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X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: ffgjoshFFGMarkFFGStuartFFG_IanGecko Topics: 1410 | Posts: 17083
Balance
Published on 26 September 2012 - 10:40:47
Page 2 of 4 (48 messages) « First page... 1 2 3 4 ...Last page »
Reply #16 | Published on 27 September 2012 - 10:06:14
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qwertyuiop said:

Are you also unable to locate Y-wings online?  How can we make NAFTA work for you?  I just picked up my second. I'm not convinced that the Advanced is an answer to the Y-Wing like I've seen mentioned on the boards.

Personally, I've found a TIE/a w/ cluster missiles to be a very effective solution to a Y-Wing, especially if you've knocked off a point or two of shields first

Without Signature
Reply #17 | Published on 27 September 2012 - 10:40:23
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My solution to Y-Wings…  Kill it quickly with as many TIEs as you can.  1 Agility means even a Range 2 or 3 shot has a reasonable chance of a single hit.   And at Range 3, they can't really hit back with any effectiveness.  If you can keep 4 TIEs on it, you'll paper cut it to death in two turns.

I've pretty much left the opponent's Y alone until I took out the Xs then come back with everything I've got and lots of evasion tokens.  This can work okay especially if you can get the Xs to break off from the Y.  And other games I've gone after the Y first.  But the Fire power of the X's make them higher priority for me.

Other options are to get a bruiser like Mithel inside Range 1 and those shields go away right quick.  And Backstabber is very effective even out at Range 3.  Since Y's don't turn very well its pretty easy for Backstabber to get his bonus attack die.

Just chasing one around with one or two TIEs is not going to be effective.  You'll be chasing it the whole game while the X's are chewing up the rest of your squadron.

Missiles are a gamble, but can greatly reduce the time it takes to kill one.

-DavicusPrime

VIR PRUDENS NON CONTRA VENTUM MIGIT

Reply #18 | Published on 27 September 2012 - 18:00:33
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cleardave said:

 

cleardave said:

 Check in with 401 games on Yonge Street as well, if you need another source.  If I'm looking for something that I want in a "need now" capacity, I usually just phone those three, using Meeplemart as the last resort, and see who has what I'm after.

 

Thanks for the tip Cleardave. I stopped in today and got 2 Y-Wings @ 401 Yonge as they were just upacking a new shipment. Lucky me :) They were conviced that they would sell all the Y-Wings by tonight as there were very few.

Without Signature
Reply #19 | Published on 27 September 2012 - 18:43:47

cleardave said:

qwertyuiop said:

 

Only if you have the John Williams score playing for effect. 

Are you also unable to locate Y-wings online?  How can we make NAFTA work for you?  I just picked up my second. I'm not convinced that the Advanced is an answer to the Y-Wing like I've seen mentioned on the boards.

 

 

Not only will I have that handy, but I also have this on deck;

javascript:void(0);/*1348724521065*/

You're welcome.

YES! I love the soundboards. I use them quite extensively when I RPG.

Some people play to win. I play because it's one of the few ways to fly an X-wing here on Earth!

Reply #20 | Published on 27 September 2012 - 19:00:58
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crimzonteerz said:

cleardave said:

 

I don't have too much practical experience with the Y-Wing yet, as these ship expansions are just flying off the shelves in Toronto.

Speaking of that, where are you, Toronto players?!

 

 

 

I'm from Toronto. Just picked up the game on Sunday from Meeplemart and they were sold out of Y-Wings! I need that ship.

I'm from Brampton but I did pick up probably a little over half of my stuff from Meeplemart as well. My initial batch of stuff though came from X planet games in Mississauga where I had him hold aside a core set for me first day and went into the store when it opened which is a good thing I did because the store opened at 11 and all X Wing stuff was sold out by like 11:45… but I did get a Y Wing there right off the bat along with a tie advanced expenasion I think… well I can't remember anymore what I got where but I now have 2 core sets, 2 advanced Ties, 2 X wings (on top of the 2 from the core sets for a total of 4, a Y Wing and another Tie (for a total of 5 including core sets… so I have 4 X wings and a Y Wing, 2 advanced Ties and 5 Tie fighters so I have some flexibility for list building, at least when it comes to the Empire, lol.

