Worth getting starter?

By Wired4War, in X-Wing

I do love me some Ion Scyks, tho. 3 red dice, with a defensive statline that mixes the best-of-both-worlds of the Striker and Interceptor.

Not a full squad of them, of course. That'd be trash. But 3 or 4 with Fenn Rau, maybe an Autoblasters Sunny Bounder in the last spot, is a pretty fun little list. Mostly control, but with enough of a hammer in Fenn to add damage when necessary.

1 minute ago, Cerebrawl said:

It gets even worse of a comparison when you see that the mining TIE generics with talent slot are 2 points less than Z-95 generics with talent slot(though also at 1 less initiative, which can be a positive, they're only 28 points with intimidation).

Black Sun Soldier vs Mining Guild Surveyor or Tala Squadron Pilot: +1 point for the 1 higher init, +1 for the Illicit slot.

Black Sun Soldier vs Binyare Pirate: +2 points for the 2 higher init, +1 for the talent slot.

Binyare Pirate vs Bandit Squadron Pilot: +1 point for the Illicit slot.

Similar examples from the T-65 and U-Wing:

Cavern Angels Zealot vs Blue Squadron Escort: -1 for the 1 lower init, +1 for the Illicit Slot.

Partisan Renegade vs Blue Squadron Scout: -1 for the 1 lower init, +1 for the Illicit Slot.

I hate the slot taxes... Interestingly the Surveyor has a 50% reduction to the cost of its +1 init and additional slot over the Sentry.

53 minutes ago, theBitterFig said:

I do love me some Ion Scyks, tho. 3 red dice, with a defensive statline that mixes the best-of-both-worlds of the Striker and Interceptor.

Not a full squad of them, of course. That'd be trash. But 3 or 4 with Fenn Rau, maybe an Autoblasters Sunny Bounder in the last spot, is a pretty fun little list. Mostly control, but with enough of a hammer in Fenn to add damage when necessary.

Fenn's Bushwackers

Fenn Rau (68)
Predator (2)

Ship total: 70 Half Points: 35 Threshold: 2

Tansarii Point Veteran (32)
Marksmanship (1)
Autoblasters (2)

Ship total: 35 Half Points: 18 Threshold: 2

Tansarii Point Veteran (32)
Marksmanship (1)
Autoblasters (2)

Ship total: 35 Half Points: 18 Threshold: 2

Mining Guild Surveyor (25)
Intimidation (3)

Ship total: 28 Half Points: 14 Threshold: 2

Mining Guild Surveyor (25)
Intimidation (3)

Ship total: 28 Half Points: 14 Threshold: 2


Total: 196

Works beautifully.

2 hours ago, theBitterFig said:

Not a full squad of them, of course. That'd be trash.

Blasphemy. Gold Sqdn says otherwise...

1 hour ago, LagJanson said:

Blasphemy. Gold Sqdn says otherwise...

Edit: **** misread on my part. Finished the vid. Nice flying.

Edited by Hiemfire

Scyks are certainly worse than Z-95s. While the two ships have a similar survival efficiency (durability divided by cost), the scyk relies on spending green tokens for defense much more than the Z does. In practice, this means the scyk is less efficient overall, because its offense suffers. I don't know about you, but I'd prefer a focused 2-die primary over an unmodded cannon attack.

Don't get me wrong, I think hardpoints are cool and I like scyks (HLC scyks in particular seem very cool to me, if terrible), but I'm not under the impression that they are any good as generic filler. I'm particularly unconvinced by the marksmanship/autoblasters combo on a generic. Apart from the fact that it doesn't help at r3 (where 2-die attacks suffer most), you're effectively paying 7pts for the whole combo (1pt for marksmanship, 2pts for autoblasters, and 4pts upgrading to a TPV). That's closer to the price of a cartel marauder than a cheap Z-95. I also don't really see how marksmanship+autoblasters is better than HLC. If you can reliably get bullseye, HLC is better. If you can't get bullseye, why spend 5pts on marksmanship? Just take an autoblaster spacer and call it a day.

If we look at metawing , we can see that autoblasters and marksmanship are actully the top upgrades on the scyk. Digging deeper into the actual squads , though, we can see that every time marksmanship was used it was on Serissu. In this case, the squad is paying for serissu's ability first and then fitting some decent weapons onto her later - and autoblasters+marksmanship is ok for 3pts. But at 43pts for an i5 ship, we've moved a long way from discussing generic filler and Z-95 comparisons.

