Recommend
 
 Thumb up
 Hide
8 Posts

Star Wars: X-Wing Miniatures Game» Forums » Rules

Subject: Escort Mission rss

Your Tags: Add tags
Popular Tags: [View All]
Manu
China
flag msg tools
mbmb
Hi all,


we played x-wing a few days ago for the first time (after playing the tutorial game). We played the first mission where the rebels have to escort a ship outside of the play area.

We found that being the empire for this mission is extremely hard because of the very low shoot/hit ratio. I checked rules and gameplay and I think we are playing it right.


Anyone has any feedback on this?


Thx
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Chris Heupgen
Germany
Pulheim
Nordrhein-Westfalen
flag msg tools
badge
Avatar
mbmbmbmbmb
Did you play with only the core set ships?

If so, my experience differs:
When we used 1 X-Wing and two Tie-Fighter, the empire won every game.
It was way too easy for them shooting down the embassadors ship with concentrated fire and ignoring the lone X-Wing.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Manu
China
flag msg tools
mbmb
Yes, only with the core set. Overall, not matter what the mission is, we find it really hard to hit. In this specific mission, using a 3x3 game area, the ambassadors can usually flee before we can shoot them down.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mathias M
Germany
Reutlingen
flag msg tools
Avatar
mbmbmbmbmb
Did you use the focus action for the attack? Did you manage to get a few range one shots?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Manu
China
flag msg tools
mbmb
Not always but yes, I did get a couple of 1 range 1 shots and I tried to use the focus action as much as possible. I find in this game the hit per shot fired ration being very low. If the x-wing has r2-d2, it is almost impossible to shoot it down as it allows shield replenishing...
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Manu
China
flag msg tools
mbmb
LOL!!! yes I know...I wasn't talking about the mission in particular anymore. Sorry that wasn't clear. I mean hitting is hard in the game in general. I feel it is a lot more likely to not shoot/miss (throw blanks attacks and/or opponent throwing evades defense dice) than actually hitting.as anyone calculated the odds?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
thespaceinvader -
United Kingdom
flag msg tools
M7N6L wrote:
LOL!!! yes I know...I wasn't talking about the mission in particular anymore. Sorry that wasn't clear. I mean hitting is hard in the game in general. I feel it is a lot more likely to not shoot/miss (throw blanks attacks and/or opponent throwing evades defense dice) than actually hitting.as anyone calculated the odds?
Many people have. Many, many people.

A single red die has 4 hit results (1 crit and 3 hits; we'll just count crits as hits to keep things simple), 2 eyes, and 2 blanks.

A single green die has 3 evade results, 2 eyes, and 3 blanks.

A given unfocused attack die therefore has a 50% chance to provide a damaging result. A given unfocused defence die has a 5/8 chance to let through a damaging result. One die versus one die, unmodified, therefore has a 5/16 chance to deal a damage, i.e. a little over 1/4.

Which isn't very high. Which is why this is a game about maximising your dice, minimising their dice, modifying your dice, and preventing them from modifying theirs.

Because your chances get a LOT better when you have a range 1 shot with a target lock and a focus, and your opponent hasn't got any active defensive actions, and you're tossing 4 dice to their 2 (albeit I don't think that exact situation is possible in the core set).

In the case of the X-Wing with Luke and R2D2, he's tough to take down if you just joust with him (i.e. fly straight at him, and you both k-turn when you've got past each other) but if you can maneuver such that your more maneuvrable TIEs are behind him, you then give him the choice between doing green maneuvers to regain sheilds and probably keeping you behind him shooting at range 1 up his tailpipe, or doing white maneuvers or k-turning to try and get some shots on you, at which point he's not regenning shields any more, and may not be taking an action either.

It's also worth noting that you get twice as many chances to shoot than he does, on average, so he will much more often be shooting against more defence dice with more defensive actions to modify them, whereas many more of your shots will be defended against without tokens, because he'll tend to spend them either shooting at you, or defending against your first of two or more shots.

So yeah, if you just look at the unmodified dice, and assume you're rolling about the same amount of attack and defend, the chance to damage opponents is pretty low. Which is why the game's about finding ways to avoid doing that.

It may also be worth noting that basic TIEs are pretty bad ships unless you have a tonne of them. 2 attack dice is not a lot. But that's why they're cheap in points, so you have the option of fielding twice or three times as many ships as your opponent.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jeff Alexander
United States
Washington
flag msg tools
mbmbmbmbmb
thespaceinvader wrote:
In the case of the X-Wing with Luke and R2D2
I saw a reference to R2-D2, but not to the Luke + R2-D2 combo.

And while you're correct in general -- i.e., for 100-pt games -- the core set recommends only allowing up to 31 points per side when building squads from the core set only. This is probably so the Rebel player can't take Luke+Artoo.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls