First Torny List

By Imwookie2, in X-Wing

Hey guys I've been playing X-wing for a few weeks now and I'm looking to enter my first torny this Friday. I've done pretty well playing for fun with some of the guys at my LFGS. I've won a few games and lost a few games but they all have been really close. I've had the most success with the Biggs, Luke, Wedge build but I'm looking to take something a little different to the torny. Anyway this is what I'm thinking about playing.

Han Solo

+ Veteran Instincts

+ Cluster Missiles

+ C-3P0

+ Chewbacca

+ Shield Upgrade

+ Millennium Falcon

Luke Skywalker

+ Draw Their Fire

+ R2-D2

+ Shield Upgrade

So basically its an attrition list with two ships that are really hard to kill off. It makes my opponent make a hard choice.....he can either focus on Han in which case Luke takes crits for him and just heals the shield back or he focuses on Luke and Han is left for late game. I know a lot of people like determination on Han especially with this type of build but I want to make sure Han does in fact "shoot first" also it has some anti synergy with Luke's draw their fire.

So what do you guys think

Drop Veteran instincts for Draw their fire.

Though to be honest I have never seen a 2 ship build where both ships aren't large base ships (Dual Falcon etc.) do particularly well, Luke can get focused down pretty hard in 1-2 rounds and Han without gunner and marksmanship is no where near as threatening as he can be.

On Han:

Lose the Cluster Missiles. You can only shoot them out the front, and you'll be wantint to keep Evading, rather than performing a target lock.

Lose the Shield Upgrade The difference between 13 and 14 HP is negligable

Lose Chewbacca in favor of a Gunner: you need the offense.

Lose Veteran's Instincts. You're not going to be facing folks at PS 10.

On Luke:

R2-D2 + DTF + Shield Upgrade is good when flown alongside Biggs. Not so good when you're the easier half of a fleet to kill. Reconsider drastically.

In general, figure out how to get a 3rd ship in there somewhere. 2-ship fleets do not work well in tournament settings unless they're both Falcons.

My thought it is that you put Luke down hard and fast and then worry about Han who looks like he'll be spending much of his time just trying to avoid getting hit and hoping fro some lucky shots.

I must say I agree with most of DraconPyrothayan's comments about Han. PS 10 isn't common enough to merit VI. Cluster is pretty much a waste. The Shield Upgrade isn't all that helpful. Now when it comes to Chewie I guess I can see leaving him in instead of exchanging him for the other Wookie (Gunner) but that REALLY depends on your metagame. If all you expect to see are B-Wing and other fat ships Gunner may be mostly wasted but if you run into a lot of high agility ships you'll really want Gunner.

Now when it comes to Chewie I guess I can see leaving him in instead of exchanging him for the other Wookie (Gunner) but that REALLY depends on your metagame. If all you expect to see are B-Wing and other fat ships Gunner may be mostly wasted but if you run into a lot of high agility ships you'll really want Gunner.

If you're expecting lots of B-Wings and you're only running 2 ships, you're screwed regardless.

Not sure I agree with your comments.......I've played this list against 2 tie swarms and won both games.......the first one wasn't even close....I tabled the guy.....the second game was closer but in the end It was Luke with 5hp vs. 2 ties and he finished them off easily enough. I guess I come from warmachine where attrition is a common win condition and I feel like this list does that extremely well......not everything is about offense.

Btw the cluster missiles are there to one shot a tie.....and it seems to do that very well

Btw the cluster missiles are there to one shot a tie.....and it seems to do that very well

Managing to 1 shot a TIE with cluster missiles is called getting lucky. They don't do it very well on a regular basis. Clusters are best vs. low agility targets. I'm not a math guy so I won't break it down for you, but hopefully someone else will.

I also can't help but feel that from your comments, some of your opponents must not be very experienced if they are having trouble using TIE swarm vs. a 2 ship rebel list....

Regardless, good luck in your tourney!

Btw the cluster missiles are there to one shot a tie.....and it seems to do that very well

Managing to 1 shot a TIE with cluster missiles is called getting lucky. They don't do it very well on a regular basis. Clusters are best vs. low agility targets. I'm not a math guy so I won't break it down for you, but hopefully someone else will.

Basically, you get 6 attack dice, and they get double their evade dice. (Not quite accurate, as extra evades from one attack don't translate to the other and actions don't translate across the board, but its a close enough approximation to illustrate the problem)

Now, against a B-WIng, that's 6 attack dice vs 2 evade dice. That's pretty good.

Against a TIE Fighter, that's 6 attack dice vs 6 evade dice. That's worse than every other missile, which do 4-3.