuttle) list, and it struggled to contribute. And with it coordinating, the opponent was able to isolate it from Boba and chop it down.

3 hours ago, viedit said:

Figured out a weak spot in the Boba plot armor. Tractor beam. Turns out those baked in re-rolls and stack of green tokens don't do much if you don't have any agility dice.

You can't get rid of all his defense dice with only tractor, though. So, he'd still have 1 defense die unless you're also getting rid of one through something like Outmaneuver, Wedge, or Joy Rekoff.

9 minutes ago, Ixidor said:

You can't get rid of all his defense dice with only tractor, though. So, he'd still have 1 defense die unless you're also getting rid of one through something like Outmaneuver, Wedge, or Joy Rekoff.

Good point. But you can also slap two tokens on there and either get him on a rock or stress him on debris if he's close (and he likes to be with debris gambit).

2 minutes ago, viedit said:

Good point. But you can also slap two tokens on there and either get him on a rock or stress him on debris if he's close (and he likes to be with debris gambit).



Skip to 17.30 to see a very sad Boba Fett.

Funny how the guy who played the Boba & Guri list said (on GSP) that his choice of the 2 ship list was actually the wrong call and he had to work around that decision.

It's no secret that I am a HUGE fan of 4 Tie Strikers + support. It's my main jam in X-wing. So I was absolutely THRILLED to see this squad archetype make the top table at a large (if somewhat casual) event. There were moves that @Kaptin Krunch made that caused me to cringe, but there were just as many, if not more, that had me impressed. The way he closed in on Guri was, in my opinion, far too aggressive, but he correctly called his opponent's maneuver, and had a beautiful kill box waiting for the replica droid. Kudos.

If there is one thing I learned from this match, it's that time is the real enemy. You guys may doubt this, but I believe the 3 strikers were poised to make a come back against Boba Fett, and I don't think all his fancy upgrades could have kept him safe. I may be wrong - it's all in how the squads are flown, which is what we were hoping Second Edition would be all about. But yeah, it looked like neither of them had a good handle on how much time was left in the round, and it was obvious they were both playing for the long game. It just happened that the points swung in Boba Fett's favor on the last roll.

This was truly an exciting final. All in all, excellent game played by both players. Well done, and congrats to both Sam and Matthew for beating the rest of the competition!

So thinking on 2 ship lists... thoughts?:

Firespray -class Patrol Craft - •Boba Fett - 103
•Boba Fett - Notorious Bounty Hunter (80)
Debris Gambit (2)
0-0-0 (3)
Contraband Cybernetics (5)
Stealth Device (6)
Marauder (3)
Han Solo (4)

JumpMaster 5000 - •Dengar - 95
•Dengar - Vengeful Corellian (64)
Outmaneuver (6)
Adv. Proton Torpedoes (6)
Contraband Cybernetics (5)
Munitions Failsafe (2)
Punishing One (8)
R5-P8 (4)

Total: 198/200

View in the X-Wing Squad Builder

On 9/22/2018 at 11:11 PM, Hoffburger said:

I think the list would've worked better without Adv. Sensors and the crazy bid and adding in L3-37.

A "crazy bid" protects a lot of points, though. An L3-37 escape craft probably gets shot down. A bid can only be shot down if the entire squad is shot down. Half points on both Boba and Guri has only destroyed 93 points, while most other lists probably lose more.

Now, if you meant to go with L3-37 crew on Boba, that seems interesting to me. A Firespray has mediocre blue moves, and getting Blue banks at all speeds (while zapping an opponent's dice once) to help clear the stress from Han's red Focus action would be nice. Whether that's better than 0-0-0 getting you a calculate token when you're at Range 1 (probably when you need it the most) is another question, but having 2 and 3 banks being Blue would be nice.

53 minutes ago, Parakitor said:

It's no secret that I am a HUGE fan of 4 Tie Strikers + support. It's my main jam in X-wing. So I was absolutely THRILLED to see this squad archetype make the top table at a large (if somewhat casual) event. There were moves that @Kaptin Krunch made that caused me to cringe, but there were just as many, if not more, that had me impressed. The way he closed in on Guri was, in my opinion, far too aggressive, but he correctly called his opponent's maneuver, and had a beautiful kill box waiting for the replica droid. Kudos.

If there is one thing I learned from this match, it's that time is the real enemy. You guys may doubt this, but I believe the 3 strikers were poised to make a come back against Boba Fett, and I don't think all his fancy upgrades could have kept him safe. I may be wrong - it's all in how the squads are flown, which is what we were hoping Second Edition would be all about. But yeah, it looked like neither of them had a good handle on how much time was left in the round, and it was obvious they were both playing for the long game. It just happened that the points swung in Boba Fett's favor on the last roll.

This was truly an exciting final. All in all, excellent game played by both players. Well done, and congrats to both Sam and Matthew for beating the rest of the competition!

