Six 100 pt lists for critique / tactical advice

By winterdyne, in X-Wing

Rebel a:

Han - Millenium Falcon, gunner, saboteur, expert handling

2x green squadron pilot - push the limit

Rebel b:

Wedge - r2 unit, push the limit, advanced proton torpedoes

Luke - r2d2, draw their fire

Biggs - r5d8

Rebel c:

Kyle Katarn - Moldy Crow, blaster turret, stealth device, recon specialist

Horton - ion cannon turret, proton torpedoes

Dutch - ion cannon turret, proton torpedoes

Imperial a:

Dearth Vader - squad leader

Major Rhymer - advanced proton torpedoes, proton bomb

Backstabber

Dark Curse

Imperial b:

Carnor Jax - push the limit, shield upgrade

Lt. Lorrir

Howlrunner - swarm tactics

2x academy pilot

Imperial c:

Maarek Steele - stealth device, cluster missiles

Krassis Trelix - heavy laser cannon

Cpt, Jonus - determination

Rebel a:
Han - Millenium Falcon, gunner, saboteur, expert handling
2x green squadron pilot - push the limit

>>> im not a fan of saboutuer here, would rather have that nimb guy that gives u green straight moves :) A wings are very agile but id run X or B over them any day due to the firepower these ships give u.

Rebel b:
Wedge - r2 unit, push the limit, advanced proton torpedoes
Luke - r2d2, draw their fire
Biggs - r5d8

>>> this pilot combination is strong but i dont particularly like APT or r5d8, try giving wedge or luke shield upgrade (esp with r2d2 its gr8) and consider stealth device on biggs.

Rebel c:
Kyle Katarn - Moldy Crow, blaster turret, stealth device, recon specialist
Horton - ion cannon turret, proton torpedoes
Dutch - ion cannon turret, proton torpedoes

>>> this is intersting. i suspect it will trounce some matchups and get trounced back in others. large ships fear this many turrets and in theory it should do well against a tie-swarm as well. Against other popular rebel squads like XXXX, BBXX? i think it might lack some firepower.

Imperial a:
Darth Vader - squad leader
Major Rhymer - advanced proton torpedoes, proton bomb
Backstabber
Dark Curse

>>> i quite like this one but squad leader actually might not be as useful as you think here - sure u can get those torps away with an extra focus but i think something is missing. i like the bomb on rhymer, this squad needs more punch, maybe replace dark curse with a cheap intercepter? this would mean dropping the APT in favour of a missile on vader?

Imperial b:
Carnor Jax - push the limit, shield upgrade
Lt. Lorrir
Howlrunner - swarm tactics
2x academy pilot

>>> looks solid, u have some dangerous options here.

Imperial c:
Maarek Steele - stealth device, cluster missiles
Krassis Trelix - heavy laser cannon
Cpt, Jonus - determination

>>> thats too many points on Maarek - hes a notorious under achiever in this game. id change him for a gamma squadron pilot with mines and missiles and if i had any spare points id put mines or a proton bomb on jounus.

Edited by The_Brown_Bomber

I'm not going to pay attention to the Imps because there are others that can give better advise, but oh my, the Rebels make my head spin.

Han is a good ship. He has reliable damage, and between his special ability and gunner, often he doesn't need his action to get 3+ hits. That said, you've put three action based upgrades on him, MF title, EH, and Saboteur. You really should only take one of these, saving you 3-4 points to spend elsewhere.

The Greens w/ PTL are good. I <3 them. But they only throw 2 dice. And you only have 1 other pilot. So you're throwing 7 dice to begin with... Swarms will be throwing 14 dice, XXBB and XXXX will be throwing 12 dice... XXXYY and other 5 rebel "swarms" will be throwing ~13 dice. So you're going to be putting yourself in a bad position to deal damage, which is crucial when you have Han, because 50% of your squad (Han) will die in 2 turns, so you have to be able to keep up and kill 50% of their squad in the same time table... Throwing 17 dice max (consider R1 the second engagement) will be hard pressed to do that. Multiply by .75 indicates that you'll be rolling ~13 hits total. You need to be able to kill at least 3 TIEs, but they will evade ~7 hits, even if they don't have any tokens. So you will only be able to kill 2 TIEs. And you will only be able to do ~11 damage to a YT/B wing... so you won't be able to keep up with them. At LEAST one of those Greens needs to change to a Rookie/Blue for the extra dice.