Mining TIEs do indeed poop on the Z, particularly because they are 1pt cheaper and any time you take a Z you could have captain seevor for 6pts and that's a no brainer. I also agree that the price of a black sun soldier is absurdly high.

Edited by gadwag
typo in numbers
1 hour ago, Hiemfire said:

13 min in and they've not only messed up what Autoblasters does (Reinforce tokens do still work against Autoblasters due to the timing of when the token's effect is applied, the co-streamer derped and said Autoblasters bypass Reinforce) but also spaced which ships have them (Go Jammin' Pink!). I get that it was the second set of Gen Con and they were probably tired, but still... /facepalm

Huh?

During the Neutralize Results step , if you are not in the defender's front arc, evade results do not cancel crit results.”

During the Neutralize Results step , if the attack would hit and there is more than one Hit/Crit result remaining, one Evade result is added to cancel one result.”

Edited by skotothalamos
6 minutes ago, skotothalamos said:

Huh?

During the Neutralize Results step , if you are not in the defender's front arc, evade results do not cancel crit results.”

During the Neutralize Results step , if the attack would hit and there is more than one Hit/Crit result remaining, one Evade result is added to cancel one result.”

Could have sworn it read after. Hmm... Worse part is I double checked before posting.

Edited by Hiemfire
9 minutes ago, Hiemfire said:

Could have sworn it read after. Hmm... Worse part is I double checked before posting.

If there are any hits going through, reinforce will stop one of them. If there are only crits, reinforce can't do anything.

2 hours ago, gadwag said:

. I'm particularly unconvinced by the marksmanship/autoblasters combo on a generic. Apart from the fact that it doesn't help at r3 (where 2-die attacks suffer most), you're effectively paying 7pts for the whole combo (1pt for marksmanship, 2pts for autoblasters, and 4pts upgrading to a TPV). That's closer to the price of a cartel marauder than a cheap Z-95. I also don't really see how marksmanship+autoblasters is better than HLC. If you can reliably get bullseye, HLC is better. If you can't get bullseye, why spend 5pts on marksmanship? Just take an autoblaster spacer and call it a day.

If we look at metawing , we can see that autoblasters and marksmanship are actully the top upgrades on the scyk. Digging deeper into the actual squads , though, we can see that every time marksmanship was used it was on Serissu. In this case, the squad is paying for serissu's ability first and then fitting some decent weapons onto her later - and autoblasters+marksmanship is ok for 3pts. But at 43pts for an i5 ship, we've moved a long way from discussing generic filler and Z-95 comparisons.

Mining TIEs do indeed poop on the Z, particularly because they are 1pt cheaper and any time you take a Z you could have captain seevor for 6pts and that's a no brainer. I also agree that the price of a black sun soldier is absurdly high.

If you can line up the bullseye on a flanked enemy just once in a game, the marksmanship is basically crack shot for the cannon, if you can do it more than once... it's better.

And even without bullseye, you can still roll natural crits for the flanking shots. I've taken out force users with flanking scyk generics(no seventh sister, that evade token and 2 force behind 3 green dice isn't going to help you against these crits).

They are overcosted yes, you can squeeze a pair of them in where you can't squeeze in a pair of marauders though, mostly a fitment/bid issue. See my list above, if I want to fit 2 marauders I'll have to drop the intimidation trick off at least one surveyor.

3 minutes ago, Cerebrawl said:

If you can line up the bullseye on a flanked enemy just once in a game, the marksmanship is basically crack shot for the cannon, if you can do it more than once... it's better.

And even without bullseye, you can still roll natural crits for the flanking shots. I've taken out force users with flanking scyk generics(no seventh sister, that evade token and 2 force behind 3 green dice isn't going to help you against these crits).

They are overcosted yes, you can squeeze a pair of them in where you can't squeeze in a pair of marauders though, mostly a fitment/bid issue. See my list above, if I want to fit 2 marauders I'll have to drop the intimidation trick off at least one surveyor.

If you can line up a bullseye (flank or no), why not just take a 4pt HLC over a 7pt marksmanship+autoblasters?

And yes, you can still roll natural crits for flanking shots without bullseye. At 2pts for an autoblaster, that's fine - my complaint is about the extra 5pts you've spent on a bullseye ability that only works when you are out of your opponent's arc. Crack shot is great, but it does cost only 1pt, not 5.

Fitting 2 marauders is definitely worth dropping intimidation off a surveyor, for two reasons:

  1. Red dice are better than green, so adding one red dice to your own attack is better than removing a green die from the defender. The red die is also permanent, whereas intimidation will only trigger a few times in a game.
  2. Intimidation is a non-bo with autoblasters. Making the enemy roll less dice means that crit is more likely to go through anyway, making the autoblasters ability less useful.

