Post by Paul Waters on Apr 7, 2014 10:11:08 GMT
So its had been awhile since I played xwing and following my performance in a recent match thought I needed to revist the acadamy.
Wave 2 introduced the Awing, TIE interceptor, Slave 1 and the Millenium Falcon and this brought a few new rules; Medium sized ships, boost and bombs.
Boost
Both the A-wing and Tie interceptor come with the boost rule and boost is also available to add to other ships as a modification. The A-wing and interceptor both have high speed manoeuver dials and with boost, they can as an action take an extra 1 speed straight or bank move. Boost comes into its own with higher pilot skill ships as you will know where most of the other ships have ended their movement and use boost to get yourself a firing arc where you can maximise your shot and minimise opponents return fire.
Medium sized ships
Both the Falcon and Slave 1 are classed as medium sized ships (with them not being classed as large it gave the first indication that we might see capital ships in the game!). There are a few technical rules regarding medium ship set up that I go into here. The other rule difference is that they take 2 ion tokens before they are affected.
The other differences are playstyle based as opposed to rule based. Regular ship bases are 1x1 with medium ships being 2x2. Ship movement is measured from front to back so when a regular ship moves 5 the front of the ship has moved 6. With medium ships if they were to make a 5 move the front of the ship has moved 7. When you are looking at the other end of the movement scale using 1 move the medium ships front will have moved 3, so forward planning is essential.
You can get some interesting options if you give modifications/talents giving the medium ships either barrel role or boost, which can make them the fastest ship in the game. For example the falcon fastest move on its dial is 4 but taking into account its base size that moves is technically a 6. If you then boost you get another 1 move and again the bonus from base size means that after the boost the front of the ship has moved 9 in total.
Bombs
As at wave 2 only Slave 1 could equip bombs
Quite simply drop a bomb fly off and and watch the carnage in your rear view mirror. I have found in practice the opponents fear of the bomb is just as usefull as the bomb itself as they tend to change their maneuver strategy to defend against bomb placement. The bombs available with slave 1 were the seismic charge a small token that detonates automatically at the end of the activation phaze and proximity mines are on a much larger template and activate when flown over.
Next up I will look at the wave 2 ships in a bit more detail
Wave 2 introduced the Awing, TIE interceptor, Slave 1 and the Millenium Falcon and this brought a few new rules; Medium sized ships, boost and bombs.
Boost
Both the A-wing and Tie interceptor come with the boost rule and boost is also available to add to other ships as a modification. The A-wing and interceptor both have high speed manoeuver dials and with boost, they can as an action take an extra 1 speed straight or bank move. Boost comes into its own with higher pilot skill ships as you will know where most of the other ships have ended their movement and use boost to get yourself a firing arc where you can maximise your shot and minimise opponents return fire.
Medium sized ships
Both the Falcon and Slave 1 are classed as medium sized ships (with them not being classed as large it gave the first indication that we might see capital ships in the game!). There are a few technical rules regarding medium ship set up that I go into here. The other rule difference is that they take 2 ion tokens before they are affected.
The other differences are playstyle based as opposed to rule based. Regular ship bases are 1x1 with medium ships being 2x2. Ship movement is measured from front to back so when a regular ship moves 5 the front of the ship has moved 6. With medium ships if they were to make a 5 move the front of the ship has moved 7. When you are looking at the other end of the movement scale using 1 move the medium ships front will have moved 3, so forward planning is essential.
You can get some interesting options if you give modifications/talents giving the medium ships either barrel role or boost, which can make them the fastest ship in the game. For example the falcon fastest move on its dial is 4 but taking into account its base size that moves is technically a 6. If you then boost you get another 1 move and again the bonus from base size means that after the boost the front of the ship has moved 9 in total.
Bombs
As at wave 2 only Slave 1 could equip bombs
Quite simply drop a bomb fly off and and watch the carnage in your rear view mirror. I have found in practice the opponents fear of the bomb is just as usefull as the bomb itself as they tend to change their maneuver strategy to defend against bomb placement. The bombs available with slave 1 were the seismic charge a small token that detonates automatically at the end of the activation phaze and proximity mines are on a much larger template and activate when flown over.
Next up I will look at the wave 2 ships in a bit more detail