Opinion on build.

By Strahn, in X-Wing

Relatively new player here. My friend and I started playing a few weeks ago and our game shop is having its monthly tournament day next week and I was thinking about playing. Here's a build I was thinking about using. 100pt list obviously.

X-Wing: Rookie Pilot

X-Wing: Hobbie w/Fletchette Torps, R3-A2, and Munitions Failsafe

Z-95: Bandit Squadron x2

Z-95: Cracken w/Ion Pulse Missiles, Wingman, and Munitions Failsafe.

The build centers around Cracken and Hobbie staying together and Cracken making sure Hobbie can remove his stress(in the case of a K turn) or giving him another free action. Hobbie basically trying to keep enemy fighters under stress, with the other 3 ships to provide more targets for the enemy. I've had a lot of nightmare fights against TIE swarms which is why I like running the other 3, but I've considered dropping them for Biggs to keep fighters off Hobbie.

At any rate looking for any and all feedback or critique. I consider myself an inexperienced player at best and even if I don't play next week I'll probably end up going just to learn more about the game and how other people play.

Using Hobbs to keep generating stress on your opponent is asking for trouble

I like the thinking outside the box tho

Also as an inexperienced player you will find it frustrating at times, especially because your list is very low PS overall...you will get shot up a lot, however this will make you a better tactician overall because mistakes will be unforgiving

If you can get Biggs in to help it would be encouraged

I don't want to be to annoying with Hobbie I guess. Is there any other benefit of stacking stress tokens on an enemy besides limiting them to green manuvers and or negating actions?

Be annoying lol

As for your question, that's about it....it's nice to try and anticipate what your opponent will do

However some players look at stress as just a minor inconvience at best

Thank you for all the info Green, I'll certainly keep it in mind as I go through my build.

As much as I love Cracken, I think Dutch with an Ion turret would server you better. Hobbie stresses them, and Dutch locks them down. Dutch also helps Hobbies stress better then Cracken. Cracken gives a free action, which Hobbie can't use if he's stressed. Dutch doesn't give an action, instead he gives a token which then Hobbie can use to ditch the stress.

As much as I love Cracken, I think Dutch with an Ion turret would server you better. Hobbie stresses them, and Dutch locks them down. Dutch also helps Hobbies stress better then Cracken. Cracken gives a free action, which Hobbie can't use if he's stressed. Dutch doesn't give an action, instead he gives a token which then Hobbie can use to ditch the stress.

I do love Dutch as well, but I think you're forgetting Wingman. I almost posted the same reminder about the free action but then I saw it. Hobbie K turns, wingman removes it, then Cracken shoots and passes an action (TL) to Hobbie and he double stresses. I get it, but I think it'll be tough to pull off due to Cracken's ability and Wingman working at different ranges.

I've really fallen out of love with Hobbie. I thought he was great (as long as he has R3-A2) at first but over and over again his measly PS 5 has ruined my plans. He's good at double-stressing generics but 30 points is a lot to spend to limit a TIE fighter's actions. You really want to hit the high PS bad-boys like Soontir, Coran, Whisper, etc. but they're too nimble to allow themselves to be in his arc often enough to feel it. On top of that, if you're spending your action on TL, then you're not rocking the focus he needs to survive long enough to get his shot. He looks good on paper, but paper airplanes don't fly for $#!t in space.

If you're paying 29 points for an X-Wing, buy Wedge or Wes. If they have a target, they get to use their ability. No set up, no wingmen, no finesse required. They are point-and-click consistent. Hobbie requires too many things to go his way and too many of them are out of his control.

Taking the same ships and concept, here's what I'd do:

33: Wedge w/ Swarm Tactics, R3-A2

21: Blount w/ VI, Ion Pulse Missiles

21: Rookie

12: Bandit

12: Bandit

Total: 99

Yeah you lose the double stress. But you have higher PS, higher damage, and guaranteed IPMs. What's a munitions failsafe? A poor man's Blount, that's what.