Sorry, didn’t mean to cause a rule issue @Hiemfire ... those too are common with Gold Sqdn. Was more to remind that the Scyk isn’t entirely trash in numbers... though will agree that it's probably little overpriced and not going to grant you victory just by putting it across the map from an opponent.

9 hours ago, LagJanson said:

Blasphemy. Gold Sqdn says otherwise...

Kinda looks like there's a Y-Wing in there too...

What I'd meant was the really narrow squad of 6 Ion Cannon Cartel Spacers. I think Ion can work great once there's a critical mass, but I think there's got to be some real damage mixed in, just to keep the list healthy.

Edited by theBitterFig
4 minutes ago, theBitterFig said:

What I'd meant was the really narrow squad of 6 Ion Cannon Cartel Spacers. I think Ion can work great once there's a critical mass, but I think there's got to be some real damage mixed in, just to keep the list healthy.

Ah, my mistake. I interpreted it as massed Scyks instead of entirely Scyks. You're correct though, I've tried 6 Ion Scyks... That's doubling down on strengths and weaknesses, and becomes a hard counter/countered scenario. Five Rebel fighters made me so sad. Droids on the other hand were very sad against me...

1 hour ago, LagJanson said:

Ah, my mistake. I interpreted it as massed Scyks instead of entirely Scyks. You're correct though, I've tried 6 Ion Scyks... That's doubling down on strengths and weaknesses, and becomes a hard counter/countered scenario. Five Rebel fighters made me so sad. Droids on the other hand were very sad against me...

All good. They're fun ships.

Once the damage decks are released the following items are ONLY in the Core Set:

Rebel Pilots:
Luke Skywalker
Jek Porkins
Rebel Upgrades:
R2-D2
R5-D8
Empire Pilots:
Iden Versio
Valen Rudor
"Night Beast"
Force Upgrades:
Instinctive Aim
Sense (x2)
Cardboard:
Hyperspace Tokens
Initiative Token
3 Asteroids, 3 Debris (maybe?)


If you don't fly Rebels or Empire, about the only things you're really missing are the 2 Force Powers, of which only Sense is really useful, and possibly that debris (assuming the new pack doesn't have them, as someone mentioned above)

Edited by XPav
On 11/19/2019 at 3:41 AM, Darth Meanie said:

I wouldn't, especially if those were not my intended factions. Which, TBH, is the point that I think FFG is trying to get to--the core set was never a complete game in the first place, so why bother.

Edit:

They should go back and make faction-starter 3-packs for all factions.

Republic and Seps we got

Rebels = 2 Xs and a Y

Imps = TIE Adv + 2 TIE/lns

FO = TIE Silencer + 2 TIE/FOs

Resistance = Black One, plain T-70, and A-wing.

2 Xs + other for Reb and Res is a bit much given both of those are potentially a full list in a box, where the others wouldn't be (argument the FO could be if you went overboard on the Silencer). A single X and a pair of A's is much more like it, or X/Y/A for Rebs and X/AA for Res.

Scum missing out on the fun too. Fang or Khiraxz with a pair of Scyks would seem to be the best option there.

Truthfully, I wouldn't mind seeing something for Rebs and Imps that can co-exist with the core, like Y/AA or Y/A/B, and TIE Adv with a pair of Strikers. That's a nice 1-2 combo to kickstart each faction.

On 11/22/2019 at 1:49 PM, XPav said:

Once the damage decks are released the following items are ONLY in the Core Set:


Hyperspace Tokens

Nuff said.

Buy the core set.

Even FFG OP knows Aces High is the future.

1 hour ago, Dr Moneypants said:

Nuff said.

Buy the core set.

Even FFG OP knows Aces High is the future.

Core Set will be renamed "Hyperspace Token and Sense Expansion Pack".

On 11/18/2019 at 11:59 PM, theBitterFig said:

Stay On The Leader did the math pretty recently on his Buying Guide page. Core set wins.

http://stayontheleader.blogspot.com/2019/11/x-wing-buying-guide-introduction.html

core+set+finance.jpg

Core Set is amazing value of you *ever* fly any Rebels or Imperials (or have a friend who'd swap for other ships or buy them off you...), and if you don't hate hate hate cardboard components. Even if you could can unload the three ships for total $10-20, that's still a better deal than buying components separately.

