Tournament List

By Dragontalon486, in X-Wing

Hey, I'm signed up for a tournament this Saturday and I would like to see what people think of this build. This is important because if you've followed my previous posts, you would know that my usual builds majorly suck like no tomorrow. Any comments would be appreciated and any changes would also be nice. At this point I'm grasping at straws for fleet building. If you think it's good, then tell me. If you think it's terrible, then at least tell me why it's terrible and how I could fix it. The tournament is a standard 100 point match timed at one hour.

Jake Farrell (24)

A-Wing Test Pilot (0)

Predator / Push the Limit (3)

Outmaneuver (3)

Chardaan Refit (-2)

Stealth Device (3)

Biggs Darklighter (25)

R2-D6 (1)

Veteran Instincts (1)

Etahn A'baht (32)

Veteran Instincts (1)

Fire-Control System (2)

R2-D2 (4)

Hull Ugrade (3)

Here's hoping that I will get better soon, and before anyone asks, no I didn't choose these at random. This is my attempt at trying to better a fleet I had that consisted of an E-Wing, A-Wing and B-Wing. the pilots were Corran Horn, Tycho Celchu, and a Dagger Squadron Pilot and came very close to a win against 2 Phantoms and 2 AP. It came down to Tycho against "Whisper" and he only had one hit left before it was game. Hope to hear from anyone soon.

Take Corran instead. Etahn doesnt benefit from any of that. Vet instincts will make him PS10, goo for hunting Phantoms.

Drop the two upgrades on biggs. He doesn't need it. You simply lose more when he dies. And he will die if your opponent is competent.

Jake is totally fine.

That's it: drop 2 points from Biggs. Take Corran.

Since you ahve extra points, I'd take Engine Upgrade too. The last two points are trivial. You can use them however you like. I'd add a Flechette Torps to Corran.

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)
Biggs Darklighter (25)
Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Outmaneuver (3)
A-Wing Test Pilot (0)
Total: 99
Engine Upgrade gives Corran a much needed boost in mobility (lol). You shouldn't need Hull Upgrade as the early game is covered by Biggs. Late game, don't let Corran get completely ganged on and R2D2 should keep him alive long enough to win you the game.
Practice with the list a LOT!
Keep Biggs along side Corran in most games. Don't do this versus Phantoms, let Corran chase it whereever it goes. (If Biggs can keep up, great, if not, dont worry).
Have Jake either in formation or buzzing around being a nuisance.
Reminder that you lose your next attack if you attack twice with Corran.
Edited by Blail Blerg

This isn't a bad list either:

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)
Dagger Squadron Pilot (24)
Tycho Celchu (26)
Push the Limit (3)
Chardaan Refit (-2)
Outmaneuver (3)
A-Wing Test Pilot (0)
Total: 100
Your OP list was not great because:
The upgrades didn't offer synergy or a devised game plan on how early mid and late game would work.
It didn't have anything to catch Phantoms.
That said, in a friendly match, its not a bad list either.

If you want to keep the pilots from you list above I would fly

Jake Farrell (24)
Predator (3)
Proton Rockets (3)

Etahn A'baht (32)
Predator (3)
Sensor Jammer (4)
R2-D2 (4)

Biggs Darklighter (25)
R4-D6 (1)

Total: 99

View in Yet Another Squad Builder

Etahn will be hard to kill and Jake could 1 shot a phantom i know ive done it (I got lucky)

This isn't a bad list either:

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)
Dagger Squadron Pilot (24)
Tycho Celchu (26)
Push the Limit (3)
Chardaan Refit (-2)
Outmaneuver (3)
A-Wing Test Pilot (0)
Total: 100
Your OP list was not great because:
The upgrades didn't offer synergy or a devised game plan on how early mid and late game would work.
It didn't have anything to catch Phantoms.
That said, in a friendly match, its not a bad list either.

Thank you for the input. Now I just have to decide which one I will fly.

Both are decent.

I personally like this better:

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R7-T1 (3)
Hull Upgrade (3)
Blue Squadron Pilot (22)
Blue Squadron Pilot (22)
Bandit Squadron Pilot (12)
Total: 100
The Blues are very hard hitting too and are hard to ignore. The Z is very good for a singular blocker that doesnt die quite as fast or as consistently as a Tie Fighter. If you know how to block, that Z is a VERY powerful ship. The two Bs can also be used to block very well.
You have conditional Boost, BR and an extra Hull. PS10 for Phantoms and FCS for Falcons.
Using the Bs to block decloak lanes for Phantoms is also doable, you just need to be damnably good. They can also take good shots at the 5 ties which are nothing to sneeze at.