 

Empire is not soo tough, lol. I beat my brother the last 2 games using rebels ( at games of 100 and 130 pts- he wanted 130 to take the stuff he wanted to take) while the first 2 games I played against him using rebels I lost both. I have played games against others using both factions with mixed results but I consider my brother a better opponent than most of the other ham and eggers I play, lol. The combo that shocked the piss out of him was Wedge with swarm tactics in close formation with a Rookie Pilot and Luke on the other side with swarm tactics and another rookie pilot. I blasted the Y Wing straight at Vader to give Vader the juicy target of the Y Wing up in his face and then Wedge and his rookie 2 pilot both shot at skill 9 and took out a Tie then Luke and his Rookie took out another tie at skill 8 and he was down 2 ships right off the bat and he was speechless… He was looking out for it next game but I still won that game as well although I only used WQedge with a rookie 2 and swarm in the next game… but it is very potent combining fire at skill 9 with 2 X wings, especially when one of them is Wedge with his agility gimping power and the fact that the he will usually draw out the evade, etc.

Don't wish for an easy life…. Wish for the strength to endure a hard one!

Reply #21 | Published on 28 September 2012 - 02:47:32

crimzonteerz said:

Thanks for the tip Cleardave. I stopped in today and got 2 Y-Wings @ 401 Yonge as they were just upacking a new shipment. Lucky me :) They were conviced that they would sell all the Y-Wings by tonight as there were very few.

It's funny how scarce these expansions ships can get.  I've had my finger on the getting them over the last couple of weeks, with the goal of having 2 Core Sets, and 2 of each expansion pack.  I just a single TIE Advanced and a single Y-Wing to have it all.  I figured it keeps the options for 100pt matches really open, and we can always just go all-in with the models on larger games.

After that, I think I'll cool it on the models until Wave 2 hits at some time in the future.  Who knows, I may just randomly pick up the odd ship until then, but I think "2 of everything" really provides that maximum customization, without basically having all your mains and a fleet of non-uniques.  I'm sure someone, somewhere has gone there.

I think we've all gotten the X-Wing fever and just craved playing these larger matches to try all these combos out.  The supply of expansion ships should start to come back in the next month.  Personally, I'm not looking to ever have more than 2 TIE Advanced, because I like the swarmy nature of the TIE Fighters, possibly lead by that one elite TIE Advanced (usually Vader), and for the small numbers, elite team, I like going for the Wedge/Luke/Biggs team for its thematic connection to Episode IV.

Lots of quotable movie moments come out of that one.

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Reply #22 | Published on 28 September 2012 - 08:30:38

cleardave said:

I think "2 of everything" really provides that maximum customization, without basically having all your mains and a fleet of non-uniques.  I'm sure someone, somewhere has gone there.

 

I haven't! I can field a fleet with as many of the cheapest possible pilot for each ship with X-Wings (5), TIE-Fighters (8) and TIE Advanced (4), but I only have 4 Y-Wings (and it'd be possible to field 5) - but I figured that even with the cheapest pilots, the Y-Wings would want the odd Ion Cannon or Proton Torpedo.

So there is one possible 100-point configuration that I can't build.

Reply #23 | Published on 28 September 2012 - 12:22:41
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haslo said:

cleardave said:

I think "2 of everything" really provides that maximum customization, without basically having all your mains and a fleet of non-uniques.  I'm sure someone, somewhere has gone there.

