Making a Falcon list for my girlfriend, and I am looking for advice.

By Mud Turkey 13, in X-Wing

I will start off by saying that I am very new to the game myself, so I am trying to get a little help making a list for my girlfriend.

She has played against me a couple times, and she enjoys the game quite a bit. She still is not quite knowledgable enough about all the cards to make her own list, so, for now, I am in charge of building her fleet.

This list does not need to be super competitive, but if she were to take it to a league night it would be nice if she could at least do some damage to people. She also definitely wants the Falcon in the list because she likes the model. I have come up with two lists, so any tips for this would be greatly appreciated.

Outer Rim Smuggler

- Chewbacca

- APL

Blue Squadron Pilot x2

- FCS

Prototype Pilot

Total = 98

Chewbacca

- Adrenaline Rush

- Gunner

- Mercenary Copilot

- APL

Blue Squadron Pilot x2

- FCS

Total = 100

With the first list she would basically just be using the ORS to block and otherwise get in the way. Chewbacca would be there to add some survivability. The B-Wings are going to be the main offense with the A-Wing thrown in to give the enemy something else at which to shoot. I left it at 98 points to make sure she has initiative to move the OMS first for blocking.

List two just gives her something big that can survive and also do a lot of damage on its own.

Any advice would be greatly appreciated. Thanks!

nvr mind orginal post, I'm an idiot-

Blue Bacca is solid

Edited by LukesFather

These are two seperate lists.

list 2 is the strongest, although id find room for the falcon title and expert handling so something like...

Chewbacca
- Adrenaline Rush Falcon Title
- Gunner
- Mercenary Copilot Expert Handling
- APL
Blue Squadron Pilot x2
- FCS
Total = 100

not sure if ur gonna get max use out of the APL on hewie as his PS is mid range mEaning many things will move b4 him and negate its effect somewhat, although if ur expecting to play against high PS squads its ok.. the best loadout on ur B-Wings is advanced sensors but if u dont hav them id maybe run Nien Numb on chewie and go at 99pts total.

Edited by The_Brown_Bomber

Yeah, I like Advanced Sensors.

What do you forum-goers think of the HSF though? Seems like he has gunner.

What is the real advantage of Advanced Sensors? If I lose the ability to take my action after I move what makes taking the action before my move so much better?

As a side note, I do have at least one of each expansion with the exceptions of the huge ships.

What is the real advantage of Advanced Sensors? If I lose the ability to take my action after I move what makes taking the action before my move so much better?

As a side note, I do have at least one of each expansion with the exceptions of the huge ships.

B Wing have a lot of red on their dial, so can still get an action while taking a red move. A barrel roll before moving also changes your final position by quite a lot, another nice advantage on the manuverability side of things. Bumping as you mentioned also doesn't deny your action.

That all makes sense. I never even considered the red maneuver aspect of it. Thanks.

You bet Turkey

Now, if you want to take the ORS as a blocker, especially for a newer player, try this setup:

ORS + Navigator + Intel Agent + APL

Now, within range 1-2, she can look at a dial, then change the speed of her maneuver, then if you run into her, you take a die of damage. It's the same cost as yours and is much more effective at its job.

So on your first list, consider scrapping the FCS on the two Blues, and changing the A-Wing to a Gold Squadron Y-Wing with Ion Cannon Turret. It's hardy and can ion ships which she can now force to run into the ORS.

I personally like the Han shoots first build:

Han+Marksmanship+Gunner+Chewie
Rookie Pilot x2
OR
Han+Marksmanship+Gunner+Antipursuit Lasers
Blue Squadron x 2

I prefer the former, but some people think the latter is better. I don't think I've ever lost with it.

I will start off by saying that I am very new to the game myself, so I am trying to get a little help making a list for my girlfriend.

She has played against me a couple times, and she enjoys the game quite a bit. She still is not quite knowledgable enough about all the cards to make her own list, so, for now, I am in charge of building her fleet.

This list does not need to be super competitive, but if she were to take it to a league night it would be nice if she could at least do some damage to people. She also definitely wants the Falcon in the list because she likes the model. I have come up with two lists, so any tips for this would be greatly appreciated.

