300 point lists vs. 100 point lists, difference in theory?

By EmpireErik, in X-Wing

I just built a 300 point list and found it a lot different than building a 100 point list. Try it on squadron builder...

I am sure a lot of players may start out building 3x100 point lists, and that may be well in good. However, I think the lists go deeper than that. I think an uprising in the lesser used ships will be more prevalent. An example will be Imperial bombers...

Will the number of interceptors be the same and you present a preliminary line of ties, a backup of bombers with missiles (assault missiles?), then interceptors to act as cavalry?

I think on an epic level there is a whole fundamental different approach to the list...

Are you looking at consolidated wings of the same type of fighters, or clones of the same 100 point list groups?

Your thoughts?

Are you planning zone defenses, etc?

I think it would be utterly foolish to build the 100 point list at three times strength or super it up...

Support ships Will become stronger if they can buff a decent area of the playing field. Anything that can affect friendly ships at range 2-3 becomes stronger as you can buff the ships that truly need it. Things like Biggs become less relevant as the amounts of firepower that are available will ensure his death generally in a single turn. The same goes for Howlrunner.

TIE Bombers gain a lot of appeal when facing Huge Ships due to their ability to put in solid levels of damage within a turn or two, overloading their shields and letting damage stack up on the Hull before they can reinforce.

PS bids become more important as well. If you have 6 PS4 ships engaging 6 PS2 ships, the damage dealt out by the six PS4 ships will be more telling as the opponent will be more likely to only have 4-5 ships to shoot back with by the time that they get to shoot. As a result Swarm tactics may become far more effective than PtL in this environment.

Support ships will become more plentiful, but single target cards like Howlrunner will become more easily killed.
Pilot skill becomes vastly more important, as a well-coordinated alpha-strike is suddenly chunking huge numbers of ships.

Jousting ability becomes negligable, and defensive dice values improve.

Upgrades previously thought to only be anti-swarm become mainstays

Squads are built with tactical flexibility in mind, rather than just with strategies.

Cats and Dogs suddenly become friends.

In a word, chaos.

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Yesterday I played a 300 point game as rebel, and I basically build 3 100 point lists. I started with three of my favorite lists (4 X-wings, 3 B-wings, and HSF) and then re-worked them to change the way they worked. I dropped one rookie from HSF to upgrade the other to Biggs, and took a few points off the B's to further upgrade my core (X-wings,) and ended up with the following:

Flight 1

Wedge Antilles (29)

-R2 Astromech (1)

-Hull Upgrade (3)

-Proton Torpedo (4)

Luke Skywalker (28)

-R2-D2 (4)

-Shield Upgrade (4)

-Draw Their Fire (1)

Red Squadron Pilot (23)

Red Squadron Pilot (23)

Flight 2

Dagger Squadron Pilot (24)

-Advanced Sensors (3)

-Hull Upgrade (3)

Dagger Squadron Pilot (24)

-Advanced Sensors (3)

-Hull Upgrade (3)

Dagger Squadron Pilot (24)

-Advanced Sensors (3)

-Hull Upgrade (3)

Flight 3

Han Solo (46)

-Chewbacca (4)

-Gunner (5)

-Milennium Falcon (1)

-Push the Limit (3)

-Hull Upgrade (3)

Biggs Darklighter (25)

-Hull Upgrade (3)

My opponent flew Elite Rebels (Chewbacca, Garven, Wedge, Horton, Dutch, Jan Ors, PTLTycho, Arvel, Ten Numb, and a Dagger Squadron Pilot, with ion cannon turrets and few other upgrades.) Battle Report: http://community.fantasyflightgames.com/index.php?/topic/104972-epic-scale-game/

The idea was Flight 1 would be the core, fly roughly up the center and hit the center of his squad. Flight 2 would flank for 1, using their placement options to their advantage and boxing the opponent in. Flight 3 would sweep up from the far side, use Biggs to protect Han and keep him alive longer while Han eliminated the priority threat each turn.

What I learned about EPIC games: It's true that you don't want to build 3 100 point lists and try to run them together, but you CAN tweak 3 100 point lists into a cohesive strategy and it can work wonders. Making sure you keep your forces in some sort of formation, and forcing his into bad spots, can easily win you the game. We then played a Team Epic game, and myself and my buddy (as Empire) got squashed by the same principles. Positioning is EVEN MORE important in Epic formats than standard, because the board has so much more space (although other than initial set up, the first game was played completely within a 4x3 area, and the second game broke into two badly balanced (and somehow both were balanced against the empire) 3x3 areas.)

Finally, I love the format!