100 pts Rebs v Imps

By Castellan Alaric, in X-Wing Battle Reports

Hey y'all, first time poster. Just got my first "wave" of x-wing models in yesterday, but earlier this week a buddy came over and we had a game at 100 points. I ran a list that had ships I was going to get plus the y-wing and b-wing. My list:

Roark - blaster turret, recon spec, moldy crow

Rookie

Blue squadron - adv. sensors

Goldy - ion, r2 mech

He brought:

PS1 defender - HLC

howlrunner - hull

3 black squadron TIEs

So through our first couple of engagements in the game, the rookie and the blue died doing nothing. Pretty disappointed. I think I need to fly the B more, but I don't have one coming so I'll deal with that later. The HWK was a monster, killed 2 black squadrons before the game was done (no ion so roark straight up killed them). Passing out PS12 with roark is also very useful. At the end, he flew his defender off the board (helped me win the game to be honest) and it was goldy (full) vs a full howlrunner + hull upgrade and a full black squadron. Turrets rock late game. I basically play ring around the asteroid in the middle pulling right 2 turns focusing and ioning what I could. I took out the black squadron after and movement error by my opponent where he bumped and I got a range 1 shot with my regular lasers and blew him away. Then I Ion-ed howlrunner and took her out a turn later.

I was very nervous with the Y vs both those quick TIEs, but he does't need to run them down, just put himself in range 2 of them all the way around. Next rebel ship I buy will be a Y and X for sure. Today I have Imperial aces, a defender and a phantom arriving so tomorrow morning I'm going to have some fun with imperials. Let me know what you think of the list and how you thought I flew it. Thanks!

Edited by Castellan Alaric

Good job on the win! Turrets are beasts for sure. Both have their uses, ion for control and blaster to help with your squads overall damage. The list seems pretty well rounded with 26 health and 11 attack total counting the blaster turret, a way to ion ships, and Roark passing PS12 to a ship each turn. The only thing about the blaster turret is the fact that it needs a focus to shoot. It shouldn't be a big deal most of the time since you've got recon specialist and moldy crow, but if you don't have any focus you'll have to be extra careful when you're moving so you don't bump or take stress. Also be extremely mindful when playing against Carnor Jax since the blaster turret won't be able to shoot at all if he's within range one of Roark.

Good points all, thank you sir! Had some more games yesterday that went well too! Lost with my reb list (only 3 ships - X, E, HWK) against vader (outmavuever, engine upgrade), defender (no HLC this time) and a couple of TIE's. Managed to crash Corran horn into an asteroid to take my last HP in that one. Now, I switched to imperials for the first time, and LOVE Echo! My first list was:

Echo - ACD, tactician

Carnor - PTL

Royal guard

obsidian TIE

I played corran, 2 Tala's, and a B not losing a single ship! So trippy flying Echo, but awesome at the same time haha Next game I switched out my 3 support ships to Tetran w/PTL and hull upgrade (money on an interceptor), dark curse and mauler mithel (I like the names TIEs personally) and manage a modified win. He brought 2 Y's w/ion, a B and a flanker A in this match and it was much closer. Mauler got blown away in one go from the B at range 1, I managed to take down 1 Y and get the other down to a couple hull before I had to take off. Dark curse was about to take the A out as well.

Good times had all around for sure. I need another rebel ship though. Not diggin the E so much. So many points and not a lot of hit points total and can be focused down just like X's. I think they are over priced for what they do. They do have a good dial and loads of actions to take, maybe if they had 3 shield, 3 hull it'd be more worth it. Thoughts on the E?

I've used Etahn A'baht w/PtL and R2 astro with 3 rookie pilots a couple times and it did well each game. I've found that PtL is decent on them because of all the good actions as well as a fairly good dial (made better by R2) for clearing stress. The additional crits that Etahn can put out there can help swing a game in your favor as well.

I have also used Corran Horn w/FCS and R2-D2, 2 rookies, and a prototype pilot for fun. I ended up losing against a double falcon list when I couldn't take out Han; the game ended with Corran vs Han. R2-D2 recovered three shields on Corran and his ability let him get off a range one double tap once, but ultimately I felt that Etahn was the better ship overall.

