A Humble Request to Help Me Focus

By KnightErrantJR, in X-Wing

I've only gotten to actually play X-Wing once. I really enjoyed it, I've made several purchases, and I want to play more, but the only way I usually have to do this is to sign up for tournaments.

In an effort to not make a total fool out of myself, I'm hoping to narrow my focus on what I should be bringing to the table.

So far I have three X-Wings, a YT-1300, an A-Wing, a B-Wing, and a HWK-290. I'm not above buying another model or two, maybe, but I'd like to make the most of what I currently have.

Thanks in advance, and I look forward to getting a chance to play this game a bit more and sharpen my own insticts for what I should be doing.

A squad of 3 X-Wings and a B-Wing (XXXB), in a non-ridiculous setup should work well!

You can also try a YT-1300 with an X-Wing and a B-Wing.

Go easy on the upgrades - especially torpedoes.

Edited by Klutz

Yeah, the upgrades are where I get option locked a lot of times. I don't want to forgo an obvioius upgrade, but I'd rather have a solid force running lean than loading up something that gets wiped off the board.

If you're having trouble focusing, try Recon Spec.

There are certain pilots that go very well with certain upgrades but those aside, try to keep it light. Don't look for an Elite Pilot Talent (EPT) just because a pilot has the slot.

Some nice "combos" for the Rebels are:

Luke + R2D2 (possibly + Shield Upgrade)

Biggs + R2F2 (possibly + Stealth Device)

Kyle + Moldy Crow + Recon Spec. (possibly + Blaster Turret)

Ten Numb + Autoblaster

Tycho + Push The Limit

...actually most of the X and Y wing named pilots has their own astromech which complements their ability.

Also effective for generic pilots are:

any B-Wing + Advanced Sensors

any Y-Wing + Ion Turret

any X-Wing + R2 Astromech

Another thing to consider - shield/hull/stealth mods are only good on ships with good evasion. +1 shild on an Evade:3 ship is a way bigger deal than the same shield on a Evade:1 ship.

As for buying, I'd definitely get at least one or two more A's and B's but if you're happy with your setup so far, you can wait for the Rebel Aces which you will want in a few months anyway :)

Edited by Iffo

If you're having trouble focusing, try Recon Spec.

I see what you did there.... clever.

I will iterate what other have said about upgrades. I am not saying that they are always a bad use of points, but definitely can waste them quickly, especially if you don't have a plan on how to get synergy out of them. Also when you are just getting started, it can be more difficult to use expensive (highly upgraded) effectively.

That being said, I would recommend a Han Shot First list.

Han Solo + Millennium Falcon Title + Gunner (or Luke if you don't have the card)

Then take two more ships probably X-wings, but if you can fit a B-wing in there too that is great.

This is how you fly the HSF list. First thing is that Han's action every turn is Evade (every turn!) Han's ability combines really nicely with gunner, you will probably hit every turn. Secondly Han does not charge in. If you get Han surrounded and fired upon by the whole other force he dies quickly. Ideally you want Han to be trading fire with only one (or possibly two) ships per turn.

The other two ships have two primary objectives, 1 if they can draw fire away from the Falcon, then they have done their job. If they get ignored they need to come in and smack you enemy's ships hard as punishment for ignoring them. This is why I like X-wings.

This list will not surprise any of you more experienced opponents, after TIE Swarm it is probably the most well known and discussed list in the game. It isn't unbeatable by any means, but it is a good list to start with. The 360 firing arc of the Falcon along with its terrible offensive power is very forgiving to new players.

Some nice "combos" for the Rebels are:

Luke + R2D2 (possibly + Shield Upgrade)

Biggs + R2F2 (possibly + Stealth Device)

Kyle + Moldy Crow + Recon Spec. (possibly + Blaster Turret)

Ten Numb + Autoblaster

Tycho + Push The Limit

...actually most of the X and Y wing named pilots has their own astromech which complements their ability.

Also effective for generic pilots are:

any B-Wing + Advanced Sensors

any Y-Wing + Ion Turret

any X-Wing + R2 Astromech

A few disagreements here:

Biggs: Can work with R2F2 but that requires an action. Stealth Device provides the same benefit without the action but only until Biggs is hit. Hull and Shield can both keep him alive a bit longer.

Kyle: Crow + Recon is a good combo to build and store Focus tokens so a Blaster Turret works well with him.

Ten + Autoblaster: Maybe the only place you should consider using Autoblaster (unless your metagame is ALL high Agility targets) but Autoblaster is not good. To make things worse it allows any Evade tokens to cancel the [crit] result that Ten's ability prevents dice from cancelling before that token would need to be used on an [hit] results.

As for the generics an R2 may work with an X-Wing but if you learn how to fly without relying on the K-turn its "value" drops immensely. I may add this:

HWK + Turret (+Recon Specialist if Blaster Turret): Turret is essential if you want to use HWK in the fight.

I prefer R2F2 over Stealth (if I can, I'd take both) when facing a more numerous squadron - the plus one evade effect lasts for the whole combat, unlike a focus token. So if you'd expect more than three guys to shoot at Biggs, the astromech works nicely.

As of Kyle, I'm not sure where do you disagree?

X-Wing + R2, the OP says he's a beginner so I do think he'll find that 1 point worht it. That said any X-Wing is perfectly fine with no upgrades added if you don't have the extra points.

If you're having trouble focusing

...I feel bad for ya, son.

I got 99 problems, but hittin' ain't one.

Thanks for the advice everyone. I'm starting to get some ideas forming in my head. I'm especially glad to hear that what I seemed to have learned from my crushing defeat is apparently true. I went way overboard on the upgrades, and my friend had only named pilots with no upgrades and ran me into the ground.

I'm leaning towards the YT-1300 with X-Wing escorts at the moment. I may not look innovative, but it will be fun to use the big guy, and I'll attempt to learn from my mistakes.

I am interested in trying the three X-Wings and a B-Wing formation at some point in time. As far as I can tell with what I have, that one will come up with almost no upgrades at all.

If you've only played once I'd highly recommending holding off on the YT-1300. It is very forgiving, as others have said, but that forgiveness comes in large part because it essentially ignores maneuvering, a fundamental part of the game. You'll do well with it, but you won't learn much else.

I'd recommend fielding a mix of A-, B-, and X-Wings to get a feel for flying first. If you pick four generic pilots and give them upgrades to 25 points each, you'll have a solid and balanced list. Also if you have some TIE Fighters from a Core Set, try out both sides.

If you're dead-set on Rebels-only, get a Y-Wing. It's the only ship you're missing, and it's a staple torpedo-bomber or turret platform. If not, look into Imperial ships as well, (or find a friend who wants to play Imp-only, and share/swap upgrades) since they have different upgrade cards in their packs.

The Y-Wing is definitely on the short term "to buy" list if only to have all of the current ship types. More Imperial ships are on the long term to buy list, but I can't neglect my RPG purchases. ;)