Showing posts with label Imperial. Show all posts
Showing posts with label Imperial. Show all posts

Thursday, 5 January 2017

Strike Action! A discussion on the movement and usage of the TIE Striker

I love the TIE Striker.

There, I said it.

I don’t care that it’s only got two green dice and four hull. I don’t even care that it’s got no target lock action.

I. Just. Love. It.

It’s just so manoeuvrable - being able to do that ‘pre-boost’ move gives so much arc-dodging and repositional potential to the high PS ships that it’s possible to go whole games without getting shot! Who needs three green dice if you never have to roll them!!!

There are other little tricks that make this ship great as well, things like being able to Aileron (yep, that’s a verb now) onto a debris, get a stress and then do a green move straight after to clear the stress… then do an action!!! As long as you don’t roll a crit, you have just gone over debris with no negative consequence! Same thing with an asteroid, it’s slightly more risky as you have a 50% chance of taking damage but still… pretty cool! The reason I don’t want to dwell on things like that too much is that, potentially, they will be FAQ’d to say that you lose your action if you go over an obstacle at any point during your activation. I can’t really see why they would do that, but it’s still possible.

Anyway, the purpose of this article is to show you what you can achieve and expect from, what is (in my opinion) one of the most exciting ships in the game.



Useful moves that are only possible with the Striker

I’ve often thought about how cool it would be to be able to move forward and to the side but not change direction. Essentially like doing a straight move and then barrel rolling but without having to spend an action! With Adaptive Ailerons, it’s possible to Aileron right, then bank left. Surprisingly, (to me anyway) if the bank is a three, this is the furthest a small ship can travel in the game! (without using a boost or barrel roll) It ends up being slightly further than a 5 straight.

Anyway, here's a picture.



Assuming you do a banking Aileron -
  • The 1 bank move takes you just shy of a 4 forward and just under two base lengths to the side
  • The 2 bank move takes you a 4.5 forward and just over two base lengths to the side
  • The 3 bank move takes you about a 5.3 forward and about two and a half base lengths to the side

Getting back into the fight

These things can turn round quickly! Where every other ship (using non-red moves) can only turn 90 degrees (not taking into account the Defender) the Striker can make it 135 degrees by Aileroning (verbage) in one direction then hard turning the same direction.

Here’s the picture.


Both turn locations end 2.5 base lengths forward. The 1 turn lands you three base lengths to the side and the 2 turn lands you four base lengths to the side.

The pincer maneuver

This is so cool! If you Aileron one way, then turn the other way, you end up changing your angle by 45 degrees but essentially just moving forward - the furthest sideways you travel is about a base length.



Very good for barrel rolling and arc dodging!





Hunting down your target!

So, how can we use the Ailerons to help us with our offence?

Say you have managed to get behind a U-wing, there is a rock is front of it so you know it has to change direction, but which way will it go? And by how much?

In the following pictures, the Striker has a one forward dialled in, I’ve used the most likely moves that the U-wing would do, potentially it would try and escape with a longer bank, but that would just result in the Striker getting a, non-range-one shot.

Starting position

The U-wing does a 1 bank
 The Striker Ailerons forward, et voila, a range one a shot
The U-wing does a 1 bank
The Striker Ailerons right then rolls, a range one shot but with,
potentially, a better position for next turn
The U-wing does a 2 turn
The Striker Ailerons left for another a range one shot
The U-wing does a stop (or a 0 K-turn)
Most Strikers will bump BUT Duchess can choose
to not Aileron and still get a range one shot.

So, in conclusion, this U-wing, in this situation, is unlikely to escape unscathed!

Dodging arcs!

In this example, our dutiful TIE Striker is being jousted by an Arc. They start off facing each other at range three. If we dial in a 1 straight on our dial, let’s see what our Ailerons and Barrel rolls can do to get us out of the Arc’s arc! (Yea, I went there)

Starting position
The Arc does a 1 forward
The Striker Ailerons forward and then rolls forward. Arc dodged.
The Arc does a 1 bank
The Striker Ailerons forward. Arc dodged and a range one shot.
The Arc does a 2 bank
The Striker Ailerons right. Arc dodged.
The Arc does a 2 bank
***Duchess special***
The Striker choses not to Aileron. Arc dodged and a range one shot.
The Arc does a 2 turn
The Striker Ailerons left. Arc dodged and a range one shot
The Arc does a 2 forward
The Striker Ailerons left. Arc dodged.
The Arc does a 3 bank
The Striker Ailerons right and then rolls. Arc dodged.
The Arc does a 3 forward
The Striker Ailerons right. Arc dodged.

This Striker is not getting hit!




So, I know it’s not indestructible and actually, in test games, it’s damage output can be quite frustrating (my kingdom for a target lock) BUT I’m still very excited about this ship. I may have said this before but… I. Love. This. Ship!

I will just leave you with one final picture. This is all the final positions a Striker can end up (not including barrel rolls)... almost a rival to the K-wing and the mighty Echo, eh?


Monday, 5 December 2016

No! I Am Your Father… Christmas! / Woking / 04-12-16

Here follows an account of one of my favourite X-Wing experiences of all time.

