Higher PS Squad Builds

By macar, in X-Wing

Do you think there will be an increase or focus towards 7+ PS builds? We are seeing a huge demand for a strong alpha strike that trys to fit that perfect nitch

1. Shoot first and deal as much damage to a single (or multiple if one or more is destroyed) ship as possible.

--Ideally killing a YT or BH outright, putting damage on a stealth ship or other one hit wonders

2. Survive the return fire loosing as minimal amount of ships as possible (easier after you have killed 1)

3 rinse and repeat

With the insane abilities coming out for both factions I don't see a reason to attempt a swarm of lower PS ships anymore, even as fillers. I would much rather have killed Keyan than given his ability a chance to trigger. Making his points waisted and useless.

The rebels are now getting another great high PS X-wing to pair with wedge or setup with opportunist.

a build I plan on running when I get back consists of

Soontir-PTL/RG/Stealth/TC

Tetran-VI/Shield/Hull

Turr-VI/Shield/Hull

99 Points

I won't explain the squad much but it has done well. Against opponents that rely on "chain reactions" it is easier to disrupt that chain on their alpha strike if you can cause massive damage on your own.

The issue is going to be with whether or not the alpha strike genuinely changes the match landscape. If your list lays in a Swarm, and you only eliminate 1-2 ships on your first pass, have you done enough to warrant the high PS?

I also don't know if you need to go 7+ to get the alpha. 6 might be just as good, if you're only allowing one enemy ship to take a shot.

I won't say PS isn't a factor, but if all the ship brings is PS, then I feel like I'm doing it wrong. The Pilot Abilities have to mesh well for that kind of bid to make sense. For example, if my Luke, Horton and Jan list came up against a PS 9 list, I would have a tough fight ahead, but any two of mine surviving could dish it right back because of their nice abilities. Can't say the same for Royal Guard + VI (for example). Though, I actually like Royal Guard + VI -- just not a whole list of that ship.

Doesn't seem like there is much to explain. Looks like a crazy list- one you must have a handle on flying- which I'm sure you do. I like the idea of the TIE swarm giving way to something with a little more nuance.

Hope to see it fly, and more importantly, I hope I can figure out how to fly it. Even if I am more of a rebel guy...

The same goes for Rebels, I think that we will see a trend in abandoning "generic" pilots for their higher PS counterparts. Not necessarily all at PS8/9 but I think PS 6 may start to be the average or even PS7. You can loose too much not getting to shoot before your opponent. Regardless of what kind of ship you have or ship the opponent has. The advantage of stripping away their focus for offense or a critical that can help you out seem, to me, imperative on gaining the upper hand in games.

Also with certain ships the PS advantage gives you your maneuverability options to barrel roll/boost out of arcs or at the very least know what action is best.

If you're going high PS, go big or go home. This is the list I've been using for fun lately, with moderate success:

27 Soontir Fel

4 Opportunist

25 Turr Phennir

1 VI

24 Tetran Cowall

1 VI

17 Mauler Mithel

1 VI

That Mr. WonderWaaagh is one very glass cannon list. As a fellow lover of Ints, my hat comes off to you...

Do you think there will be an increase or focus towards 7+ PS builds? We are seeing a huge demand for a strong alpha strike that trys to fit that perfect nitch

1. Shoot first and deal as much damage to a single (or multiple if one or more is destroyed) ship as possible.

--Ideally killing a YT or BH outright, putting damage on a stealth ship or other one hit wonders

2. Survive the return fire loosing as minimal amount of ships as possible (easier after you have killed 1)

3 rinse and repeat

With the insane abilities coming out for both factions I don't see a reason to attempt a swarm of lower PS ships anymore, even as fillers. I would much rather have killed Keyan than given his ability a chance to trigger. Making his points waisted and useless.

