How do you knock out triple Up's?

By Force Majeure, in X-Wing

I haven't gone against it yet, but it looks like a monster with three heads to me.

How do you approach it? I'm trying to keep my builds Hyperspace legal but input from anywhere should give some good insight.

delay tactics, moving out of R3 until you finally get around two. And try not to let them focus fire.

Focus more on dodging their arcs. Eventually you get shots and one to half points or remove it entirely. Dodging all 3 is very difficult though, and the 12 dice mean that you likely have to attack and can't force them to your side of the board due to the threat of final salvo. Once you are ahead on points, run away and force the engagement you want at the place you want.

It is quite possibly boring to play, but I think it's rather a great, new puzzle to solve.

33 minutes ago, GreenDragoon said:

Focus more on dodging their arcs.

This. As with Arc-dodger versus jouster, if neither side is shooting in a given turn, the more manoeuvrable ship is generally winning, and in this game anything with boost is going to feel like Soontir Fel.

If they're arriving via hyperspace tracking, make sure you're not deploying facing into the board - 45' is a good angle, letting you bank and roll in whichever direction keeps you clear of a suddenly-appearing shuttle - and consider trying to have the obstacles on your side of the board to mess up their approach.

Don't forget that the safest way through their arc can sometimes be right through the centre of it - unless they've pulled a stop, their minimum move as a large based ship is 3 standard 'base widths' forwards, and if you collide that ship can't shoot you - and once past them you can koiogran , talon or segnor and they can't.

get behind them and they can not hurt you

36 minutes ago, freakyg3 said:

get behind them and they can not hurt you

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Tune into OCX livecast tonight at 830 central where we will have this discussion with Tyler Tippett!

Probably too complicated for the game but lists like this make me wish that 2.0 had adopted a combined arms-style quota for ships (i.e. only so many heavy ships, etc).

6 hours ago, Force Majeure said:

I haven't gone against it yet, but it looks like a monster with three heads to me.

How do you approach it? I'm trying to keep my builds Hyperspace legal but input from anywhere should give some good insight.

it is really not that scary

- spread out your ships when you deploy parallel to your board edge

- play like a coward and have the ships that are being chased run away and stay out of arc

- once the batwings commit go the other way

- don't shoot taveson (or whatever his name is)

- in a timed game (I don't usually play timed games), I think your win condition is hurting him and not dying

Check out this recent game from Gold Squadron Podcast. It features a 3 Upsilon list vs Kylo and another Upsilon.

Edited by IceManHG

5 grey squadrons with ICT? Ion them off the board.