Atmospheric Entry

By Gallanteer, in X-Wing

Tried this for the first time tonight in both attack and defence.

1. The gravity well and being in the standard fire arc. Normally it wouldn't apply to something like an Auzituck or a CR90 as they don't have the standard arc and we didn't play it like that (I fielded a CR90), but should it?

2. 3 cloaked phantoms in attack would seemingly break the scenario.

3. A CR90 with Liberator and 2 docked ships that have some of the tokens in attack potentially breaks the scenario.

4. Huge ships deploy touching the board edge normally but these scenarios have a larger setup area. We stuck to the main deployment rule because otherwise deploying nearer the hyperspace point and combining with point 3, the game would be over in round 2 or 3.

4. Defending seems to be the hardest role.

Fun scenario though.

I'm guessing by your content this in regarding an Epic scenario or objective.

Sounds cool. I don't have any epic ships myself, but am interested in putting my fleet of fighters into the mix someday.

7 hours ago, Gallanteer said:

3. A CR90 with Liberator and 2 docked ships that have some of the tokens in attack potentially breaks the scenario.

Page 2 of Epic RR:

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OBJECTIVES
[...]
If a ship with a [objective] ([victory counter] marker) is placed in reserve, it is treated as fleeing for the purposes of its markers (the ship is still placed in reserve)

1 hour ago, Singulativ said:

Page 2 of Epic RR:

Missed that.

My other question/points are still valid though. Point 4 if the huge ship had 4 victory tokens and didn't need to start touching the board edge (as setup areas are different).

9 hours ago, Gallanteer said:

Tried this for the first time tonight in both attack and defence.

1. The gravity well and being in the standard fire arc. Normally it wouldn't apply to something like an Auzituck or a CR90 as they don't have the standard arc and we didn't play it like that (I fielded a CR90), but should it?

Surely all ships should suffer the atmospheric entry effects, regardless of their available firing arcs. Every ship base has standard arcs printed, they're just not shaded if there isn't a weapon for them, and the point of the mechanic is to judge how steeply the ship is flying down into the planet, not whether it can shoot.

15 hours ago, Gallanteer said:

Tried this for the first time tonight in both attack and defence.

1. The gravity well and being in the standard fire arc. Normally it wouldn't apply to something like an Auzituck or a CR90 as they don't have the standard arc and we didn't play it like that (I fielded a CR90), but should it?

Normal arcs is what applies. I wouldn't say the wider ones do it.

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2. 3 cloaked phantoms in attack would seemingly break the scenario.

Yep, the worst part is the speed that clocking gives them. They will be able to cloak and move forward every turn. You will need to get lots of heavy hitters to take them down. If you have enough shots fire at them, they will run out of tokens and blank out, but you need to fire more than 2 red dice at them to do it. Things that don't require hits also work, like Bombs and Mines. They still have to dodge Mines, but Bombs will hit them no matter what. If you can Ionize them, that does slow them down for another turn. The new Ion Bombs are good at this.

Also important and something that people miss sometimes: You can only have one Objective ship Escape per turn . If you have numerous ships at the board edge, only one can leave the board at the end of round. So, you will have 2 ships hanging near the board edge and gaining stress while they wait their turn. That is a bit more time to try to shoot them down and the rules make them either more predictable (blue to clear stress) or they take damage.

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3. A CR90 with Liberator and 2 docked ships that have some of the tokens in attack potentially breaks the scenario.

Yep. Already handled. There was some debate about this before the latest FAQ, but happy they settled it. It would be broken otherwise.

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4. Huge ships deploy touching the board edge normally but these scenarios have a larger setup area. We stuck to the main deployment rule because otherwise deploying nearer the hyperspace point and combining with point 3, the game would be over in round 2 or 3.

Yes, large ships can be a real problem. It is a good thing they can't hold all the objectives on the big ship. I would think you either let the big ship pass and concentrate on the smaller ones, or you concentrate on the bigger one and let the small ones go. If you can someone Ionize the big ship, you can have another turn, but that requires a lot of Ionization.

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4. Defending seems to be the hardest role.

I can see that. I would think building your list to defend is important. If you go with lots of ordnance and things like that, you can do a lot of damage. Flinging Proton Bombs with Trajectory Simulator and laying mines helps. Also, depending on what the opponent has matters. If they are not Huge ships, bumping is a very viable tactic. You have to think about things that either do massive damage in a short amount of time, or things that will slow them down. Ion is another option. If you can ioinize a target, it is going to crawl for the next turn. That is one more turn that you get to hammer them.

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Fun scenario though.

Yeah, I haven't tried it yet. I want to, but some people are complaining that anything over 200 is taking too long on a weeknight.

7 hours ago, Bucknife said:

I'm guessing by your content this in regarding an Epic scenario or objective.

Sounds cool. I don't have any epic ships myself, but am interested in putting my fleet of fighters into the mix someday.

You don't actually need Huge ships to play Epic Battles. "Epic" is what people used to call games with Huge ships. Epic Battles is a new boxed set that has 11 scenarios of different points levels. One version you only fly a single ship (Aces High). A couple others are 500 pts. You don't have to use Huge ships to play in these.

Atmospheric Re-entry is a scenario with 300 pts per side, which is very do-able with regular ships. The danger is in making a few really beefed up ships instead of more ships on the table. I've seen people used to death match play these missions and end up with only a few ships facing a swarm. It usually doesn't end well. Learning curve, though. There is always next game.

5 hours ago, heychadwick said:

Yep, the worst part is the speed that clocking gives them. They will be able to cloak and move forward every turn. You will need to get lots of heavy hitters to take them down. If you have enough shots fire at them, they will run out of tokens and blank out, but you need to fire more than 2 red dice at them to do it. Things that don't require hits also work, like Bombs and Mines. They still have to dodge Mines, but Bombs will hit them no matter what. If you can Ionize them, that does slow them down for another turn. The new Ion Bombs are good at this.

You can also try crushing phantoms with your Huge Ship to blow them up instantly. Huge ships usually have enough energy to use stop or 0 yaw maneuvers to "camp" out by the objective like a goal keeper. Just wait for the Phantoms to come at you, then dial in the straight five or big swing 3 and run them down!

Also, to be fair, an epic scenario that only lasts a few rounds can actually take over an hour to play with all those points and bonus attacks on the board, so even if you did manage to end the match in 3 rounds, that's still a decent amount of game play (IMO).