The second list doesn't have anything particularly wrong with it. I wouldn't recommend R5-D8 since you want to use your action to focus for defense with Biggs. I don't know if I'd spend the 6 points on the APTs on Wedge, or if he would be better with EU, or if the APTs would be better on Luke. But overall it's not a horrible list if you can get over the fact that it's a 3 ship build.

The third list just... I... I just don't know where to go with it. I'm sure Stone will come in and say how great Kyle is... But I don't share that opinion. In general, you lack offensive power. You have the two PTs, but after that, your Ys will be doing 1 damage a turn. Against a TIE, there's only a 47% of that getting through btw. It could work every now if you flew it perfectly, and the dice loved you, and your opponent flew poorly... But realistically, one of your Y wings (Dutch most likely) will be torn apart before he gets to use the ICT. Then you will have a single control dude, and then Kyle, getting 2 focuses, and spending 3+ a turn... Besides the fact that Horton wants to F anyways since he can reroll his blanks, and only has 1 defensive die, so doesn't really need Kyle's help... And Dutch doesn't really need Kyle's help for the PT either since more often than not, there will only be one eye rolled, and that'll change to a crit via the PT anyways.

Drop the stealth device from Kyle. It isn't worth the 3 pts when you're likely to lost it after a few attacks. If you think you'll be against a lot of TIEs, maybe it's worth it. But against anything throwing 3 dice, it's going to drop pretty quickly.

Note: I am not a great pilot yet.

Rebel A: Action denial and blocking are going to be huge against your Falcon. The Falcon title, Saboteur and EH all require actions to take effect.

Rebel B: Balanced. Wedge has the potential to really put the hurt on someone if he nails a shot with the torpedoes, but he (and Biggs by extension) will have to get in really close to pull it off). The 5 points you're spending on the torpedoes may be better served putting a stealth device and R4 on Biggs.

Rebel C: A bit low on firepower after the torpedoes are blown. Stealth Device on the Crow is going to be somewhat questionable with only 2 defense dice normally.

Imperial A has potential. Dark Curse is annoying to kill, Vader can help Rhymer get that torpedo off, and Backstabber is probably the 2nd best TIE pilot. But you're also hurting for offense after that torpedo is blown.

Imperial B looks solid. You have blockers, firepower, and multiple threats.

Imperial C: I don't think you're going to see too many people praising a non-Vader Advanced. After the Clusters are blown, you're basically counting on Krassis for your entire offense.

Edited by PhantomFO

Imperial a:

Dearth Vader - squad leader

Major Rhymer - advanced proton torpedoes, proton bomb

Backstabber

Dark Curse

Imperial b:

Carnor Jax - push the limit, shield upgrade

Lt. Lorrir

Howlrunner - swarm tactics

2x academy pilot

Imperial c:

Maarek Steele - stealth device, cluster missiles

Krassis Trelix - heavy laser cannon

Cpt, Jonus - determination

Khyros had solid opinions on the Rebel scum builds, so I'll weigh in on the Imperial.

A:

Vader+Squad Leader+Engine

Rhymer+PT+PB

Howlrunner

Academy

I LOVE squad leader on Vader. With two actions, he can afford to hand one of them out. As far as the Ties go, I think you'll want Howlrunner in there for her offensive punch.

B:

Jax+PtL

Turr+PtL

Howlrunner+Determination

Academy x2

Jax is a pain in the butt that helps you both on offense and defense. Howlrunner will help you take advantage of your opponent's lack of tokens. Turr provides more offensive punch and Determination on Howl keeps her ability safe from Critical hits.

