Hi all!
I'm new to X-Wing (though somewhat old to tabletop games) and looking to get more involved in the game and the community in general. I've played a couple of games and should be picking up the starter set and some other bits and pieces tomorrow.
I've been familiarising myself with the rules in the meantime, and have put together a list I think I like the feel of, but was wondering if I could get some feedback from the pros. I've played Tau in 40k for a while, and have a reasonable grasp of the concept of synergy when building a list and making sure everything works collaboratively.
List is as follows -
Kyle Katarn - 21
Moldy Crow - 3
Recon Specialist - 3
Veteran Instincts - 1
Shield Upgrade - 4
Ion Cannon - 5
- 37
Jake Farrell - 24
Test Pilot - 0
Deadeye - 1
Squad Leader - 2
Ion Pulse Missiles - 3
Munitions Failsafe - 1
- 31
Garven Dries - 26
R2-D6 - 1
Deadeye - 1
Flechette Torpedo - 2
Munitions Failsafe - 1
- 31
Total - 99
The basic idea I'm sure isn't new, but the concept is that Focus is never-ending and never really discarded. Kyle (at PS8 with VI) will theoretically always be able to assign a Focus token to either fighter pilot after turn two or three, so no-one should ever be without a focus token to spend on Deadeye Focus-Lock attacks. Jake (PS7) will be able to spend a Focus to attack and then boost/barrel roll, though I'm not sure how useful this will be given that I need to keep everything fairly close together to pass tokens around.
Garven (at PS6 and thus last in the combat phase) can, after spending a Focus token on whatever is necessary, can either re-assign a token back to Kyle, which will he can then spend next turn on something, generating another token to pass back to Garven again, or to Jake to do his fancy boost/barrel roll immediately, so if I need to get him out of arcs or range of low-PS Ties, I can do.
The combination of stress-causing Flechette Torpedoes and an Ion Cannon or Ion Pulse Missile should render anything nasty and close useless for a turn, as from what I understand, Stress can only be cleared by a Green move and Ion limits you to a 1-straight move, which is always white. This would hopefully allow me a free turn of shooting at this nasty Vader/Fel/whoever without particular fear of immediate reprisal.
Question though - Deadeye obviously causes 'Attack - Target Lock' to become 'Attack - Focus', allowing me to spend a Focus token rather than a target lock... Does hitting/missing/otherwise resolving this attack then remove the Target Lock from the enemy ship, or does it stay because I'm not, strictly speaking, resolving a Target Lock attack?
I'm also aware that in order to make full use of this list, I need to keep my three ships within Range 2 of each other, which is probably going to be a challenge.
Anyway... That's it! A long first post, I know. Any feedback or correction/guidance you guys have would be very much appreciated.