Ok now I really need help

By flail3, in X-Wing

Ok, so embarrassment time. I teach x-wing, have some VERY good students etc and am having great fun. BUT.... I havent once in my life won a game.... Im appalling...

I play as rebels and my last game was 140pts and was this:

Biggs+r2f2+stealth device

Wedge

Blue squadron pilot

Han solo+chewbacca+gunner+marksmanship

And I got MASHED against:

Academy Pilot

Obsidian Pilot

Black squadron Pilot

Mauler Mithel+Expose

Vader+Concussion Missiles+Squad leader

Krassis Trellix+HLC+Merc copilot

How do I build a rebel list to beat this. And with the following ships whats the best 100pts rebel list I can make....

Starter Set

X-wing

Falcon (new :D )

B-wing

Tie Advanced

Slave-1

I don't think there is anything wrong with your list per-say, it might be with your strategy. You should be killing a Tie every round from the 2nd round on. If you're not, the swarm will over whelm you. Concentrate fire, and use Biggs to get your B-wing and Wedge in a good position. You might think about running Biggs naked and use the points to up your B-wing. Get your B-wing firing before low level Ties for added protection.

well you don't have alot to work with. But there is some hope. I have not played this, but it should be powerful at 99 points.

Dagger Squadron Pilot (24)
Fire-Control System (2)
Heavy Laser Cannon (7)

Wedge Antilles (29)
Marksmanship (3)
R2-D2 (4)
Shield Upgrade (4)

Red Squadron Pilot (23)
R2-F2 (3)

Total: 99

View in Yet Another Squad Builder

for Imperial side

Krassis Trelix (36)
Heavy Laser Cannon (7)

Academy Pilot (12)

Academy Pilot (12)

Darth Vader (29)
Engine Upgrade (4)

Total: 100

View in Yet Another Squad Builder

Run Vader on one end and the others on the other. vader can flank if they go after Trelix and if they go for Vader you have a 3 ship flank there too.

for any of them, Focus fire. try and get your modifiers (targetlocks focus)

You'll get your win. Best off playing 100 pts first. 140pt, just doesn't seem like you have the gear and upgrades to put together a good solid group.

Edited by LukesFather

With what you have try this:

x2 Red Squadron Pilots (PS4 X-Wings) with R2 Astromech (24 each)

x1 Dagger Squadron Pilot (PS4 B-Wing) (24)

x1 Outer Rim Smuggler with Milenium Falcon Card (28)

100 points total.

Use the evade often for the ORS

Remember...let the wookie win...or kids...or wookie kids.

First of all Han Solo+Gunner doesn't need actions to help him hit. And that evade action you can take if you take the millennium falcon title will really help you stay alive.

If you feel like you still need a little extra to hit your targets, change the gunner to Luke sure he is 7 points, but he is only 2 more points than a gunner. Luke is much cheaper than Gunner+Marksmanship.

Chewbacca is an okay upgrade, but I don't find it game changing and I usually don't put him with Han Solo.

Your other ships seem pretty good, but how many points are you playing with, this seems like a lot more than 100.

If you are just getting started, or if you only have a few ships, I would recommend keeping to 100 point games.

After I take Han+Gunner/Luke I usually only have enough points for a couple unnamed X-wings.

Edited by Hrathen

Pfft, Rebel scum.

Just a thought:

Lando + Nien Nunb + gunner + PTL

2x Red squadron Pilot + stealth device + R2 Astromech (comes with Y-wing but you can play a proxy if your friend is cool)

Dagger Squadron Pilot + HLC + FCS

Nien Nunb lets Lando do more green maeuvers and use his SA, PTL to focus for defense and TL for offense.

Always focus with your X-wings and kill everything with a lower pilot skill. Save your focuses for defense unless you think you have a really good chance of killing a ship. Once the enemies with lower skill are dead, use all of your focuses for offense if you didn't use them for defense. If you opponent is smart, he will try to get you to burn all of your focus on defense to protect himself.

You will TL every turn with the B, so just take focus actions. there is so much hp and you only roll one agility. You'll be rolling four red every turn, so if you keep doing green maneuvers you could be using four dice, TL and focus each round.

Best 100 point squad with what you have? To put it simply HSF in one of its variations.

If teaching I'll say stay small instead of going big. You don't need to use all of your ships and really shouldn't even try. It forces more compromises trying to get points up than it does cutting things to make them fit; cut the fat instead of trying to bulk up.

I have been doing it now for around 5 months. Love the game, know the ins and outs enough to teach and started off with the rulebook scenarios etc. So I know the game, im just awful at it and not sure if im just that bad and have a longer learning curve than everyone else or my ship building is appalling. And what HSF list can I build with what I have? And is luke better than gunner + marksmenship?