C:

Stele is a tragic under performer. Rhymer tends to work best with other bombers, but you could give Rhymer a FS and a Shuttle to support:

Rhymer+PB (keep Rhymer near the shuttle to discourage your opponent from attacking from the rear)

Omnicron+HLC

Krassis+HLC+Merc. Copilot

Just to complicate matters a bit, I should point out I only have access to the ships I listed right now, and don't want to run duplicate named pilots. 3 lists for each faction.

Imperial: 5 Ties, 2 Adv, 2 Bomber, 1 Firespray, Imp. Aces.

Rebel: 3 X, 2 A, 2 Y, HWK, YT1300.

Edited by winterdyne

Okay... Well, I'll try to not duplicate ships as much as possible, though I don't think it's 100% possible.

Variation on Momma and her Pups

ORS w/ APL

Prototype

Prototype

Gold

Gold

Total 99 pts

Mum and her pups has 4 prototypes instead of 2A + 2Ys... But the general concept is to be annoying as all balls, blocking the enemy as much as possible with the ORS, and boosting around with the As to be like mosquitoes. And then we'll put the Golds in there because that's the only way to use the ships you have and keep it at 5 ships.

Wedge w/ Swarm

Roark w/ ICT

Green w/ PTL

Red

You shoot at 12 9 9 4 until Wedge dies, then you shoot at 12 4 3. You have some control via Roark's ICT, and good damage with two X wings, and a closer in Green w/ PTL. You could replace the Green with a rookie w/ R2 to use the 3rd X wing if you wanted, and then there is no overlap between the first two lists, and you've used all of your ships.

You could run a rebel swarm as well...

XXXYY, XXXYA, XXXAA, I wouldn't suggest getting rid of the 3X though (but you could).

Or a HSF

Han w/ Recon Spec, Gunner, PTL, Millennium Falcon

Rookie

Rookie

There are plenty of variations on this, but I've been gravitating towards this one myself. You want to fly the YT around the outside since when it's stressed, it's not the best at flying. Well, it's not the best at flying in general. But you Focus + Evade every turn to keep him alive longer, and you have two focus tokens for offense, so Recon spec works like Marksmanship in that regard. Furthermore, if you don't need both focuses (or you're flying against a B wing squad where gunner + marksmanship is basically useless) you can use them on defense. Coupled with the evade, you can survive at least another turn, if not two. Meanwhile, the rookies will take a pounding and give out a pounding. At this point, they're likely to be the first target (especially in a timed environment) since they're easier to take out, and deal similar damage to Han.

Three Amigos

Wedge w/ PTL + R2

Luke w/ DTF + R2D2 + SU

Biggs w/ SU

Wedge is a killer, Biggs keeps him alive, Luke closes it out.

Wedge

Biggs

Tycho w/ PTL

Prototype

Wedge can kill things, Biggs protects. Prototype action denies, while Tycho does his thing.

There are lots of things you can do with your ships, and most of the time you can substitute Wedge for Luke if you want to alter the lists a bit.

... and don't want to run duplicate named pilots.

Um... you can't. All named pilots are unique.

Edited by Lappenlocker
... and don't want to run duplicate named pilots./quote]

Um... you can't. All named pilots are unique.

He means between the 3 lists.

He means between the 3 lists.

Wow, quite the logic leap you made there. :) I would have never gotten that from the posts the OP made.

You could run a rebel swarm as well...

XXXYY, XXXYA, XXXAA, I wouldn't suggest getting rid of the 3X though (but you could).

If you do lower the X amounts BBXAA is 99 pts and and BBBAA is 100pts.

You could run a rebel swarm as well...

XXXYY, XXXYA, XXXAA, I wouldn't suggest getting rid of the 3X though (but you could).

If you do lower the X amounts BBXAA is 99 pts and and BBBAA is 100pts.

But he doesn't have any B Wings.

I've been having some good games with the Maarek, Jonus, Krassis combo, but put marksmanship on Maarek for better chance of scoring crits. Surprisingly effective.