 

I haven't! I can field a fleet with as many of the cheapest possible pilot for each ship with X-Wings (5), TIE-Fighters (8) and TIE Advanced (4), but I only have 4 Y-Wings (and it'd be possible to field 5) - but I figured that even with the cheapest pilots, the Y-Wings would want the odd Ion Cannon or Proton Torpedo.

So there is one possible 100-point configuration that I can't build.

[/QUOTE

Yeah but that is more than likely a waste of money when you figure in a 100 point team of purely fighters, with no upgrades besides ion cannons on y -wings, no pilot abilities, etc, is just really bad in a fight. It's almost like pairing up a black belt against 5 white belts, in reality, the black belt is still way better.

"That is not dead which can eternal lie, And with strange aeons even death may die."

Reply #24 | Published on 01 October 2012 - 12:32:07
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Strombole said:


I'm from Toronto. Just picked up the game on Sunday from Meeplemart and they were sold out of Y-Wings! I need that ship.

 

 

I'm from Brampton but I did pick up probably a little over half of my stuff from Meeplemart as well. My initial batch of stuff though came from X planet games in Mississauga where I had him hold aside a core set for me first day and went into the store when it opened which is a good thing I did because the store opened at 11 and all X Wing stuff was sold out by like 11:45… but I did get a Y Wing there right off the bat along with a tie advanced expenasion I think… well I can't remember anymore what I got where but I now have 2 core sets, 2 advanced Ties, 2 X wings (on top of the 2 from the core sets for a total of 4, a Y Wing and another Tie (for a total of 5 including core sets… so I have 4 X wings and a Y Wing, 2 advanced Ties and 5 Tie fighters so I have some flexibility for list building, at least when it comes to the Empire, lol.

 

 

That is a pretty good haul. I have 2 Core Sets, 1 Tie Advanced, 1 Tie fighter and 2 Y-Wing expansions.

Without Signature
Reply #25 | Published on 01 October 2012 - 12:34:38
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Strombole said:

 Empire is not soo tough, lol. I beat my brother the last 2 games using rebels ( at games of 100 and 130 pts- he wanted 130 to take the stuff he wanted to take) while the first 2 games I played against him using rebels I lost both. I have played games against others using both factions with mixed results but I consider my brother a better opponent than most of the other ham and eggers I play, lol. The combo that shocked the piss out of him was Wedge with swarm tactics in close formation with a Rookie Pilot and Luke on the other side with swarm tactics and another rookie pilot. I blasted the Y Wing straight at Vader to give Vader the juicy target of the Y Wing up in his face and then Wedge and his rookie 2 pilot both shot at skill 9 and took out a Tie then Luke and his Rookie took out another tie at skill 8 and he was down 2 ships right off the bat and he was speechless… He was looking out for it next game but I still won that game as well although I only used WQedge with a rookie 2 and swarm in the next game… but it is very potent combining fire at skill 9 with 2 X wings, especially when one of them is Wedge with his agility gimping power and the fact that the he will usually draw out the evade, etc.

 

Those are great strategies. After reading posts on this forum it seems to me that  combos are the best way for rebels to deal with the higher amount of imperial ships.

Without Signature
Reply #26 | Published on 01 October 2012 - 12:40:20
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cleardave said:

I think we've all gotten the X-Wing fever and just craved playing these larger matches to try all these combos out.  The supply of expansion ships should start to come back in the next month.  Personally, I'm not looking to ever have more than 2 TIE Advanced, because I like the swarmy nature of the TIE Fighters, possibly lead by that one elite TIE Advanced (usually Vader), and for the small numbers, elite team, I like going for the Wedge/Luke/Biggs team for its thematic connection to Episode IV.

Lots of quotable movie moments come out of that one.

 

Well I definitely have the Star Wars fever. I'm a sucker for theme too and that's why I think I'll only ever have 1 tie advanced (it'll always be Vader). I really want to try the 8 tie swarm though. It seems like a fluffy list that is also powerful… But that would mean i have to buy more figures… *shakes fist at FFG*

Without Signature
Reply #27 | Published on 02 October 2012 - 04:21:51

El_Tonio said:

Interesting as I thought it was slightly out of balance in favor of Rebels. Maybe that means it's pretty balanced after all.  I look forward to playing a few more games to see how things pan out. 

