My List Post

By Bohrdumb, in X-Wing

So Saturday is our big store tourney, I posted this elsewhere earlier, but wanted to get some more feedback.

Goals:

- I want something that isn't overly complex to fly (I'm not a very good pilot).

- I want something that will be forgiving of my mistakes (I'm not a very good pilot).

- I want something that has a unique factor to it (I hate flying cookie cutters).

- I want something my opponent didn't plan for.

As such, I'm pondering

2 x Blue + FCS + Ion Cannon

2 x Gold + Ion Turret

They're tough ships, so I can afford some bad rolls; they're easy to pilot (don't have any crazy moves I have to worry about); and they're not commonly played (primairly the Y's and Ions on B's).

I am open to some changes though. Specifically, how can I keep the same basic premise, and add another layer of capability and adaptability.

Some thoughts I've had:

-Switching out some things to make room for Roark + Ion Turret (likely dropping a Y, and an Ion Cannon from a B).

-Dropping some things for an upgraded pilot (like Ibi, or Dutch. I'd lose an Ion Cannon or two to make the swtich though.)

-Switching out the Y's for Hwks and using the 4 extra points elsewhere (maybe going to Daggers).

Might I ask what expansions you have thus far? :)

Might I ask what expansions you have thus far? :)

1 Core, 2 As, 3 Bs, 2 Ys, 1 Hwk, 1 X. I'm open to picking up some other things, but don't really like the big ships.

Something unique and easy to fly...

Honestly, I don't think 4 ions is all that unique... though the double turret is indeed easy to fly. What about an AAYY... or a YAYA?! squad? I can't seem to recall any of these being built yet... so lets see what we can do...

Start with gold w/ ict x2... That puts us at 46 points. And then green w/ ptl x2 is 22 points... so 10 points left over to play with...

With those 10 points... what about an assault and homing missile? Or you could go Conc + APT if you wanted, but I wouldn't recommend that.

Gold w/ ICT

Gold w/ ICT

Green w/ PTL + Homing

Green w/ PTL + Assault

Might as well run the greens with missiles now because you'll never do that once rebel aces hits shelves.

The theory would be to have the Ys run up the middle while the As run around the back. The Assault missile for sure should be sent off on the first turn. The homing missile can be saved for the end game or could be used during the alpha - I'd probably recommend alpha though. Then the Ys will ionize their targets and then fly past (don't bother K turning) while the As will close for R1 shots. You force the opponent to target the Y wings by not having anything else in arc, and then the A wings harass the rest of their squad.

God dammit Khyros thats My Idea haha.

The YAYA squad. Owell, I dont like have all ions i couldnt get it to work well for my taste anyways. Im a really bad b wing pilot some how ? I dunno B wings aren't my jam.

Just practice with it lots and find its weaknesses thats probably the best way to plan for a tourney.

Edited by Guitarquero

Something unique and easy to fly...

Honestly, I don't think 4 ions is all that unique... though the double turret is indeed easy to fly. What about an AAYY... or a YAYA?! squad? I can't seem to recall any of these being built yet... so lets see what we can do...

Start with gold w/ ict x2... That puts us at 46 points. And then green w/ ptl x2 is 22 points... so 10 points left over to play with...

With those 10 points... what about an assault and homing missile? Or you could go Conc + APT if you wanted, but I wouldn't recommend that.

Gold w/ ICT

Gold w/ ICT

Green w/ PTL + Homing

Green w/ PTL + Assault

Might as well run the greens with missiles now because you'll never do that once rebel aces hits shelves.

The theory would be to have the Ys run up the middle while the As run around the back. The Assault missile for sure should be sent off on the first turn. The homing missile can be saved for the end game or could be used during the alpha - I'd probably recommend alpha though. Then the Ys will ionize their targets and then fly past (don't bother K turning) while the As will close for R1 shots. You force the opponent to target the Y wings by not having anything else in arc, and then the A wings harass the rest of their squad.

The problem there is that you can't pack a consistent punch, once you unload the ordinance, you'll be lucky to rull 3 red dice on an attack. I could easily run the B's off their main guns and lay a hurting, while ioning with the Y's.

It's a tough list. My local store championship was won with this list. everyone hated to play against it.

Something unique and easy to fly...

Honestly, I don't think 4 ions is all that unique... though the double turret is indeed easy to fly. What about an AAYY... or a YAYA?! squad? I can't seem to recall any of these being built yet... so lets see what we can do...