Spoilers! I didn’t win the tournament, I didn’t go undefeated, I didn’t even get more wins than loses… I just had a fantastic time!

So, this tournament was held and organised by woking locals Zombie Squadron and, apart from one instance of repairing, which didn’t affect me, it went off without a hitch. Well done to Ian Courtney and his Zombies!


My list

Spurred on by my experience in Harlow two weeks back and some very successful practice games, I went with a variation on the Hot Shot RAC list.

RAC – VI / Engine / Rebel Captive / Hot Shot Copilot / Gunner (63)

Vader – Adaptability / Engine / title / ATC / Prockets (37)

It’s worth noting that I had a massive panic about whether to include the Prockets or not.
I had been playing the list (sans Prockets) at 97 points for a while because I really wanted initiative against VI Rey (striping the focus with Hot Shot before she shoots is excellent) but someone mentioned that I should probably put Prockets in because it would help against 90% of the meta and being PS10, I don’t need the bid against any other matchups… so I went with it. I faced no ships above PS9 so it turned out to be the correct choice! Winning already.

The matches

Match 1 

vs Joel North

Fenn – Mindlink / Autos / title
Teroch – Mindlink / Autos / title
Manaroo – Mindlink / K4 / Unhinged / Feedback Array

Kiting with RAC, flanking Vader!


***Sparkle Motion Showdown***

Welllll, it was going to happen, wasn’t it? To be honest, at least when I knew I was playing Joel, I knew we would have a fun game.

So we set up and engaged, Vader had a few good range 2 target locked shots on Teroch but had to barrel roll to arc dodge so no focus token for him. I’d stripped focus tokens with RAC and then just needed a semi decent roll with Vader to get a crit through (with ATC)… double blanks. Oh well, it’s alright, I haven’t taken much damage, I’ll come back round and try again next turn. Which I did and, with exactly the same conditions, the exact same result happened - double blanks… still no damage on Teroch. Thankfully (for me) my luck turned after this round and I started putting damage into Fenn, who died in fairly short order. I then managed a clutch attack on a full health Roo, a nice roll with RAC and Prockets with Vader took her down to below half health. I think I killed her before the end and got the win.

Win 66-32



Match 2 

vs Alex Birt

Ketsu – VI / Dengar / Black Market Slicer Tools / Engine / Title

2 x Gold Squadron Y-Wings – Unhinged Astromech / TLT / BTL-A4

Coming up to the initial engagement


Alex Birt, eh? Of 186th Squadron Podcast fame, eh?

Avid readers of my blog (if there are such things) may remember my post regarding Warboar regionals (here) where I mentioned that I’d played both Mike Dennis and James Dowdall from the podcast and I was now hunting down Alex Birt to complete my collection! Here we go then.

It’s a pretty nasty list to look at really. If you give it the chance, Ketsu gets in to burn down your agility, then attacks, hits and brings your agility down even further with the title then each Y-wing gets 3 shots on you! Beast mode!

Anyway, target priority was always going to be Ketsu, I had to kill her before she got to put some serious hurt onto Vader! One mistake and he was pretty much dead!

So I managed to burn down Ketsu in fairly short order. I’m actually really pleased with how I flew Vader, with caution but still managing to put in a nice bit of damage. Successfully arc dodging one of the most satisfying things in X-wing.

By this point though, RAC was on 3 health and had a Y-wing hot on his tail. By the time he bought it, Vader was on 3 hull and each Y-wing had lost shields and had a few damage put into it.

Vader vs 2 Y-wings… it’s definitely possible but this time I didn’t manage it. It came down to a turn where I had both Ys looking at me and had to turn left to avoid an asteroid. I knew Alex would move one of the Ys into block me so I decided to gamble on flying over the asteroid and attempting to be out of range of the other Y. Unfortunately, it was not to be, I was in arc and untokened, I took three damage and the game was up.

Alex was a great opponent and I’m fairly happy with how I flew, we had a chat afterwards and he gave me some tips. Good stuff!

Loss 50-100



Match 3

vs Vid Cleall

Miranda – Conner Net / Ion Bomb / Homing Missile / Advanced SLAM / Extra Munitions / TLT / Sabine
Corran – PTL / Engine / R2-D2 / FCS

Run Miranda! Run!


OK, I just faced Alex Birt who I think of as quite a big part of the community and now I’m sitting across the table from Vid!

Vid (although he probably doesn’t know this) was at my first ever X-Wing tournament (in December of 2015 at the Games Shop in Aldershot) and has probably been at about half the tournaments I’ve attended since then.

I’m pleased to say that we had a great game and Vid was amiable and friendly all the way through!

I should caveat this by saying I’ve been having a nightmare of a time against Corran lately, ever since this list made the final at Worlds, various iterations of it have been all over Vassal. I have yet to beat a list with Corran in it!

To cut a long story short, I went hell for leather after Corran. If you are going to kill him, you have to commit. And commit, I did! I ended up boxing him in a bit. However, I made a mistake here against the fiend that is the bombing K-wing: I ended up getting Vader Conner Netted in such a position that he had one hull left and would be going onto a rock on the next turn! Balls!

