After posting up yesterday about the Wave XI leaks, I wake up this morning and we've got new juicy information to dissect thanks to the FFG preview article so let's waste no time and get right into it.
Leaks for the upcoming Wave XI have been revealed from GAMA 2017, to much excitement. Without further ado, let's check out some of the additions due later in the year:
With the 2016 World Championships for X-wing in the books, it's a great time to catch a glimpse at all of the great squads which saw some action. There is a lot to glean from the current meta, especially what influences squad purchases, but also what will stay strong until wave 10 releases. Today, though, we take an in-depth look at the squad that reigned supreme: Dengaroo.
Nand Torfs - 2016 X-Wing World Champion
The 'Dengaroo' squad has gained massive popularity over the last 6 months, and it is easy to see why. With two powerful large-based ships at your disposal, powerful dice mechanics, and fantastic actions on tap, it was predestined to place highly at this year's Worlds.
I remember first reading about this squad on the FFG forums. The person who created the list took it to a series of store tournaments, and actually retired it, citing it took little brain power to use and therefore made the game too easy. Very interesting comments, but I sure admire the guy for seeking a challenge.
What a monster of a ship to deal with, though. Firstly, Dengar's pilot ability is pretty incredible. Ensure he's pointing in the direction of the bad guys and, chances are, you'll be attacking twice per round. It could be argued that this gives the squad a third ship's worth of firepower.
Lone wolf ensures that you'll be re-rolling a red/green blank, provided Manaroo is not near him and, if flown correctly, he certainly will not be. All Dengar is searching for is hit/evade/focus results, which are very easy to depend on seeing as Manaroo will be assigning his focus tokens to Dengar. Of course, when he spends this token for attacking or defending, the Overclocked R4 unit can then kick in to gain another focus token at the expense of a stress token.
Combine that with Zuckuss, who forces opponents to re-roll evade results, and you have incredibly reliable damage output. Counter-Measures allows Dengar to fly right up in the thick of battle right away, shrugging off the majority of the damage whilst getting to work. Glitterstim is always of straightforward value.
If you're looking for an incredible wingman or woman in this instance, then Manaroo is a sure-fire bet. Notwithstanding it is a husband-and-wife package deal, so Dengaroo seems to be the most appropriately-themed X-Wing squad.
Push the Limit is always going to be a fantastic choice for the Jumpmaster 5000. It has a fairly flexible variety of green manoeuvres on its dial, and with an Engine Upgrade combined with a barrel roll, the large ship's movement capability is dramatically increased. Of course with Gonk on board in the early turns, Manaroo can stack up shield tokens, preparing for the storm. The main reason for Push the Limit is that her pilot ability increases Dengar's survivability. Stacking on a focus and target lock each turn, and then transferring them to Dengar at the start of the combat phase, ensures Dengar will be hitting with the greatest chances of destruction ever - but it keeps getting better.
With Seismic Torpedo equipped, Manaroo will be staying out of range 1-2 of Dengar to ensure Lone Wolf stays active. This is somewhat of a deterrent if an enemy is going to try and swarm Manaroo. At least they'll be possibly taking splash damage on the way in. With her highly manoeuvrable Jumpmaster, there aren't many places where you can't set up a good shot against obstacles with enemy ships on the other side.
Feedback array is the unsung hero of the Dengaroo list. If an arc dodging ace zeroes in for Manaroo, this card guarantees they'll pay for it. But don't forget the astromech, R5-P8. When said enemy ace opens fire, once again there is a chance they'll be paying for it. After taking damage, chances are Manaroo can use Gonk next turn to regain a shield token. Not bad at all.
It's easy to see why Dengaroo dominates the metas, particularly at an event like Worlds. With superior movement and no immediate options for the opponent the capitalise on, it can really stack up the odds in its own favor.
How would you face off against this list, and what do you see as its greatest strengths and weaknesses?
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Have you ever finished a game of X-wing miniatures, knowing full well that the results could have been drastically different had you stuck to a few principles of gaming?
I'm not talking about crafting super combinations with pilots and elite pilot talents or seeking to shift blame onto the dice for your victories and defeats. I try to keep this fundamental check list in the back of my mind every time I play a game in order to keep my playing consistent and fun:
1. Build It For Fun
When it comes to building a squad, construct something that is not only interesting to you but also fun for all parties. If you're playing one that easily deletes your opponents ships time and time again, and there's no challenge for you, the squad could be to blame. Granted, this rule can and often will be broken during tournaments, but an element of fun can and probably should be brought to those events as well.
2. Pick One Target At A Time
It is an elementary rule of X-Wing, but in the heat of battle, it can be an easy one to overlook. When lots of ships are screaming around the battlefield and getting into bad positions, sometimes it is very tempting to go for the prone ship at range 1 rather than the damaged ship at range 2-3. Focus on a single target, kill it, and move on. A dead ship never comes back to haunt you or damage your squad (unless it has “Dead Man's Switch,” but that's another story...). There are some instances when this rule can be broken, such as if targeting a ship closer with a lower pilot skill might destroy it and prevent it from firing, or a critical hit such as “Blinded Pilot” has rendered the most wounded ship useless for several turns.
Whether you win or lose, ask your opponent for feedback and offer some of your own. Sometimes, the mistakes you made will be glaringly obvious to your opponent but somehow slipped your attention. An opponent generally won't want to hear about where they went wrong directly after a loss, but to the contrary, it is often the best time for them to hear it as the game is very fresh in the mind.