New players often will be short on tokens. After playing for a little while, anyone will have bags and bags of them they don't need, but starting out, folks often don't have enough, and core set does provide some.

There are also a few cards which exist only in the Core Set. Instinctive Aim and Sense, plus some pilots and Rebel-only Astromechs. IA isn't too important right now for Separatists or Republic, but Sense gets played some.

RRP. I don't think it means what he thinks it means! (Does he have six fingers on his right hand?)

And that is why in English we call it Maths (A chicago board of education flunky once asked me which Math I teach; I didn't understand). There are multiple fields of study, apparently. We usually only make up the numbers in questions though. Although climate science does it a bit, but that's science, not maths.

15 bucks for asteroids and 20 for templates? Yep. Climate science!

7 hours ago, Larky Bobble said:

RRP. I don't think it means what he thinks it means! (Does he have six fingers on his right hand?)

And that is why in English we call it Maths (A chicago board of education flunky once asked me which Math I teach; I didn't understand). There are multiple fields of study, apparently. We usually only make up the numbers in questions though. Although climate science does it a bit, but that's science, not maths.

15 bucks for asteroids and 20 for templates? Yep. Climate science!

Uhhh... what? I got lost in there somewhere.

But yeah, the (to be released) obstacle pack is $15, and the movement templates are 20.

15 hours ago, Dr Moneypants said:

Nuff said.

Buy the core set.

Even FFG OP knows Aces High is the future.

:D

You'll need to get two cores if you wanna play with friends that don't have one as well to have enough hyperspace tokens! Brilliant business move xD
(To make the two from my one core into four I cut my HS tokens in half and glued them to parts of the insert of the Epic Multiplayer expansion, since I have too many X-Wings, TIEs, and dice already. Turned out surprisingly well, although they now are all slightly different thickness)

For a 1.0 player with no interest in Rebels and (2.0) Empire they might already have almost everything from the 2.0 core:
Movement templates can easily be converted
Dice are the same
The three asteroids match three of the ones from the original 1.0 core, the other three 2.0 obstacles match the debris clouds from the 1.0 VT-49 (at least I think it was the Decimator that came with those...)
Damage decks will be available shortly

So the only thing that absolutely needs to be bought is a damage deck, and the thing that can't be gotten are the HS tokens.
I'd still recommend getting a core to anyone, especially casual players. Extra movement templates and dice are oh so useful when taking the game and a few ships to meet some friends for weekly board game night. At least until they get hooked on the game and get their own ;)

Edited by _Rorschach_
14 hours ago, Larky Bobble said:

RRP. I don't think it means what he thinks it means! (Does he have six fingers on his right hand?)

And that is why in English we call it Maths (A chicago board of education flunky once asked me which Math I teach; I didn't understand). There are multiple fields of study, apparently. We usually only make up the numbers in questions though. Although climate science does it a bit, but that's science, not maths.

15 bucks for asteroids and 20 for templates? Yep. Climate science!

It's a good thing you teach maths and not English, because I can't make head nor tail of your post.

Just like climate change, Dave's numbers are real:

1 hour ago, gadwag said:

It's a good thing you teach maths and not English, because I can't make head nor tail of your post.

Just like climate change, Dave's numbers are real:

Climate's always been changing, anthropogenic climate change is a hoax. It's manipulating people for money and power, trillions of dollars involved.

You get quite a lot more for the money in that obstacle pack, it's not just 3 asteroids. If you make the same value calculation that pack's worth at least $90! What value!

Those range rulers are generally considered pretty bad, and you can get better acrylic ones for less from etsy, and you could probably get a set of the cardboard ones for under $5 from a local who has the core set and a set of acrylics.

9 hours ago, Cerebrawl said:

Climate's always been changing, anthropogenic climate change is a hoax. It's manipulating people for money and power, trillions of dollars involved.

This is literally the stupidest thing I've ever read on this website, and I spend a lot of time in the rules subforums.

2 minutes ago, theBitterFig said:

This is literally the stupidest thing I've ever read on this website, and I spend a lot of time in the rules subforums.

Ah, the thuroughly indoctrinated.

https://arxiv.org/pdf/1907.00165.pdf

The TL;DR: Climate is essentially unaffected by CO2, the main culprits are the sun(sunspots) and water vapor(clouds) which is affected by galactic cosmic rays. In longer terms by the Milankovitch cycles(earth axial tilt and orbit variations). NASA, NOAA, et al have been repeatedly caught doctoring temperature data to fit their models, cooling the past and heating the present.