The Bs are honestly better, but for a new player, this could be a much more forgiving list:

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)
Rookie Pilot (21)
Rookie Pilot (21)
Bandit Squadron Pilot (12)
Total: 100
Lots of attack dice. The Xs can also still slow fly and deal lots of damage. You have a Z to block and for extra attack dice. Should do just fine against nearly everything.
Bs are just a little more robust and face-punchy.
Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R7-T1 (3)
Hull Upgrade (3)
Keyan Farlander (29)
Veteran Instincts (1)
Fire-Control System (2)
Blue Squadron Pilot (22)
Fire-Control System (2)
Total: 100

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)
Blue Squadron Pilot (22)
Fire-Control System (2)
Dagger Squadron Pilot (24)
Fire-Control System (2)
C-3PO (3)
B-Wing/E2 (1)
Total: 100

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
Hull Upgrade (3)
Keyan Farlander (29)
Push the Limit (3)
Heavy Laser Cannon (7)
Airen Cracken (19)
Veteran Instincts (1)
Total: 100
Edited by Blail Blerg

The Bs are honestly better, but for a new player, this could be a much more forgiving list:

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)
Rookie Pilot (21)
Rookie Pilot (21)
Bandit Squadron Pilot (12)
Total: 100
Lots of attack dice. The Xs can also still slow fly and deal lots of damage. You have a Z to block and for extra attack dice. Should do just fine against nearly everything.
Bs are just a little more robust and face-punchy.

Yeah, I know what you mean, the only other fleet that was any good was a play on Paul's 2013 world's list, and I only won By one point against 5 Zs, 1 Prototype A, and 1 gold Y-Wing with an Ion Turret.

Rookie Pilot (21)

R7 Astromech (2)

Rookie Pilot (21)

R2-D2 (4)

Blue Squadron Pilot (22)

Engine Upgrade (4)

Blue Squadron Pilot (22)

Engine Upgrade (4)

That's an awkward but awesome list for Wave 3. If it wasn't for Falcon and Phantom, it would still be a good list. Its pretty funny. Engine on a Blue???

(Honestly, I feel like those aren't cost effective, cuz you won't get focuses, but oh well)

Its pretty funny. Engine on a Blue???

Yeah, that's what my opponent said and then was really shocked when I put one X and one B in both flanking positions of his fleet so he had to divide his fleet. the way I won was we ran out of time but I brought down 2 of his Zs and lost my R7 X-Wing. Really close.

Both are decent.

I personally like this better:

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R7-T1 (3)
Hull Upgrade (3)
Blue Squadron Pilot (22)
Blue Squadron Pilot (22)
Bandit Squadron Pilot (12)
Total: 100
The Blues are very hard hitting too and are hard to ignore. The Z is very good for a singular blocker that doesnt die quite as fast or as consistently as a Tie Fighter. If you know how to block, that Z is a VERY powerful ship. The two Bs can also be used to block very well.
You have conditional Boost, BR and an extra Hull. PS10 for Phantoms and FCS for Falcons.
Using the Bs to block decloak lanes for Phantoms is also doable, you just need to be damnably good. They can also take good shots at the 5 ties which are nothing to sneeze at.

I was thinking about R7-T1 but I was told many times that anything that requires an action to use is no good. so I've been trying to look for abilities that don't require taking your action for a turn.

Both are decent.

I personally like this better:

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R7-T1 (3)
Hull Upgrade (3)
Blue Squadron Pilot (22)
Blue Squadron Pilot (22)
Bandit Squadron Pilot (12)
Total: 100
The Blues are very hard hitting too and are hard to ignore. The Z is very good for a singular blocker that doesnt die quite as fast or as consistently as a Tie Fighter. If you know how to block, that Z is a VERY powerful ship. The two Bs can also be used to block very well.
You have conditional Boost, BR and an extra Hull. PS10 for Phantoms and FCS for Falcons.
Using the Bs to block decloak lanes for Phantoms is also doable, you just need to be damnably good. They can also take good shots at the 5 ties which are nothing to sneeze at.