The rebels are now getting another great high PS X-wing to pair with wedge or setup with opportunist.

a build I plan on running when I get back consists of

Soontir-PTL/RG/Stealth/TC

Tetran-VI/Shield/Hull

Turr-VI/Shield/Hull

99 Points

I won't explain the squad much but it has done well. Against opponents that rely on "chain reactions" it is easier to disrupt that chain on their alpha strike if you can cause massive damage on your own.

How is it that you have more than one modification on a ship?

Thought the rules state one mod per ship and one title per ship...

Something change with the FAQ?

Royal Guard title adds the ability to add an extra modification on PS 6+ ships

interceptors only

Edited by macar

If you're going high PS, go big or go home. This is the list I've been using for fun lately, with moderate success:

27 Soontir Fel

4 Opportunist

25 Turr Phennir

1 VI

24 Tetran Cowall

1 VI

17 Mauler Mithel

1 VI

Sounds similar to my "fun" list, The Magnificent Sevens:

Whisper + SPA

Tetran Cowall

Turr Phennir

Mauler Mithel

Royal Guard title adds the ability to add an extra modification on PS 6+ ships

interceptors only

PS 5 pilots may use it.

iam using carnor jax with determination and stealth

alongside 3 royal guards with veteran isntincts a full 8ps squad with 99 points for ini

Hi guys. I'm new to X-wing and have been developing a quick Roark Alpha list then found this post. I have only played one game so far but have been playing MTG & 40k for years so I'm used to looking for combos and synergy. Just not sure if this list is any good as I don't know the system very well yet!

100pts Roark Alpha

Roark Garnet, blaster turret, Nien Nub

Airen Cracken, swarm tactics, cluster missiles, munitions failsafe

Lieutenant Blount, swarm tactics, cluster missiles, munitions failsafe

Green Squadron Pilot, swarm tactics, cluster missiles, munitions failsafe

100pts

I've had a quick look at the forums and can't find anything similar, but apologies if this is a standard list.

Benefits are 4 effective PS12 ships, 3 with cluster missiles and munitions failsafe and another ship with blaster turrets. Not sure how good the maneuverability is but Roark seems the slowest here, hence Nien Nub for a bit of added speed.

Even if Roark gets taken out, the squadron could still all be at PS8 thanks to Airen.

With the high PS and cluster missiles it seems like the initial salvo could be pretty nasty. Getting into position might be tricky due to the shorter range missiles and turret, but I really don't know how hard this would be!

Any thoughts welcome and bonus points if you can guess my alternative name for the list!

Hi guys. I'm new to X-wing and have been developing a quick Roark Alpha list then found this post. I have only played one game so far but have been playing MTG & 40k for years so I'm used to looking for combos and synergy. Just not sure if this list is any good as I don't know the system very well yet!

100pts Roark Alpha

Roark Garnet, blaster turret, Nien Nub

Airen Cracken, swarm tactics, cluster missiles, munitions failsafe

Lieutenant Blount, swarm tactics, cluster missiles, munitions failsafe

Green Squadron Pilot, swarm tactics, cluster missiles, munitions failsafe

100pts

I've had a quick look at the forums and can't find anything similar, but apologies if this is a standard list.

Benefits are 4 effective PS12 ships, 3 with cluster missiles and munitions failsafe and another ship with blaster turrets. Not sure how good the maneuverability is but Roark seems the slowest here, hence Nien Nub for a bit of added speed.

Even if Roark gets taken out, the squadron could still all be at PS8 thanks to Airen.

With the high PS and cluster missiles it seems like the initial salvo could be pretty nasty. Getting into position might be tricky due to the shorter range missiles and turret, but I really don't know how hard this would be!

Any thoughts welcome and bonus points if you can guess my alternative name for the list!

Looks interesting. As you said one issue is by all having cluster you have to get to range 2 to get them off, so if the opponent is smart they'll try to get off a range 3 attack first and do some damage. If you drop Nien Numb you can have one ship have an assault missile instead.

Also while having all shoot at PS12 is nice, you already have pretty good PS on several ships so all those swarm tactics might be wasting points. Dropping all would save 6 points and you'd still shoot 12, 8, 6, 4 which is strong. Or maybe just keep the one on Cracken and shoot 12, 8, 8, 6 and save 4 points. With those extra points I'd put a recon specialist on Roark instead of Nien numb to make his blaster turret more effective.

