Tricksy combinations/builds

By Conandoodle, in X-Wing

I'm just getting into the list building side of the hobby. I have stumbled upon some nice combinations whilst reading these forums that I am interested to try. I am interested in combinations that can be fun, tricksy, frustrating, etc.

To kick off, I present my first examples:

Hobbie + R3-A2
R3 gives both Hobbie and opponent stress, Hobbie immediately bleeds his own off with TL.

Tarn Mison + R7 Astromech
Tarn gains TL by being targeted by opponent, then uses TL to re-roll opponent's dice.

So fellas, I would love to hear/read your input.

Edited by Conandoodle

I've had great success with Jek Porkins + R5-D8 + Engine Upgrade + Push the Limit

Apparently my dice like this, too, because he rarely gets damage from nixing stress, and R5 eats up the damage cards like a candy bowl. I like to add the Engine Upgreade, because it gives him some more options for actions and better mobility.

Don't give him engine upgrade, just go straight daredevil!

Those are 2 very potent and efficient combos. Combo with any other tricks and they're even better (Dutch TL passing, Roark PS raising...flechette torps)

Yup, those are the combinations. With R3 I like to add in Ion as it lengthens the effects of stress for another turn. Putting it on Hobbie makes it so you don't necessarily have to green maneuver next turn to R3 again. Add in the flechet torpedo and you can double stress with R3.

Also the TAR-7 is probably the most effective use of both Tarn and R-7 astromech. You don't see it that much because it is still rather situational. You can use it to prevent target locks but only if there were allot of hits on the first roll. If there were only 1 hit yes you could reroll that hit but your opponent will just reroll the missed dice anyways unless you rather roll those dice for him. Also R-7 is like C-3PO where it can only be used once per round. So TAR-7 can easily be focused down. Don't forget about gunner, if R-7 rerolls a good set down to where defense dice cancels the rest the gunner gets triggered and R-7 is spent for the turn.

Whisper or Echo + Stygium Particle Accelerator + Push The Limit + (optional) Recon Specialist

Decloak, take free evade action, trigger PtL, take whatever action you want (focus for two tokens with RS), green maneuver, take normal action. It's got even better action economy than the Advanced Sensors/PtL trick.You could, for instance, end up with up to two focus tokens and an evade token, plus still be granted a barrel roll for arc dodging, or avoiding an asteroid.

Also the TAR-7 is probably the most effective use of both Tarn and R-7 astromech. You don't see it that much because it is still rather situational. You can use it to prevent target locks but only if there were allot of hits on the first roll. If there were only 1 hit yes you could reroll that hit but your opponent will just reroll the missed dice anyways unless you rather roll those dice for him. Also R-7 is like C-3PO where it can only be used once per round. So TAR-7 can easily be focused down. Don't forget about gunner, if R-7 rerolls a good set down to where defense dice cancels the rest the gunner gets triggered and R-7 is spent for the turn.

It isn't as situational as people think- firstly because Tarn can take a new target lock on each enemy who fires at him and save R7 for the best opportunity. Secondly, it goes one of two ways- if your opponent had a target lock you both use them and they have essentially an unmodified roll. If they don't have a TL (or are not Han) you just reduced their attack dice by the number of blanks they rolled initially, OR you made them lose a roll of all hits. I can't think of any defensive ability that is as good, tbh. If he could do it more than once per round he'd be ridiculous.

Also the TAR-7 is probably the most effective use of both Tarn and R-7 astromech. You don't see it that much because it is still rather situational. You can use it to prevent target locks but only if there were allot of hits on the first roll. If there were only 1 hit yes you could reroll that hit but your opponent will just reroll the missed dice anyways unless you rather roll those dice for him. Also R-7 is like C-3PO where it can only be used once per round. So TAR-7 can easily be focused down. Don't forget about gunner, if R-7 rerolls a good set down to where defense dice cancels the rest the gunner gets triggered and R-7 is spent for the turn.