I was thinking about R7-T1 but I was told many times that anything that requires an action to use is no good. so I've been trying to look for abilities that don't require taking your action for a turn.

That explanation is simplified. You need basically do something that does MORE than what you would simply get out of just taking a focus for free (no points spent).

We would consider an action about worth 3 points. A hull is worth that much. A focus brings your attack damage from 1.5 to 2.25, a 0.75 increase on average. Again, worth about 3 or 2 points.

R7T1 provides you with a utility you don't have: Boost. This is very useful in changing facing in a high mobility meta. It also gives you a free target lock, which is offensively equal to a Focus. It's less valuable in the sense that it cant be used on defense. For three points, its an okay upgrade. I'd much rather have R2D2 and Engine, but I'm short two points total.

R2F2 is the infamous one people try to use and are told its no good. It is no good. you roll more dodges with 2 dice and a F than you do with 3 naked green dice. PLUS it costs you 3 points.

Expose is the other one. Again 3 dice F is better than 4 dice naked: 3F = 2.25 (six eights times three), versus 4Naked = 2 (one half times 4). Here again, the upgrade cost you 4 points.

Proximity Mine is another semi-trap. it spends your action to use. You have a moderately high chance of having no shot after you've dropped it. and you lost your focus. All for 3 points. The damage output of the Mine (and thats assuming you even got it to hit!!!) is 1.5. three times one half.

R7T1 was developed later than all of these other upgrades and the developers have now understood action economy and the worth of actions.

Another note: Push the Limit gives you a second action for 3 points and a stress. Since a second action isn't something you normally can get, I'd say the stress is a reasonable trade. The action itself is worth about 3 points. This is why PTL is good.

Both are decent.

I personally like this better:

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R7-T1 (3)
Hull Upgrade (3)
Blue Squadron Pilot (22)
Blue Squadron Pilot (22)
Bandit Squadron Pilot (12)
Total: 100
The Blues are very hard hitting too and are hard to ignore. The Z is very good for a singular blocker that doesnt die quite as fast or as consistently as a Tie Fighter. If you know how to block, that Z is a VERY powerful ship. The two Bs can also be used to block very well.
You have conditional Boost, BR and an extra Hull. PS10 for Phantoms and FCS for Falcons.
Using the Bs to block decloak lanes for Phantoms is also doable, you just need to be damnably good. They can also take good shots at the 5 ties which are nothing to sneeze at.

I was thinking about R7-T1 but I was told many times that anything that requires an action to use is no good. so I've been trying to look for abilities that don't require taking your action for a turn.

That explanation is simplified. You need basically do something that does MORE than what you would simply get out of just taking a focus for free (no points spent).

We would consider an action about worth 3 points. A hull is worth that much. A focus brings your attack damage from 1.5 to 2.25, a 0.75 increase on average. Again, worth about 3 or 2 points.

R7T1 provides you with a utility you don't have: Boost. This is very useful in changing facing in a high mobility meta. It also gives you a free target lock, which is offensively equal to a Focus. It's less valuable in the sense that it cant be used on defense. For three points, its an okay upgrade. I'd much rather have R2D2 and Engine, but I'm short two points total.

R2F2 is the infamous one people try to use and are told its no good. It is no good. you roll more dodges with 2 dice and a F than you do with 3 naked green dice. PLUS it costs you 3 points.

Expose is the other one. Again 3 dice F is better than 4 dice naked: 3F = 2.25 (six eights times three), versus 4Naked = 2 (one half times 4). Here again, the upgrade cost you 4 points.

Proximity Mine is another semi-trap. it spends your action to use. You have a moderately high chance of having no shot after you've dropped it. and you lost your focus. All for 3 points. The damage output of the Mine (and thats assuming you even got it to hit!!!) is 1.5. three times one half.

R7T1 was developed later than all of these other upgrades and the developers have now understood action economy and the worth of actions.

Another note: Push the Limit gives you a second action for 3 points and a stress. Since a second action isn't something you normally can get, I'd say the stress is a reasonable trade. The action itself is worth about 3 points. This is why PTL is good.

Oh, okay. So I read some posts where they say that once the Experimental Interface comes out that that will fix R2-F2 and I've noticed that most people are looking at Biggs with this setup. how effective do you think that will be?

