Welp, here you go. Let us know if you like it, and we'll make more maybe.
http://thesaltminesxwingpodcast.blogspot.com/2018/10/getting-good-at-swarms-and-boxes-part-1.html
Welp, here you go. Let us know if you like it, and we'll make more maybe.
http://thesaltminesxwingpodcast.blogspot.com/2018/10/getting-good-at-swarms-and-boxes-part-1.html
Excellent stuff. The best blog content is stuff showing you how to fly, rather than just list building, and this is quite well presented.
I would suggest an addendum to Rule #1: Even if you do have an ability that relies on being in range 1, don't hard wed yourself to it. Be willing to move loose.
Use the abilities when they're available, but don't sacrifice the box to do so. More like bees and wasps, less like Black powder and Medieval regiments.
Bump
16 hours ago, Hiemfire said:I would suggest an addendum to Rule #1: Even if you do have an ability that relies on being in range 1, don't hard wed yourself to it. Be willing to move loose.
Use the abilities when they're available, but don't sacrifice the box to do so. More like bees and wasps, less like Black powder and Medieval regiments.
Fun fact: Howlrunner on her own is still good. Less good, and maybe not worth the points, but still good.
29 minutes ago, Do I need a Username said:Fun fact: Howlrunner on her own is still good. Less good, and maybe not worth the points, but still good.
Same goes for Serrisu, though she's worth the points in my book. Both TIEs and Scyks are fast and maneuverable so making sure they have at least one squadmate able to benefit from their abilities isn't hard.
A new blog post up, on behalf of @Kieransi while heβs on vacation.
http://thesaltminesxwingpodcast.blogspot.com/2018/11/the-phantom-menace.html
This list made it into the finals of a TTS Tournament held by the Hexiled Gaming Channel on YouTube. Four Phantoms named after the ghosts from Pac-Man, all packing Juke of course.
They say in the commentary that the opponents list was built with facing the Phantoms in mind. It was definitely luckier in this particular TTS match and ends up with the win on multiple beautiful, natural rolls. The channel has lots of games from this tournament though, and that four Phantom list was a terror.
It's definitely a powerful ship that has real impact if you fly it well. They aren't frustrating hard, but you really can't fall asleep at the wheel either.
2.0 Hype!!!
Oh hey, forgot to share it, I finished part two of that series!
http://thesaltminesxwingpodcast.blogspot.com/2018/11/getting-good-at-swarms-and-boxes-part-2.html
Edited by KieransiGreat article on mixed swarms, and a way of thinking about ship roles
23 hours ago, Kieransi said:Oh hey, forgot to share it, I finished part two of that series!
http://thesaltminesxwingpodcast.blogspot.com/2018/11/getting-good-at-swarms-and-boxes-part-2.html
A good read and a different approach to the game, in terms of thinking.
However, you used the tractor beam illegally: the first time you tractor a ship (by applying enough tokens to make it 'tractored', in this case 1 token), you have the option to move it. Applying subsequent tokens does not change its state of 'tractored' and you cannot move it, regardless of whether you chose to move it earlier.
I'm absolutely loving the name. π π
Can't believe I haven't seen this until now. Excellent content and your focusing on swarms which is something I'm just starting to explore. Thanks.
11 hours ago, Gilarius said:A good read and a different approach to the game, in terms of thinking.
However, you used the tractor beam illegally: the first time you tractor a ship (by applying enough tokens to make it 'tractored', in this case 1 token), you have the option to move it. Applying subsequent tokens does not change its state of 'tractored' and you cannot move it, regardless of whether you chose to move it earlier.
Interesting, I've always seen Tractor used that you can move people multiple times, but their agility only reduces by 1.
The rules don't say that it's only the first time the ship becomes Tractored, and I think it still "becomes tractored" per the rules when it's assigned enough tokens, whether or not it was already tractored.
I sort of want to see an official ruling on this though. Thanks for bringing it up!
This is a great blog. The play-by-plays are the exact thing I want to read in terms of X-Wing content. Please do more!
LagJanson, thanks for your guest post; I really enjoyed it as well!
2 hours ago, Kieransi said:Interesting, I've always seen Tractor used that you can move people multiple times, but their agility only reduces by 1.
The rules don't say that it's only the first time the ship becomes Tractored, and I think it still "becomes tractored" per the rules when it's assigned enough tokens, whether or not it was already tractored.
I sort of want to see an official ruling on this though. Thanks for bringing it up!
I got a pretty official answer from the Marshal at Gdansk System Open when I asked him about this: you can move a ship when it 'becomes tractored'. When does it become tractored? When it receives the correct number of tractor tokens. Then it is 'tractored'. Apply more, does it become tractored? No, it's already tractored and remains tractored to the end of the turn. One move only, and you can't choose to delay movement until it gets more tokens either.
This is also the consensus in the Rules Forum, when I did a search just now.
Great articles thanks for putting these together!
I enjoy articles that talk about how to use tactics and fly better.