It isn't as situational as people think- firstly because Tarn can take a new target lock on each enemy who fires at him and save R7 for the best opportunity. Secondly, it goes one of two ways- if your opponent had a target lock you both use them and they have essentially an unmodified roll. If they don't have a TL (or are not Han) you just reduced their attack dice by the number of blanks they rolled initially, OR you made them lose a roll of all hits. I can't think of any defensive ability that is as good, tbh. If he could do it more than once per round he'd be ridiculous.

I didn't say it was bad, it is the best match combination you can find (other than Tycho/Soonter and Push the Limits). There are ways around Tarn though. Last week I used him in a game to absorb a parting shot from Biggs, (The pilot I used to kill him with was also skill 5.) Biggs rolled hot with 2 critical hits and 2 hits which I used TAR-7 to reroll it down to 2 hits. With shields down 2 blue squadron pilots at range 3 also fired and knocked him out in a single turn of combat. (dice were obviously not in my favor).

Yeah the TAR-7 is like C-3PO, very good defense but it can be focused down. Yes you would also save it for the best rolls and let a one or 2 hit through waiting for 3 and 4 hits or critical hits then re-rolling dice.

Soontir whisper + yorr

Also called stresswat? Or imma a defender phantom

Edited by DreadStar

Whisper or Echo + Stygium Particle Accelerator + Push The Limit + (optional) Recon Specialist

Decloak, take free evade action, trigger PtL, take whatever action you want (focus for two tokens with RS), green maneuver, take normal action. It's got even better action economy than the Advanced Sensors/PtL trick.You could, for instance, end up with up to two focus tokens and an evade token, plus still be granted a barrel roll for arc dodging, or avoiding an asteroid.

It's nice until you get a ship or two shooting before you while you are decloaked. Evade will help every time sure, but Focus on a 2 dice defense isn't going to do much. I imagine plenty of times that shots will get through. And even then you aren't getting your cloak up after your attack, so in the following turn you don't get to use your action economy.

The problem with the above is it is more expensive than the standard VI + ACD combo, and you only get to use it every second turn unless you simply aren't attacking, in which case you are wasting other potential on the ship.

Soontir whisper + yorr

Also called stresswat? Or imma a defender phantom

If Yorr absorbs the Stress then Soontir doesn't get his Focus; check the FAQs.

Also the TAR-7 is probably the most effective use of both Tarn and R-7 astromech. You don't see it that much because it is still rather situational. You can use it to prevent target locks but only if there were allot of hits on the first roll. If there were only 1 hit yes you could reroll that hit but your opponent will just reroll the missed dice anyways unless you rather roll those dice for him. Also R-7 is like C-3PO where it can only be used once per round. So TAR-7 can easily be focused down. Don't forget about gunner, if R-7 rerolls a good set down to where defense dice cancels the rest the gunner gets triggered and R-7 is spent for the turn.

It isn't as situational as people think- firstly because Tarn can take a new target lock on each enemy who fires at him and save R7 for the best opportunity. Secondly, it goes one of two ways- if your opponent had a target lock you both use them and they have essentially an unmodified roll. If they don't have a TL (or are not Han) you just reduced their attack dice by the number of blanks they rolled initially, OR you made them lose a roll of all hits. I can't think of any defensive ability that is as good, tbh. If he could do it more than once per round he'd be ridiculous.

I didn't say it was bad, it is the best match combination you can find (other than Tycho/Soonter and Push the Limits). There are ways around Tarn though. Last week I used him in a game to absorb a parting shot from Biggs, (The pilot I used to kill him with was also skill 5.) Biggs rolled hot with 2 critical hits and 2 hits which I used TAR-7 to reroll it down to 2 hits. With shields down 2 blue squadron pilots at range 3 also fired and knocked him out in a single turn of combat. (dice were obviously not in my favor).

Yeah the TAR-7 is like C-3PO, very good defense but it can be focused down. Yes you would also save it for the best rolls and let a one or 2 hit through waiting for 3 and 4 hits or critical hits then re-rolling dice.

Well, he isn't unkillable :)

For the cost though? He's pretty awesome defensively. You'd have to look at a much higher points cost for something equivalently good, I think.

Luke + R2F2 means you have 3 evade dice and a natural focus (with 3 dice your average focus will appear less than once). Give him predator or lone wolf to have an even slipperier Luke.

