100pt advice for a newcomer

By SDCC, in X-Wing

Hey guys,

First up I'll give you what I've got.

4 TIE Fighters from core sets.

2 TIE Fighters from expansions.

2 TIE Interceptors from expansions.

That should give you an idea as the cards I have at my disposal.

I've played 4 full rules games against my brother, and lost them all.

Game 1 - 2 TIEs vs 1 X.

Game 2 - 3 TIEs vs 1 X.

Game 3 - 4 TIEs vs 2 X.

Game 4 - 6 TIEs vs 3 X's and a Y.

The first 3 games were riddled with mistakes. I will never again mistake which way round my TIE was and fly it off the board attempting a 4 K-Turn. I learnt a hell of a lot then. Chalked them up to experience. I have made peace with them.

Game 4 I used the following (didn't have the Interceptors yet):

------
Howlrunner (21)
TIE Fighter (18), Marksmanship (3)
Mauler Mithel (20)
TIE Fighter (17), Marksmanship (3)
Backstabber (16), Academy Pilot (12), Dark Curse (16), Winged Gundark (15)
vs
Rookie Pilot (21), Red Squadron Pilot (23), Luke Skywalker (28)
"Dutch" Vander (28)
Y-Wing (23), Ion Cannon Turret (5)
------
Ended up with 1 TIE and 1 X left, both with 1 hull. He won. Initial despair has become a hope that I am close to beating him. Couldn't have been any tighter!
So then. Was I way off with those choices? What do I do with the Interceptors? Where I'm so new, I have no idea what helps what (synergies?).
Any advice would be brilliant and awesome. :)

You'll want to get proficient at flying your TIEs in formation so you can concentrate on one target and maximize Howlrunners ability.

Do you think it would be wise to stick with the eyeballs before I try using the squints?

I was thinking maybe I wouldn't use the new ships until I'd won with the TIEs.

Fly in formation (formation, Formation, FORMATION!) sticking together is key to a good Tie build.

Focus on one target only and blow it out of the sky. This is why formation is so important.

If you want to get technical blow up the ship with the most points or "cards" / upgrades, ie. take the big guy/gal out first.

Do you think it would be wise to stick with the eyeballs before I try using the squints?

I was thinking maybe I wouldn't use the new ships until I'd won with the TIEs.

This is a good idea. Once you get used to flying your TIEs well, you'll find flying your Interceptors to be practically exhilarating.

The most commonly played 6-TIE swarm is to run all of the named pilots, and then to give Howlrunner a defensive upgrade of up to 3 points.

Alternatively, you can run Howlruner with 6 points of defense alongside 5 Black Squadrons with Draw Their Fire (available in the Millennium Falcon expansion, but you'll probably just proxy it).

Interceptors fly like Backstabber (High-damage flankers), but add substantially more mobility to the mix.

Welcome to the deep-end of the alignment pool. We have confiscated cookies.

The squints fly completely different since formation on a flanker isn't as crucial. I say fly a small swarm and learn with the squints at the same time.

Also, welcome to the addiction.

Ah yes the cookies. I've heard about them, and I do love cookies!

The addiction! Yeah I've got to be careful spending money. I've got enough for now though.

I'm thinking a good win with the TIEs is what's needed. The Ints can be a gift to myself! Lets not talk about the Defender that my brother is getting me as a gift yet....

So, keep them in a tight formation and focus fire the bejeesus out of the X-Wings! I like this plan.

Running with the 6 is the way go then.

Which leads me to two more questions.

1. How do I go about lining up my ships at the start of the game? Just in a straight line? No idea there.

2. Upgrades. I've only used Markmanship so far. I get confused easily, and I'm not sure what else would even work.

Is proxying cards generally accepted? Are there sites with the cards to print?

Cheers so far guys. Glad to know I'm not completely off base :)

Edited by SDCC

Check out YouTube and other sites. People have been really helpful with instructions on how to fly. From what I have experienced, as long as you place the ships the width of a straight maneuver from each other, they won't bump into each other until you bank.

I play terrorists, though. Maybe I should stop giving advice to "the man".

1. How do I go about lining up my ships at the start of the game? Just in a straight line? No idea there.

A 2x3 box is the way to go for a 6 Swarm, with Howlrunner at the back-center.

Keep space between them, or you'll run into yourself while banking. A maneuver-template's width should be sufficient.

2. Upgrades. I've only used Markmanship so far. I get confused easily, and I'm not sure what else would even work.

Marksmanship is a terrible upgrade in most instances. Don't use it unless your pilot ability needs the crits to work (e.g. Kath Scarlet, Ten Nunb), or unless you get multiple attacks in a round (e.g. Gunner, Cluster Missiles).

As far as Actions go, Focus is almost as good offensively, miles better defensively, and is also free.

For the 6 TIE swarm, the strongest upgrade for Howlrunner is going to be a Stealth Device (from the Slave-1 Expansion).

Upgrades come with different slot-options, and the TIE can only take 2 : the Elite Pilot Talent (the one with the Medal sigil, like Marksmanship), and the Modification slot (Crossed Wrenches. Each ship can take 1, but Royal Guard Interceptors can take 2.)

