My first two attempts at 100pt squadrons. What do ya think?

By Kingsguard, in X-Wing

Kyle Katarn 21pts

Ion Cannon Turret 5pts

Recon Specialist 3pts

Moldy Crow 3pts

Arvel Crynyd 23pts

Proton Rockets 3pts

Gemmer Sojan 22pts

Chardaan Refit -2pts

Jake Farrel 24pts

Chardaan Refit -2pts

I like A-Wings and my name is Kyle so I want Kyle Katarn in my squadron if possible. I suppose that's the basis for this build. Kyle can build and share focus, either giving Jake two boosts or Arvel a second focus to help him hit with his rocket. I played one game with this squad against my buddy using Carnor Jax, Tatran Cowell, Mauler Mithel and Dark Curse with a bunch of upgrades shield and armor boosts and stuff and I was defeated easily. Carnor Jax really screws with my build. I'm thinking I'd really like to get the X-Wing expansion for Garven Dreis. Farrel would be boosting and barrel rolling all over with Garven AND Kyle's help.

Keyan Farlander 29pts

B-Wing/E2 1pt

Kyle Katarn 3pts

Push the Limit 3pts

Proton Torpedoes 4pts

Proton Torpedoes 4pts

Nera Dantels 26pts

B-Wing/E2 1pt

Recon Specialist 3pts

Deadeye 1pts

Proton Torpedoes 4pts

Proton Torpedoes 4pts

Green Squadron A-Wing 19pts

Chardaan Refit -2

This time I wanted to really put the B-Wings to the test and see what they could do. I still also managed to sneak both Kyle Katarn and an A-Wing into the squad. I tried setting each B-wing up as best I could according to their abilities. I play against my friend who used the same squad mentioned above. The B-Wings torpedoed the Interceptors at range and defeated Carnor Jax early while the A-Wing shot ahead and drew fire. Also managed to beat Mauler Mithel but lost Keyan Farlander (Luckily only after he'd gotten rid of his Torpedoes.) Neera Dantels and the A-Wing managed to finish off the remaining Ties to win the game. Yay.

I think list 1 has limited damage output, but could be fun to fly

List 2. Drop the torpedoes off Keyan and go hlc. Or spend those 8 points upgrading the a to named or ptl outmaneuver or opportunist. I'm not a fan of the ordinance in general.

Try to resist the urge to use only named pilots don't be afraid to use generics aswell to increase numbers, with three ship builds it only takes one bad turn to take a chunk out of your force.

Great start. A key thing as you begin is to think less about the build itself and more about making sure you practice, practice, practice. Any build could have inherent strengths and weaknesses. That doesn't matter if it isn't flown well. So, go out there and play it and see how it goes. You're not going to win a lot when you start. Think of it as an adventure in learning. Challenge yourself to do better each time.

About the only ordance i find worth running are Flacette torps or Cluster Missils

Ordinance can be unreliable. You have found great ships to put it on, but still...

Kingsguard wants to try ordinance on ships. Let him try it and see what he thinks. I know you guys are trying to save him time, but sometimes it is best for new players to figure things out on their own. Do you really "regret" games that you played early on with ordinance? As in, you disliked playing the game when you had it on your ships? That seems to be what people imply when they try to warn people off on it.

Edited by klecser

Kyle can build and share focus, either giving Jake two boosts or Arvel a second focus to help him hit with his rocket.

Proton rockets require you to bave a focus to fire them, but do not make you spend it to fire. To get the maximum damage from the rocket, you'll want Arvel to use his action to target lock and then have Kyle pass him a focus. Kyle is also handy for Arvel with rockets because it lets Arvel run into someone (losing his action) but still end up with a focus to fire off the rocket. Since he's in base to base contact he'll get to shoot his rocket but his target will be unable to return fire. That might be handy for delivering an early big hit against something like a Falcon.

Edited by WWHSD

I think list 1 has limited damage output, but could be fun to fly

List 2. Drop the torpedoes off Keyan and go hlc. Or spend those 8 points upgrading the a to named or ptl outmaneuver or opportunist. I'm not a fan of the ordinance in general.

Try to resist the urge to use only named pilots don't be afraid to use generics aswell to increase numbers, with three ship builds it only takes one bad turn to take a chunk out of your force.