At this point, myself and Vid discussed the fact that, if Miranda dropped an ion bomb on the next turn, due to Sabine, Vader was dead! It was also obvious that Vader was going onto a rock and, I assumed, the turn after that, if he survived, he would have to flying over the rock to get off it… it was very unlikely that Vader would survive, even if no ion bomb was dropped.

Vid opted to save Miranda’s ion bomb, leaving Vader to the fate of the rock. I rolled a blank that time… still alive! Next turn, I managed to get the template in without touching the rock. Vader was still on the board!!!

Shortly after that, I managed to kill Corran, losing Vader in the same turn to a TLT shot from Miranda.

I had taken a shields off Miranda with a few lucky shots earlier and in the next few turns, managed to pull out the win!

I didn’t write my score down for this game, I think I still had over half health on RAC, but I could be wrong.

Win 100-37 OR 100-69



Match 4

vs Tom Duncan

Ryad – TIE MKII / PTL / x/7
Howlrunner – crackshot
3 x Black Squadron TIEs – crackshot

OK, this looks bad, but I'm pretty sure I managed to arc dodge everything here!


What is going on? I feel like I’m in the presence of X-Wing royalty! My opponents, down to a man, have been fantastic today.

I’ve never played Tom before but I don’t think it’s possible to play X-Wing in London and not have heard of the guy. I have an enduring memory of being at the Warboar regionals in May and with about 2 minutes to go until registration shut, Tom ran breathless through the door. The place erupted in cheers and applause - that is how much this community loves Tom Duncan.

When Tom realised I wrote a blog called “Confessions of a mid-table X-Winger” he had his angle. He constantly ribbed me about being a mid table played and called me out for not having Navigator on my Deci. (wtf?) So I offered him a chocolate coin that I had acquired from Alex Birt earlier in the day and that seemed to do the trick in quelling the emotional assault he was obviously trying to win the match with.

In all seriousness, I get it. I understand why he’s the darling of the London X-Wing community. I get it, but I can’t explain it. If you haven’t played him before, you should try and get a game in with him, it’s... an experience.

Anyhoo, about 57 minutes into the most recent 186th Squadron Podcast, (which you can find here) Alex mentions Tom and how he always seems to manage to point his TIE at the one thing you don’t want them pointing at, Oli Pocknell then states that he’s psychic. I think he’s probably right.

There’s not a huge amount to say about this game, I took out Howlrunner in the second turn of combat. My Deci had take a fair amount of damage though. A few turns later, I had an important decision to make. I had a Vader target lock on TIE A but had two TIEs (let’s call the A and B) in my arc. B had already had his focus stolen by RAC so I decided to Procket B, I killed him, no problem but then had TIE A, who still had a focus, put two damage through on Vader.

Later, Tom said I probably should have gone for the TIE I had the target lock on, I was likely to kill it anyway with a focus and Target lock and then I would have had a TIE with no focus shooing at me as opposed to a TIE with a focus token shooting at me. Fair point, we live and learn… well, Vader died soon after but, you know, the point was still good.

The match ended with RAC on PS0 against Ryad and a TIE. No arc dodging for me! RAC died and the final result was:

Loss 100-49



Match 5

vs Martyn Chivers

Fenn – Fearlessness / Autos / title
Serissu – title / Mangler / Stealth Device / Mindlink
Manaroo – Mindlink / Rec Spec / R5-P8 / Plasmas / Guidance Chips

Erm, I think Vader is doing some kind of evasive action there...


This game. This game! A rollercoaster of emotions. Seriously!

I got a pretty good first engagement, RAC and Vader had shots on Serissu and only Serissu had a shot back. I stripped tokens AND got a hit in with RAC! Stealth device down! I was at range one with Vader with a focus but no target lock… I know I shouldn’t but I couldn’t stop myself: Prockets!

This should have been very good, it wasn’t - 1 hit, 1 eyeball and 3 blanks. I spent the eyeball and Serissu got two evades… Prockets wasted. Sad face!

After that, some stuff happened, including Martyn doing some excellent blocking of my RAC whereby I had to sit on a rock for two turns with a console fire!

In the endgame, I had Vader vs Manaroo and Fenn. I was chasing Fenn down, I had one thing in my mind, Vader was 37 points, so was Manaroo. If I managed to kill Fenn, it would be final salvo. 2 dice each, it was my best shot!!!

Final turn of the match – 2 hull Fenn is focused and facing away from Vader, I have him target locked and I have a focus. I shoot, I get a hit, and an eye, I spend my focus and add the crit for ATC.

Fenn rolls an evade and an eye. A crit goes though… is it a Direct Hit??? No!!!!!! It’s Major Explosion, if Martyn rolls a hit, Fenn is dead and it’s down to final salvo. Martyn rolls a hit.

****** FINAL SALVO *******

I roll a hit, the crowd goes wild!
Martyn rolls a hit, the crowd goes wild!
I roll another hit, the crowd goes wild!
Martyn rolls an eye, the crowd goes wild!

