First List. All feedback appreciated

By titanmatrix, in X-Wing

Alright, so I just started a few weeks ago. Still haven't gotten to play the game with anyone from outside of my own apartment, but this was the first list I built without a randomizer.

Feedback is appreciated.

99pts


Carnor Jax+Push the limits+Royal Guard+Stealth Device+Targeting computer=34

Turr Phennir+Opportunist=29

Mauler Mithel +Outmanuever + Engine Upgrade = 24

Academy Pilot 12

For the curious, my collection is limited to:

Core, Interceptor, Y-Wing, E-Wing, Falcon, Firespray, Imperial Aces, B-Wing

I'm no expert but nothing wrong with this list bro,

Maybe drop the two TIEs for a Bounty Hunter w/Recon Spec? You'll get 4 extra HP and something to give your opponent a hard choice in target selection. Also drop Opportunist from Turr. If you use it it'll completely negate his pilot ability. Push would make a decent choice, you just have to remember to use it after his ability. Veteran Instincts would also be good to help dodge high pilot skill fire.

That looks like a very nice list.

One suggestion though is that you could strip some of the extras off the Mauler Mithel and get a better ship/pilot to replace the Academy pilot.

Edited by gundamv

looks solid and fun...but will 2nd dropping opportunist from phennir. It does make his skill useless as you cannot perform any action....even a free one...if you have a stress token.

not sure how you have outmaneuver on mithel, I think it comes in the defender only. So if you have a defender...you might put predator on Phennir instead, would serve about the same function as opportunist.

How about hull upgrades over opportunist and stealth device?

I would drop Mithel and the AP for a BH with recon (as suggested above).

The list as is with only 12 total HP is very very fragile. Adding a BH will help bulkiness.

You also need another main threat otherwise the opponent will just hunt down Jax as he is clearly the largest threat.

I tend to build lists that have at least 2 main threats + a flanker. It forces my opponent to pick their poison.

What you have on Carnor is what I put on Soontir all the time. Giving him more actions and stealth really works well with his ability. For Carnor, since he's going to be in close, I give him a hull upgrade and either Predator or PTL so he can put his actions on the defensive side.

Opportunist doesn't really work well on Turr. Either you're note using it at all and that's 4 points wasted, or you get it off and immediately stress yourself, which means Turr won't get his free barrel roll or boost. I like Vet Instincts, Predator or PTL on Turr so you can either shoot (and trigger your action) first, focus on defense or have some extra flexibility for a 3 action turn.

The other two look fine, but your list does end up on the squishy side. At 12 total HP you are very vulnerable to bad dice, turrets and the like. It's doable, but your margin of error is very, very slim. As others have suggested, swapping the TIE/lns for a Firespray or Shuttle would give you a nice bit of durability and a sort of anchor to fly your zippy ships around.

Overall, I like the list, but I'm biased as I've had a lot of success with 4-5 ship imperial lists and play them almost exclusively.

I'll echo some of what is above, but here are specific thoughts:

Jax is my favorite pilot and I have a tough time building a list without him. I agree with those that recommend HU over SD. I'd add that I don't think TC is worth it on him. He's usually going to want to be using actions for mobility (get into R1 and or out of arcs) or tokens for defense or offense, and his focus is usually enough to give him good hitting power.

I do think Jax is a bad candidate to include opportunist in a list. His high pilot skill means he is usually preventing the "spending" tokens rather than the "taking" tokens as he normally moves into R1 rather than ships moving int his R1, if that makes sense. And, with opportunist on the board, opponents may risk taking the focus.

As others pointed out, Turr is a better candidate for VI (especially with Echo out there) or PTL. If you really want a ship with opportunist, it should be one with a lower pilot skill than a couple of your own ships, like a saber squadron.

Mithel is another of my favorite pilots, but it's because he's a bargain if you can put his ability to good use. He's another pilot I run with VI now, but I like outmaneuver. The only modifications I add on him are to increase his life (hull, shield). Engine upgrade would help him get into R1, but with no other actions and, imo, starts to get him to a point where he's cost starts to eat away at him as a bargain.

So, those suggestions give you about 5-6 extra points, which could be used to upgrade that Academy. My preference would be Backstabber, but I don't think you have him, so I'd consider an Alpha Sq pilot. Nice mobility and three attack dice give you four very dangerous ships.