Ask those people ^^.

Personally, I agree with the people who say don't put anything on Biggs. When he dies he takes more points with him, and if your opponent is competent, he will kill Biggs.

Funny enough, I'd put it on Wedge:

He has enough offense that I don't feel a need to buff that.

Watching him dodge shots like a Phantom while at Range 1 is effing hilarious. Just funny. I wouldn't say competitive.

For laughs:

Wedge Antilles (29)
Push the Limit (3)
R2-F2 (3)
Stealth Device (3)
Ibtisam (28)
Elusiveness (2)
Sensor Jammer (4)
Flechette Torpedoes (2)
C-3PO (3)
B-Wing/E2 (1)
Green Squadron Pilot (19)
Wingman (2)
Chardaan Refit (-2)
Push the Limit (3)
A-Wing Test Pilot (0)
Total: 100

This one, also effing hilarious.

[Wedge Antilles (29)
Opportunist (4)
R2-F2 (3)
Stealth Device (3)
Kyle Katarn (21)
Ion Cannon Turret (5)
Moldy Crow (3)
Wes Janson (29)
Veteran Instincts (1)
R3-A2 (2)
Total: 100
Its really funny to watch someone try and hit Wedge with 4 dice and F when you've stripped their 3 dice attack ship of their focus.
Then Wedge gets an extra attaack dice on top of his agility cancel ability? At R1, 5 dice Focus? Effing hilarious.
Totally pasty.
Actually has a good chance against mobile lists too! Wedge and Wes are PS 9 and 10!
Good dice rolls against Falcons:
-1 agility, 4 dice F.
Kyle TL + F for 1 damage and ion.
Wes removes evades and 3 dice F, stress the Falcon too if you want. Makes it easier to chase.
Edited by Blail Blerg

Ask those people ^^.

Personally, I agree with the people who say don't put anything on Biggs. When he dies he takes more points with him, and if your opponent is competent, he will kill Biggs.

Funny enough, I'd put it on Wedge:

He has enough offense that I don't feel a need to buff that.

Watching him dodge shots like a Phantom while at Range 1 is effing hilarious. Just funny. I wouldn't say competitive.

For laughs:

Wedge Antilles (29)
Push the Limit (3)
R2-F2 (3)
Stealth Device (3)
Ibtisam (28)
Elusiveness (2)
Sensor Jammer (4)
Flechette Torpedoes (2)
C-3PO (3)
B-Wing/E2 (1)
Green Squadron Pilot (19)
Wingman (2)
Chardaan Refit (-2)
Push the Limit (3)
A-Wing Test Pilot (0)
Total: 100

For a friendly match, I wanna do it. X)

This one, also effing hilarious.

[Wedge Antilles (29)

Opportunist (4)

R2-F2 (3)

Stealth Device (3)

Kyle Katarn (21)

Ion Cannon Turret (5)

Moldy Crow (3)

Wes Janson (29)

Veteran Instincts (1)

R3-A2 (2)

Maybe swap R2 F2 for R7-T1 on wedge and I think it looks good, possibly swap the ept to predator also?

Jake Farrell (24)

A-Wing Test Pilot (0)

Predator / Push the Limit (3)

Outmaneuver (3)

Chardaan Refit (-2)

Stealth Device (3)

Biggs Darklighter (25)

R2-D6 (1)

Veteran Instincts (1)

Etahn A'baht (32)

Veteran Instincts (1)

Fire-Control System (2)

R2-D2 (4)

Hull Ugrade (3)

I'd start by removing Etahn's Hull Upgrade (he's already pretty durable, particularly since Biggs is there to extend his lifespan) and all upgrades from Biggs (because anything that doesn't extend his lifespan is going to be gone in a couple of rounds). That gives you five points to play with, and I agree with Blail Blerg that spending them to substitute Corran for Etahn has a lot of benefits.

The question is what to do with the last two points. You could certainly save them for an initiative bid or spend them on a Flechette Torpedo for Corran, but again I agree with BB that you'd be better off removing Jake's Stealth Device and giving Corran an Engine Upgrade. Jake is likely to be your opponent's lowest-priority target, so the Stealth Device is sort of gilding the lily anyway, and the EU will give Corran a lot more flexibility in his maneuvering (particularly with the green-maneuver restriction on Artoo).