I’ve done it, I’ve won, this is the best moment of my life! (It’s probably not, but, you know? I was in the moment, right?)

Phew, OK, let’s clam down and fill in our score sheets.
OK” I say “you’ve killed 63 points of my list and I’ve killed 63 points of your list”
Hang on!” exclaims Martyn “I had a one point initiative bid, you only killed 62 points!”

Bollocks!

Loss 62-63

Yep, the final salvo was all for nothing, Martyn had already won.
I should probably be salty about this, but you know what? After an experience like that, there’s no way I could be annoyed. It was one of the best games of X-Wing I’ve ever played! Bloody awesome!



So, in the end, I came 19 of 32 players, just about still mid table. I did, however, win a prize for the best sport, voted on by my opponents from the day. Thanks everyone!!!

I think it’s also worth mentioning that ALL of my opponents, came higher than me in the rankings, even Joel and Vid, who I beat so I’m still fairly pleased with my showing. My Strength of Schedule would be off the chain!

Before signing off, I'd like to say thanks to all my opponents and that I really hope I have the pleasure of sitting across the table from all of you again!



Right! No tournaments in the diary now until Exeter regionals so it’s time for the fun lists to rear their peculiar looking heads. Also, the TIE Striker article just dropped, time for some list building I feel!!!


Until next time, Redd XIII, standing by!

Sunday, 20 November 2016

Sparkle Motion Squadron / chapter 1 / The Sparkle Awakens

OK, so first off, here is my apology for being rubbish at updating my blog recently… sorry!

And here is what I’ve been up to since failing to update my blog.



Ibuywargames / Woking / 16-10-16

I’d been running Raulob Roolink (Fenn Rau / Palob / Manaroo all with Mindlink) for absolutely ages at this point, basically since the dial for the Fang had been spoiled after Gencon. I’d had A LOT of practice with this list, on Vassal and on tabletop (subbing the Fang dial for the almost identical TIE/FO dial) so I definitely should have taken this list, right? I didn’t.

At the eleventh hour, I decided to take a “jank-tastic” Imperial list consisting of Quickdraw, RAC and Scourge. It was crap and I went 1-3 :( Interestingly enough, the players who were running Mindlink Scum lists all ended up near the top of the rankings.

Lesson learnt – don’t change your list at the last minute. Idiot!

This was taken during my only win of the day


Ting Comic-con / Tring / 22-10-16

So, I wasn’t going to be an idiot this time. Raulob Roolink it was! And I did great! I was 2-0 after the second round (out of four) and I got paired against Joel who was also 2-0.
Joel was also running a Mindlink Scum list but with Old Teroch in place of Palob. Myself and Joel had played out this matchup 6 or 7 times and because of my initiative bid, I had come out as the winner every time. Before we started the match I went to the toilet, whilst in there, I revelled in the fact that after this match I would be 3-0 and in with a pretty good chance at winning the whole thing.

The 186th Squadron have a motto, “our overconfidence is our weakness”. Yep, you guessed it, I lost against Joel! Made a silly mistake because I was so sure of victory.

Anyway, I won my last game, went 3-1 and came 3rd in the rankings, certainly not awful! Joel came one place above me. Awesome!

Lesson learnt – don’t take matchups for granted. Idiot!






Conquest / Shoreham / 29-10-16

Here we go again. Raulob Roolink for the win! Oh, wait, actually, no. I came 13th of 15 players in this one.

Why? Was it the list? Nope, I hadn’t changed a thing since last tournament. (Even though, when I told fellow X-Winger Simran how I was doing he asked, and I quote “Are you running that Quickdraw bullshit again?”) Did I make any silly mistakes? Not really. Was it just not my day? I guess not.

Lesson learnt – sometimes it’s just not your day. Possibly the most important lesson that you can learn in X-Wing!

About 30 seconds before Palob went pop!




Which brings us up to date!



Marquee Models / Harlow / 20-11-16

So three important things have happened in the run up to this tournament.

1) The FAQ. Triple Jumpmaster U-Boats have effectively been nerfed so hard that they are (almost) dead. A few people are still running them and making them work but they are not half as much of a “meta concern” now as they were.

2) Heroes Of The Resistance has dropped. Ever since Rey and Finn were spoiled, she has been seen all over the Vassal community. Especially VI’d up to PS10. Many things die to this! Also HOTR brings us a new, PS9 version of Poe. Now he’s PS9, he can use his EPT for things like PTL or predator. This expansion is pretty big for the meta!

3) SPARKLE MOTION SQUADRON IS BORN! Yep, we got us a squadron! It was only a matter of time as a load of us play together at Dark Sphere on Tuesdays (and the 186th Squadron name was already taken). Four of us were in attendance for this tournament. Myself, Joel North, Lloyd Boman and Full-On Paul (henceforth to be referred to as FO) and (spoilers!) we put on a pretty good show!



What was I flying? I’ll tell you

Marrek Stele – x/7 title / Juke

RAC – VI / Hot Shot Co-pilot / Gunner / Rebel Captive / Engine Upgrade

What’s that all about then?