. And what HSF list can I build with what I have? And is luke better than gunner + marksmenship?

If by better do you mean are you more likely to hit, then possibly no, but if by better you mean a better build then absolutely.

Let's see what Han+Luke does for you.

A- you roll: if you don't like you roll, go to step C, otherwise go to step B.

B- you use Han's ability to reroll all three (or possibly 4 dice) proceed to step C.

C- then you opponent rolls dice, spends focus, evade etc. Did you hit, if so YEAH, if not go to step D

D- use Luke's ability to make another attack, roll your dice and change the first "eye" to a hit (with three dice you are likely to get about 1 "eye". Do you like this roll? if so go to step F, otherwise go to step E

E- use Han's ability to re-roll all your dice (just like you did before on the first attack). Proceed to step F

F- Now your opponent rolls their dice and can spend focs/evade tokens if they still have them (they might have already spent them to keep you from hitting the first time). Did you hit if so YEAH, if not then tuff luck, better luck next turn.

You basically get four chances to roll well enough to hit. Han+Luke hits almost everytime.

Will Han+Gunner+Marksmanship hit more, yes, but you don't miss that much. And yes this build is more likely to do crits, but crits themselves are a crap shoot. Sometimes they are really crippling, but other times they really aren't that big of a deal

Marksmanship+Gunner costs 2 more points than Luke, but that is not the real cost the real cost is your action. If you are smart you also took the Millennium Falcon Title Upgrade, which let's you take an evade action.

Now the evade has not got a lot of love on the TIE Fighter for two reasons, 1- if they don't shoot at you it is worthless, 2- three agility dice might get the job done without the evade, and then again it is worthless, at 3- agility dice a focus protects you almost as much as an evade, and finally 4- With only 2 attack dice TIEs need that focus to expect to do much damage.

On the YT-1300 the evade is gold. 1st if they don't shoot at your YT-1300 for a turn, we call that a win. 2nd with only 1 agility dice you are going to get hit by just about everything shooting at you. TIEs at range 3 have a reasonable chance for Pete's sake.

Think of every turn you spend a evade token is like an extra point of shields.

The only action I would ever Give Han Solo might be a barrel roll if it get's me out of a firing arc, but to do that you need expert handling, which is three more points.

In short the cost of your action makes marksmanship on Han Solo not worth taking.

PS - I usually don't take Luke with Han, I usually find a gunner alone to be sufficient. However if you want to beef up you firepower, changing the gunner to Luke is way better than adding marksmanship.

Edited by Hrathen

Based on above I would guess you have 2 X-wings so try

List 1

Rookie (21)

Biggs R2D2 shield upgrade (32)

Blue Squad (22)

Outer rim (27)

B-wing to punish it. Let biggs take the shots. Outer rim as decoy.

2nd

Wedge (29)

Luke, R2D2, shield upgrade, photon tor (40)

Ten Numb (31)

Get wedge close and use like for the kill. Have ten numb as a flanker seeing he can take damage and give it make that work.

3rd

2- Rookie pilots (42)

1- Han Solo, Mil Falcon, flight instructor, weapons engi, concussion missiles(58)

Set up and punish. Ether up the center or hug the edge of the board. The falcon can 360 and use the rookies to support squad or flank

I would tell you the more ships the better on map. If you are running 4 and lose one that's much better then 3. Even when I was playing 5 ships I still had a good chance to win if I lost 2 vs only running 3 ships and losing 2.

The X-wings are very strong and it takes forever to kill a B-wing. Even a basic Outer rim is 10 hp plus the b-Wing being 8. That's more then some swarm lists.

Last thought a couple months down the road the z95s are coming get 2. Run 2 x-wings, 2 z95, and a falcon. You should do just fine.

I get the impression though that an outer rim is pretty garbage? The guy who won the store mini campaign ran:

Han Solo+Homing Missiles+Gunner+Millenium Falcon+Engine Upgrade

Ten Numb+Autoblaster+Marksmenship

Everyone pinned him to loose aswell....

On the YT-1300 the evade is gold. 1st if they don't shoot at your YT-1300 for a turn, we call that a win. 2nd with only 1 agility dice you are going to get hit by just about everything shooting at you. TIEs at range 3 have a reasonable chance for Pete's sake.

Think of every turn you spend a evade token is like an extra point of shields.

No wiser words have been written on this board.

I get the impression though that an outer rim is pretty garbage? The guy who won the store mini campaign ran:

Han Solo+Homing Missiles+Gunner+Millenium Falcon+Engine Upgrade

Ten Numb+Autoblaster+Marksmenship

Everyone pinned him to loose aswell....

ORS

2x BSP

Dutch+Ion

It isn't worthless, just needs to be utilized correctly.