Outer Rim Smuggler

- Chewbacca

- APL

Blue Squadron Pilot x2

- FCS

Prototype Pilot

Total = 98

Chewbacca

- Adrenaline Rush

- Gunner

- Mercenary Copilot

- APL

Blue Squadron Pilot x2

- FCS

Total = 100

With the first list she would basically just be using the ORS to block and otherwise get in the way. Chewbacca would be there to add some survivability. The B-Wings are going to be the main offense with the A-Wing thrown in to give the enemy something else at which to shoot. I left it at 98 points to make sure she has initiative to move the OMS first for blocking.

List two just gives her something big that can survive and also do a lot of damage on its own.

Any advice would be greatly appreciated. Thanks!

In your first list, I'd replace the Chewbacca crewman with Navigator + Intelligence Agent. Same cost, and you get the best blocker in the game. He can see where you'll move, and place himself in your path.

2nd list is a pretty good Chewie HSF

If you have access to the C3PO crew card, I would try something like this for a HSF

Han Solo + Determination + Chewie + 3PO + Falcon Title + Hull Upgrade

2x Rookie Pilot

You are looking at a Falcon with 9 hull, 5 Shield that can cancel one damage card and regenerate 1 shield once per game, get rid of pilot critical result, can garantee 1 evade result per turn with 3PO and take the evade action, all that while shooting at PS9 with possible reroll.

Alternatively, you could drop the Hull upgrade to switch both Rookie Pilot for Blue Squadron Pilot and either keep the 1 point left for initiative or switch Determination for Elusiveness or Expert Handling.

As soon as I get my hand on a Tantive IV (ordered at the same time as my wave 4 ships), I'm taking it out just for the fun.

Edited by Red Castle

Now, if you want to take the ORS as a blocker, especially for a newer player, try this setup:

ORS + Navigator + Intel Agent + APL

Now, within range 1-2, she can look at a dial, then change the speed of her maneuver, then if you run into her, you take a die of damage. It's the same cost as yours and is much more effective at its job.

Problem is that at range 1-2 there is little chance to make the collision as the other ship has already chosen a maneuver that will allow both ships to pass each other.

At range 4-8 you need to already make the maneuver where you both move towards each other and collide in the middle.

What ever happened to making a mix tape for your girlfriend.

Kids these days huh.

I personally like the Han shoots first build:

Han+Marksmanship+Gunner+Chewie

Rookie Pilot x2

OR

Han+Marksmanship+Gunner+Antipursuit Lasers

Blue Squadron x 2

I prefer the former, but some people think the latter is better. I don't think I've ever lost with it.

Would Marksman be able to work more than once per round? For example, I do Han's regular attack and I use my Marksman action to turn an eye into a critical, but my opponent rolls enough evades to block it. I then roll with my Gunner and get an eye. Would Marksman still be able to change that to a critical? The card text says "when attacking this round" and that would still be the same round.

I personally like the Han shoots first build:

Han+Marksmanship+Gunner+Chewie

Rookie Pilot x2

OR

Han+Marksmanship+Gunner+Antipursuit Lasers

Blue Squadron x 2

I prefer the former, but some people think the latter is better. I don't think I've ever lost with it.

Would Marksman be able to work more than once per round? For example, I do Han's regular attack and I use my Marksman action to turn an eye into a critical, but my opponent rolls enough evades to block it. I then roll with my Gunner and get an eye. Would Marksman still be able to change that to a critical? The card text says "when attacking this round" and that would still be the same round.

Yes, Marksmanship works for every attack you make in a round.

I personally like the Han shoots first build:

Han+Marksmanship+Gunner+Chewie

Rookie Pilot x2

OR

Han+Marksmanship+Gunner+Antipursuit Lasers

Blue Squadron x 2

I prefer the former, but some people think the latter is better. I don't think I've ever lost with it.

Would Marksman be able to work more than once per round? For example, I do Han's regular attack and I use my Marksman action to turn an eye into a critical, but my opponent rolls enough evades to block it. I then roll with my Gunner and get an eye. Would Marksman still be able to change that to a critical? The card text says "when attacking this round" and that would still be the same round.

Yes, Marksmanship works for every attack you make in a round.

It works in that it turns all of your eyes to hits. But you would have to choose which "eye" is converted into a critical as that is only one per round, not one per attack.

Regarding the list, I would keep it simple. She is learning so having more complicated things like advanced sensors B-Wings might be a little bit tricky for a new player who is also having to deal with learning the basic rules and concepts.

Something along the lines of two rookies and Han with Marksmanship and Gunner and something else to flavour would be strong enough to give her a fighting chance whilst easy enough (all of the special rules are on one ship) for her to learn.