So ideally, Marrek gets his focus and evade from a 3 speed move and the title. RAC moves last and takes a target lock on something in range 1 or 2 (to proc his ability) which is also in Marrek’s arc.

RAC fires and uses no modification; the best result here is that the first attack is completely evaded. The beauty of this is that no matter what the defence dice are, the defender must use his focus to modify his dice, even if he rolls no eye results and modifies zero defence dice.

For this example, RAC rolls hit, eye, blank. The Defender he is shooting at rolls 2 evades. More than safe BUT he loses his focus because he MUST spend it.

Then gunner kicks in and RAC uses his target lock and (if possible) his ability to gain as many hits as possible, the defender has already spent his focus so is much more vulnerable!

Finally, Marrek shots (ideally, he still has his focus and evade tokens) and jukes away an evade result the defender rolls. Much hurt!

Also, rebel captive pisses everyone off (PTL my ass) and engine upgrade allows me to boost out of people’s arc, continuing to deliver the campaign of “maximum-screw-you” to my opponents.

So how did it work out on the day? Well, I’ll tell you.



Match 1 vs Joel North!


Rey – VI / Finn / Hot Shot Copilot / Homing Missile / S-loop title

Jake – VI / Autothrusters / title / PTL / Prockets

The first engagement


A SPARKLE MOTION FACE OFF!!!

Joel had been speaking to me earlier about whether to run Fangaroo or Jake/Rey. We had discussed it and he had gone with Jake/Rey. He had no previous experience flying Rey but is a seasoned A-Wing pilot.

Both our lists are 98 points (which is bad for me). My list is 98 points because I have hated facing PS10 Rey on Vassal and wanted the initiative so I could strip her Focus token with Hot Shot before she fires. My initiative bid was not enough, we rolled, Joel won the roll off. This was a bad start!

Joel gave me initiative. I jumped for joy inside!

Jake looked like he was coming in fast but then broke off and flanked. The problem Joel faced here was that RAC was never going to allow Jake to keep his focus long enough to fire his Prockets. I managed to take Jake off the board in the first few turns of combat without taking too much damage myself and then it was just a slug fest to get Rey off the board. I lost half points on the Deci and it was all over

Win 100-32



Match 2 vs Federicco Ciccotti


Poe – Sensor Cluster / PTL / Black One / Autothrusters / R2-D2

Rey – s-loop title / Kanan / Finn / VI



Another PS10 Rey list, this time, at 100 points. I took initiative and began the onslaught. We set up to joust and I did a 5 forward with Marrek. To get out of taking a range one shot from Marrek, Poe had to boost on past my list giving him no shot that turn. I went all out on Rey and managed to make quite a dent in her health. For the next few turns, Poe was turning round so Marrek was on blocking Rey duties and RAC just stayed out of Rey’s arc and kept shooting until she was dead. By this time Poe had turned around. Unfortunately for Poe, VI RAC with Hot Shot is about as much of a hard counter as Poe can get. He did not last very long.

Win 100-0



Match 3 vs Terry Mitchell


Ryad – x/7 / Crackshot

Vessary – x/7

Galive – x/7 / Juke

That's not the best place to sit Marrek!


This is it! Final round and I’m 2-0. If I get this right I go undefeated! I wasn’t too worried about seeing triple Defenders, my list has about a 50/50 chance against triple Defenders.

The first engagement did not go too well for Marrek, 3 Defenders lined up in front of him. I barrel rolled to get out of the front one’s arc… and it wasn’t enough, he was still in. It wasn’t as bad as it could have been though, he lost his shields but was still alive.

After this, Marrek refused to die. A combination of RAC deleting focus tokens and Marrek juking through evade dice resulted in a turn where Marrek killed the Glaive and then Vessary killed Marrek.

Now it was my full health Deci vs Ryad (who has spent her Crackshot) and Vessary. We had a quick chat about points, I was currently up by one point! From then on I knew that if I killed either one of his Defenders and he got half points on my Deci, we would be tied and it would go down to a final salvo!

For some reason, I didn’t focus fire. I ended up at time with half points on the Deci and having done 4 damage on Vessary and 3 damage on Ryad. I really should have focus fired on either one of them, at least then there would have been an even chance for the final salvo.

Loss 34-67



So there we go, not a bad showing. Here are the rankings for the Sparklers

1st – FO (Go Sparkle Motion!)
3rd – Lloyd
5th – me
7th – Joel

Sparkle Motion Squadron; we came, we saw, we ranked in every available odd numbered place up to 9th. Boom!




Tuesday, 5 July 2016

Let's Compare Decks! - A discussion on the two different damage decks for the X-Wing Miniatures game

Question: when was the last time you saw someone using the original core set damage deck? I’d hazard a guess that it was just before the new core set came out, right?

Why? Because newer is better? Because of the large amount of people that claim it’s better?

Because you’ve sat down with both damage decks and critically gone through them with reference to your list and worked out that the new deck is better? Nah, me neither… until very recently.