My collection is quite small for now. I sort of need expensive things to get to 100 points.

practice, practice, practice.

aren't going to be able to take 2 boosts in a round with Jake since you are only allowed to perform the same action once in a turn on a ship.

You would be able to take a focus action with Arvel and still give him a focus token from Kyle, but that won't really help the proton rockets much.

Proton rockets require you to bave a focus to fire them, but do not make you spend it to fire.

Kyle is also handy for Arvel with rockets because it lets Arvel run into someone (losing his action) but still end up with a focus to fire off the rocket. Since he's in base to base contact he'll get to shoot his rocket but his target will be unable to return fire. That might be handy for delivering an early big hit against something like a Falcon.

Edited by Kingsguard

1) HLC is a Heavy Laser Cannon, a Cannon upgrade that comes with the Lambda and the Firespray.

2) Jake will be able to Boost and Barrel roll in a single turn though, so there could be some use in such a squad build.

3) It only works this way for Proton Rockets, Ion Missiles and Homing Missiles. Some cards specify that you have to discard the Target Lock/focus, these attacks can't be modified by those tokens. Others (PR, IM and HM), have to have a focus/TL but don't use them in order to attack so you can use the tokens to modify your attack.

Edited by Joostuh

I would also suggest dropping B-Wing/E2 and Recon Specialist from Nera. Proton Torpedoes already have built-in mini-focus, meaning the 4 points you're spending for the crew isn't having that big an impact on your ordnance shots. Additionally, with only one Agility dies, you aren't going to be using any extra Focus on defense very often.

I'm a rather new player as well and the "practice, practice, practice" tip is a good one. If I'm honest I'd throw out all your ships with generic pilots to see how they fly. Might be better if you listed your collection? If you have 2 B's and all those A's you can for sure run em all as generic with Roark (my favorite hawk pilot :D) to boost one ships PS to 12 for that combat phase.

I advocate for B's without ordinance. 3 attack base is wonderful. Nera is an exception due to her ability IMO, so ordinance is fine on her, but 2 sets of proton torps gets pricey quick, so I say 2 flechette torps will do fine. Saves you 4 points to upgrade a green squadron A with PTL (A's rock with ptl).

Just keep playing! Most of your other questions will be answered as you gain experience. Ordinance typically doesn't get its points back, sure, but if you like em, TAKE EM. I one shotted a rookie with a cluster missile, so they have great potential to do horrendous damage to most ships. So it's all what you want to run. Throw out what you want to fly and reassess at the end of the game whether you need to tweak something for your next game.

My 2 cents

1st list;

With A wings you need to go big or you need to go cheap. You'll get better results from your high-end A-wings if you give them PTL. They really need to arc-dodge with boost and have a token to modify their attack to be usefull. High PS helps with the arc-dodging, because you can see where the enemy ends up before you choose where to boost.

Arvel really is a terrible Pilot. His ability requires you to block your enemy, but at PS6 you'll move pretty late in the turn. You can offcourse crash into your opponent, but that will cost you your action, which is bad.

Ion Kyle only really needs 2 focus per turn, one for his own attack and one to give away. I'd advise you to drop either RS or MC and since you are playing A-wings you are playing for the long game so RS is better.

I'd try this list;

Kyle Katarn (21)
Ion Cannon Turret (5)
Recon Specialist (3)

Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Outmaneuver (3)
A-Wing Test Pilot (0)

Gemmer Sojan (22)
Chardaan Refit (-2)
Push the Limit (3)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Push the Limit (3)
Chardaan Refit (-2)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

In this build Jake is the real star of the show. He can, when supported by Kyle, do up to 5! actions per turn (Focus =>Boost, Focus from Kyle =>barrel roll, then PTL for a Targetlock or Evade). Kyle can support others when needed, but your action economy will suffer a bit.

You can also consider to downgrade the Green to a Prototype to get a cheap but excellent blocker and upgrade Gemmer to Tycho. This way you have 2 highpowered aces, a support ship and a cheap distraction.

Edited by Joostuh

If your just playing casually with friends I would proxy the upgrades you don't have. It can be daunting starting out not having all the gear. You'll get there. I would reiterate what others have said and try and limit named pilots. In the beginning it can be tuff to remember all of the abilities and synergies. It's better to learn tactics and formation flying or the benefits of not flying in formation, than to worry about keeping track of what all your pilots are supposed to do or be good at.

Edited by Nickotine42