one clarification that should be made (that seems to be obscured during some points) is that maneuver decisions are all made before actual movement; a player for instance couldn't decide to K-turn after the fact of seeing the opponent's move; it's assumed that the player correctly assumed on the opponent's position before he actually moved. Of course boosts and barrel-rolls are chosen after. Great videos though :)
People playing this game probably will know about this mechanic. Or opponents will no doubt call this out :) And people who don't know this game should simply just buy it. But not before I have all the ships I want!
You are correct. To counter point though, the boost and barrel roll options are made after movement is declared and those do give the advantage to the higher skilled pilot.
This is a good video and cites most of the reasons I run a low ship-count high pilot skill squadron. As a player who runs 3 black squadron ties and 2 named interceptors, I can guarantee that this video is gold, maneuverability is key to winning this game and a higher pilot skill is much more rewarding to experienced players than high model count. It can be difficult fighting tie swarms with so few ships, however, the key is to use your skill to your advantage and play denial while picking off the key elements of the enemy force. Great video. Thanks for posting it.
I'm new to x-wing but really enjoying it so far so these vids are great! One thing that I have noticed - particularly in games around 60 points - is that it's pretty easy to dominate the board with large swarms of low point TIEs. I guess that using pilot skill is the key to breaking them down, but I'd love to see an episode dedicated to reliable tactics and strategies for taking down large swarms of TIEs
I just got through playing in my first X-Wing Casual game tonight and even though I used what I learned from playing Star Trek Attack Wing, the game is a little difference lol These videos will help me out a little bit more lol
in my experience with this game, pilot skill 6 seems to be that nice sweet spot and heres why. most pilot skill 6 pilots seems to have very nice synergistic abilites (ok most for the rebels) or the pilot has very nice upgrade ability such as the royal guard pilot from the imperial aces (without a doubt the most cost effeective interceptor pilot i've seen). the highest pilot skills (8-9) seem to be the most aggressive, just look at Wedge Antilles and Rexler Brath. Ultimately i feel that a squadron should have pilots skills from the high range (8-9), mid range (5-6) and somthing nice and low to use for blocking other ships, but this only applies to the movement phase, in the shooting phase the higher the pilot skill the better, this is why veteran instincts and swarm tactics are just dripping with goodness
I just got my first starter set and I’m confused. I’m the first examples, why does the higher pilot skill ship get to fly past the lower, as opposed to crashing into it? Is that just the rule for higher pilot skills?
Even though a lower pilot skill means you are moving first, all the movements are planned at once correct? So you aren't necessarily reacting to their movements with your own movement, only guessing before hand. But you do get to react with which actions you take, right?
I have found 1 on 1 yes higher pilot is essential, but when playing a swarm of tie fighters, it is often better to move first, and plan on occupying empty space with your swarm, then the higher pilot skill end up crashing into you, limiting their movement and who they can shoot at as well. Just food for thought
I'm just a beginner in this game and, your video are cool for initiation outside the book's explain. Thanks to that X-Wing Strategy Tips Project to developping game after game with each extension ?
Great video, although it does highlight why FFG putting elite slots on pilots with skill as low as 3 is borked (I'm looking at you Toilet Bowls). Because Deadeye.
True dat ... me, too. My roommate and I have played 3 games now, where I'm the Rebels and he's the Empire, and he has superior numbers and I have superior Pilot Skill. ... And I'm still yet to beat him! While this may just be on me (hehe) I have been getting closer every time.
Just subbed as I think these videos are great but it really bugs me that you use the shooting scale backwards when confirming what range the enemy is at to shoot... ya its just me!! great job though, keep up the good work!!
I so want to watch this video, but it locks up at 2:15 every time. I have rebooted and tried different browsers. All of your other videos play as expected.
The X-Wing sweeps in and can shoot the Tie. On the next round, if the Tie does a k-turn, he'll still be in the X-wing's sights. The X Wing has a stronger hull, so the Tie is in a lot of trouble.
+Jonah Blada The active ship performs all steps in the activation phase (including performing an action) and then the next ship is activated. Your thought was incorrect.
Going from lowest pilot skill to highest, each ship reveals it's dial, does the movement, then declares an action. Then the next ship in line goes. You just need to know the mechanics of the game. There are instances when you really want a low pilot skill. For instance, if you are running a ship as a blocker and/or have anti pursuit lasers on it. I do this with the Bounty Hunter Firespray when I play the Empire a lot, because you want other ships to hit you. It also makes it easier to know where the enemy ship is going to be, since they have to stop at the first point they touch you if they can't clear you entirely.
+ThatTubbyGamer In case the other ship moves into firing range of you on their turn (if higher pilot skill than yours). You may be out of firing range at the end of your movement, but as he showed in this video, if they move after you, they can acquire a target lock and then get to fire first before you can do anything, so an extra focus token can be used to boost your defense. It's a precaution.
I really like your videos, but this one is full of bad examples and bad explanations :/ Pilot skill higher or lower won't matter for regular movement, unless bumping, and in bumps lower skill is better. High skill matters primarily only for target locks and having a better overview about the board for action. Higher pilot skill never knows what lower skill does until it happens.
+Kristo Vaher , higher PS gives you oportunity to react after lower PS moved first, using your ACTION manouvers such as BOOST or BARREL ROLL, and with some specific upgrades, you can be able to use more than one ACTION manouver, which brings higher PS to higher value!
But this is not general advice. A lot of ships don't have boosts and barrel rolls. As a general advice these examples are not relevant as they don't point out the difference.
+Kristo Vaher Any XW match comes with a heavy amount of randomness, being so heavily based on dierolls. So capitalising on every single advantage, big or small, becomes all the more important to put the odds in your favor and will help you even out bad luck. Examples above might be very specific, and its true that PS often doesnt matter, but when these situations DO occur (and they likely do a handful of times in just about every match) they can mean the difference between destroying an opponent and losing a ship.
+Kristo Vaher These day a lot of ships have boost and barrel rolls. Repositioning after movement makes you a lot more unpredictable, not to speak of helping the ace meta a lot.
I think you are wrong when you are talking about the target lock. ( 6:33 ) let me show you the rules: ``Ships with the icon in their action bar may perform the acquire a target lock action to place a pair of target lock tokens (see below). The player can choose to spend the target lock tokens later during the Combat phase to increase his chances of hitting the targeted ship``. so that means that you can move first, do not spend action. Other player moves. during combat phase you target lock and shoot your secondary weapon.
No, that's not correct. What the rule you are citing means is that you can spend the tokens in the combat phase to increase the chances to hit. You still have to have been able to complete a target lock action in maneuvers phase to have acquired those target lock tokens (unless you have a way to acquire free target lock actions outside of that phase).
yeah i talked about it with friends. and you ar right. The terms mislead me. i mixed aquiring a target lock ( action (only in activation phase)) and spending the target lock ( in combat phase)
at around 3:30 why would the tie fighter not just do a 2 k turn in anticipation for the X wing to do a 4 k turn. because why would the x wing not do a 4 k turn edit:lol im an idiot... there is no 2 k turn. ill leave now hahahaha