It works in that it turns all of your eyes to hits. But you would have to choose which "eye" is converted into a critical as that is only one per round, not one per attack.

Regarding the list, I would keep it simple. She is learning so having more complicated things like advanced sensors B-Wings might be a little bit tricky for a new player who is also having to deal with learning the basic rules and concepts.

Something along the lines of two rookies and Han with Marksmanship and Gunner and something else to flavour would be strong enough to give her a fighting chance whilst easy enough (all of the special rules are on one ship) for her to learn.

That isn't accurate. As per the FAQ, the effect applies to each attack you make in one round, and each attack the first eye you change must be changed to a crit.

  • When a ship uses the Marksmanship action, during each attack that round the controlling player must choose to apply the entire effect of Marksmanship or not. If using the Marksmanship effect, 1 Eye result must to be changed to a Crit result before any Eye results are changed to Hit results

you have access to the C3PO crew card, I would try something like this for a HSF

Han Solo + Determination + Chewie + 3PO + Falcon Title + Hull Upgrade

2x Rookie Pilot

It's not a HSF list without a Gunner effect. That's just a tank-falcon. Admittedly, it's very tanky. I'd probably go for a Flight Instructor over Chewbacca, or get rid of the Hull Upgrade to turn Chewie into the nameless wookie, and buy an Astromech for both Rookies (or give them the Blues instead)

It works in that it turns all of your eyes to hits. But you would have to choose which "eye" is converted into a critical as that is only one per round, not one per attack.

Regarding the list, I would keep it simple. She is learning so having more complicated things like advanced sensors B-Wings might be a little bit tricky for a new player who is also having to deal with learning the basic rules and concepts.

Something along the lines of two rookies and Han with Marksmanship and Gunner and something else to flavour would be strong enough to give her a fighting chance whilst easy enough (all of the special rules are on one ship) for her to learn.

As Sable said, you're simply wrong. If you've taken the action to turn it on, Marksmanship applies anew to each attack.

I greatly appreciate all of the tips. Thank you!

It works in that it turns all of your eyes to hits. But you would have to choose which "eye" is converted into a critical as that is only one per round, not one per attack.

That isn't accurate. As per the FAQ, the effect applies to each attack you make in one round, and each attack the first eye you change must be changed to a crit.

  • When a ship uses the Marksmanship action, during each attack that round the controlling player must choose to apply the entire effect of Marksmanship or not. If using the Marksmanship effect, 1 Eye result must to be changed to a Crit result before any Eye results are changed to Hit results

So wouldn't that mean that you can only crit on the first eye that you roll that round since the ability is still only once per round for converting into a crit..

It works in that it turns all of your eyes to hits. But you would have to choose which "eye" is converted into a critical as that is only one per round, not one per attack.

That isn't accurate. As per the FAQ, the effect applies to each attack you make in one round, and each attack the first eye you change must be changed to a crit.

  • When a ship uses the Marksmanship action, during each attack that round the controlling player must choose to apply the entire effect of Marksmanship or not. If using the Marksmanship effect, 1 Eye result must to be changed to a Crit result before any Eye results are changed to Hit results

So wouldn't that mean that you can only crit on the first eye that you roll that round since the ability is still only once per round for converting into a crit..

Forgive me. I'm not trying to be impolite. I'm not quite sure how you can read that interpretation from the FAQ ruling. Could you please explain how to parse the phrase 'during each attack that round the controlling player must choose to apply the entire effect of Marksmanship or not.' in such a way to suggest that he only gets one crit result over all of those attacks?

Forgive me. I'm not trying to be impolite. I'm not quite sure how you can read that interpretation from the FAQ ruling. Could you please explain how to parse the phrase 'during each attack that round the controlling player must choose to apply the entire effect of Marksmanship or not.' in such a way to suggest that he only gets one crit result over all of those attacks?

You're not being impolite. :)

Action: When attacking this round, you may change 1 of your Focus results to a Critical Hit result and all your other Focus results to Hit results.

The card text still only allows you to change one focus into a critical that round, not that attack. So by my reading of the FaQ and the card text, you would declare that you are using Marksmanship and your first focus rolled that round (be it the first or the second attack) would become a critical. Then all other focus results that round would become hits.

Edit: I see the ambiguity now. If the card text read "When making an attack this round...." I would 100% agree with you. I need to check some more wording then.

Edited by Eltnot