What 4 x-wing lists do people have? Its got to be able to deal with Falcons and Phantoms etc
4 x-wings
I flew a 4 X-Wing list at the German National Championship 2014. Unfortunately, almost all of my opponents were T/Phantom lists. I 've won against 3 of 4 T/Phantom lists.
Four X-Wing or hardhitters are still competitive. But you need skill to fly them especially against T/Phantoms.
YT-1300 Hans Yolo is an easier way to kill T/Phantoms.
At the Warm-Up Tournament, one day before the National, i flew against a double Falcon list. I destroyed Chewie and almost Lando without losing a X-Wing.
My list at both tournaments:
Wedge + Swarm tactics
Biggs
Tarn
Rookie
= 100P
Edited by Thrawn on YouTubeNot necessarily. To deal with Falcons, you need Wes and Wedge for token stripping and 3po denial. That already uses up over half of your list points with no upgrades. So now you have to squeeze 2 more into 42 points. Biggs will help the team live longer, so that's one more with 17 points left.
Obviously you can't squeeze another x-wing in there.
Phantoms are a whole different story that I'm not sure x-wings are exactly equipped to handle. Wes and wedge do fine if they get a shot in arc, but if they do we're already talking about a less than average phantom player.
Not necessarily. To deal with Falcons, you need Wes and Wedge for token stripping and 3po denial. That already uses up over half of your list points with no upgrades. So now you have to squeeze 2 more into 42 points. Biggs will help the team live longer, so that's one more with 17 points left.
You don't have to havec Wes and/or Wedge to defeat the Falcon. Just throwing enough shots at it usually does the trick.
I flew a 4 X-Wing list at the German National Championship 2014. Unfortunately, almost all of my opponents were T/Phantom lists. I 've won against 3 of 4 T/Phantom lists.
Can you give a little bit of advice on how to fly a 4 X-wing list vs. Tie Phantoms? I've not tried it and I'm rusty with Rebel ships. I'd like to give it a go, though.
@ heychadwick:
First of all, i'm going to hunt down any escort of the T/Phantom as quickly as I can. Most players need time to flank with the T/Phantom.
To rush the TIE escort, I prefer a simple line formation. I build up my 4 X-Wing opposite to my enemie's escort fleet. Then attack at full speed.
If suddently the T/Phantom player decide to stop flanking because he see his escort fleet crumbeling off, I'll counter attack his T/Phantom with Tarn and Rookie in the front, Biggs and Wegde behind them to cover a large area with their firing arcs.
If you play with 4 X-Wing, you have to play aggressiv. They are hardhitter, so hit your foe quickly and hard.
Asteroids placing is also very important!!! Try to place them tight and at the center of the map. So your opponent have to place his fleet in the edge of the map.
Or check out the video "Thrawn's Boot Camp National Championship Germany 2014" on my YouTube channel.
Wedge, Biggs, Red, Red is a bare-bones but effective 4X list, which gives you a solid platform to build from. Wedge gets some protection and the PS4 minimum allows you to shoot first against most other mook-level ships. You can drop the Reds to Rookies to free up points for upgrades for Wedge (Swarm Tactics, VI or an offensive upgrade like Predator).
Another interesting 4X list would be Garven, Hobbie (R3-A2), Tarn (R7), Rookie. It suffers from mid-range PS, but gains some nice offensive/defensive synergy. Garven hands out Focus tokens, Hobbie stresses his opponents, Tarn is a great end-game ship.
X-Wings vs Phantoms can a tricky match up as X-Wings don't have the mobility options as standard to reliably keep them in arc. You need to effectively "shepherd" ships into your arc through deployment, your own movement and positioning. Denying a flank can be useful for X-Wings, as you can force an opponent to come at you either head on or from one side only.
I know it was a phone Autocorrect, but if i ever do a Han list I am gonna call it Hans Yolo!
It's not four x wings, but something ive been playing with....
Tarn mission, Biggs darklighter, hobbie and an outer rum smuggler.....
There are so many good X-wing Pilots, Hobbs, Tarn, Gavrin, Luke, Biggs, Wedge. It is hard to pick which ones you want.
@ DariusAPB:
We call Han lists Hans Yolo lists. ![]()
I don't like flying 4X's, because it tends to lack diversity. They're just so generic, and don't particularly excel anywhere. I'd take a Blue squad over a Rookie any day, though I almost always slap an upgrade on them. that's a big part of my preference too; B-wings have some of the best upgrade slots out there.
@ heychadwick:
First of all, i'm going to hunt down any escort of the T/Phantom as quickly as I can. Most players need time to flank with the T/Phantom.
To rush the TIE escort, I prefer a simple line formation. I build up my 4 X-Wing opposite to my enemie's escort fleet. Then attack at full speed.
If suddently the T/Phantom player decide to stop flanking because he see his escort fleet crumbeling off, I'll counter attack his T/Phantom with Tarn and Rookie in the front, Biggs and Wegde behind them to cover a large area with their firing arcs.
If you play with 4 X-Wing, you have to play aggressiv. They are hardhitter, so hit your foe quickly and hard.