Like the others, I'd drop the upgrades and add the Firespray. Much, much better overall to have more ships (or fewer ships that are really good) and fewer upgrades. So, maybe this:

Firespray (Bounty Hunter)

Soontir Fel + Push the Limit (best combo in the game, in my opinion)

Alpha Squadron x2, OR 1 Alpha + 2 Academy

I'd go for 2 Alphas, because I like ships with identical maneuverability, but you'd have one more ship if you added the Academies.

If I were running this, I'd likely doctor it to:

Carnor Jax 26

Push the Limit 3

Royal Guard 0

Hull Upgrade 3

Stealth Device 3

Turr Phennir 25

Push the Limit 3

Stealth Device 3

Mauler Mithel 17

Outmaneuver 3

Dark Curse 16

I'm a fan of PTL on Interceptors 99% of the time. Switching out some mods to make Carnor more survivable since he's still the biggest target, and dropping enough points to upgrade that Academy to Dark Curse, who's awesome on his own. I'd recommend Backstabber instead once you get the TIE Fighter expansion.

While I like the firespray, I've found a single, basic BH is too easy to deal with, even if it gives some comfort in terms of health. I think that two elite TIES (or one and Mithel) present a better option and greater potential as a person gains more experience.

If I were running this, I'd likely doctor it to:

Carnor Jax 26

Push the Limit 3

Royal Guard 0

Hull Upgrade 3

Stealth Device 3

Turr Phennir 25

Push the Limit 3

Stealth Device 3

Mauler Mithel 17

Outmaneuver 3

Dark Curse 16

I'm a fan of PTL on Interceptors 99% of the time. Switching out some mods to make Carnor more survivable since he's still the biggest target, and dropping enough points to upgrade that Academy to Dark Curse, who's awesome on his own. I'd recommend Backstabber instead once you get the TIE Fighter expansion.

I think you have a few too many points, but I otherwise agree with the changes. A TIE expansion for BS in this list would be a great addition.

While I like the firespray, I've found a single, basic BH is too easy to deal with, even if it gives some comfort in terms of health. I think that two elite TIES (or one and Mithel) present a better option and greater potential as a person gains more experience.

You don't fly the Firespray right. You can be very unpredictable with its movement dial and rear arc. Many of times my opponenet thought I was going to go 1 or 2 forward and I spring a 3 bank or 4 straight and end up completely behind his formation. Then let the butt cannon rip him in the rear. Add Recon Specialist and you can be pretty tanky. Usually at least stop one hit every time your shot at.

If I were running this, I'd likely doctor it to:

Carnor Jax 26

Push the Limit 3

Royal Guard 0

Hull Upgrade 3

Stealth Device 3

Turr Phennir 25

Push the Limit 3

Stealth Device 3

Mauler Mithel 17

Outmaneuver 3

Dark Curse 16

I'm a fan of PTL on Interceptors 99% of the time. Switching out some mods to make Carnor more survivable since he's still the biggest target, and dropping enough points to upgrade that Academy to Dark Curse, who's awesome on his own. I'd recommend Backstabber instead once you get the TIE Fighter expansion.

I think you have a few too many points, but I otherwise agree with the changes. A TIE expansion for BS in this list would be a great addition.

So it seems I am. Must've copied something wrong from my mobile squad builder. Drop a mod from Carnor and you're good, plus a small initiative bid.

While I like the firespray, I've found a single, basic BH is too easy to deal with, even if it gives some comfort in terms of health. I think that two elite TIES (or one and Mithel) present a better option and greater potential as a person gains more experience.

You don't fly the Firespray right. You can be very unpredictable with its movement dial and rear arc. Many of times my opponenet thought I was going to go 1 or 2 forward and I spring a 3 bank or 4 straight and end up completely behind his formation. Then let the butt cannon rip him in the rear. Add Recon Specialist and you can be pretty tanky. Usually at least stop one hit every time your shot at.

Before making presumptions, note I didn't say "firespray" but "basic BH" (even with recon spec) which is what's been recommended here. I'm not saying it's a bad ship (in fact I said I like it) and my problem isn't with it's tanking, it's that I can get a lot more firepower out of Backstabber+Mithel provided I fly them well.

Edited by AlexW

Your Jax looks a lot like my Soontir Fel. PtL and Targeting computer is a huge advantage, especially on Fel, because you TL, then evade/roll/boost, then get a free focus from his ability.

Also, maybe use PtL on Turr Phennir instead. I never really thought much about it until I watched someone else use it. PtL doesn't say it has to be used after you take your action during the action step. He can also take his normal action, then attack, then use his ability to boost and PtL to roll or evade or whatever you need