Start with gold w/ ict x2... That puts us at 46 points. And then green w/ ptl x2 is 22 points... so 10 points left over to play with...

With those 10 points... what about an assault and homing missile? Or you could go Conc + APT if you wanted, but I wouldn't recommend that.

Gold w/ ICT

Gold w/ ICT

Green w/ PTL + Homing

Green w/ PTL + Assault

Might as well run the greens with missiles now because you'll never do that once rebel aces hits shelves.

The theory would be to have the Ys run up the middle while the As run around the back. The Assault missile for sure should be sent off on the first turn. The homing missile can be saved for the end game or could be used during the alpha - I'd probably recommend alpha though. Then the Ys will ionize their targets and then fly past (don't bother K turning) while the As will close for R1 shots. You force the opponent to target the Y wings by not having anything else in arc, and then the A wings harass the rest of their squad.

The problem there is that you can't pack a consistent punch, once you unload the ordinance, you'll be lucky to rull 3 red dice on an attack. I could easily run the B's off their main guns and lay a hurting, while ioning with the Y's.

True true. But there's no better closer than an A w/ PTL. So it's just taking it from 3 ships down to 1 that would be the problem. And the ions should buy you an extra turn to do that. Not saying its particularly competitive... but its rather hard to come up with a competitive unique build that no one will expect... Well, I have one in mind, but I don't particularly feel like sharing the list that I think dominates and no one has thought of... heck I intentionally didn't play it in any store champs because I knew I could squeeze out a win without it and I can keep it a secret until regionals =P

Although you may not have the upgrades and it may not be "unique" but have you considered Daggers with Advanced Sensors in place of the B-Wing's you have? It gives you one more layer of forgiveness with the AS and shooting a bit earlier as well.

Roark costs a touch more than your Y-Wing but shooting at PS 12 could be worth it. Unless you have a plan and really need the couple points I'd much rather fly the Golds for 23 than the RO at 21; the Y is tougher, hits harder with the primary, and even maneuvers better if it should come to that. I'm not sure I like it but here's an idea using several of your thoughts:

Ibtisam + PtL

Roark + ICT

Gold + ICT

Blue

Although you may not have the upgrades and it may not be "unique" but have you considered Daggers with Advanced Sensors in place of the B-Wing's you have? It gives you one more layer of forgiveness with the AS and shooting a bit earlier as well.

Roark costs a touch more than your Y-Wing but shooting at PS 12 could be worth it. Unless you have a plan and really need the couple points I'd much rather fly the Golds for 23 than the RO at 21; the Y is tougher, hits harder with the primary, and even maneuvers better if it should come to that. I'm not sure I like it but here's an idea using several of your thoughts:

Ibtisam + PtL

Roark + ICT

Gold + ICT

Blue

I could also do:

Roark + ICT

Gold + ICT

Blue + FCS

Wedge

Your BYBY fleet is actually pretty nice. Ionization closes down your opponent's superior flying skills, and wins you the mobility war.

New thought.

My 2 Ys as is. Adding a Green with PTL and Stealth. How to spend the last 29pts? Wedge? Biggs with R2D2?

I don't remember seeing where X-Wings could be included. With that last batch I'd say drop the Stealth Device on the Green and put in Luke + R2D2 so you can have another hard to kill ship.

Biggs + R2D2 is going to take a lot of fire; possibly even enough that R2-D2 is a complete waste of points. Maybe the A is supposed to fight alone and needs the extra protection but Biggs is already the target. By putting Luke w/ R2D2 in there you actually make you biggest damage dealer harder to kill even if it is still the primary target; at least now they could goof and shoot at something else first.

My personal suggestion?
Change the B-Wings to Daggers + Advanced Sensors, or Blues + Adv Sensors, and give the Y-Wings some astromech assistance.

Okay, I'm just totally over analyzing at this point. I've come up with umpteen and a half possible combinations keeping the Ys + ICT as my base.

For the other two ships I could take:

Wedge and Blue+FCS

Y+ICT and Wedge

Green + PTL + SD and Wedge

2 Blues + FCS + Ion

Wedge and Rookie + R2D2

And the options go on...I just don't know what to do!

Questions: Is a Blue + FCS better than a Green+PTL+SD for toughness/damage?

Is a third Y + ICT overkill?

Is Wedge just so danged good that I should take him regardless of anything else?