How many is enough for escalation?

By Johdo, in X-Wing

So there is an escalation tourney coming up, and while i have 2 lists compiled, i am curious from others what they feel is the "ideal" number of ships per round.

Here is how my lists break down:

RD 1 (60pt): Reb 2, Imp 3

RD 2 (90pt): Reb 3, Imp 4

RD 3 (120pt): Reb 4, Imp 5

RD 4 (150pt): Reb 5, Imp 5

I don't play Rebel all that much so i'm not sure if 5 ships @ 150pt round is good or bad.

5 Imp ships @ 150 seems pretty low to me now that i think about it. I'll need to revise that one a little and try to push it up to at least 6.

Thanks.

We could help you more if you posted your lists here.

So you can exploit it on Sunday? ;)

i'll post up my Rebel list here. I see the folly of my Imp list so i'll work on that later.

150pt

Wedge /w R2, PTL

Luke /w ST

Ibtisam /w AdvS, PTL

Green Squadron /w Opportunist

Dutch /w R5, Ion Turret

I'm sure some would argue that's too many upgrades, however i am admittedly not all that versed in Rebel squad design. Just from typing this out i can see that i may want Biggs, and ST on Luke might not be necessary...

Before I even got to your comments I was thinking "no Biggs???"

The problem I see with it is that you have lots of great people... but I'll have my choice on who to kill in the first round (which would likely be Wedge, then Ibby), so 30+ points go away without really any true benefit. Given the flip side is that with all those high PS, they're likely to wipe off ~20 points before a shot gets taken.

You right, Biggs needs to find a home in there somewhere. I've already started making some changes to get him into the party. I mean if you have Wedge and Luke, you kinda need Biggs too right? How dare i break up the Beggar's cannon crew...

Given how i got to here from the 60 and 90 point rounds, i think Dutch would have to go away for Biggs to come in, and be replaced with a Gold or Gray if i just had to have a Y in the list.

Mainly i just wanted to make sure i wasn't short-changing myself in terms of ships hitting the table. Most things i've seen, people try to get 5 or 6 ships out for Rebels and 6 to 8 for Imps in the 150pt round...unless they are trying to fleet a squad of 7 Rookies, 9 Prototypes, or 12 Academy Pilots...

The standard rebel list is 4 ships at 100 points. So you should be looking at 5 ships at 120 points, and 6 ships at 150 points.

Imperials, it depends what you fly. On the Swarm end, you obviously end up with:

100 points: 7 (Howl + 6 academies = 90)

120 points: 9 (Howl + 8 academies = 114)

150 points: 12 (Howl + 11 Academies = 150)

Or you could totally mess with everyone and run 6x Royal Guards with PtL. :)

RD1: 5x Academy TIE's

RD2: 6X Academy TIE's, Howlrunner

RD3: More TIE's

RD4: Even more TIE's

Sorted.

RD1: 5x Academy TIE's

RD2: 6X Academy TIE's, Howlrunner

RD3: More TIE's

RD4: Even more TIE's

Sorted.

RD1: 5x Academy TIE's

RD2: 6X Academy TIE's, Howlrunner

RD3: More TIE's

RD4: Even more TIE's

Sorted.

Nobody sane has that many Ties...

Some people are less sane than others.... (Note: this isn't me pictured, although I wish it was)

page_xwing-in-play.jpg

I have 13, guess I'm crazy... about this game :)

RD1: 5x Academy TIE's

RD2: 6X Academy TIE's, Howlrunner

RD3: More TIE's

RD4: Even more TIE's

Sorted.

Nobody sane has that many Ties...

Some people are less sane than others.... (Note: this isn't me pictured, although I wish it was)

page_xwing-in-play.jpg