My new list

I’ve gone Defender mad and I’m about to run this list:

2 x Deltas – TIE/x7 / Stealth Device
Vessary – TIE/x7 / Stealth Device / Juke

I’d heard someone say something about the old damage deck being better for generic pilots so I thought I’d have a look… now I’m going to have to dig it out and see if I still actually own all the cards!


Both full decks side by side

Note: from now on, I’ll refer to the deck that you get in the original core set as the “old deck” and the deck that comes in the TFA core set as the “new deck”

The first thing to look at when comparing new and old decks is the cards that have no change to them like Direct Hit! and the cards that only have slight changes in the wording of the cards, for example, Thurst Control Fire which has had a one word alteration to clarify some timing issues.

Old deck - Direct Hit!: (Ship) This card counts as 2 damage against your hull.
New deck - Direct Hit!: (Ship) This card counts as 2 damage against your hull.

Old deck - Thrust Control Fire: (Ship) Immediately receive 1 stress token. Then flip this card facedown.
New deck - Thrust Control Fire: (Ship) Receive 1 stress token. Then flip this card facedown.

As the slight change is only going to affect anything in a very small amount of cases, for the purpose of this, article, I will count them as being the same thing.

So then, these cards have stayed the same:

Console Fire

Damaged Engine

Direct Hit!

Thrust Control Fire

Damaged Cockpit

Stunned Pilot


So 6 out of the full 14 different cards in the deck are (near enough) exactly the same. This is a good start.



Clearing the crits with dice

There seems to be a trend in the new damage deck for making crits easier to cancel.
Damaged Sensor Array and Structural Damage can both be cancelled by rolling an attack dice, if you roll a hit, the crits are cancelled. The difference comes when that dice roll comes up as a crit. If you are playing with the old deck, the crit stays, if you are playing with the new deck, flip that crit down!

Essentially that means if you are playing with the new deck, you have a 50% chance of clearing the crit, however if you are playing with the old deck, you only have a 37.5% chance of clearing the crit.

This is just a fact of the decks and doesn’t really come down to what list you are playing.

Score one for the new deck!

Damaged Sensor Array

Structural Damage




Minors into Majors (shit got real!)

Two cards have been “upgraded” from minor effects in the old deck to major effects in the new deck. These are Minor Explosion and Minor Hull Breach (in the old deck) which changed to Major Explosion and Major Hull Breach (in the new deck). Let’s have a look at the difference.

Minor Explosion / Major Explosion


Straight up, this is a score for the old deck, obviously you would prefer to take a normal damage, over another crit, right?
Pretty much, but if you are playing certain lists, this makes no difference at all. A-wings, Z95s, Attack Shuttles, M3-As, TIE Adv. Prototypes, Phantoms and E-wings have 2 hull so if you take a crit and it comes up Minor/Major Explosion, it doesn’t matter if the subsequent damage is a hit or a crit, you roll a red dice and if it comes up a hit, dat ship go boom! This is an important consideration if you are playing a list where ALL your ships only have two hull, for example a Z swarm or an A-wing swarm.

Minor Hull Breach / Major Hull Breach


Well… these are different, maybe they deserved a more different name? Who knows, anyway, you can’t really compare them. This really IS list dependent.
If you are running an A-wing swarm, you really don’t care about Major Hull Breach because the next hit you get is going to kill you anyway, whether it’s a crit or not HOWEVER these swarm type lists tend to K-turn a lot so you don’t really want Minor Hull Breach.
If you are running Defenders, you can pretty much go whole games without ever doing a red maneuver (love those white K-turns) so Minor Hull Breach is a “good” crit for this ship BUT if you’ve still got three hull left, get Major Hull Breach then the next damage turns out to be a Direct Hit! that is bad times.

Two different lists, two different preferences.



Cards that have been replaced

Some cards from the old deck have been completely replaced by new, different cards in the new deck.

Munitions Failure is replaced by Loose Stabilizer
Injured Pilot is replaced by Shaken Pilot

Well, you can kind of see the reason for these. Imagine PTL Soontir getting Injured Pilot! No more PTL AND no more stress/focus shenanigans… that’s a well dead Soontir.
Now imagine a Delta Defender getting Injured Pilot… no change whatsoever.

So it’s a balance thing, the new damage deck was brought in to level the playing field, in that previous example, using the new deck instead would have got both ships a Shaken Pilot crit, more rough for the Defender and less rough for Soontir.

You could extrapolate similar findings with the Munitions Failure / Loose Stabilizer crit if you looked at a HWK with TLT and a base X-wing. With Munitions Failure, your HWK would be totally useless for the rest of the game but the X-wing would be unchanged, whereas with Loose stabilizer, both ships are equally inconvenienced.

I think it’s worth stating that this part of the new deck benefits the game, as a whole, massively. (who wants to win against a nerfed Soontir, anyway!) BUT it doesn’t mean that if you are working on a list by list basis, the new deck is unquestionably better. Do some thinking!



Other honorable mentions

So there are two other crits which deserve a mention.