Talking with a friend of mine, he was feeling that almost all his 2e games so far have run long and gone to time. That seems accurate to me as well. Maneuvering matters a lot more than in 1e, but lower dice mods mean it takes longer to kill things. Offense naturally outpaces defense in X-Wing due to 2 vs 3 blanks on red and green dice, but in 1e, offensive dice mods were far in excess of defensive dice mods, which lead to ships dying faster. 2e ships just don't kill as fast, and it feels like games go to time.

23 minutes ago, theBitterFig said:

Talking with a friend of mine, he was feeling that almost all his 2e games so far have run long and gone to time. That seems accurate to me as well. Maneuvering matters a lot more than in 1e, but lower dice mods mean it takes longer to kill things. Offense naturally outpaces defense in X-Wing due to 2 vs 3 blanks on red and green dice, but in 1e, offensive dice mods were far in excess of defensive dice mods, which lead to ships dying faster. 2e ships just don't kill as fast, and it feels like games go to time.

2.0 is streamlined far better than 1.0 but it is definitely more complex in the number of effects that happen each turn. I'd also hypothesize that the average number of rounds completed in a 75 minute game is lower than in 1.0 as well.

1 hour ago, Micanthropyre said:

2.0 is streamlined far better than 1.0 but it is definitely more complex in the number of effects that happen each turn. I'd also hypothesize that the average number of rounds completed in a 75 minute game is lower than in 1.0 as well. 

The system phase definitely adds another layer of complexity with bombs and their timing window. As far as rounds go if I had to guess on why there are less rounds it's for a couple reasons.

1) People are bringing more ships and thus just takes more planning.

2) The information you have to bomb is harder to determine. You have to guess what your opponent is doing and if you want to drop one.

3) Actions are far more valuable and the failure of one can be life or death. So it takes more time to decide if you can fit that BR in or not or if you want to attempt that TL on something that is right at the edge of range 3.

4. We're still trying to learn this. I still have to look at the cards to remember things. May look at my opponents list a couple times to re-read their cards. Ect. We're still all n00bs fumbling our way through a new format and rules.

Not had a single 2.0 go to time yet ?

11 minutes ago, SOTL said:

Not had a single 2.0 go to time yet ?

3/5 in my last tournament went to time. I was flying a 5 ship list.

3 hours ago, Parakitor said:

It's no secret that I am a HUGE fan of 4 Tie Strikers + support. It's my main jam in X-wing. So I was absolutely THRILLED to see this squad archetype make the top table at a large (if somewhat casual) event. There were moves that @Kaptin Krunch made that caused me to cringe, but there were just as many, if not more, that had me impressed. The way he closed in on Guri was, in my opinion, far too aggressive, but he correctly called his opponent's maneuver, and had a beautiful kill box waiting for the replica droid. Kudos.

If there is one thing I learned from this match, it's that time is the real enemy. You guys may doubt this, but I believe the 3 strikers were poised to make a come back against Boba Fett, and I don't think all his fancy upgrades could have kept him safe. I may be wrong - it's all in how the squads are flown, which is what we were hoping Second Edition would be all about. But yeah, it looked like neither of them had a good handle on how much time was left in the round, and it was obvious they were both playing for the long game. It just happened that the points swung in Boba Fett's favor on the last roll.

This was truly an exciting final. All in all, excellent game played by both players. Well done, and congrats to both Sam and Matthew for beating the rest of the competition!

Yeah, i wish table mic was on since I was acknowledging I was flying like a moron. I talked more about it on this week's krayt podcast.

1 minute ago, Kaptin Krunch said:

Yeah, i wish table mic was on since I was acknowledging I was flying like a moron. I talked more about it on this week's krayt podcast.

Hey, you had some great maneuvers - don't sell yourself short. I always assume my opponent made as many mistakes as I did, and just try to keep on flying better. I don't listen to the Krayts, but I'll definitely tune in for that episode. Those guys are pretty big on Admiral Sloane, right?

Kinda? We are more "mock all the Krennic shuttles we see"

And those good maneuvers were because my first 4-5 turns are entirely pre scripted.

This list was designed to step on throats and punish you for not remembering your Stat 104 class back in college. Nothing more. All my lists do this.

8 hours ago, RunnerAZ said:

I like the coordinate shuttle, but it doesn't have any teeth. I lost Fenn early in a Fenn, Boba, Lando (shuttle) list, and it struggled to contribute. And with it coordinating, the opponent was able to isolate it from Boba and chop it down.

6 hours ago, theBitterFig said:

A "crazy bid" protects a lot of points, though. An L3-37 escape craft probably gets shot down. A bid can only be shot down if the entire squad is shot down. Half points on both Boba and Guri has only destroyed 93 points, while most other lists probably lose more.

