New to X-Wing squad tips?

By bamaguy94, in X-Wing

so i'm new to x wing i've played a few games and now i'm really looking into building better squads. i have a limited supply of ships but my father who introduced me to the game has extras of almost all uniques so i'm lucky to have cards. so far i've built two squads on imp one rebel and i'm looking for opinions on how solid/effective they should work thanks for any help.

Rebel List: (99)

Wedge + PTL + R5-K6 + flechette (36)

Wes + swarm tactics + R3-A2 +flechette (35)

Biggs + R2-F2 (28)

basically a three x list with biggs covering wedge and wes while wes sets up defenseless targets for wedge to hull

Imp List:

Carnor Jax + PTL (29)

howlrunner (18)

Mauler mithel (17)

academy tie x3 (36)

simple squad small swarm with carnor intended to be nearby but outside of firing arcs to increase the swarms damage with howlrunners rerolls and maulers extra range 1 dice.

Edited by bamaguy94

The Imp list looks good!

The three Xs leave me with a couple of questions for you to ponder...

Maybe put Swarm Tactics on Wedge so you have two PS 9 with initiative to counter high PS such as a Phantom?

This would also give Wes a chance at shooting first in the right circumstances to guarantee stripping a token from the defender.

Maybe consider Outmaneuver or Predator instead of PTL on Wes or a Hull Upgrade on Biggs? This leaves you at 99 pts.

But those are sound builds from the get go!

well i wanted PTL on wedge so i can focus and target lock in a single turn when i have biggs soaking damage or just have the positioning to do so. the swarm tactics went to wes purely because i feel like boosting biggs to a 8 still puts his usefulness above simply being a 5. i have virtually no modification cards so no hull upgrade to ponder but as for phnatoms thats really the only reason I'm running flechettes is theyre cheap and stress seems to ruin phantoms from everything ive seen read and experimented with. thank you for the vote of confidence on the imp squad i really wasn't sure about it at all

Ok, now I see what you are thinking! Go with it and see how it works! Overall, those were two well thought out builds!

If I may suggest, why boost biggs?

Why not leave him at a five?

Reason being is if he fires before others he may spend his focus.

For biggs I'd rather have the focus for defender more than anything.

The longer be lives, then so does your more important ships.

Way I see it, if yout attack with biggs on a ps eight, roll hit focus focus, your probably going to spend that focus.

Unless you can really put some hurt on that first round of combat I like to be as defensive with biggs as I can

well spending the focus would be a tough decision for me only reason im boosting him is so hes more likely to shoot before getting picked off i agree saving the focus is probably the smarter choice but im really not sure what else to use but i am open to suggestions

Everybody loves PtL, and I have seen it on Wedge a lot, but I am not a fan on a ship that doesn't have both a ton of green and a boost. As a dog fighting game, PtL, telegraphs that your next move will likely be a green. On an X-wing that means you are telling your opponent where Wedge is going to be next turn. I like it less with all the stress causing stuff out there. You don't want to get caught double stressed. If you want to boost Wedge's already impressive attack, give him Predator,

I would also rather have standard torps on Wedge than Flechette. Wedge already does 3 attack dice, and he probably won't miss. Sure you can stress a guy, but a proton torpedo + Wedge + Predator is going to do some Serious damage, likely even to a cloaked phantom. With Wedge's high PS he doesn't have much trouble getting his torps off so you don't have to worry to much about waisting their points.

I think the Imp list doesn't really need changing but for the rebs, i would give Wedge R2 astromech instead of R5-K6, so that when he PTLs he won't be as predictable. Then you have two points to do whatever you want with.

I would also caution you against R2F2. It looks so good, and so tempting... but in the end, you're better off with 2 greens and a Focus than 3 naked greens.

Hrathen: i dont have predator would marksmanship perhaps be a better investment than ptl? allow me to save focus or choose to target lock instead?

Bohrdumb: what if i were to use squadleader and give biggs both? just a thought i had had that maybe would result in the droid being beneficial?