Soontir whisper + yorr

Also called stresswat? Or imma a defender phantom

If Yorr absorbs the Stress then Soontir doesn't get his Focus; check the FAQs.

Where did i say he does ?

Edit - I will expand, in case it is not clear enough. Yorr is great paired with soontir and whisper for a few reasons:

- Being able to not stress Soontir, so you can 3/5K turn next turn. Many times you can do this, just by getting out of arcs etc, where you don't care about the focus, to bait or get into better positions while outmaneuvering hard your opponent.

- Being able to do a 3-5Kturn with either soontir and get to PtL afterwards or 3-4K turn whisper. This makes ships which are hard to predict into outright impossible. It also makes almost impossible to focus train whisper. He becomes a defender, who can do a barrel roll/impulse of 2 before doing the 4K, and then, he can do a barrel roll afterwards. he is just insane.

- Protect the phantom from stress like rebel captive, which is basically his bane.

The times you want the focus with soontir, you just stress him, but you are not forced to get stressed. Options, versability and flexibity on ships already with high manoevurability.

Edited by DreadStar

Don't give him engine upgrade, just go straight daredevil!

Hadn't thought of that, I'm going to have to give it a try next time...

Whisper or Echo + Stygium Particle Accelerator + Push The Limit + (optional) Recon Specialist

Decloak, take free evade action, trigger PtL, take whatever action you want (focus for two tokens with RS), green maneuver, take normal action. It's got even better action economy than the Advanced Sensors/PtL trick.You could, for instance, end up with up to two focus tokens and an evade token, plus still be granted a barrel roll for arc dodging, or avoiding an asteroid.

It's nice until you get a ship or two shooting before you while you are decloaked. Evade will help every time sure, but Focus on a 2 dice defense isn't going to do much. I imagine plenty of times that shots will get through. And even then you aren't getting your cloak up after your attack, so in the following turn you don't get to use your action economy.

The problem with the above is it is more expensive than the standard VI + ACD combo, and you only get to use it every second turn unless you simply aren't attacking, in which case you are wasting other potential on the ship.

What world are you living in where 7 is not the absolute low end of the PS spectrum? People have been spoiled by VI. Sure 7 isn't 9, but it's no slouch either (Just ask Mauler Mithel).

And an evade + 2 focus tokens is not a bad defensive round, even with only two dice.

And as for not getting to use your action economy… actually yeah you do. SPA triggers when you cloak or decloak, not just on the decloak.

Soontir whisper + yorr

Also called stresswat? Or imma a defender phantom

If Yorr absorbs the Stress then Soontir doesn't get his Focus; check the FAQs.

Where did i say he does ?

You never did; i just assumed that was your intention since I've seen that combo incorrectly used so many times. Glad to see otherwise. I will add though that I don't think I have ever seen an Interceptor need to K-turn, so not sure you need Yorr just for that possibility.

Whisper or Echo + Stygium Particle Accelerator + Push The Limit + (optional) Recon Specialist

Decloak, take free evade action, trigger PtL, take whatever action you want (focus for two tokens with RS), green maneuver, take normal action. It's got even better action economy than the Advanced Sensors/PtL trick.You could, for instance, end up with up to two focus tokens and an evade token, plus still be granted a barrel roll for arc dodging, or avoiding an asteroid.

It's nice until you get a ship or two shooting before you while you are decloaked. Evade will help every time sure, but Focus on a 2 dice defense isn't going to do much. I imagine plenty of times that shots will get through. And even then you aren't getting your cloak up after your attack, so in the following turn you don't get to use your action economy.

The problem with the above is it is more expensive than the standard VI + ACD combo, and you only get to use it every second turn unless you simply aren't attacking, in which case you are wasting other potential on the ship.

What world are you living in where 7 is not the absolute low end of the PS spectrum? People have been spoiled by VI. Sure 7 isn't 9, but it's no slouch either (Just ask Mauler Mithel).

And an evade + 2 focus tokens is not a bad defensive round, even with only two dice.

And as for not getting to use your action economy… actually yeah you do. SPA triggers when you cloak or decloak, not just on the decloak.

