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Quickdraw x wing
Quickdraw x wing









It may not be something that convinces you that you need to change your squad loadout, but understanding what the puzzle is that your opponent is trying to solve will at the very least inform how you fly your ships. In removing the torpedoes from Dengar my friend had unwittingly reduced the 'Intimidation' factor that was preventing people from just punching Dengar in the face until he was dead, and then although Asajj was incredibly tough with Latts Razzi on board she wasn't actually getting fired at until Dengar was dead, and didn't have enough firepower to draw attention away from her teammate. These two great ships, combined, were basically. He took the Expertise/K4 Dengar that won Worlds, which is demonstrably a really great ship, and then stripped the torpedoes off it so that he could afford to bring Asajj Ventress with Push The Limit, Latts Razzi and Engine Upgrade, another demonstrably great ship. There was another great example of this in a squad a friend of mine made the other week. Instead of working together and complementing each other your squad can be working at cross purposes to each other, leaving you with hard work to do on the table to try and keep everything in line.

quickdraw x wing

If you've not got a grasp on the puzzle you're posing the opponent then it's very easy to put great pieces together into something that doesn't actually make sense. The end result of all this is that ships/pilots can be perfectly good on their own but your squad as whole may not add up to the sum of its parts. But if your pair Omega Leader up with some high offense ships then there's a good chance that will draw the enemy's attention away from Omega Leader in the early game. Omega Leader is a fantastic ship in endgame, which your opponent knows so he's going to try and destroy it first. There's yet another good example in recent Imperial squads that's less about what you're asking your opponent to shoot at first and more about the opposite - persuading them NOT to shoot at something first. With weaker defenses Backdraft will have to rely on dodging as many shots as possible with his limited Agility, which Primed Thrusters helps with a little, but it's only a marginal benefit.Įndurance:3, Resistance:3, Intimidation:1, Agility:2 - TOTAL 9 The main difference is that he loses Quickdraw's revenge attack so there's no Intimidation factor. More cumbersome than a TIE Defender, with a bunch of red maneuvers he doesn't want to use as he'll lose his defensive Focus, Quickdraw scores quite badly on Agility.Įndurance:3, Resistance:3, Intimidation:4, Agility:2 - TOTAL 12 Backdraft is a TIE/sf like Quickdraw so most of his defensive attributes are the same. That Intimidation is backed by a decent Resistance with 3 green dice (thanks to Lightweight Frame) which are usually focused as Quickdraw has Fire Control System and A Score To Settle to use modifying his attacks. Quickdraw's pilot ability is all about Intimidation, with opponents often very reluctant to try and take a shot at him in case they only succeed in stripping a single shield.

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#Quickdraw x wing free

Six hull is pretty average for Endurance, and although the Defender is a quick ship with a barrel roll action it's quite predictable if it wants to benefit from that free Evade token so it doesn't naturally use Agility a lot.Įndurance:3, Resistance:5, Intimidation:1, Agility:3 - TOTAL 12 So let's look at how this example squad's defenses stack up under these four categories, and I'm going to pretend I'm playing 'Top Trumps' and arbitrarily score them 1-5 on each.Ĭolonel Vessery has 3 Agility and Focus & Evade tokens thanks to TIE/x7 title, meaning the TIE Defender has very strong Resistance to incoming attacks. The amount that your ship wants to use Agility defences is often a result of how strong their other defences are. It covers the obvious repositioning abilities of things like Boost and Barrel Roll to avoid being in arc of an opponent, but it also covers the broader art of simply flying ships more defensively - running away from bad situations, hanging back at range 3 or behind asteroids for extra green dice. Agility defenses are different to the others in that they're not necessarily properties of the ship's build but also of how you play it on the table.









Quickdraw x wing