 

I kind of feel the same, but I think it's largely for two reasons unique to the games I've been playing. One, I'm using all TIE fighters and no TIE Advanced. Most folks seem to run one, but they don't interest me much, so I'm holding out for TIE Interceptors to be my heavy-hitters. Secondly, I've been playing mostly smaller point games. So I think that's a large part of it as well, as FFG would have us believe, the game balance is set to be proper at 100 points. Playing smaller 50 and 75 point games, I feel like the Imperials can't make the most of their potential numbers advantage without making significant sacrifices in pilot quality.

… Some people juggle geese.

UFS Northwest Regionals 2009 Singles 2nd Place

UFS Northwest Regionals 2009 Teams 1st Place

Reply #28 | Published on 02 October 2012 - 08:49:55

DrUnK3n_PaNdA said:

I kind of feel the same, but I think it's largely for two reasons unique to the games I've been playing. One, I'm using all TIE fighters and no TIE Advanced. Most folks seem to run one, but they don't interest me much, so I'm holding out for TIE Interceptors to be my heavy-hitters. Secondly, I've been playing mostly smaller point games. So I think that's a large part of it as well, as FFG would have us believe, the game balance is set to be proper at 100 points. Playing smaller 50 and 75 point games, I feel like the Imperials can't make the most of their potential numbers advantage without making significant sacrifices in pilot quality.

In smaller games, that is games below 100pts, and let's focus it in and say 50pts or less, the Imperials can be a lot more fragile, in my experience.  If you lose that single TIE Fighter, and you probably have only 2-3, that lone X-Wing is suddenly going to have a much easier time taking you apart, because you won't be able to surround it every turn, and the TIE Fighter is not able to keep up with the damage output.

Usually at that game size, an X-Wing that puts a Proton Torpedo on a TIE Fighter and kills it in one shot pretty much won the game, the players just don't realize it yet.

At the 100pt mark, it's pretty even, I feel.  You have enough points to really make your squadron work well together, if you put some thought into the combos you set up.  Below 50, you don't have a lot of flexibility, so if someone gets off a lucky shot, or someone maneuvers one way and the other lucks out and gets behind them, the whole thing could be over pretty quickly.

in a 100pt match, you can rally things back your way if some dice anomaly wrecks you early on.

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Reply #29 | Published on 02 October 2012 - 11:30:28
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My observations so far:

@ < 100 pts (35, 60) the game is EXTREMELY well balanced.  I replayed several games and switched sides and the factions have a nearly 50/50 win/loss ratio.

@100+ pts the game shifts in favor of the Imps if they are using swarms.  The numbers just become overwhelming.

 

I'd be curious to see the Imperial setups from those saying the Rebels are balanced or over powered.  I'd bet they are using Tie advances.  The Tie advances face off pretty evenly with the X-wings.  If you go 2 Xs and a Y vs 2 Advances and a smattering of ties, the advantage goes to a properly built Rebel team.  They have great synergy that you can use to quickly take out a few Imp ships and get rid of the numbers advantage, and with 2 advances you don't have much of a numbers advantage.  My guess for the rebel wins is that the Imp player doesn't have enough ties to field, or is so focused around Vader that they aren't willing to take an army of ties instead.

The Tie swarm though is a different story.  The 8 tie swarm or my preferred 6 named tie pilot swarm is really overwhelming.  Just too many targets.  The rebels can take out a few, but then the Imps get in close and a few of them can throw 4 attack dice at range 1.  Even against an agility 2 Xwing thats a deadly assualt.  I've seen fresh X-wings get blown up by both Backstabber and Mauler in 1 attack.