100pts Roark Alpha

Roark Garnet, blaster turret, Nien Nub

Airen Cracken, swarm tactics, cluster missiles, munitions failsafe

Lieutenant Blount, swarm tactics, cluster missiles, munitions failsafe

Green Squadron Pilot, swarm tactics, cluster missiles, munitions failsafe

100pts

I've had a quick look at the forums and can't find anything similar, but apologies if this is a standard list.

Benefits are 4 effective PS12 ships, 3 with cluster missiles and munitions failsafe and another ship with blaster turrets. Not sure how good the maneuverability is but Roark seems the slowest here, hence Nien Nub for a bit of added speed.

Even if Roark gets taken out, the squadron could still all be at PS8 thanks to Airen.

Munitions Failsafe is a COMPLETE waste on Blount unless you are just trying to throw away points to avoid initiative. Blount ALWAYS 'hits' even if he doesn't do damage which makes the failsafe useless. We'll also need to wait and see how Munitions Failsafe plays with Cluster Missiles; that is to say does the failsafe go off if at least one attack misses or will it require all attacks to miss.

Now even ignoring the failsafe/cluster issue I'd take the point from Blount and turn that Blaster Turret into an Ion Turret. Don't forget you need a Focus token to fire the Blaster and with no easy way to have extras, or even guarantee he has one, the Ion Turret will often do as much damage.

Now I'll admit I look at that list and I see some interesting alpha strike potential. I wouldn't worry about getting Roark shooting as PS 12 but I could see you setting it up so you could have three ships firing of missiles at SP 12. Using Cracken's ability they may not even need to have TL's when the shooting starts assuming that Z can go and then pass an action to another ship allowing it to TL and fire. Although it lacks firepower after the alpha strike maybe this could be interesting:

Cracken + Swarm Tactics + Concussion Missile

Blount + Swarm Tactics + Assault Missile

Dutch + Proton Torpedo

Roark + Ion Turret (could put turret on Dutch)

The idea there can be that everyone but Cracken can Focus after they move and hopefully after Cracken moves he can get someone to TL on. When the shooting start Cracken goes attacks his target which causes Dutch to be passed a free Action which he uses to TL a target which then passes a TL to Blout to choose his target. Then Blount or Dutch gets to go and fire with a Focus. Could put in different ship instead of Dutch which will change things up but the idea is an alpha strike at PS 12.

Hi guys. I'm new to X-wing and have been developing a quick Roark Alpha list then found this post. I have only played one game so far but have been playing MTG & 40k for years so I'm used to looking for combos and synergy. Just not sure if this list is any good as I don't know the system very well yet!100pts Roark AlphaRoark Garnet, blaster turret, Nien Nub, Airen Cracken, swarm tactics, cluster missiles, munitions failsafeLieutenant Blount, swarm tactics, cluster missiles, munitions failsafeGreen Squadron Pilot, swarm tactics, cluster missiles, munitions failsafe100ptsI've had a quick look at the forums and can't find anything similar, but apologies if this is a standard list.Benefits are 4 effective PS12 ships, 3 with cluster missiles and munitions failsafe and another ship with blaster turrets. Not sure how good the maneuverability is but Roark seems the slowest here, hence Nien Nub for a bit of added speed.Even if Roark gets taken out, the squadron could still all be at PS8 thanks to Airen.With the high PS and cluster missiles it seems like the initial salvo could be pretty nasty. Getting into position might be tricky due to the shorter range missiles and turret, but I really don't know how hard this would be!Any thoughts welcome and bonus points if you can guess my alternative name for the list!

