My initial thoughts for my next post
was to describe a method of assessing your squad's strengths and
comparing it to your opponent's. However, after creating this
estimate I tried playing with it a few times and found that even once
I had written down what I thought I should do, and my opponent would
do, I inevitably didn't do that and went straight into a joust. Even
though I often new I shouldn't do it.
The list I had been using was Han Solo
in the Falcon and Wedge. While it does seem like a reasonable list
on paper it could not stand up to the concentrated fire of three or
more ships especially when they have ordnance. At least it could not
stand up when I jousted straight for them... Many years ago there
was an idea called Math Wing in XWing, It was conceived by an
internet persona called Major Juggler and basically tried to explain
what ships were a better deal for their points, if they jousted with
any other ship. While it seems the assumption of the joust should be
flawed in a game that is “all about manoeuvre”, the predictions
turned out to be pretty accurate. A part of that may also have been
that to do anything but joust takes a fair bit of in-game awareness.
I still find myself often getting sucked into the joust.
So why fight it? Why fight the urge to
just point your ships into the opposing sqn put your foot on the
pedal and squeeze the trigger? If you read the official forum on the
FFG site you will know that the average player (who posts) feels like
ordnance is a good deal and the best way to make ordnance work is to
get it on as high a pilot skill ship as possible. A part of the
reason is that in 2.0 the designers have really tried to make 2 red
dice ships viable by limiting the defence of ships. What this
inadvertently (or perhaps obviously) has done is make 4 attack dice
relatively more powerful. Luckily the ordnance will rarely have a
lock and a focus (unless your name is Redline), so the target just
has to dodge two hits and one crit, on average!! Also if you are a
meta hunter, like myself, you will notice that currently the Rebels seems to be
less powerful than the empire or scum, how will the rebellion ever
survive...
So, the plan is to build a rebel list
(I do like a challenge) based on ordnance that has a fighting chance
against the the empire and scum.
197 /200 pts
Arvel Crynyd (39 pts) Intimidation
Wedge Antilles (64 pts) Elusive, Proton
Torpedoes
Grey Squadron (41 pts) Proton
Torpedoes
“Dutch” Vander (53 pts) Proton
Torpedoes, R4 Astromech
Basically, three ships have proton
torpedoes, one ship has PS6 (with a bit of an initiative bid) to keep
the enemy aces guessing, Arvel with intimidation because it just
seems so cool, and since Dutch can hand out locks at PS 4, I am
hoping this will make the Grey Sqn more viable. Any way this list
seems to fit my criteria of Initiative (PS) being important, and with
three torpedoes at PS 4 or better. In the next post I will tell you
how I made out...
No comments:
Post a Comment