Sunday, 26 June 2016

Tales from the Tabletop



In my last Tales from the Tabletop I was getting ready to take part in a super massive game of Fantasy Flight's X-Wing Epic using a whopping 600pts a side of Imperial Vs Rebel. Well, that game is in the bag and I'm now prepping for a tournament using a Hanger  Bay system, more on this next time though. This post is about one of the biggest games of X-Wing that I've ever played.



I was playing as one of the two Rebel forces with a friend, we both built a 300pts list which was then combine to make the full 600pts list for the game.


My 300pts went together as follows:

Rebel Fleet A (300)
CR90 Corvette (Fore) — CR90 Corvette (Fore) 50
Han Solo 2
Quad Laser Cannons 6
Quad Laser Cannons 6
Sensor Team 4
Gunnery Team 4
Tibanna Gas Supplies 4
Weapons Engineer 3
Tantive IV 4
Ship Total: 83
 
CR90 Corvette (Aft) — CR90 Corvette (Aft) 40
Toryn Farr 6
Quad Laser Cannons 6
Engineering Team 4
Backup Shield Generator 3
Ship Total: 59
 
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Ship Total: 15
 
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Ship Total: 15
 
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Ship Total: 15
 
Rookie Pilot — X-Wing 21
R2 Astromech 1
Integrated Astromech 0
Ship Total: 22
 
Rookie Pilot — X-Wing 21
R2 Astromech 1
Integrated Astromech 0
Ship Total: 22
 
Rookie Pilot — X-Wing 21
Ship Total: 21
 
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
R5 Astromech 1
Ship Total: 24
 
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
R5 Astromech 1
Ship Total: 24

The simple idea with this list was to use the Tantive as the main ship and keep the X-Wings, A-Wings and Y-Wings as three ship squadrons (or two in the Y-Wings case) to run about the table causing a pain in the butt as they single out ships and focus their fire upon them hopefully removing them from play. Either that, or aiding the Tantive with it's firepower on the huge ships.  


I have a theory about building lists and playing them in epic, which I will come to later, and from the way this game went, it seems to be right on the money. 


The game, as with most games of epic, started slow, lots of moving and little shooting (despite the range five shooting of the huge ships). It was around round three that things really got fun as the ships all came into range two to three of one-another. 


Lots-and-lots of shooting later, and no ships destroyed and round four was starting. This is one of those things with games of epic, everyone is so keen to take out the huge ships that the small and large ships can get over looked. If you have never played epic, a huge ship takes a lot of killing! Most pack a massive amount of shields and hull points, and all have the ability to regenerate shields. 


As the game progressed things started to look good for the Rebel fleet, the first kill being from the Imperial fleet, and a lot of damage had been taken by the huge ships. Then the quirks of epic kicked in, the Imperial huge ships loaded back up with shields and energy, gave the Rebel fleet a right hammering! The Rebels started to get pounded, then the Imperial fleet lost one of their huge ships and so did the Rebels. Things started to even-out once more as the game entered the final round.


In the end, the game was an Imperial victory on points, mostly due to some fortunate 'bumps' from a huge ship into several small ships - this means that they are destroyed! And some really solid shooting. If the game had another round.... who knows, it could have become a Rebel victory - that's the fun of epic and playing a game of this size.

Overall, an awesome game and a great way to spend an evening (and some of the following morning....). 


So. What is my epic list building/playing theory? 

It is this, one huge ship that is your center piece, lots and lots of three small ship squadrons that are all packing the basics, nothing fancy, your Darth Vader and Han Solo builds are going to get murdered in one round of shooting in epic - so why bother? 

In the above game of epic, some of the biggest impact from attacks came from my small ships. My X-Wings gave the Imperial Assault Carrier a right beating with a couple of twelve dice blasts as the small three ship squadron weaved and dived around the table. My combination of the three A-Wing and two Y-Wing ships caused the Imperial Raider a right pain in the butt as they stalled the gathering of energy (vital for huge ships to function) and also laid in a large amount of gun fire causing more damage than the Tantive. 

So, that is my theory, it has now been proven in a game. So I went away and tweaked my epic list to look like this:

Rebel Fleet B (300)
CR90 Corvette (Fore) — CR90 Corvette (Fore) 50
Han Solo 2
Quad Laser Cannons 6
Quad Laser Cannons 6
Gunnery Team 4
Tibanna Gas Supplies 4
Ship Total: 72
 
CR90 Corvette (Aft) — CR90 Corvette (Aft) 40
Intelligence Agent 1
Quad Laser Cannons 6
Engineering Team 4
Ship Total: 51
 
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Ship Total: 15
 
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Ship Total: 15
 
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Ship Total: 15
 
Rookie Pilot — X-Wing 21
Ship Total: 21
 
Rookie Pilot — X-Wing 21
Ship Total: 21
 
Rookie Pilot — X-Wing 21
Ship Total: 21
 
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
Ship Total: 23
 
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
Ship Total: 23
 
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
Ship Total: 23
 
 All that has changed is that now I have reduced the unnecessary upgrades on the Tantive and used the points to add and extra Y-Wing. 


 All of the Tantive upgrades that I removed were not used during the game, or when used did very little to impact the game to a degree to justify taking them. By removing the point loaded upgrades and keeping the Tantive as a huge gunship, that has allowed me to take a full third squadron of three Y-Wings, who are a pain for huge ships. Why? Three Y-Wings take some killing, so they work as a distraction to the huge ships when it comes to shooting. If your opponent decides to ignore them, you can then fly around the huge ship putting almost three hits for sure with the Ion Turrets, and putting three Ion tokens on for good measure. 

This has a two-fold effect, one; it adds to the damage that your huge ship will be trying to put on your opponents - vital to beat the shield regenerating that goes on with huge ships. Two; it adds Ion which impacts a huge ships energy gathering, and therefore really messing with their day. 

As for the other two squadrons, the A-Wings are fast and nimble, use them to zoom about adding those extra hits where you need them. The X-Wings are then free to gang up and get into range one where they can focus their fire and put twelve attack dice on a target - and that hurts! 

That's it for now for X-Wing. On a side note, I have just pre-order a copy of River Horse's Labyrinth.



I am a MASSIVE fan of Labyrinth, and this game just looks amazing. Not only that, it looks to be one that I can play with the kids as well. So everyone is a winner. The game has a simple premise, use the characters from the story to beat the Goblin King's (Jareth) Labyrinth within thirteen turns and then utter the phrase, 'Through dangers untold. And hardships unnumbered. I have fought my way here to the castle; beyond the goblin city, to take back the child that you have stolen. My will is as strong as yours, and my kingdom as great. You have no power over me!' to win the day. 

And on that note, 'Oh, no... Not the CLEANERS!'

Must be time to go.







  

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