Squad Builds after a few games

By Fryn, in X-Wing

Hey all,

I recently got into the game and have found it a blast. For reference I have every expansion with a few duplicates. I have only played a few games and only against other new players so after modifying my squad I would like some feed back on any improvements or things I may have over looked.

Imps (only change I made from initial attempts was remove darth vader, anti pursuit and HLC to add another academy pilot):

Howl runner

Swarm tactics

Backstabber

3x Academy Pilot

OGP

Gunner

Fire control System

Basically its about giving the opponent 3 threat axis as I fly the OGP and mini swarm like a hammer/anvil with back stabber taking a flanking role.

Rebels (Need a little more help with these guys):

My initial build was:

Lando

EU

Nien Numb

Assault Missile (If I kept playing swap for chewy)

Ten Numb

EU

Expose (would have swapped to PTL/marksman if I kept playing it)

Advanced Sensors

Fun and all to fly with a B wing performing up to 3 actions a turn (all before manoeuvre), but I realised 2 ships just isn't enough. Might try it again once wave 4 hits with Corran

I'm now looking at one of the following

Option 1 (100pts):

Wes

VI

R2D2

Ibitisam

Opportunist

Ten Numb

Marksmanship

Option 2 (99pts):

Wes

VI

R2D2

Ibitisam

Sensor Jammer

Opportunist

Dutch

Ion

R2

Option 3 (100pts):

Same as option 2 however swap Ibitisam for Ten Numb with advanced sensors and marksmanship

Option 4 (100pts):

Same as Option 2 however swap dutch for ORS with anti pursuit and Intel Agent. Potentially also swapping r2d2 to add another intel agent

Cheers

Your rebels tend to be over-upgraded, and often over-named.

In general, never fly a list with only 2 pilots unless they're both in the YT-1300.
And never fly with only 1 missile. Go with either 0 missiles, or one on every ship.
And NEVER fly with Expose. It is an action that results in less expected damage increase than Focus.
And Never fly Marksmanship except when you A) get multiple attacks with that ship in a round, or B) when you need the crits (like on Ten).

If there is one ship I'd fly in a two ship Rebel build that wasn't a YT I believe the hyper-mobile TEN (and perhaps Corran) who should be able to an incredible job of arc dodging anything less than a PS 9. The ship I don't like so much on that list (assuming PtL on Ten) is actually the Falcon load out.

Isn't the "Buzzsaw" Shuttle OGP + Gunner + FCS + EU? I'd say you should shave the points the get that cow moving.

If there is one ship I'd fly in a two ship Rebel build that wasn't a YT I believe the hyper-mobile TEN (and perhaps Corran) who should be able to an incredible job of arc dodging anything less than a PS 9. The ship I don't like so much on that list (assuming PtL on Ten) is actually the Falcon load out.

Isn't the "Buzzsaw" Shuttle OGP + Gunner + FCS + EU? I'd say you should shave the points the get that cow moving.

Hypermobile Ten can fit into 3 and 4 rebel builds.

And yes, the "Buzzsaw", particularly when flown with two hyper-agile dancers, needs to move-it move-it. It's already stuck as "The only ship we can shoot at" ever tun; you don't want to leave it unable to shoot back!

Sorry I should have specified. The 2 ship rebel squad isn't an option for most of the reasons you brought up. I was more interested in feedback for options 1 - 4 for the rebels all of which are 3 ship builds. I'm leaning towards option 1, however might just go with some of the other XXX lists I have seen if it doesn't work out.

For the buzzsaw I guess I could drop an academy pilot but would then have a 8 point hole and I'm not sure how I would best fill it.

For the buzzsaw I guess I could drop an academy pilot but would then have a 8 point hole and I'm not sure how I would best fill it.

Dropping Backstabber down the an Academy would also free up the points needed for the Engine Upgrade.