Help me beat him.

By Kaudia, in X-Wing

Ok. So my brother has gotten quite good running ptl royal guard interceptors.

We play no named pilot 50 pt lists.

Without using a YT, can anyone give me a good REBEL list and some flying pointers to beat them?

They're... just.... so....f-ing... squirrelly.

:)

Edited by Kaudia

Y-Wings and HWKs, with Ion Turrets. Take away their movement.

I thought about that. Just tedious with low attack die. Just joust fly?

Y-Wings and HWKs, with Ion Turrets. Take away their movement.

I thought about that. Just tedious with low attack die. Just joust fly?

Etahn loves shieldless ships.

I dunno, maybe something completely silly like:

Rebel Operative (16)
Ion Cannon Turret (5)
Tactician (2) or saboteur (2)
Rebel Operative (16)
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)
Total: 49
Edited by JamesXatu

Tycho ptl and a goldie with ICT

I would go raw firepower and hope for some good dice.

Blue with HLC

Rookie

Etahn loves shieldless ships.

I love Etahn, but house rule is no named pilots. :)

I would go raw firepower and hope for some good dice.

Blue with HLC

Rookie

Tried it. He stays out of arc really well. I try to "cover " both of my ships, but he just turtles up and peels away.

Tycho ptl and a goldie with ICT

No named pilots. :(

What do you guys think about two gold Y wings with ion turrets and flechettes?

Grey Squadron 20

-Ion Turret 5

Grey Squadron 20

-Ion Turret 5

50 points, no named pilots? Really, it's hard to come up with a better list than his. It just fits so perfectly. But let's see what we could do...

You've lost the PS war right out the gate, so we'll take the cheapest pilots. I like the idea of an ion cannon turret. How about a set 'em up and knock 'em down approach?

Gold Sq. Pilot (Ion Cannon Turret)

Rookie Pilot (Adv. Proton Torpedoes)

Yeah, not likely. I agree.

Okay, the worst part about these guys is you can't get them in arc, so the ion turret is good. Plus, they can turtle behind focus + evade.

Gold Sq. Pilot (Ion Cannon Turret)

Blue Sq. Pilot (Sensor Jammer)

Here, you force them to spend Focus on attack, increasing the chance of hitting them with the ion cannon turret. Weakness: if he takes out the Y-wing first, which he'll try to do.

Last idea for now:

2x Gold Sq. Pilot (Ion Cannon Turret, R7 Astromech)

This allows you to make him reroll his attacks with your TL, and if he rolls poorly to begin with you can use it on your attack.

Ooh, Flechettes could work with ion cannons. That might be better than the astromechs I picked.

Edited by Parakitor

What do you guys think about two gold Y wings with ion turrets and flechettes?

not a bad idea. ion them and then line up the kill shot with the flechettes.

> Use ion cannon turrets. When you manage to hit them, they cannot clear the stress on the next turn, and they cannot run, so you can hammer them very hard.

> consider R3A2 / Fletch torps. Those royals will always be stressed, and if they have more than 1 stress tokens, they are in trouble.

> when all else fails, Z95 x4. use them to clog up the area, and any TIEint that accidentally rams into you is in trouble due to the lack of tokens.

> ORS + Anti Pursuit Lasers is also a potentially fun thing to try out.

Edited by Duraham

What do you guys think about two gold Y wings with ion turrets and flechettes?

I was just going to suggest that.

23 Red Squadron Pilot

1 R2-D6

1 Veteran Instincts

22 Blue Squadron Pilot

3 Advanced Sensors

(or FCS for initiative)

Edited by WonderWAAAGH

What do you guys think about two gold Y wings with ion turrets and flechettes?

I'm not sure how much those torps will help you but you could swap them for astromechs like an R7 T1 or two R7s to help your defense and have a pseudo boost ability

What do you guys think about two gold Y wings with ion turrets and flechettes?

I'm not sure how much those torps will help you but you could swap them for astromechs like an R7 T1 or two R7s to help your defense and have a pseudo boost ability

I like the droids.

Wouldn't use the flechettes until I get him ioned. (Perhaps though if he isn't careful I could hit him range 3 at least for stress, in alpha, then ion next round).

Edited by Kaudia

Grey Squadron 20

-Ion Turret 5

Grey Squadron 20

-Ion Turret 5

Edited by Kaudia

What do you guys think about two gold Y wings with ion turrets and flechettes?

I'm not sure how much those torps will help you but you could swap them for astromechs like an R7 T1 or two R7s to help your defense and have a pseudo boost ability

I think the odds are stacked against the OP, but 2 Golds w/ion and R7 seems like the only list with a chance given the limitations.