Stealth Device is a 3 point Modification which gives you +1 Agility (meaning that you roll 4 dice when you'd normally roll 3, and you roll 5 when at Range 3 or when Obstructed, and 6 if you're both Range 3 and Obstructed).

However, if you're hit by an attack, you have to discard the Stealth Device.

Alternatively, you could try a Hull Upgrade Modification, which gives you +1 Hull. No discarding here, it just means that it takes 1 more damage to kill her.

The Determination Elite Pilot Talent only costs 1 point, but it lets you discard any incoming Pilot-based Face-up Damage Cards. That/s only 8/33 of the damage deck, but TIEs are fairly susceptible to Crits, and being able to say "Yep, That damage didn't touch me" is always a nice ability. As it costs only 1, you can give a copy of it to Mauler Mithel as well.

If you've already got a Stealth Device and still have points to spend (like in my 5x Black build), Push the Limit lets you gain a stress for performing 2 actions. On Howlrunner, you'll use this only when you're scared for your life, but picking up a Focus AND an Evade means you'll be dodging greatly.

Is proxying cards generally accepted?

Yes, but not at Tournaments. My 5x Black + Draw Their Fire would require me to purchase 5 Millennium Falcon expansions otherwise.

Are there sites with the cards to print?

This would not be tournament-legal, but you can use just about any Squad Builder site/app for this purpose.

This is my favorite: http://geordanr.github.io/xwing/

I got a free program for my iPhone called battlescibe which is nice.

If that being said try this,

Turr Phennir with Swarm Tactics (26pts)

Alpha Squadron Pilot (18pts)

Howlrunner (18pts)

3 - Academy Pilot (12pts)

Total (99pts)

There is a synergy with Turr bumping the PS on the Alpha, then Turr can get a free move out of a firing arc if needed. Also it forces a split of enemy forces which will work with the mini swarm.

1. How do I go about lining up my ships at the start of the game? Just in a straight line? No idea there.

A 2x3 box is the way to go for a 6 Swarm, with Howlrunner at the back-center.

Keep space between them, or you'll run into yourself while banking. A maneuver-template's width should be sufficient.

2. Upgrades. I've only used Markmanship so far. I get confused easily, and I'm not sure what else would even work.

Marksmanship is a terrible upgrade in most instances. Don't use it unless your pilot ability needs the crits to work (e.g. Kath Scarlet, Ten Nunb), or unless you get multiple attacks in a round (e.g. Gunner, Cluster Missiles).

As far as Actions go, Focus is almost as good offensively, miles better defensively, and is also free.

For the 6 TIE swarm, the strongest upgrade for Howlrunner is going to be a Stealth Device (from the Slave-1 Expansion).

Upgrades come with different slot-options, and the TIE can only take 2 : the Elite Pilot Talent (the one with the Medal sigil, like Marksmanship), and the Modification slot (Crossed Wrenches. Each ship can take 1, but Royal Guard Interceptors can take 2.)

Stealth Device is a 3 point Modification which gives you +1 Agility (meaning that you roll 4 dice when you'd normally roll 3, and you roll 5 when at Range 3 or when Obstructed, and 6 if you're both Range 3 and Obstructed).

However, if you're hit by an attack, you have to discard the Stealth Device.

Alternatively, you could try a Hull Upgrade Modification, which gives you +1 Hull. No discarding here, it just means that it takes 1 more damage to kill her.

The Determination Elite Pilot Talent only costs 1 point, but it lets you discard any incoming Pilot-based Face-up Damage Cards. That/s only 8/33 of the damage deck, but TIEs are fairly susceptible to Crits, and being able to say "Yep, That damage didn't touch me" is always a nice ability. As it costs only 1, you can give a copy of it to Mauler Mithel as well.

If you've already got a Stealth Device and still have points to spend (like in my 5x Black build), Push the Limit lets you gain a stress for performing 2 actions. On Howlrunner, you'll use this only when you're scared for your life, but picking up a Focus AND an Evade means you'll be dodging greatly.

Is proxying cards generally accepted?

Yes, but not at Tournaments. My 5x Black + Draw Their Fire would require me to purchase 5 Millennium Falcon expansions otherwise.

Are there sites with the cards to print?

This would not be tournament-legal, but you can use just about any Squad Builder site/app for this purpose.

This is my favorite: http://geordanr.github.io/xwing/

Haven't arrived at a conclusion with my brother on proxying cards yet. He doesn't seem keen on doing it for himself so we'll see. I won't be owning a Firespray for a while so may have to do without.

Who has Hull Upgrade?

I think I've got a pretty good idea how I'm going to play the next game now :)

CubanBoy - Cheers! Sounds like a good thing to use once I've earnt use my Interceptors!

If I can get the formation part down and focus well, then I've just to remember my pilots abilities, not make dumb decisions, and have some Tatooine hot dice!

A bunch of TIE's bearing down on those X's should put the fear into the rebel scum!

Check out this video (hope the link works, 1st try posting one) for tips on formation flying.