Tiefanatic: which R2 unit do you mean? R2 recovers sheilds but i still see that as not helping with the predictability of an x's greens

Edited by bamaguy94

Hrathen: i dont have predator would marksmanship perhaps be a better investment than ptl? allow me to save focus or choose to target lock instead?

Bohrdumb: what if i were to use squadleader and give biggs both? just a thought i had had that maybe would result in the droid being beneficial?

Tiefanatic: which R2 unit do you mean? R2 recovers sheilds but i still see that as not helping with the predictability of an x's greens

The one that comes with the Y-wing, 'R2 Astromech' is what it's called and it makes all 1 and two speed manuevers green.

Hrathen: i dont have predator would marksmanship perhaps be a better investment than ptl? allow me to save focus or choose to target lock instead?

Bohrdumb: what if i were to use squadleader and give biggs both? just a thought i had had that maybe would result in the droid being beneficial?

Tiefanatic: which R2 unit do you mean? R2 recovers sheilds but i still see that as not helping with the predictability of an x's greens

So Squad Leader on Wes, and then R2F2 on Biggs? Not a bad plan. The more times you get attacked, the better it is, obviously.

Your issues then are action denial. If someone bumps Wes, Biggs gets screwed as well. Or when Wes goes down.

well i wanted PTL on wedge

IMO Predator works much better on Wedge then PtL does. He's going to get at least 1 dice to reroll and maybe 2. Plus you don't get stress so you don't have to take green maneuvers.

Just saw that you don't have Pred. Typically a F+TL is considered a better option then Marksmanship. But if you do go with PtL on Wedge, I'd consider R2 Astro if you have a copy.

Since you play both sides, I'd recommend getting a Defender because they're good ships anyway and have some great upgrades.

But until then, most people are ok with using proxies in friendly games, so even if you don't have the card, you can still use it if everyone else is ok with that.

Edited by VanorDM

i dont have the R2 then but now i know i need to scoop up a y wing sometime soon.If i fly the squad well biggs should die before either wes or wedge take damage (this is a totally ideal situation of course) so i dont see that as being a glaring issue with careful flight. but i could be wrong I just got back to my hometown and two stores near me are supposed to have a large x-wing player base so im hoping to get an opportunity to try these squads out along with any changes i gleam from this post thanks again for all the pointers!

well spending the focus would be a tough decision for me only reason im boosting him is so hes more likely to shoot before getting picked off i agree saving the focus is probably the smarter choice but im really not sure what else to use but i am open to suggestions

See my original post above! ;)

well i wanted PTL on wedge

IMO Predator works much better on Wedge then PtL does. He's going to get at least 1 dice to reroll and maybe 2. Plus you don't get stress so you don't have to take green maneuvers.

no predator to work with unfortunately would marksmanship be a better choice perhaps?

No predator to work with unfortunately would marksmanship be a better choice perhaps?

Saw that after it hit post. I edited my post with thoughts about Marksmanship.

ok so what if i replace PTL on wedge with swarm (for the PS9 wes) and then replace wes' swarm with squadleader to give biggs the extra action? id actually shave a point off

Starting with the Imperial squadron I think it is ok overall but I would consider a few changes. Jax is a ship that needs to be "in the thick of things" to get the most from his ability; this make him a prime target to get shot at because he'll be operating close to other ships there is a better chance that he may overlap an opponent and get denied actions making PtL useless. I might like a Hull or even Shield Upgrade on Jax just to help him survive the furball he wants to be in. Of course opening up points probably means downgrading Mauler. One change to consider is changing all the TIE Fighters, except Howlrunner, to Obsidian Squadron Pilots and either keeping the point for initiative or giving Howlrunner determination; the reason for this is to move you out of PS 1 range and reduce the effectiveness of any Predator equipped ships you see. I may even see about getting a Black Squadron Pilot with Draw Their Fire in there to help absorb any crits from other nearby ships.

On the Rebel side I'd say XXX isn't a bad choice but I'm not fond of some of the upgrade choices. R5K6 is usually looked down on because it is NOT reliable and what good is repeating your TL if you may not shoot at that target again next turn. R2F2 is another droid of questionable value because it takes an action to use and still may not help save you.