Looks interesting. As you said one issue is by all having cluster you have to get to range 2 to get them off, so if the opponent is smart they'll try to get off a range 3 attack first and do some damage. If you drop Nien Numb you can have one ship have an assault missile instead. Also while having all shoot at PS12 is nice, you already have pretty good PS on several ships so all those swarm tactics might be wasting points. Dropping all would save 6 points and you'd still shoot 12, 8, 6, 4 which is strong. Or maybe just keep the one on Cracken and shoot 12, 8, 8, 6 and save 4 points. With those extra points I'd put a recon specialist on Roark instead of Nien numb to make his blaster turret more effective.

Thanks Markscoul. I'm guessing the list is fairly low on hull points and shields so would benefit from taking out as much return fire as quickly as possible, so I guess the swarm tactics are to get the alpha strike concept working.

I will take a look at the recon specialist for Roark. Since posting the list I've spotted that the munitions failsafe wouldn't trigger on Blount, so there's a point spare there.

Could spend the point on upgrading the A-wing to a test pilot with deadeye. More targeting flexibility and could benefit from a free target lock on the cluster missiles from Airen to re-roll hits. Or swap Blount up to assault missiles. Not suite if these would be good against every opponent though?

Hi guys. I'm new to X-wing and have been developing a quick Roark Alpha list then found this post. I have only played one game so far but have been playing MTG & 40k for years so I'm used to looking for combos and synergy. Just not sure if this list is any good as I don't know the system very well yet!100pts Roark AlphaRoark Garnet, blaster turret, Nien Nub, Airen Cracken, swarm tactics, cluster missiles, munitions failsafeLieutenant Blount, swarm tactics, cluster missiles, munitions failsafeGreen Squadron Pilot, swarm tactics, cluster missiles, munitions failsafe100ptsI've had a quick look at the forums and can't find anything similar, but apologies if this is a standard list.Benefits are 4 effective PS12 ships, 3 with cluster missiles and munitions failsafe and another ship with blaster turrets. Not sure how good the maneuverability is but Roark seems the slowest here, hence Nien Nub for a bit of added speed.Even if Roark gets taken out, the squadron could still all be at PS8 thanks to Airen.With the high PS and cluster missiles it seems like the initial salvo could be pretty nasty. Getting into position might be tricky due to the shorter range missiles and turret, but I really don't know how hard this would be!Any thoughts welcome and bonus points if you can guess my alternative name for the list!

Looks interesting. As you said one issue is by all having cluster you have to get to range 2 to get them off, so if the opponent is smart they'll try to get off a range 3 attack first and do some damage. If you drop Nien Numb you can have one ship have an assault missile instead. Also while having all shoot at PS12 is nice, you already have pretty good PS on several ships so all those swarm tactics might be wasting points. Dropping all would save 6 points and you'd still shoot 12, 8, 6, 4 which is strong. Or maybe just keep the one on Cracken and shoot 12, 8, 8, 6 and save 4 points. With those extra points I'd put a recon specialist on Roark instead of Nien numb to make his blaster turret more effective.

Thanks Markscoul. I'm guessing the list is fairly low on hull points and shields so would benefit from taking out as much return fire as quickly as possible, so I guess the swarm tactics are to get the alpha strike concept working.

I will take a look at the recon specialist for Roark. Since posting the list I've spotted that the munitions failsafe wouldn't trigger on Blount, so there's a point spare there.

Could spend the point on upgrading the A-wing to a test pilot with deadeye. More targeting flexibility and could benefit from a free target lock on the cluster missiles from Airen to re-roll hits. Or swap Blount up to assault missiles. Not suite if these would be good against every opponent though?

Here's my suggested list after revisions that I and others suggested. I hate making people's list suggestions drastically different, so I think I kept the majority of your original idea intact.

Roark + Blaster + Recon = 26

Blount + VI + Assault = 23

Cracken + Cluster + Swarm + Munition = 26

Green + Cluster + Munition = 24

Total = 99

You shoot 12, 8, 8, 8.