Blinded Pilot

Blinded pilot went through a change, whereby in the old deck, you had to wait for the opportunity to attack another ship (ie. have another ship in range and in arc and then declare that ship as the target of your blinded attack) before the crit would clear. In the new deck, the player just has to wait for the next time it would be that ship’s turn to attack, then the crit clears.

The old deck is fine if you are a turret but what if you are an arc dodger, you effectively have to come around for another pass JUST to clear the crit. Bad times!



Weapon Malfunction and Weapons Failure

This change was due to ships carrying cannons or turrets not being affected by Weapons Malfunction as it only nerfs your PRIMARY weapon value. (Dash’s favourite crit). Weapons failure effects all ships equally.

So, if you have a squad that uses just secondary weapon turrets, you would chose the old deck, right? Nope, because what happens if you get the Munitions Failure crit? One of your scary 3 dice TLT Y-wings becomes a 2 dice ship that only gets to fire once AND has to have his target in arc! MEGA NERF!


That was interesting... Now stop rambling and tell me which deck to use!

So that’s all the crits discussed, let’s look at a few lists and see what which would be the best for that list.

I have analyzed the effectiveness of each damage deck over three lists. I’ve tried to use lists that I have a fair amount of experience playing with or playing against. To that end, I’ll look at my old Imperial list with Vader, Omega Leader and Redline, my new Defender list with Vessary and two Deltas and finally the 5 A-wing crack swarm that Joel has been playing for a while (and consequently, I have played against a lot!)

As some things will benefit or handicap a list more than other, I have tried to set up a scoring system ranging from -3 (Soontir getting an Injured Pilot crit. ie. useless Soontir) to +3 (Delta Defender getting an Injured Pilot crit. ie. no change whatsoever) It’s obviously VERY subjective so only here as a general guideline and to help you make your own decisions.

Also, I’m going to completely disregard Console Fire, Damaged Engine, Direct Hit!, Thrust Control Fire, Damaged Cockpit and Stunned Pilot as they are exactly the same in the old and new decks (as stated before).


A-wing crack swarm

Joel's A-wing crack swarm


5 x Green Squadron Pilot – A-wing test pilot / Chardan / Adaptibility / Autothrusters / Crackshot

So let’s go down the list.

Damaged Sensor Array and Structural Damage – the new deck wins on both of these because of it’s slightly easier method of clearing these crits. As there is only a 12.5% difference I’ve only awarded the new deck +1 for each crit and the old deck -1 for each.

Old deck: - 2 points
New deck: + 2 points

Minor/Major Explosion – it matters not! Having only 2 hit points means that whether that next incoming damage is a hit or a crit, that ship = dead! No points for either deck here then.

Old deck: - 2 points
New deck: + 2 points

Minor/Major Hull Breach – Major Hull Breach is negated (once again) by the 2 hull points. Who cares if the next hit is a crit or not when it will kill you regardless. I shall award the new deck + 3 for that!
Minor Hull Breach however, will inconvenience this list a fair bit. The swarm likes to K-turn a fair bit in my experience and having to roll an attack dice every time you do that and possibly blow the ship up is not so good! Therefore, I will award the old deck a – 2

Old deck: - 4 points
New deck: + 5 points

Munitions Failure and Loose Stabilizer – Munitions failure is a dream crit for these A-wings. They have nothing to discard. + 3 for the old deck there!
Loose Stabilizer is a bit of an arse for the A-wings though, they really rely on their agility to get out of tight situations. - 2 for the new deck.

Old deck: - 1 point
New deck: + 3 points

Weapon Malfunction and Weapons Failure – No difference here as the A-wings only use their primary weapons. No points!

Old deck: - 1 point
New deck: + 3 points

Blinded Pilot – the new deck is always going to get my vote on this, often it doesn’t make too much difference though, especially to a swarm so I give the old deck – 1 and the new deck + 1.

Old deck: - 2 points
New deck: + 4 points

Injured Pilot and Shaken Pilot – Injured Pilot will pretty much do nothing to the A-Wings as they don’t have an in-built pilot ability, Adaptibility is set at the beginning of the game and they will almost always have spent their Crackshot by the time they get down to hull. + 2 points (not the full + 3 in case they haven’t spent Crackshot)
Shaken Pilot could cause a bit of an annoyance, depending on the situation. Not being able to do a straight maneuver for the one turn where you expect to get a block can be frustrating. - 1

Old deck: 0 points
New deck: 3 points

So the new deck comes out on top for this list. Let’s see about those Defenders!



Defenders of The Universe

Be afraid! Here come the Defenders of the Universe!


Vessary – TIE/x7 / Stealth Device / Juke
2 x Delta Squadron Pilots – TIE/x7 / Stealth Device

Damaged Sensor Array and Structural Damage – same as with all lists, the new deck wins this (but not by much).

Old deck: - 2 points
New deck: + 2 points

Minor/Major Explosion – Well, getting a Major Explosion, then rolling a hit and pulling a Direct Hit! is the worst thing in the world on a three hull ship (well, maybe not, but still…) The old deck definitely wins this one! Old deck + 2, new deck – 2.

