First two lists, looking for discussion and feedback

By Solaufein, in X-Wing

I've only played a few games, but I bit the bullet and bought a reasonable force, and finally put together a list or two to try against a friend.These are the first two lists I've built, so I was hoping to get some feedback. I'm more interested in casual/fun play then super competitive. I do like winning, but I'd rather experiment and find a style that suits me then go with optimized lists.

Rebel:

XWing - Garven Dreis - Adv. Proton Torps

YWing - Dutch Vander - Ion Cannon Turret, Proton Torps

BWing - Dagger Squadron Pilot - Proton Tropsx2 Fire Control System

The goal was action advantage through Garven and Dutchs synergies, and a third ship that could make use of them as well, in case something bad happened to the other ones. Dutch can give a target lock to the bwing on the first turn, who can then replenish it with Fire Control, and then Dutch can focus on handing them to Garven. Not sure how it'll do against swarms, but that is what testing is for!

Imperial:

Caveat, don't really want to play a swarm, so looking for other options, hence:

Firespray 31 - Kath Scarlet - Slave 1, Prox. Mines, Assault Missles, Rebel Captive, Autoblaster, Proton Torps.

TIE Fighter - Backstabber

TIE Interceptor - Saber Squadron - Opportunist

This may be too many eggs in one basket, but I'm hoping the Rebel Captive and Kath's ability will make things awkward for the opponent. If the enemy does focus here, hopefully the other two can flank and get some good shots. I'm betting eventually I'll move away from the Firespray and in to a Lambda shuttle in more of a support function so that I can work in another ship, but I wanted to give the Firespray a chance.

Thank for any feedback, and I'd welcome some discussions about the list as well!

For your imperial list, it seems you aim with Kath to roll as many crits as possible to induce stress, hence the autoblaster which forces the defender to cancel the crit because he can't cancel the hit.

The autoblaster forces you to remain at range 1, so the mercenary co-pilot is an ill fit as a crew since he only works at range 3.

The saboteur works nicely with an autoblaster as it benefits from regular hits going through to turn them into crits later, and let's give Kath Marksmanship to ensure there's at least one crit to be cancelled.

The autoblaster ensures the defender can't cancel the hits, Carnor Jax (and you seem to have Aces) ensures he can't spend anything, which feeds your Kath nicely. You'll want Carnor in the thick of it, alongside Kath, let's put Elusiveness on him to force the enemy to reroll whatever they might hit you with naked. It's a static ability so you'll still be able to boost, roll or focus.

You might also make him a Squad Leader, enabling Kath to both activate the marksmanship and the saboteur (if you have an advanced).

Throw in a Saber Squad with PTL and the list rounds out at 100 pts of dirty, in your face, knife fighting.

Kath Scarlet (38)
Marksmanship (3)
Autoblaster (5)
Saboteur (2)
Carnor Jax (26)
Elusiveness (2)
Saber Squadron Pilot (21)
Push the Limit (3)
Total: 100
I'm not saying it's competitive, but it'll be fun to fly very aggressive.
BTW, I assumed you had a HWK to access the saboteur, that was silly of me.
Edited by Dagonet

I probably should have clarified what I have! I own at least one of everything released so far, save for the Falcon, which is sold out locally, and I'm loathe to nab it on Amazon what with shipping and all.

I really like the look of that list, and I've pulled the cards to test out next to mine to see how they both play.

I like the pure aggression of the list, but will it be able to handle bigger ships? Thats why I was including the torps and such.

Also, thanks for the link to that squad builder, that'll be handy!

Well, if you own at least one of everything, you might also take a look at Jonus in combination with the Firespray and autoblaster.

Lessee, Kath plus autoblaster to induce stress when cancelling crits, forcing the defender to let hits go through.

Drop the saboteur and put the Captive back in, that gives us Kath's freedom of action back.

Jonus for rerolling the autoblaster brings us to 68, leaving 32 points to play with.

That's the price of a Maarek Stele, with deadeye and cluster missiles, also benefitting from Jonus.

The biggest problem with this is people figuring out that Jonus is the key ingredient here, take him out and most of the teeth are gone. Jonus can take a few hits though...

Owning at least one of everything opens up design space, but doesn't necessarily make it easier :P . Sometimes I get tempted to just get too gimmicky instead of going for the hits.

Your Rebel list is good, but I'd suggest cutting back one or two of those torpedoes in lieu of other upgrade options. You can never really go wrong with the options of the current astromechs, and possibly upgrading to Ibtisam or an ion cannon isn't a terrible idea for the B-Wing either. Just my 2 cents, but I don't typically recommend loads of secondary weapons that only have one use, unless you have a specific way of making them more effective, but this list also does cater well to them! In any case, I think you'll do fine with it if you can get some good attacks in.

I happen to enjoy Firespray with TIE lists myself, so what you have isn't a bad idea at all. Good luck!

I'm quite fond of Krassis w/HLC & Rec Spec, Capt. Jonus w/Determination, and Howlrunner w/Squad Leader. Add a few extra bits for the points. It's quite brutal if flown in tight formation.

So Jonus would buff Krassis' natural ability and Howlrunner would provide her buffs... it's interesting, but seems a bit too reliant on Krassis to be something I'd feel comfortable with running. You know what would work well with this list though? Krassis with Cluster Missiles since he can reroll all the attack dice as a double attack, and would work exceedingly well with Rec Specialist.

Your Rebel list is good, but I'd suggest cutting back one or two of those torpedoes in lieu of other upgrade options. You can never really go wrong with the options of the current astromechs, and possibly upgrading to Ibtisam or an ion cannon isn't a terrible idea for the B-Wing either. Just my 2 cents, but I don't typically recommend loads of secondary weapons that only have one use, unless you have a specific way of making them more effective, but this list also does cater well to them! In any case, I think you'll do fine with it if you can get some good attacks in.

I happen to enjoy Firespray with TIE lists myself, so what you have isn't a bad idea at all. Good luck!

Yeh, I'm unsure about all th ordinance myself, but I wanted to see if I could make it work. I suspect I'll end up giving the ion cannon a spot after a few games. The list was definitely designed around launching ordinance early and often and still having focus, but other weapons can benefit from that too.

Well, if you own at least one of everything, you might also take a look at Jonus in combination with the Firespray and autoblaster.

Lessee, Kath plus autoblaster to induce stress when cancelling crits, forcing the defender to let hits go through.

Drop the saboteur and put the Captive back in, that gives us Kath's freedom of action back.

Jonus for rerolling the autoblaster brings us to 68, leaving 32 points to play with.

That's the price of a Maarek Stele, with deadeye and cluster missiles, also benefitting from Jonus.

The biggest problem with this is people figuring out that Jonus is the key ingredient here, take him out and most of the teeth are gone. Jonus can take a few hits though...

Owning at least one of everything opens up design space, but doesn't necessarily make it easier :P . Sometimes I get tempted to just get too gimmicky instead of going for the hits.

Man, that has been a issue for sure. Between buying it in one go and not having a lot of experience with the game, make lists is daunting.

I like the idea of Jonus, quite a lot. I'll keep mine close and give it a go. The bomber is on a my favorite ships, so I love the idea of finding a spot for it. Having extra use from him since the auto blaster doesn't go away is neat, as well.