Flechettes feel like a waste. Trying to get those higher PS Interceptors in arc is a real problem.

Edited by GiraffeandZebra

Ok. So my brother has gotten quite good running ptl royal guard interceptors.

We play no named pilot 50 pt lists.

Without using a YT, can anyone give me a good REBEL list and some flying pointers to beat the?

They're... just.... so....f-ing... squirrelly.

:)

Did you brother come up with the rules that stated no named pilots and then also chose to use the Empire side?

There are no generic Rebel pilots with a PS6 or higher. Those RGPs will be moving last, and shooting first each turn. The Rebels only real counter are Ywings with Ion Turrets. The RGPs will probably just focus + evade and take whatever damage they can put on the Y wings without using the F for offense and dare the Ywings to hit them with ions with a F and E token. The only Generic Rebel ships that can take EPTs I think are the PS3 Green Squadrons. But they will move first, and still be shooting with 2 reds at 3 greens. That's not a good formula for success. I think the rules of the game are rigged heavily in favor of the 2 RGPs with PTL. I kinda read your post from the bottom up, and as I read it immediately my mind went to RGPs with PTL before I read what your brother was running. My thoughts were that the RGPs would be very very hard to beat.

Maybe 2 Blue Squadron Bwings with Adv Sensors. Those Bwings will be able to get good angles on the expected path of the RGPs, but I'm still not sure it's going to be an even fight. I'd take the 2 RGPs over the Blues everytime. And that's the problem, if it was an even fight, the choice between two lists is difficult, if the choice is easy, it's not a fair fight. I think the choice is very easy, take the 2 RGPs.

When Wave 5 hits, a generic YT2400 with Outrider and a HLC could be a could ship in that format.

Make your brother switch sides, you play the RGPs and have him fly Rebels. I'm guessing the rules of the game will change once you've both been on both sides.

What do you guys think about two gold Y wings with ion turrets and flechettes?

I'm not sure how much those torps will help you but you could swap them for astromechs like an R7 T1 or two R7s to help your defense and have a pseudo boost ability
I like the 2 R7s. There will be times those Squints are at Range 3 and R7 gives you a lot more useful action when you don't have a shot. (TL for defense).

I think the odds are stacked against the OP, but 2 Golds w/ion and R7 seems like the only list with a chance given the limitations.

Flechettes feel like a waste. Trying to get those higher PS Interceptors in arc is a real problem.

Still think they would be a waste (flechettes) with an ioned target?

I would think the auto stress could keep them still. In other words:

AFTER he pushes the limit and has a stress...

1. Ion turret - token one forward (damaged once) lining him up

2. Flechettes- one damage or at least one stress (taking away some maneuverability or tokens)

3. Keeping him in arc to put him away?

Ok. So my brother has gotten quite good running ptl royal guard interceptors.

We play no named pilot 50 pt lists.

Without using a YT, can anyone give me a good REBEL list and some flying pointers to beat the?

They're... just.... so....f-ing... squirrelly. :)

Did you brother come up with the rules that stated no named pilots and then also chose to use the Empire side?

There are no generic Rebel pilots with a PS6 or higher. Those RGPs will be moving last, and shooting first each turn. The Rebels only real counter are Ywings with Ion Turrets. The RGPs will probably just focus + evade and take whatever damage they can put on the Y wings without using the F for offense and dare the Ywings to hit them with ions with a F and E token. The only Generic Rebel ships that can take EPTs I think are the PS3 Green Squadrons. But they will move first, and still be shooting with 2 reds at 3 greens. That's not a good formula for success. I think the rules of the game are rigged heavily in favor of the 2 RGPs with PTL. I kinda read your post from the bottom up, and as I read it immediately my mind went to RGPs with PTL before I read what your brother was running. My thoughts were that the RGPs would be very very hard to beat.

Maybe 2 Blue Squadron Bwings with Adv Sensors. Those Bwings will be able to get good angles on the expected path of the RGPs, but I'm still not sure it's going to be an even fight. I'd take the 2 RGPs over the Blues everytime. And that's the problem, if it was an even fight, the choice between two lists is difficult, if the choice is easy, it's not a fair fight. I think the choice is very easy, take the 2 RGPs.

When Wave 5 hits, a generic YT2400 with Outrider and a HLC could be a could ship in that format.

Make your brother switch sides, you play the RGPs and have him fly Rebels. I'm guessing the rules of the game will change once you've both been on both sides.

It has always been a house rule to fly some no names... Honestly I came the closest with the Green Squadron you mentioned, and you're right... The A Wing offense was pathetic.

Edited by Kaudia