Old deck: 0 points
New deck: 0 points

Minor/Major Hull Breach – Any mechanic that will net you extra crits (such as Major Hull Breach) is bad. Not the worst thing because the Defenders only have 3 hull so as long as you don’t get this crit on the very first point of hull damage, it isn’t worth anything. Not terrible but could be bad! - 1 for the new deck.
The maneuvers I tend to use on my /x7 Defenders are straights (all greens), 3 turns and banks (all whites) and that lovely, white 4 K-turn. Losing the ability to safely do any red maneuvers because of Minor Hull Breach… not much of a bother at all! + 2 to the old deck!

Old deck: + 2
New deck: - 1

Munitions Failure and Loose StabilizerMunitions Failure, I wish all (my) crits were like this! Nothing to discard so no change here. The full + 3 points for the old deck!
Loose Stabilizer? I spent 3 extra points getting my agility to 4 and now it’s gone all the way down to 2??? Not what I’d want. - 2 for the new deck.

Old deck: + 5
New deck: - 3

Weapon Malfunction and Weapons Failure – And again, no difference here, us modern Defenders don’t use any secondary weapons! Nil points for either side!

Old deck: + 5
New deck: -3

Blinded Pilot –bad times for the old deck here. Not being able to clear this crit by running away, then coming back again would be very annoying! Old deck – 1, new deck + 1.

Old deck: + 4
New deck: - 2

Injured Pilot and Shaken Pilot – Well, this is actually a pretty difficult one. Injured Pilot won’t have any effect on my Deltas but on Vessary it will strip his ability AND Juke. Bad times. That said, it does only have the potential to affect a third of my list. Old deck gets a – 1.
Shaken pilot is also awkward to analyse for this list. I don’t often do straight maneuvers when in the thick of a dogfight (it’s worth mentioning that the 4-K is NOT treated as a straight) I’m usually either turning or K-ing. It could still be annoying though. I think the new deck gets a – 1 for this as well.

Old deck: + 3
New deck: - 3

So by a rather large margin of 6 points the old deck wins!


Lots ‘O’ Locks

Lots 'O' Locks


The previous two have been fairly easy to analyse because they comprise the same ships. This one is going to be awkward but let’s see how we go...

Vader – VI / Engine / Title / ATC
Omega Leader – Juke / Comms Relay
Redline – Plasmas / Clusters / FCS / Guidance Chips / Extra Munitions



Damaged Sensor Array and Structural Damage – same as with all lists, the new deck wins this again.

Old deck: - 2 points
New deck: + 2 points

Minor/Major Explosion – And again, getting a Major Explosion, then rolling a hit and pulling a Direct Hit! = bad! The old deck definitely wins this one! Old deck + 2, new deck – 2.

Old deck: 0 points
New deck: 0 points

Minor/Major Hull Breach – As with the last list, more crits is bad, but Vader and Omega Leader only having three hull each makes this not so bad. Redline, however, could end up with 6 crits from the new deck!!! Fairly bad, - 2 for the new deck.
Minor Hull Breach however, will also have a fair bit of an impact on all the ships in this list. I K-turn with all these ships, Redline included! Who needs actions when you’ve got target locks AND guidance chips? More badness – 2 for the old deck.

Old deck: - 2 points
New deck: - 2 points

Munitions Failure and Loose Stabilizer – Munitions Failure on Redline is a bit rubbish as you have to discard a missile or torp BUT it’s not as bad as something like Dash losing his HLC. It doesn’t have any effect on Vader or Omega Leader, so that’s good. - 1 for the old deck.
Loose Stabilizer is a bit more of a kicker for any of these ships, Omega and Vader because they rely on those greens to keep them alive and going down to no green dice on Redline just feels wrong! - 2 for the new deck.

Old deck: - 3 points
New deck: - 4 points

Weapon Malfunction and Weapons Failure – Well, the only difference is that if you are using the old deck and Redline gets this crit, his torp and missile shots aren’t nerfed. Not much change, I know but it still edges the old damage deck in front for this one. - 2 for the old and – 3 for the new.

Old deck: - 5 points
New deck: - 7 points

Blinded PilotBad times for the old deck here. These ships are arc dodgers (well, two of them, anyway) and won’t have shots every turn. This makes the old damage deck worse for this list than most. Old deck – 2, new deck + 1.

Old deck: - 7 points
New deck: - 6 points

Injured Pilot and Shaken Pilot – Injured Pilot is awful for this list! Redline’s tactics hinge on getting 2 target locks, Vader is great with his 2 actions and Omega Leader without Juke and her ability is just a high PS TIE F/O. Very bad times! - 3 for the old deck!
Shaken pilot could be bad but then again, it’s only one turn and then it gets flipped. Not great but not terrible. - 1 for the new deck.

Old deck: - 10
New deck: - 7

The new deck, once again comes out on top here but the way my scoring has turned out, it really shows how much crits in general hurt named pilots more than generics.



So those are my findings, they are obviously subjective but the point I’m trying to get across is that you should try and do a bit of critical analysis on which deck is best for your list.

I’m going to dig out my old deck and give it a try on my Defenders of the Universe list!



Redd XIII signing off.