Then practice a bit, then go back & watch his other ones (X-Wing Strategy Tips)

Excellent advice, really improved my game. I'm still pretty new, but the advice in these videos helped me dismantle a dual YT1300 list using the 6 named TIEs (gave Howl & Mauler Veteran Instincts so Han wouldn't shoot first). That was only my 4th game!

I also highly recommend spending a good deal of time on these forums, tonnes of good advice to be had. Welcome to the game!

First off, never use Winged Gundark when you can use Night Beast. Ever.

That aside

You have evrything you need for a pretty decent Hybrid Swarm.

Take Howlrunner, two Alpha Squadron Pilots, and fill in with ties. You can pull some nasty stuff with that swarm.

First off, never use Winged Gundark when you can use Night Beast. Ever.

Just looked them both up. So if NB performs a green move, then he would have a free action? Or just a free focus?

So I could green move, barrel roll, and then focus?

If that's the case, then OK I see your point.

Also to expound on what the others have said Marksmanship is a poor thing to use with only 2 Attack dice base most of the time, as you start to get more attacks it gits a little better as the odds of rolling focus goes up, and as one of the others mentioned its nice because it works on every attack that ship performs, but most of the time you don't use it when you roll 2 dice or less

Also to expound on what the others have said Marksmanship is a poor thing to use with only 2 Attack dice base most of the time, as you start to get more attacks it gits a little better as the odds of rolling focus goes up, and as one of the others mentioned its nice because it works on every attack that ship performs, but most of the time you don't use it when you roll 2 dice or less

My using it so far was born from not having that many cards to choose from, and it being a simple one to understand. I can't say it has really helped that much in the games so far but I wasn't sure what else to do.

As I get more used to the game and the ways things interact hopefully I can start to figure stuff out for myself.

First off, never use Winged Gundark when you can use Night Beast. Ever.

Just looked them both up. So if NB performs a green move, then he would have a free action? Or just a free focus?

So I could green move, barrel roll, and then focus?

If that's the case, then OK I see your point.

Also to expound on what the others have said Marksmanship is a poor thing to use with only 2 Attack dice base most of the time, as you start to get more attacks it gits a little better as the odds of rolling focus goes up, and as one of the others mentioned its nice because it works on every attack that ship performs, but most of the time you don't use it when you roll 2 dice or less

My using it so far was born from not having that many cards to choose from, and it being a simple one to understand. I can't say it has really helped that much in the games so far but I wasn't sure what else to do.

As I get more used to the game and the ways things interact hopefully I can start to figure stuff out for myself.

Well I think Determination comes in the core sets and Tie packs that is a very nice upgrade, Elusiveness isn't bad I don't think (taking a stress is better than taking a crit, or losing your last hull to a hit)

Also to expound on what the others have said Marksmanship is a poor thing to use with only 2 Attack dice base most of the time, as you start to get more attacks it gits a little better as the odds of rolling focus goes up, and as one of the others mentioned its nice because it works on every attack that ship performs, but most of the time you don't use it when you roll 2 dice or less

My using it so far was born from not having that many cards to choose from, and it being a simple one to understand. I can't say it has really helped that much in the games so far but I wasn't sure what else to do.

As I get more used to the game and the ways things interact hopefully I can start to figure stuff out for myself.

Well I think Determination comes in the core sets and Tie packs that is a very nice upgrade, Elusiveness isn't bad I don't think (taking a stress is better than taking a crit, or losing your last hull to a hit)

The problem with Elusiveness is its ineffectiveness against a Focused opponent.

If you re-roll a Hit and they have a focus, you have a 5/8 chance of taking a stress for nothing, and a 1/8 chance of taking a chance to improve your opponent's roll.

If they're target-locked, that's a 3/8 chance on the first one, making it a 50/50 shot of them missing.

After looking both up on the VoidstateBuilder Determination does seem like the better option.

**** it all this talk is making me want to play!

If only there was an online equivalent.

To make this fair how should I go about about beating Chris?

I've got 3 X's and 1 Y.

Pretty sure I know what to do with the Y(keep 2-turning and Ion the f**k out of everything) but the X's are so balanced I end up just getting stuck in whilst maybe trying to use one to flank.

I guess I should add,

Learn your dials well.

Also to expound on what the others have said Marksmanship is a poor thing to use with only 2 Attack dice base most of the time, as you start to get more attacks it gits a little better as the odds of rolling focus goes up, and as one of the others mentioned its nice because it works on every attack that ship performs, but most of the time you don't use it when you roll 2 dice or less

My using it so far was born from not having that many cards to choose from, and it being a simple one to understand. I can't say it has really helped that much in the games so far but I wasn't sure what else to do.

As I get more used to the game and the ways things interact hopefully I can start to figure stuff out for myself.

Well I think Determination comes in the core sets and Tie packs that is a very nice upgrade, Elusiveness isn't bad I don't think (taking a stress is better than taking a crit, or losing your last hull to a hit)

The problem with Elusiveness is its ineffectiveness against a Focused opponent.

If you re-roll a Hit and they have a focus, you have a 5/8 chance of taking a stress for nothing, and a 1/8 chance of taking a chance to improve your opponent's roll.

If they're target-locked, that's a 3/8 chance on the first one, making it a 50/50 shot of them missing.