X-wing Meta Watch - Top 16 Breakdown of the World Championships 2019
Vložit
- čas přidán 26. 10. 2019
- Please consider supporting the channel at
/ hairynick
Every little bit helps!
Give us a sub over at our side channel, Extra Hairy!
/ @extrahairy9455
Follow us on Twitter
/ hairynickgaming
@HairyNickGaming
Follow us on Reddit
/ hairy_nick
Like us on Facebook
/ hairynick
You can also send us mail at
PO Box 128
Ringwood
Victoria
Australia
3134
Please notify me when you are sending me anything. - Hry
The point of passive sensors on Vader is so that you do not have to take a bid. Using Vader's ability of the lock gives you a barrel roll and the final reposition. Coming from an ace player that takes extreme bids, its very frustrating to have a Vader roll out of your arc just because of a 3 point upgrade
This is why I'm building him this way also.
Dang. Didn't think of that
It is so amazing to not have to bid. The downside is he burns force like nothing else because he misses fcs
I've been waiting for a video like this! Calen Wong's list is my favourite. I've mad a couple changes, but I've been loving flying it.
Sensors on vader is primarily used to trigger his ability after everything has moved. He can use it as his action. Beginning of he then focus->barrel roll for 1 force with purfect knowledge
Great video Nick, Rreally enjoyed your breakdown.
Very informative video Nick! I'm a bit surprised First Order wasn't in the top 16 considering some of their excellent ships. I really like how Republic and Separatists have bitten into the tournaments and made it! I still like flying double tie S/F with an ace like scorch or kylo if I have the points. These ships don't need a lot of upgrades to be effective. I like the upsilon but I tend to shy away from using it since it can be helpless at times.
Great video Nick. One stat I like to see is the ship count for each list. This stat is viable to see trends of large swarms or few ships. In 1.0 it seemed that the average ship count was 3. It looked to me in 2.0 that the average ship count was 4, but might be trending back down to 3.
Thanks again for your hard work!
We're seeing some more 2-ship lists now, but also the Separatists are fielding some very big swarms (6, 7, even 8 ships) that probably inflate the average. I suspect every number from 2 through 8 is seeing some success right now.
just a technical point about the video, it kept going in and out of focus, may be worth while turning off auto focus...
On "fortressing" (as you're terming it) my opinion is that it comes down to the intent behind the decisions. Angling for an advantage in an engagement is fine. Burning the clock to try for final salvo isn't. As for Starvipers being "uniquely" capable of this, that is wrong. 1 turn + Barrel Roll into the turn and back vs 1 Bank, microthrusters roll backwards into the Bank and back. Try it on the table, then do it with a 2 Turn+ Roll in and back. I just double checked and Starvipers doing a 1 bank + microthrusters backwards into the Bank and back has almost the same positioning as a 2 turn + roll in and back. A starviper doing the same microthrusters roll off of a 1 turn ends up half a small base further towards its starting position than a 1 turn + normal Roll in and back and rotated a further 45 deg from its original facing. A Tie/Ln, M3-A, T-65, RZ-1, RZ-2, etc (any small base with a white 1 or 2 turn + white Barrel Roll or blue 1or 2 turn even with a red barrel roll) can do effectively the same thing as a Starviper when it comes to holding a position for an extended period of time.
19:20 Vader with passive sensors allows him to spend a force to reposition with a barrel roll (or do any other actions he hasnt already done) after he takes his TL or calculate during the engagement phase. So even when having first player initiative he can essentially hunt down another int 6 ship, try to block him, spend passive sensors, take a TL or calculate and then spend force to barrel roll off of/out of the other int 6's arc and then just completely bomb them without taking a shot from them. Thats the ideal situation, its hard to actually execute, but when it does its completely worth those 3 points ;)
heres the thing - I've mentioned it in the crap shoot on fly better post, phantoms were probably worse for point fortressing in a lot of ways, however - playing the 4 star vipers requires a LOT of work and it is a high cieling high floor list. Also if it was such an issue more people would have flown it. Its not that bad to be honest.
And let's not forget that SVs are more expensive and have lower Initiative for the same cost as a Juke Phantom used to be. Only now are they the same points but the Phantom still have better Initiative which effectively means that in a 1v1 with a SV the Phantom wins unless dice say no.
Hi Nick, like the Video.
I did see some stats about some ships which were not used in worlds or only used once. Would be interesting if you did a video on those. Any why you think they are not viable at the top level.
I have done a series on poor performing ships in the past called The Junkyard here on the channel. Planning on using this data to look at some ships we haven't already covered.
Really like the list videos.
Re fortressing: I see fortressing similar to mill in MTG, its fine and you should be aware of it, but it is a problem if its too common.
Are there any recorded games of the Fenn Rau / Guri archetype? I'd love to see how an experienced pilot approaches that one.
Gold Squadron has at least one recorded game of it. It's flown by Phil GC.
