2 squads for tonight - Rebels and Empire

By SolennelBern, in X-Wing

See I knew some of the things I was being told made no sense.

If they hit you when their movement ends they lose their action. Does this mean they cannot attack or do they just lose the ability to gain focus or barrel roll or evade?

It also makes sense if there is an asteroid between two ships you would get an extra defense dice.

Thanks

Ships that are touching during the combat phase cannot target each other. So if he moves first and collides with your ship, he loses his action. Then you move and (assuming you clear his ship) you get your action and you both get to fire at each other (firing arcs permitting).

Well...didn't go that well yesterday...Miss sh*tty Luck was all over me, especially in match #2.

Game #1 I used my Rebels list. It was a really close match and it was really cool. I played against a Shuttle+6 TIE Fighters. Chewy did his thing like a chief all game until an effing lucky roll from the Shuttle + 1 TIE downed him to 1 hull. My B-Wing didn't do anything game changing et was the first to die. Then the last 6 round was Roark running around at 1 Slave with 2 Hull remaining and 2 TIEs with 2 hulls each...unitl he got destroyed.

Game #2 Was pure ****. It started well with Turr doing his barrel rolls all over the place, getting out of firing arc of Kath and the other TIEs. That was really fun and great unitl, due to effing bad rolls I lost my Shuttle, then Turr, that my 2 TIEs. All I was left with was Dark Curse against his full force of Shuttle+Kath+2 TIEs. But **** me if this game is luck based lol, I survived with Dark Curse for 4 rounds with 4 ships firing at me with 2 at close range. I rolled ONLY EVADES!!!?!??!?! That's when I rolled evades!?!??! But then I got killed.

That last game was really frustrating. I don't mind losing but I HATE losing like that when absolutely nothing goes well for you. I genuinly was on the brink of rage quitting, but I controlled myself and finished the game anyways. Funny thing was that the other dude was sorry for landing crits all the time while I rolled nothing but blanks and focuses. My typical defense roll was 2 blanks and 1 focus...while I didn't had focus since most of the time I was stressed trying to get out of the action or I was bumped in or bumped into ships or asteroids...

Anyways, those lists work well when I don't roll like a wuss so i'm gonna keep them for now and try again next time.

I had another squad idea and i'd like some comments on it. Here goes nothing:

blank.gif?v52 Kath Scarlet + Marksmanship + Mercenary Copilot (43)
blank.gif?v52 Turr Phennir + Expose (29)
blank.gif?v52 Dark Curse (16)
blank.gif?v52 Academy Pilot (12)

Turr+Expose seem like fun stuff, especially if I can get him out of arms way with his pilot ability. And Kath for some punch and survivability instead of the Shuttle, which is a great ship but I want to try something else.

And here's a new Rebels list:

blank.gif?v52 Roark Garnet + Ion Cannon Turret (24)
blank.gif?v52 Ten Numb + Advanced Sensors (34)
blank.gif?v52 Rookie Pilot (21)
blank.gif?v52 Rookie Pilot (21)

What do you think?

Edited by SolennelBern

2) Asteroids I understand being able to place them anywhere on the map as long as they are range 1 apart. But why doe they get to be placed so close to a starting point.

2. Asteroids are [placed] R2 in from any edge and R1 from any other asteroid. You place ships after asteroids are places so if they happen to be placed close to you just set up so you can fly around them easily.

Steve, regarding asteroid placement, the responses are correct that all astroids must be placed no closer than range 2 to any edge and no closer than range 1 to other obstacles. However, I've haven't seen anyone mention yet that placement of asteroids is done in alternating order, with the player having initiative chosing the 1st asteroid and placing it. And this is done before deployment. So you should have plenty of opportunity to place half of the asteroids in positions that you desire. And even if the opponent does place all 3 of their asteroids in a line in front of your starting area (at range 2 or greater, of course) you still have the opportunity to place your ships in such a way to avoid the line and move past them in your 1st move, largely negating the effect the opponent seems to desire.

Well...didn't go that well yesterday...Miss sh*tty Luck was all over me, especially in match #2.

Game #1 I used my Rebels list. It was a really close match and it was really cool. I played against a Shuttle+6 TIE Fighters. Chewy did his thing like a chief all game until an effing lucky roll from the Shuttle + 1 TIE downed him to 1 hull. My B-Wing didn't do anything game changing et was the first to die. Then the last 6 round was Roark running around at 1 Slave with 2 Hull remaining and 2 TIEs with 2 hulls each...unitl he got destroyed.

Game #2 Was pure ****. It started well with Turr doing his barrel rolls all over the place, getting out of firing arc of Kath and the other TIEs. That was really fun and great unitl, due to effing bad rolls I lost my Shuttle, then Turr, that my 2 TIEs. All I was left with was Dark Curse against his full force of Shuttle+Kath+2 TIEs. But **** me if this game is luck based lol, I survived with Dark Curse for 4 rounds with 4 ships firing at me with 2 at close range. I rolled ONLY EVADES!!!?!??!?! That's when I rolled evades!?!??! But then I got killed.

That last game was really frustrating. I don't mind losing but I HATE losing like that when absolutely nothing goes well for you. I genuinly was on the brink of rage quitting, but I controlled myself and finished the game anyways. Funny thing was that the other dude was sorry for landing crits all the time while I rolled nothing but blanks and focuses. My typical defense roll was 2 blanks and 1 focus...while I didn't had focus since most of the time I was stressed trying to get out of the action or I was bumped in or bumped into ships or asteroids...

Anyways, those lists work well when I don't roll like a wuss so i'm gonna keep them for now and try again next time.

I had another squad idea and i'd like some comments on it. Here goes nothing:

blank.gif?v52 Kath Scarlet + Marksmanship + Mercenary Copilot (43)

blank.gif?v52 Turr Phennir + Expose (29)

blank.gif?v52 Dark Curse (16)

blank.gif?v52 Academy Pilot (12)

Turr+Expose seem like fun stuff, especially if I can get him out of arms way with his pilot ability. And Kath for some punch and survivability instead of the Shuttle, which is a great ship but I want to try something else.

And here's a new Rebels list:

blank.gif?v52 Roark Garnet + Ion Cannon Turret (24)

blank.gif?v52 Ten Numb + Advanced Sensors (34)

blank.gif?v52 Rookie Pilot (21)

blank.gif?v52 Rookie Pilot (21)

What do you think?

Ya you had a rough game! And I'm sorry you lost to me with such crappy rolls. That's not how I want to win a game! I wanted to test out my build to the fullest and get a good feel with how it holds up against different builds but when you were not rolling any misses and no hits for almost the entire game it didnt give me a full feel for my squad.

But if you are still planning on selling your kit, I will buy! (J/k)

Can't wait for the rematch!

Ya you had a rough game! And I'm sorry you lost to me with such crappy rolls. That's not how I want to win a game! I wanted to test out my build to the fullest and get a good feel with how it holds up against different builds but when you were not rolling any misses and no hits for almost the entire game it didnt give me a full feel for my squad.

But if you are still planning on selling your kit, I will buy! (J/k)

Can't wait for the rematch!

Lol i'm not selling, it's my "Conceding Speech" when everything goes bad...

I'll be happy to play again with you Slim...i'll just need to have a great night sleep, be in a great mood and just come in knowing i'll lose to sucky rolls and poor manoeuvering :P