I intend to try a rebel swarm to counter the imperial swarms (4 rookie Xwings), but I haven't had a chance yet as I started working on modifying the stands.  I have a feeling the rebel swarm will be ok against the 8 tie, but lose hard against the 6 tie just due to initiative.

Another Imp team I want to get to the table is taking out a couple of the weaker offensive TIEs and throw in a cheap Tie Advance to simply act as a decoy.  The advance with the shields and missles ranks as a high priority target and could draw a lot of fire early on allowing backstabber and mauler to slip into range 1 without having to risk torpedo damage.

So is anyone having luck against the Imp swarms?  If so, how?

Without Signature
Reply #30 | Published on 02 October 2012 - 12:59:47

I think the biggest balancing factor in the 100+ scenario would be board size.  If confined to the 3x3 area, that many TIEs will get the way.

As for balance issues, I've been following FFG for a long time on many of their products, and haven't found any sort of glaring imbalances thus far.  out of the dozen and a half or so games I've played thus far, all Reb, the win/loss is fairly even depending on the variables.  Me and the roommate have tried alot of list variations and still are.  We each have a primary list or 2 that we run and our games typically time out before any sort of conclusive victory.

I've posted this elsewhere, but will restate it here.

First, we stick to the 100 pt, 3x3, 75 min, 3 obsticle very firmly.  I find that doing so limits the variables involved as much as possible and lets us work within what we can expect for any local tournaments.  I cannot understate how important asteroid placement is.  There have been games where collisions accounted for more than a quarter of all the damage delt to the Imperial side.  I tend to use the biggest three asteroids I can find and drop the largest of them right in the midle of the play area, laying the following within a close proximity and typically at an angle.  Primarily I do this in an effort to break up the Imperials formations.  Also, any given Rebel ship can run right over an asteroid for better positioning in subsequent turns and possibably enjoy an agility bonus because of it.

Second, deployment.  There's not alot that can be said here except for observe your opponent.  see where he's placing his ships and think about the next three manuevers it will take to get you into position.  Beware that placing certain priority targets can be an attempt at baiting you.  Determine your target priority and deploy as responsibly as possible.

Speaking of which is my third point: target priority.  I've seen a lot of different opinions on what your target priority should be and it seems to mostly be up to personal preference.  For my self, I generally go off of the following criteria (Note: this is strictly from a Rebel PoV): Damage potential (Back Stabber/Mauler Mithel/ Marak Stele) any of these ships will be at the top of my kill list over just about any other, including Darth Vader.  In the correct circumstance either one of the first two can hit just as hard as an X-Wing, and those shots will happen at some point.  After that is force multipliers (Vader/ Howlrunner/Winged Gundark) eliminate them to reduce the effectivness of your opponents combined tactics.  Last are the defensive fighters (Dark Curse/the guy who get's focus who I can't remember) these are really there to suck up hits, Skywalker style.  Ignore them as best you can, and focus on the other ships.  After that I tend to start at the highest pilot skill and go down, taking opportunity shots as I can.  Some will favor targeting lesser pilots in order to deny the opponent shots, and while logical in the extreme, I firmly believe that this is not a game of instant gratifaction.  Outside of rare instances of luck, there is rarely any single turn that will completely loose a Rebel player the game. Several consecutive turns of dispersed fire and/or unfocused action can however.

Fourth in my list is ability use.  I cannot stress how important target locking is.  I tend to lock onto my priority targets early on and then push for an opening.  Focus can be used to take on the regular TIEs, in conjunction with overlaping fields of fire, then pound on a priority target when you have the correct positioning.  The Rebellion are all about fighting dirty and application of force.

That about wraps it up.  I'd welcome any questions/comments.

~T

The greatest evil in the world is the Indifference of Good Men.

RPG - Role Play GAME.  Game's are supposed to be fun.  If you're not having fun, then don't play, but please don't ruin mine.

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