We have all had those games where the dice completely blank out and they are always going to happen in a dice game, but try not to use that as an excuse. Superior movement has nothing to do with dice rolls.
Ensure however that you always end on a positive note – explain to them what they did fantastically well and what you liked about their squad build.
It is something that most people understand at a base level, but no doubt you've played someone who is a complete and utter dick. Don't be like them, whatever they did.
Shake your opponent's hand, learn their name, because just like you, they are a gamer with a love of X-wing, and are trying to become better players. Rather than treat them like a mortal enemy, treat them as another gamer, because if you finish a game and haven't learned anything, you need to look for a new game.
Play hard and play fair. But it comes down to one of the most basic human elements, treat the person across from the table as you want to be treated. I know for a fact that I'm not the most lively of characters when I'm getting completely owned, but don't rub salt into the wounds of the losing side.
5. Learn Your Manoeuvres
When you don't have an opponent to play against, there are still plenty of opportunities to learn the ways of X-wing. Scatter a dozen obstacle tokens down, take out a single small ship, and fly. Really pick its dial, and start simple. Do a full lap of the battlefield, try a figure of 8, draw some alphabet letters without hitting an obstacle. Exercise.
When your confidence is high, add an additional ship, and eventually add a large based ship, too. Repeat as necessary.
No doubt these rules will continue to grow and expand as more games are played. Have I missed anything? What do you consider to be your own “golden rules” of X-wing?
Thanks for reading.
Nearly a fortnight ago I was lucky enough to get in a few games with my son after regionals with a list I'd been thinking about with the thoughts behind it being here.
Boba Fett – Lone Wolf, Recon Specialist
2 x Baron of the Empire – TIE/v1, Push the Limit, Proton Rockets, Autothrusters
My son was running a triple X-wing list with roughly the following in it from memory:
Poe Dameron – Veteran Instincts, R2-D2, Integrated Astromech
Ello Atsy - Veteran Instincts
There was other upgrades there however they didn't come into play and I can't remember them.
I failed to take a picture of deployment and the first photo is from the first turn so my apologies.
Boba took a flank in order to cruise up and then turn into flank the X-wing group whilst the TAP's slow rolled forward with the best chance of range 3 attacks and evade tokens etc. The X-wings cruise forward intent on locking horns with the TAP's ASAP.
The TAP's turn into the edge to cause some more delays whilst Boba turns into a flanking position whilst the trio of X-wings all cruise forward towards the TAP's position.
I K-turn the TAP's in order to bring them back into the fight anticipating the X-wings will be hot on their tails. Boba cruises forward and I'm surprised my the lack of tunnel vision as my son turns 2 of the X-wings towards Boba. A fire fight ensues and from memory the Firespray loses 2 shields and Poe loses a single shield.
The Baron's both turn into the action and push the limit for target locks, evade tokens and perhaps focus tokens as well for the incoming fire fight. Boba crosses the debris field for a stress token however it produces a range 1 shot onto Luke Skywalker. Combat sees Boba lose a shield whilst in return 1 measly shield token is stripped from Luke. Poe is unable to land a hit onto the closest TAP at the expense of a focus and evade token. In return Poe takes 2 shields as two natural hits are rolled from the Baron.
The Baron on the left cruises over the debris field for a stress token and a shield whilst the one on the right 1 banks around the asteroid pushing the limit for an assortment of target locks and tokens. Boba clears the stress with a 1 forward gaining two focus tokens whilst the X-wings all spread out with a single Talon roll to cover more angles.
The X-wings pour fire into the closest Baron netting a single shield after spending all of its tokens on defence. In return Boba and the Baron pour the fire into Luke chipping his remaining shield and killing off an astromech droid in the process.
The Baron on the left 1 turns right and barrel rolls right, pushes the limit for a focus token. The right hand Baron 1 turns towards the left hugging the asteroid gaining a focus token, pushing the limit for a target lock and free evade token. The Firespray K-turns.
Ello cruises forward to attack Boba giving up his back to the Baron whilst Luke flies off the debris field still holding onto his stress token. Finally Poe Talon rolls right behind the Baron but exposing his own flank to his wingman.
Poe unloaded 4 red dice into the Baron however he remains unscathed by the attack. Boba hits Ello with some damage but it's the Proton rockets that destroy him whilst the wingman does 4 damage in total onto Poe Dameron taking his 3 shields and dealing one damage card.
The Baron's both peel off concentrating on Luke's position whilst Boba heads straight for Poe Dameron. Luke turns in towards the TAP with a green manoeuvre shaking off the stress token as Poe creeps forward removing his stress token. His shots put damage onto Boba but in return the bounty hunter destroys him.
The Baron's both converge on Luke's position as Boba continues to creep forward as Luke performs a K-turn to face his enemies. Due to range 3 and autothrusters and evade tokens it's impossible to hit his target and the return fire destroys the final X-wing.
If you've made it this far I thank you for reading. I was surprised how fun this list was for me as I'd had a blast using the Inquisitor before hand and to be honest the Baron's weren't a lot different with the exception of the extra red dice which wasn't a major deal breaker for me. I managed to have a second game with the same list against a Chewbacca build and the autothrusters really came into play at just about every engagement with the YT-1300.
Either way it was a fun list and I'm looking forward to documenting some more games with it to put it though it's paces.
Hardcore war gamer at heart and a huge fan of tabletop games. I use any excuse to get my family involved. Join me as I play and review games while trying not to epically fail.