Doesn't matter if it is no slouch, it still isn't as high as 8 or 9, and whether you think people are spoiled enough, it still doesn't change the fact that VI is everywhere. There is a reason you hardly ever see Whisper without it; it's not just hyperbole.

And sure you get to use your action economy on the cloak, but as I said, if you do then you don't shoot, so you are still trading off for one or the other every second turn at best. Also Whisper not shooting means he loses out on his free Focus potential also. For cheaper you get to both cloak and shoot, not have to worry about higher pilot skills as much, and use the ability you are partly paying for every time.

It's not that your set-up is bad (it's actually quite clever in fact) it is just that the standard set-up does it better for less points. I'd rather shoot every round with an Evade, a Focus and a Cloak after, than have to choose between cloaking and shooting every other round just to get a bucket of actions.

I've had great success with Jek Porkins + R5-D8 + Engine Upgrade + Push the Limit

Apparently my dice like this, too, because he rarely gets damage from nixing stress, and R5 eats up the damage cards like a candy bowl. I like to add the Engine Upgreade, because it gives him some more options for actions and better mobility.

That is one expensive fat man...step aside, Fat Han.

Edited by Jedhead

Hobbie + R2-D6 + PtL

Hobbie assigns TL, then assigns Focus (receiving a stress). Later Hobbie uses both TL and modifies results with Focus. Using the TL bleeds the stress he just received.

Is it worth 4 points?

Don't give him engine upgrade, just go straight daredevil!

Hadn't thought of that, I'm going to have to give it a try next time...

Unfortunately Jek doesn't have boost so will take 2 red dice damage from using Daredevil. I wish it was viable, but it really isn't.

Don't give him engine upgrade, just go straight daredevil!

Hadn't thought of that, I'm going to have to give it a try next time...

Unfortunately Jek doesn't have boost so will take 2 red dice damage from using Daredevil. I wish it was viable, but it really isn't.

Hmmm...

Jek Porkins + Engine Upgrade + Daredevil + R5-D8 + A-Wing Test Pilot + PTL

It's legit, right? :D

Don't give him engine upgrade, just go straight daredevil!

Hadn't thought of that, I'm going to have to give it a try next time...

Unfortunately Jek doesn't have boost so will take 2 red dice damage from using Daredevil. I wish it was viable, but it really isn't.

Hmmm...

Jek Porkins + Engine Upgrade + Daredevil + R5-D8 + A-Wing Test Pilot + PTL

It's legit, right? :D

Stay on Target + R5-D8 is legit.

I'm just getting into the list building side of the hobby. I have stumbled upon some nice combinations whilst reading these forums that I am interested to try. I am interested in combinations that can be fun, tricksy, frustrating, etc.

To kick off, I present my first examples:

Hobbie + R3-A2

R3 gives both Hobbie and opponent stress, Hobbie immediately bleeds his own off with TL.

Tarn Mison + R7 Astromech

Tarn gains TL by being targeted by opponent, then uses TL to re-roll opponent's dice.

So fellas, I would love to hear/read your input.

I'm assuming you already have a target lock to bleed that stress off of hobbie before you stress em yeah

I wish stygian had a real use but outside of un-named phantoms with sensor jammer it just doesn't function right now. I understand the ruling but it kills a combo (for echo at least) that would have given the phantom options besides ACD. I would have preferred all phantoms get ACD and all the named cost 4 more and the unnamed 2-3 more.

Edited by Rakky Wistol

Soontir whisper + yorr

Also called stresswat? Or imma a defender phantom

If Yorr absorbs the Stress then Soontir doesn't get his Focus; check the FAQs.

Where did i say he does ?

You never did; i just assumed that was your intention since I've seen that combo incorrectly used so many times. Glad to see otherwise. I will add though that I don't think I have ever seen an Interceptor need to K-turn, so not sure you need Yorr just for that possibility.

1 hard turn is pretty boss. Same with 3 Hard turn. And it is not about needing to K-turn, it is how unpredictable it is to K-turn and get 2 actions. It can go crazy pretty fast.

Edited by DreadStar