Now, if you meant to go with L3-37 crew on Boba, that seems interesting to me. A Firespray has mediocre blue moves, and getting Blue banks at all speeds (while zapping an opponent's dice once) to help clear the stress from Han's red Focus action would be nice. Whether that's better than 0-0-0 getting you a calculate token when you're at Range 1 (probably when you need it the most) is another question, but having 2 and 3 banks being Blue would be nice.

An escape craft will indeed probably die (My list actually has outer rim pioneer instead of l3. couple more points, but you can park on a rock by him and still shoot), but any time they spend chasing and shooting the escape craft is time they aren't shooting guri or boba. If they wanna shoot my coordinate ship first while han and guri are laying into whoever I want dead first, that's fine with me.

What were you drunk on because noone saw you drink anything the entire day.

On 9/26/2018 at 7:56 AM, viedit said:

Figured out a weak spot in the Boba plot armor. Tractor beam. Turns out those baked in re-rolls and stack of green tokens don't do much if you don't have any agility dice.

22 hours ago, Ixidor said:

You can't get rid of all his defense dice with only tractor, though. So, he'd still have 1 defense die unless you're also getting rid of one through something like Outmaneuver, Wedge, or Joy Rekoff.

I managed to take out Boba with a U-Wing w/Intimidation block, Wedge w/Torps, and Dutch w/Torps. This was also a Boba/Guri list that also managed to squeeze in a Jakku gunrunner.

On 9/22/2018 at 10:48 PM, Kaptin Krunch said:

I flew like an abosulte clown all game (tired and drunk) and lost by 7 mov because he pulled a Direct on the last turn.

I wouldn't put a whole lot of analysis into this event with a sample of 1.

OTOH, The average IQ of a forum denzien is likely double-digits below 100, so you guys will probably take this win as gospel.

You flew like a clown because you were tired and drunk? You've been super sloppy on every streamed game I've seen you play.

1 hour ago, dragonorta said:

You flew like a clown because you were tired and drunk? You've been super sloppy on every streamed game I've seen you play.

Which has been talked about on a couple of non-Krayt podcasts this week as well.

So it seems that a lot of the early 2.0 heavyweights are I5s: Boba, Whisper, Rexlar, Teroch, Luke.

Bringing an aggressive I6 ace is suggesting itself as a good answer.

* Wedge + Outmaneuver

* Fenn Rau

* Vader ?

* Dengar ???

Has anyone used these specifically as a Boba counter?

And how did your games go?

2 hours ago, baranidlo said:

So it seems that a lot of the early 2.0 heavyweights are I5s: Boba, Whisper, Rexlar, Teroch, Luke.

Bringing an aggressive I6 ace is suggesting itself as a good answer.

* Wedge + Outmaneuver

* Fenn Rau

* Vader ?

* Dengar ???

Has anyone used these specifically as a Boba counter?

And how did your games go?

So I don't think that just bringing something at a higher initiative value is going to "solve" the Boba matchups. Vader or Fenn are probably the best choices out of those, but you should have it in mind that the most common Boba lists right now have Fenn as a wingmate already. The answer is likely 4+ ship lists that don't have to stay next to each other or are tethered for any reason (Howlrunner, Jonus, etc.). Boba wants to crash into as many ships as he can to get the largest benefit, but if you limit how many he can crash into while maximizing the amount of arcs still pointing at him, you should overwhelm his defenses overtime. Keyword there is "overtime" you won't get this done in just 1 turn. Another option is a Proton Torpedo alpha strike, but you'll have to very good at range control and being able to catch Boba in a place he can't boost into range 1. A Dutch + 3 more Rebel ship list (at least 1 more with Proton Torpedoes), could have a decent shot.

2 hours ago, RStan said:

So I don't think that just bringing something at a higher initiative value is going to "solve" the Boba matchups. Vader or Fenn are probably the best choices out of those, but you should have it in mind that the most common Boba lists right now have Fenn as a wingmate already. The answer is likely 4+ ship lists that don't have to stay next to each other or are tethered for any reason (Howlrunner, Jonus, etc.). Boba wants to crash into as many ships as he can to get the largest benefit, but if you limit how many he can crash into while maximizing the amount of arcs still pointing at him, you should overwhelm his defenses overtime. Keyword there is "overtime" you won't get this done in just 1 turn. Another option is a Proton Torpedo alpha strike, but you'll have to very good at range control and being able to catch Boba in a place he can't boost into range 1. A Dutch + 3 more Rebel ship list (at least 1 more with Proton Torpedoes), could have a decent shot.

I think this is true as long as those ships punch. 3 dice attacks are pretty much required to do damage without leaning too hard on dice. I think a few Crack Shots in a squad might be significant as well. The medium base does make a bit of a Bullseye target, so you could get a few triggers. Boba has 10/11 hit points, so it's not like Crack Shot is super punishing, but with half points, it brings you a lot closer to getting points on him quickly.