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Reply: Star Wars: X-Wing Miniatures Game:: Strategy:: Re: Dodgy Rebel build

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by ScottieATF

Trichotomy444 wrote:

When I first got the game, I played a match with a Rookie pilot vs. 2 TIEs with higher skill levels. I managed to destroy the first TIE pretty quickly: game over, right? Instead, we spent the next 45 minutes circling each other, a complete deadlock. Even though I had superior armor, superior weapons, and R2-D2 to heal me, the TIE's initiative bonus completely leveled the playing field, allowing him to barrel roll out of my firing arc every round and consistently get behind me. In the end, I finally vanquished him with 1 hull point left.

The exercise clearly demonstrated how a clever pilot can use the barrel roll maneuver in conjunction with a high initiative level to gain a superior position.

So what about a Rebel squad built around leveling the maneuverability playing field?

Luke Skywalker w/ expert handling and R2-D2
Wedge Antilles w/ expert handling and R2 Astromech
Horton Salm w/ proton torpedoes and ion cannon.

The pilots' high initiative allows them to react to the enemy's maneuvers and barrel roll out of trouble and into better firing solutions, while the R2 units make the green maneuvers necessary to remove the resulting stress tokens less compromising. The Y-wing flies around and ions the TIEs, forcing them into vulnerable positions. Etc.

What do you all think? I never hear anything about using expert handling, but I think it could be pretty effective in the right combo...


I think it could work. Just gonna have to watch getting jumped on at angles and ranges that the possible barrel roll won't get you out of multiple overlapping fields of fire.


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