Who wins...

By Bakura83, in X-Wing

So I'm still pretty new to this game, and I've been trying to recruit new players locally, and I kid you not, every single person I've introduced to the game has asked what is better, 1 Red Squadron X-wing or 2 Academy TIE's?

So I'm curious, to the vets here, if you had to play a serious tournament match with high stakes, and your only choices were 1 red x-wing or 2 Acad. TIES, which would you pick (knowing that your opponent would have to take the other)?

TIE's: 5

X-Wing: 1

Edited by Bakura83

TIEs every time, for me. The better you are at maneuvering, the more effective the TIEs are (while the X-wing doesn't have a lot of tricks, all by itself), and the pair of TIEs together have better durability.

The two ties. Four shots each turn are better than three. Plus you have a better chance of outflanking the X-Wing with two ships.

And get some more ships, as the core set's three ships really limit your options.

Edited by Parravon

The TIEs hands down.

They are more mathematically points efficient, and being a Rookie Pilot vs. a Red Squadron Pilot literally makes no difference in this case, so it's another wasted 2 points.

Always the Rebels. Always.

Imperials every time.

Ties for sure. 2 on 1 makes it tough on the xwing. Using evade on the ship that is going to be targeted and flanking with the other makes short work of the predictable Xwing. Not to mention blocking with one tie and shooting with the other. The ties should rarely lose. If they do the rebel scum got really lucky.

So clearly TIE's are believed to have the advantage - why the uneven number of ships then? Are the advantages only really obvious to seasoned players? Why not have two vs. two?

The game is balanced for around 100pts or more. If you have fewer points than that the balance might be a little off for one side or the other. I would recommend getting a few expansions and/or another core set and giving 100 point squads a try. Thats where you will see more variable outcomes.

as for your original question with said setup the ties have a clear advantage. so my vote goes for ties.

Two TIEs come in at 24 points, the Red comes in at 23 points BUT the two points spend upgrading from a 21 point Rookie do no good whatsoever. This engagement clearly favors the TIE Fighters.

Now if you use a Rookie and give it a "good" upgrade the fight becomes a lot closer. Although they come from later expansions I believe adding a Hull, Shield, or Engine Upgrade the the Rookie could push it ahead of the pair of TIE Fighters but that also could push it just ahead in points as well. Even adding the much hated Proton Torpedo can balance things out assuming the X-Wing has a chance to get it off at a TIE before the Imps can open up.

The game is balanced for around 100pts or more. If you have fewer points than that the balance might be a little off for one side or the other. I would recommend getting a few expansions and/or another core set and giving 100 point squads a try. Thats where you will see more variable outcomes.

as for your original question with said setup the ties have a clear advantage. so my vote goes for ties.

No I get that, I was just wondering why the rules think 1 red x-wing vs. 2 Academy TIES is the best starting line up if the TIES have such an advantage.

If the person using them has half a brain ties all the way.

Are you refering to FFG mission#1 - "Escort Mission"? If so, there is an extra ship and the rebel has two conditions for winning.

If not, the Ties do have a slight advantage. The rebel only chance is at the init volley. He needs to damage one of the Tie with a [crit]. Otherwise, it will be a long day for the X-wing.

TIEs.

Give a rookie a proton torpedo, and it will even the odds if you manage a good shot first turn. Otherwise, Ties will win every time.

Drop to a rookie pilot and add Protons, engine upgrade, Sheild/Hull upgrade.

If you don't have the card-

Engine Upgrade- gives ship the boost action

Shield- gives ship one more shield

Hull- gives the ship one more hull

Those are the basics and will help even the fight a bit. Since the Academy Pilots are PS1(Pilot Skill 1) it doesn't matter if the xwing is PS 2 rookie or PS 4 red so those points are wasted.

Switch the red to Tarn with an R-7 and I'll quickly change my vote.

The TIEs. Because in your current matchup, the TIEs have a lower PS, hence they re forced to use the Focus token on defense first, which actually makes then more hardy. In addition, the pair can do some irritatingly strong in-game maneuvers like having 1 block and the other follow-up from behind. Even when it comes to a 1v1 situation, the TIE is able to do tighter turns and have a lot more maneuvering options, which levels the playing field a lot.

In contrast, the Xwing has the ability to OHKO TIEs with some luck or setup (TL+F), and nearly always wins in head on exchanges with TIEs due to the shields.


If you want a slightly more interesting and fair fight, I would recommend 1 Academy 1 Obsidian vs 1 Rookie + proton torps or R2F2, **not both**. I use this setup for intro games

better question:

2 ties vs rookie with hull?

I'd still take ties...but it's a much fairer fight

I second that if it's tarn + r7 I might change my vote. That's just so much awesome for the points.

Are you refering to FFG mission#1 - "Escort Mission"? If so, there is an extra ship and the rebel has two conditions for winning.

If not, the Ties do have a slight advantage. The rebel only chance is at the init volley. He needs to damage one of the Tie with a [crit]. Otherwise, it will be a long day for the X-wing.

No, I'm referring to the fact that if someone buys just the starter, they can only ever play 1 vs. 2. Not sure why this is the case, instead of say, a four ship starter with a TIE Advanced, TIE, X-wing and Y-wing.

Not sure why this is the case, instead of say, a four ship starter with a TIE Advanced, TIE, X-wing and Y-wing.

Because that would increase the cost by $15.

A X vs 2 Ties does favor the Ties... The X can win though. But the core set is intended to get people into the game, so they buy more ships, not provide a complete experience itself.

Are you refering to FFG mission#1 - "Escort Mission"? If so, there is an extra ship and the rebel has two conditions for winning.

If not, the Ties do have a slight advantage. The rebel only chance is at the init volley. He needs to damage one of the Tie with a [crit]. Otherwise, it will be a long day for the X-wing.

No, I'm referring to the fact that if someone buys just the starter, they can only ever play 1 vs. 2. Not sure why this is the case, instead of say, a four ship starter with a TIE Advanced, TIE, X-wing and Y-wing.

In that case, you should use the rookie X-wing pilot with R2D2. This will give both side equal chance of winning.

2 TIE's; divide and conquer. Can sacrifice one to control board movement, which gives you the win.

Your proposed scenario, the TIEs win, however, if that is a Rookie + Pro Torps, the tide might change in the hands of a skilled opponent.