Xintao | 15 Nov 2012 11:40 a.m. PST |
Last night had my first full game of X-Wing. I whipped up some random scenario to fit all the ships I had. 2 X-Wings and 1 Y-Wing vs 3 Ties and Ad Tie. Points were about 75-77 a side. The rebels crushed the Empire with the loss of only one X-Wing. To be fair my buddy flying the 2 Xwings had a very hot hand(3 3x damage rolls for the night) But it was My Y-Wing that seemed semi-invincible. I had Horton Slam, R2-D2, and Ion Cannon. -Horton-allows rerolls on misses at range 2-3. -R2 fixes shields on Green Maneuvers -Ion Cannon allows 360 Fire So my Y-wing would just fly around slowly, just enough to maintain Med to Long range fire in a 360 arc. Shoot the Ion, strip the ties of any evades and slow them down with Ion effect, and the Xwing would mop them up. Add in R2, since I didn't have to dogfight I never worried about being shot, at all. Just seemed
well
"All to easy" Cheers, Xin Edit, was lots of fun by the way, good time had by all. |
nazrat | 15 Nov 2012 11:50 a.m. PST |
From what I have read on their forums, any special abilities or range adjustments only apply to the ships' lasers, NOT to secondary weapons. Apart from that it sounds like it was simply a good night for the rebels. We've played any number of games and i can go either way regardless of the unit compositions. |
thosmoss | 15 Nov 2012 11:51 a.m. PST |
Your Y-Wing Ion Cannon has a range of 1-2 |
Chef Lackey Rich | 15 Nov 2012 12:07 p.m. PST |
Most likely mistakes: Range adjustments only apply to primary weapons, Ion Cannons have max range 2, and R2 fixes only one shield per turn. Against your tactics as described, I'd blow my TIEs right past your X-Wings, dogpile on the nice, predictable Y-Wing, and kill it in a turn or two's firing, droid or no droid. You might take enough TIEs down while I was getting that done to let the X-Wings still eke out a win, but it's a better option than letting an Ion Cannon live the whole game. Killing the Y first is usually the best idea – being shot at with turrets truly suck. |
Xintao | 15 Nov 2012 12:13 p.m. PST |
Range Mistake-DOH!( in my best Homer accent) R2- Got that right! Now need to nail down Horton Salm's special ability in regards to secondary weapons. Again to be fair, the Ties, ignored me for the most part. I was never in danger. Thanks, Xin |
emckinney | 15 Nov 2012 12:13 p.m. PST |
Remember that Ion Cannons can't do more than one point of damage (which goes to shield first against the TIE Advanced). While R2D2 fixes shields, the TIEs shouldn't be firing at it unless they can swarm it and do far more damage than can be fixed at a go. By the way, 4 TIEs is generally not a good build against 2 X-Wings and a Y-Wing. Most people seem to think that 6 TIEs is the minimum. That really lets you swarm and you can even maneuver to cause the Y-Wing to run into you if it's consistently doing green maneuvers. |
emckinney | 15 Nov 2012 12:19 p.m. PST |
Horton Salm's special ability was designed-in to work with Proton Torpedoes, but it applies to all attacks, including primary weapons and the Ion Cannon. |
ming31 | 15 Nov 2012 12:56 p.m. PST |
The dice are fickle in this game , there so far no true winning combo . i played with two y's last night and could not roll a set of hits for nothing . i put damage to ties only tow times all night . Your 's was rookie errors, give your buddies another go and it will be a different story . You may win but it will be a tighter fight |
Chef Lackey Rich | 15 Nov 2012 1:07 p.m. PST |
You seem to have runs of terrible luck in X-Wing, ming. :) Hope you and Bill enjoyed yourselves – wish I hadn't been busy trying to murder my D&D players with ghouls last night. :) |
JeremyR | 15 Nov 2012 2:07 p.m. PST |
Horton Salm makes the ion cannon deadly at Range 2. |
AndrewGPaul | 16 Nov 2012 3:00 a.m. PST |
Perhaps I'm playing it wrong – I was under the impression that ships struck by the ion cannon took a point of damage and were forced to fly a speed-1 straight move, but still got their Perform Actions step. That means they can still Evade, Focus or Barrel Roll. |
Chef Lackey Rich | 16 Nov 2012 6:53 a.m. PST |
That's correct – but a ship that has an Evade or Focus that gets shot at by an Ion Cannon is likely to use it to try to avoid being damaged and ionized if at all possible, which is probably what he meant by saying that it "strips" the evade. Thankfully, you get to see how many hits and dodges and eyes the dice produce before making the commitment to use the action token, so if it isn't going to help you can save it for an X-Wing's volley instead. Also, any ship within range two of an Ion Cannon that picks up a stress by performing a red maneuver immediately becomes a priority target, since an ionized ship cannot shed its stress (the mandatory 1-straight move is not a green maneuver and no dial is placed) and that means another turn of no actions. Even without that, the predictable movement of an ionized fighter might easily lead to a collision, which would also prevent it from getting an action that turn. Being ionized is Really Bad in more ways than one. |