Hazivix Thanks mate.
looks like FFG's plan to have a bigger mix in thop cut is paying off
On fortressing, if the ships are completing moves then imo its ok. Continuing to bump to stay in place is not
agreed
Agreed, you still have to be able to not fuck it up which means you are still playing the game.
And let's be honest, it's basically the only thing the Starviper has going for it at it's current points cost
SeDevri exactly
So out of curiosity. How does the star viper do this? Like how is it bumping itself so it doesnt move?
I understand the whole issue with "fortressing". I dont have a problem with a list where one sits "still" and waits for the opponent. However, I do not enjoy playing the game where someone has a small point lead and then runs away the rest of the game.
Jonathan Martin I hear you
I think the exact opposite. First engagement is a key moment in the game. Fortressing just ruins it. Running away is only possible if you succeeded your engagement. But I understand it can be frustrating.
so what is the platform he is getting all the info ?
As far as fortressing, I am not really in the weeds enough to think up a viable solution, but I think what should happen is FFG should embrace it. Stomping it out and changing movement or pilot abilities I do not see happening, but adding ships, pilots, or upgrades to help deal with it I think is a good way to approach it. Something like bombs that can move ships and break formation.
It's not a terrible idea in most games, but specifically designing game elements that try to hate out other game elements was a huge problem with 1.0.
@@HairyNick I totally agree, however, I wasn't saying we should "hate it out". Instead, I was implying they should build support for Fortessing within the game, cards that effect it positively and negatively. If it is not in the rules and nothing interacts with it, FFG doesn't have power over it.
On the fortressing issue, I think it's a part of the game, but we shouldn't abuse it with the quad viper list. That is taking advantage, I feel like if you have like 2, you are perfectly fine. Just run something else that has some firepower
Its basically the only way for that list to win, trust me I've played it. You try and be aggressive, you die quick. You try and run away, they catch you with range 3 shots through a rock and you blank out and get crippled or die. LITERALLY the only thing a Starviper can do against a higher Initiative ship is to jump it where and when the SV has the advantage.
I wonder if it's a coincidence that the faction with the least number of ships, 3 of which are TIEs, didn't make it to the top 16.
But don't worry, they'll fix it in the next wave when they add... another TIE.
On fortressing, there are already rules in place to prevent people form unfairly refusing to engage. If the behavior is within those bounds, I think it's all good and fair.
Unfortunately those rules (in my opinion) have a narrow definition of fortressing that allows behaviours that are, in effect, fortressing, but slip by FFG's definition because they aren't self-bumping on consecutive rounds.
Really good video Nick, keep up the good the work!
In regards to 2 ship lists, they have been pretty popular in the UK as theirs a few forms of it, especially fenn + gurii.
Phil GC of the 186th pretty much has it down to an artform where fenn will nuke the problem target at his own expense and then gurii can solo the rest of the list herself.
It's a pretty popular blog and I would recommend giving it a read. :) suchanxwinghipster.wordpress.com/
The same goes for the decimator as well, the double deci list is surprisingly effective as that is a lot of health to chew through and both ships carry some annoying crew like Vader and seventh sister so you have to be careful about those as well. Not to mention the moff jerrjerodd (not sure on spelling) works well with the proxy mines which punish you for chasing these ships. Moff also works beautifully with whisper too as it makes her opening decloak even more unpredictable. :O
Plo koon is still initiative 5, and that's not something to gloss over
💗
I rather like the I3 Vultures and I like Wat a lot more than Sear. Gotta have everybody on the same initiative page. Fenn (and Fangs in general) should be cheaper, but leave Vader alone.
Fangs should be cheaper but so should starvipers, the S&V ace platforms are WAY over costed
@@sedevri864 I'd agree to that too.
Current list I am playing has a ship.sit still for 6 turns in a row without bumps. The two support ships.do try and flank.
New Squadron
(64) Bossk [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
Points: 85
(50) Talonbane Cobra [Kihraxz Fighter]
(6) Afterburners
(2) Predator
Points: 58
(46) Graz [Kihraxz Fighter]
(5) Cloaking Device
(6) Outmaneuver
Points: 57
Total points: 200
Agree torkil.
Oh? And how would you balance him?
Up him about 2-3 points
@@azlanaddleman2448 oh? so you think he should cost the same as Palob? without a Talent slot? hmm seems to me you just think S&V shouldn't be able to use any of what little faction flavor they have left.
SeDevri depends not sure. I think 2-3 is still 3 points less than Palob and not a lot of people ran him without a talent anyway
@@azlanaddleman2448 Palob is 40pts, Mux is 37pts is at a lower Init and has NO Talent slot.
fortressing is not ok. think of it in a movie, it makes no sense
The Empire fortressed their entire fleet of capital ships for the first half of the battle of Endor.
Scum has meta viable lists that isnt no-skill Fenn Rau? NERF IT ASAP FFG! NPE! NPE!