I haven't used any generic pilots yet, but one of my friends used a knave squadron pilot to pretty good effect. I believe all it had was sensor jammer. Having three agility and either focus or evade can be pretty solid. Three shields will also help to mitigate crits.

Cool man, thanks for the perspective on the E, my biggest problem is the cost! 27 points for a stock E-wing is pretty steep for 5 hull points. 3 agility is nice, as well the 3 attack, but i'm just not sold I guess. Need some more games with it to figure it out. Right now I'm pretty taken by the phantom to be honest.

The attack at range 1 is staggering. pricey too, but more bang for your buck IMO. Now, that comes at a cost of being very fragile. strong breeze blows that ship over if you flub your evade rolls.

Picked up another X-wing today so I'm a little more comfortable with a 4 ship rebel list. Knave w/engine upgrade, 2 rookies, reb oprative w/recon, moldy crow, ion turret.

We'll see how it goes. Thanks for the insight!

So with life being crazy busy, I flew a couple of games against my self the other night just to see if certain combos would work. I wanted to run a 2 generic Phantom list, since I picked up another one, and 2 rookies took them off pretty handily at 60 points. Then I tried Carnor (PTL, hull), delta defender (ion cannon, ion pulse missiles) and a gamma bomber (flechettes, proton torps, seismic charge, assault missiles and a failsafe - I got a little carried away...) and went against wedge (predator - goodness...), garven (shield upgrade) and Corran (PTL). Let's say that those 3 rebel aces are friggin ridiculous together. Predator on wedge is just crazy. 4 dice base and 5 at range 1...epic. Didn't lose a rebel ship and it came down to the defender vs the rebs. Ion cannon was meh, but those missiles were awesome! Gamma got off his assault missile and flechettes before biting it (1 more turn and I could have dropped the bomb!) to Corran who was flanking.

Flying against yourself isn't as fun, but it shows you stark weaknesses in lists when they are there. That 2nd Imperial list had some big ones. I could have brought an academy for the price of the ordinance the bomber was carrying, lol.

Got my rebel aces yesterday and have some games slated for tonight! Here are my 2 rebel and 1 imperial lists I will be running:

Aces -->

Farlander - predator, adv. sensors, B/E2, tactician

Dantels - adv. sensors, 2x flechettes & failsafe

Farrell - PTL, test pilot, predator, refit

AABB -

blue - adv. sensors

blue - FCS ion cannon

Farrell - refit, test pilot, PTL, predator

green - refit, PTL

Imperial -

Echo - ACD, VI, recon spec

Carnor - PTL, hull upgrade

Dark Curse

Obsidian

So I am really stoked about the rebel aces lists. Need to get more practice in with the B's and A's lol I have run 2 variations of the Echo build for imperials and liked the results so we'll see how they work. I'm thinking of dropping recon specialist on Echo to upgrade the obsidian to another named TIE. Thoughts?

So I got in 2 games tonight. Played my buddy who is pretty new into the game. He brought:

Dutch - ion

Chewie - MF title, marksmanship

Kracken

I ran a generic imperial list:

gamma - assault missiles and flechette torps

2x royal guard pilots with PTL

obsidian

academy

So the gamma didn't get to use any ordinance as the falcon and kracken destroyed him right away...terrible deployment/movement on my part. Flying right at his whole squadron wasn't a good idea. At the end I only took out dutch before I had just the academy left. Didn't fly particularly well tonight. Next game we played rebels on rebels. He traded dutch and kracken for nera dantels with proton torps, flechettes and FCS and a tala Z-95 while I brought:

blue - adv. sensors

blue - FCS (need another E-wing expansion so I can get the 2nd AS card)

green - PTL, proton rockets

green - PTL, proton rockets

So the greens are fun to fly (fly a lot like an interceptor really) but the proton rockets aren't worth their points IMO. I think if I'd have been able to wait and use them just on hull it would have been better, but range 1 can be tricky to get into without boost/barrel roll combo. The blues are nice, but PS2&3 killed me. Even with him only at 5 & 4, going last all the time hurt. I'd almost rather swap the A's out for 2 rookies and upgrade the B's to daggers. More hit points for sure. Anywho, drove a ways and was kind of disappointed with my flying, but I hadn't fought a big ship before (take that **** thing out!) so it was a good learning experience.