my first build

By barriecritzer, in X-Wing

I have 2 copies of the base game, 1 tie bomber and 1 Lambda shuttle.

This is my first 100 pt build

Captain Kagi Lambda Shuttle:

heavy laser cannon

sensor jammer

anti pursuit lasers

Major Rhymer tie bomber:

Adv Proton torpedoes

Dark curse tie fighter

academy pilot tie fighter

excatly 100 pts

My suggestion is going to be get as many TIE Fighters in your squadron as you can.

I'll be honest, that build doesn't strike much fear in me. It seems to me you have far too many points in Kagi as he could be considered your biggest threat, is your most expensive, and is just begging to get shot at. Next up the Advanced Proton Torpedo on Rhymer may let you shoot it at R2 for massive damage but then what? I'll remind you that firing an APT is really a two step process to make it worth its cost: first you need a TL on the ship you'll be firing on and then you need a Focus to convert make sure you get [hits] with its ability.

My thought would be to go simple:

Omicron + Vader (aka Suicide Shuttle) 24 points

Academy Pilot x4 48 points

Gamma 18 points

this leaves 10 points for ordnance on the Bomber and/or upgrades to the T/F.

You could streamline it a bit, either by going simple such as above, or for instance with a bit more synergy between the ships.

For instance:

Colonel Jendon

Advanced Sensors (to take actions in case you get blocked)

Heavy Laser Cannon

Rebel Captive

Captain Jonus

Marksmanship

Assault Missiles

Seismic Charges

Black Squadron Pilot x 2

99 pts

Jonus will give rerolls to Jendon for his HLC use, while Jendon gives his target lock to Jonus. Jonus' reroll ability will focus almost identically to a TL as far as Jendon is concerned.

Jonus can use his marksmanship and the free TL to guarantee hits.

The BSP's are for support and interference.

You could streamline it a bit, either by going simple such as above, or for instance with a bit more synergy between the ships.

For instance:

Colonel Jendon

Advanced Sensors (to take actions in case you get blocked)

Heavy Laser Cannon

Rebel Captive

Captain Jonus

Marksmanship

Assault Missiles

Seismic Charges

Black Squadron Pilot x 2

99 pts

Jonus will give rerolls to Jendon for his HLC use, while Jendon gives his target lock to Jonus. Jonus' reroll ability will focus almost identically to a TL as far as Jendon is concerned.

Jonus can use his marksmanship and the free TL to guarantee hits.

The BSP's are for support and interference.

Some upgrades are not really necessary, imho. How about:

Jendon w/ HLC & rebel captive

Jonus w/ assault missiles

3 academy TIEs

Marksmanship offers very little to Jonus, so it won't be missed. PS1 academies don't have to worry about getting killed before firing because they are such low priority. They also can block so you don't have to worry about your shuttle getting blocked. Since Jendon is likely to die first, you don't necessarily need an engine upgrade, although that might depend on your opponent. The biggest problem with this type of list is the eggs-in-one-jendon-basket. Once he goes down, your other ships are a bit toothless (marksmanship doesn't really fix that problem, neither).

Thanks for all of the suggestions.

I prefer this with what you have:

Colonel Jendon (26)
Intelligence Agent (1)
ST-321 (3)
Scimitar Squadron Pilot (16)
Proton Torpedoes (4)
Seismic Charges (2)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Total: 100
Slow fly and give everyone TL so that you can pop the missiles and have all the Ties with TL.
Intel Agent is optional but lets you maybe get into better position from barrel rolling. You can also use a Tie to block someone.