100pts Roark AlphaRoark Garnet, blaster turret, Nien NubAiren Cracken, swarm tactics, cluster missiles, munitions failsafeLieutenant Blount, swarm tactics, cluster missiles, munitions failsafeGreen Squadron Pilot, swarm tactics, cluster missiles, munitions failsafe100ptsI've had a quick look at the forums and can't find anything similar, but apologies if this is a standard list.Benefits are 4 effective PS12 ships, 3 with cluster missiles and munitions failsafe and another ship with blaster turrets. Not sure how good the maneuverability is but Roark seems the slowest here, hence Nien Nub for a bit of added speed.Even if Roark gets taken out, the squadron could still all be at PS8 thanks to Airen.

Munitions Failsafe is a COMPLETE waste on Blount unless you are just trying to throw away points to avoid initiative. Blount ALWAYS 'hits' even if he doesn't do damage which makes the failsafe useless. We'll also need to wait and see how Munitions Failsafe plays with Cluster Missiles; that is to say does the failsafe go off if at least one attack misses or will it require all attacks to miss. Now even ignoring the failsafe/cluster issue I'd take the point from Blount and turn that Blaster Turret into an Ion Turret. Don't forget you need a Focus token to fire the Blaster and with no easy way to have extras, or even guarantee he has one, the Ion Turret will often do as much damage. Now I'll admit I look at that list and I see some interesting alpha strike potential. I wouldn't worry about getting Roark shooting as PS 12 but I could see you setting it up so you could have three ships firing of missiles at SP 12. Using Cracken's ability they may not even need to have TL's when the shooting starts assuming that Z can go and then pass an action to another ship allowing it to TL and fire. Although it lacks firepower after the alpha strike maybe this could be interesting: Cracken + Swarm Tactics + Concussion MissileBlount + Swarm Tactics + Assault MissileDutch + Proton Torpedo Roark + Ion Turret (could put turret on Dutch) The idea there can be that everyone but Cracken can Focus after they move and hopefully after Cracken moves he can get someone to TL on. When the shooting start Cracken goes attacks his target which causes Dutch to be passed a free Action which he uses to TL a target which then passes a TL to Blout to choose his target. Then Blount or Dutch gets to go and fire with a Focus. Could put in different ship instead of Dutch which will change things up but the idea is an alpha strike at PS 12.

Hi StevenO, ranks for the comments. We must have been writing at the same time!

Interesting alternative list, I'll have to see what the cards do and have a think.

Glad you like the idea of my Roark Alpha swarm!

Oops, *thanks* for the comments!

So StevenO, I like what you're going for with the cascading target locks firing with focus. That should be a good number of hits!

I needed to have a closer look to work out whether the 21 attack dice at range 1-2 (focus on the A-wing) is better than 12 at 2-3 all with focus (plus assault missiles bonus) and a PS4 ion. Not sure how the maneuverability compares yet either! Interesting stuff.

Oops, *thanks* for the comments!

There is an "edit" button although depending on how you're interacting it may not work well. ;)

I'll warn you that I didn't say I "like" the idea of a Roark swarm but I certainly can see how using Roark to get a bunch of fast shooting, alpha strikers could be interesting. It may never happen but I'd LOVE to see the looks on someone's faces if their "Elite" Interceptor squadron full of high PS ships was completely destroyed before the PS 9s even get to shoot.

As mighty as Munitions Failsafe can be if you are playing a squad with efficient actions getting a TL+F missile shot with 4 dice isn't likely to completely miss. If just missing half of an attack with a Cluster Missile allows you to keep the card I could almost see that being a decent combo.

This time I see you were typing while I was.

I'd just warn you that those 21 dice at R 1-2 you are looking at come with some big costs. For starters the Blaster Turret requires a Focus which may make modifying the attack difficult and rarely better than an Ion Turret would produce. Then when you look at three ships firing Cluster Missiles you need to remember the reasons Clusters missiles aren't liked all that much against even moderately nimble ships. Many of those attacks will be unmodified although the chance of an outright miss, to make Munitions Failsafe helpful, is often pretty low. That 4 dice ordnance I've suggested is likely to hit harder although in all cases what happens when the missiles are gone may not be pretty.