Somewhat new and asking for advice.

By JuiceWeasel, in X-Wing

Here are two 200 point squadrons I have come up with and would like some advice on how to make them better. They are pretty much mirror images of one another in concept. I think both would be immensely entertaining to play.

Empire:
Soontir Fel + Push the Limit (30)

Howlrunner (18)

"Echo” + Veteran Instincts + Advanced Cloaking Device (35)

Carnor Jax (26)

Royal Guard Pilot (22)

Captain Oicunn + Ruthlessness + Mara Jade + Navigator + Dauntless + Engine Upgrade (57)

Academy Pilot (12)

Rebel:

Wedge Antilles + Outmaneuver (32)
Ten Numb + Heavy Laser Cannon + Engine Upgrade (42)
Dash Rendar + Heavy Laser Cannon + "Leebo" + Outrider (50)
Kyle Katarn + Blaster Turret + Lando Calrissian + Moldy Crow (31)
Lieutenant Blount + Assault Missiles (22)
Red Squadron Pilot (23)
Thoughts/opinions?!
Edited by JuiceWeasel

Okay, why 200 point if it's not for Team Epic play? Standard tournament build is 100. We sometimes play 125 or 150 for kicks at our FLGS.

Beyond that, many of those are "best practice" kinds of builds. However, Interceptors without any add-ons are very fragile and prone (in my experience) to die quickly. I'm not sure who Howlrunner would be supporting. She'd have a hard time keeping up with the Interceptors.

I'm not sure I would personally put Lando on as a crewman for Kyle. In that build, Kyle wants to have a Recon Specialist to guarantee the two focus tokens per turn.

Having almost half the Rebel list points in Ten and Dash seems... daring.

200 Points is just what the group I play with likes. Typically two per side for a total of 400. Big enough to get the things you want and small enough to finish in an evening.

Thanks for the advice.

One thing that both these lists are missing is good use of synergy and mutual support. They also both have too many points in expensive ships, at least too much for my taste.

Basic principles of competitive x wing still apply in epic scale. Generally, more generic ships are better than fewer elite ships. Highly upgraded ships are sometimes difficult to recoup the investment in.

I would build new fleets from the ground up around good support ships. For the rebels that means etahn abaht, cracked, and Dutch. For imperials, that's howlrunner, and perhaps fleet officer carrying decimators.

I would also not invest heavily in ships that rely on arc-dodging, such as phantoms and interceptors. It's just harder to arc dodge when there is twice the normal amount I ships on the table, especially when the fight usually happens in one spot on the board. Squints and phantoms do not like crowded tables.

200 is cool.

Your pilots are not well synergized. Take the lone academy out. Put ptl on each int. decimator needs Izard. I would remove dauntless and engine upgrade. You'll never need engine upgrade as you can't bump with it and you'll always want a focus.
Dauntless doesn't work well with isard. But it's your choice. I can see you really want the bumping to happen. And that seems fun.

I would take Gunner too, just for extra damage that is action-less-needed.

EDIT: Also Dauntless really hurts your next move. I don't like it.

Maybe add a hull upgrade to soontir just for added insurance.

Ion cannon turret on Kyle. Blaster just isn't good. Learn to use the control it gives. It's worth an extremely ship if used correctly. It's worth two if you're amazing with it.

Keyan is more powerful than ten. Also id prefer to have opportunist than engine upgrade as you're not likely to realy need it. Again focuses or tartlet locks always required. You are literally playing wrong if you are in combat without dice mod.
If you want added defense stick jam ors on the Hwk as a crew.

Edited by Blail Blerg