Asteroids placing is also very important!!! Try to place them tight and at the center of the map. So your opponent have to place his fleet in the edge of the map.
Or check out the video "Thrawn's Boot Camp National Championship Germany 2014" on my YouTube channel.
Asteroid placement is so key to dealing with phantoms. You can really limit their mobility that way, even make them predictable.
Thrawn I watched a couple of your games, was awesome seeing 4 xs compete. I will say though the game you played an echo the guy really shot himself in the foot flying echo so aggressively you made a great maneuver to punish him, and it really showed me how good swarm tactics can be.
I don't like flying 4X's, because it tends to lack diversity.
4 X's is maybe my favorite list, but that's due largely to the fact that the X-Wing is still the coolest space ship I've ever seen. So even if it doesn't do as well as others, I'll keep flying it from time to time just because I love it.
I think I now have 3 or 4 different 4 X lists that I fly.
Not necessarily. To deal with Falcons, you need Wes and Wedge for token stripping and 3po denial. That already uses up over half of your list points with no upgrades. So now you have to squeeze 2 more into 42 points. Biggs will help the team live longer, so that's one more with 17 points left.
Nein, no no no nein no.
If you have Wes and Wedge and 2 X's, you won't negate anything. If you hit with Wes + VI, he can use the evade token for that one. If you don't get Wes + VI, well, he will use the evade token for wedge and be done with it. And he can use C3PO on Wes anyways, so i still don't understand how you can claim that negates anything.
Well dread wedge would then attack the falcon that has no tokens or agility die and then the next attack would be against a one agility and no token falcon.that can be strong I've seen it happen
Wedge's attacks negate C3PO but DreadStar is right, it will just be used on the next X-wing along.
Well dread wedge would then attack the falcon that has no tokens or agility die and then the next attack would be against a one agility and no token falcon.that can be strong I've seen it happen
Let's say it's Wes + VI
Wes + VI attacks. Either you get any hit or you don't.
- If you get 1 hit, it gets negated by evade token withouth using C3PO
- If you get 2-3 Hits, they will get negated by C3PO and evade token.
This means, that Wes is very likely to do zero damage, and that either Evade token and C3PO can still be used, except, if Wes does no damage, where he would lose the evade token (but you lost one ship's attacks already). And Wes ability WILL BE WASTED basically whatever you do.
Wedge attacks, does its damage, as usual.
Xwing attacks, if C3PO wasn't used with Wes attack, it will be used for this one.
If wes hasn't VI
Wedge attacks, Falcon uses Evade token.
Wes attacks, Falcon uses C3PO as needed
I think we should get an sticky about "missconceptions about dealing with C3PO + Evade", because too many people are really confused by outmaneuver or Wedge's ability to "negate" C3PO.
Edited by DreadStarI really wanted to try out the XXXZZZ list but only had one Z so went XXXXZ instead and give the Z cluster missiles. Gives one round of 18+ attack dice!
Reading some of the above makes me want to try out Luke, Biggs, Tarn with R7, and a rookie once my Rebel Transport arrives
Yea I'm just going off my games with Wes, Wegde , Luke and I do use Wes with VI and I've had a lot of success again the Falcon and C3PO
Plus it's not about Wes it's about the pilots that follow him. His ability helps the other pilots do there thing.
Let's say it's Wes + VIWell dread wedge would then attack the falcon that has no tokens or agility die and then the next attack would be against a one agility and no token falcon.that can be strong I've seen it happen
Wes + VI attacks. Either you get any hit or you don't.
- If you get 1 hit, it gets negated by evade token withouth using C3PO
- If you get 2-3 Hits, they will get negated by C3PO and evade token.
This means, that Wes is very likely to do zero damage, and that either Evade token and C3PO can still be used, except, if Wes does no damage, where he would lose the evade token (but you lost one ship's attacks already). And Wes ability WILL BE WASTED basically whatever you do.
Wedge attacks, does its damage, as usual.
Xwing attacks, if C3PO wasn't used with Wes attack, it will be used for this one.
If wes hasn't VI
Wedge attacks, Falcon uses Evade token.
Wes attacks, Falcon uses C3PO as needed
I think we should get an sticky about "missconceptions about dealing with C3PO + Evade", because too many people are really confused by outmaneuver or Wedge's ability to "negate" C3PO.
While I do agree there are plenty of misconceptions going around and i am not a huge fan of him, Wes definitely helps. His only sub par situation is rolling one hit and having it cancelled by evade+good dice. Three hits and the falcon is down to only using dice against other non wedge ships. 0-1 hits still strips the evade at least.
Cheers people, some good ideas ![]()
0-1 hits still strips the evade at least.
But 1 hit doesn't strip it because the Falcon just spends the evade to cancel your hit. A hit canceled is a hit canceled regardless of which ship it comes from, so most of the time you're paying Wedge-level points to "strip" the same tokens and C-3P0 uses that a rookie pilot would get. The only time you come out ahead of the rookie pilot is when you roll really badly and have zero hits after the falcon rolls its evade die (without C-3P0), which usually means rolling all blanks. Is it really worth 8+ points over a rookie pilot to get a special ability that essentially says "even when you roll all blanks the Falcon must spend an evade token"?