First 150 Pt. Fleet

By Dragontalon486, in X-Wing

Hey everyone, so I've been thinking about the Wave 5 ships and I want to pick up the YT-2400 and want to challenge a friend to a 150 pt battle. So I've been toying around with the fleet builder and this is what I've come up with so far;

Han Solo (46)

Push the Limit (3)

Kyle Katarn (3)

Recon Specialist (3)

Millenniuum Falcon (1)

Engine Upgrade (4)

Dash Rendar (36)

Veteran Instincts (1)

Heavy Laser Cannon (7)

Jan Ors (2)

Outrider (5)

Engine Upgrade (4)

Tala Squadron Pilot (13)

Proton Rockets (3)

Munitions Failsafe (1)

Tala Squadron Pilot (13)

Proton Rockets (3)

Munitions Failsafe (1)

Total Points: 149

What do you think for my first 150 point fleet?

Well, I can throw in some experiences

1.) Defensive focus with only 1 green dice is not going to amount to much, so I'd say you can safetly cut recon from Han without losing anything and just keep Kyle for the free focus (or Dodge from Jan) before you PTL for other stuff.

2.) Missiles on head-hunters have all been pretty bad for unless it's the Ion Pulse. The damage missiles just don't do enough damage, sadly, and they're incredibly unreliable because they're just one shot dice rolls (and dice are bastards). Plus, I wouldn't use Headhunters as Proton Rocket vessels since you're only getting 4 red dice per shot (a mere +1 over their normal range 1 shot) and they're not manueverable enough to secure range 1 before they die. Imo, they're a big waste of 8 points total that could go into the YTs instead (Ions would be sweet, though).

Dash seems fine, though I'm personally not a fan of using a very expensive ship's one shot per turn without some garanteed returns (ala re-rolls and focus stacking).

You could move Jan Ors to solo (after dropping Recon) to put someone else on Dash, but there's nothing really that would make him hit any harder (and gunner is literally worthless with Outrider :()

Edited by ficklegreendice

Well, I can throw in some experiences

1.) Defensive focus with only 1 green dice is not going to amount to much, so I'd say you can safetly cut recon from Han without losing anything and just keep Kyle for the free focus (or Dodge from Jan) before you PTL for other stuff.

2.) Missiles on head-hunters have all been pretty bad for unless it's the Ion Pulse. The damage missiles just don't do enough damage, sadly, and they're incredibly unreliable because they're just one shot dice rolls (and dice are bastards). Plus, I wouldn't use Headhunters as Proton Rocket vessels since you're only getting 4 red dice per shot (a mere +1 over their normal range 1 shot) and they're not manueverable enough to secure range 1 before they die. Imo, they're a big waste of 8 points total that could go into the YTs instead (Ions would be sweet, though).

Dash seems fine, though I'm personally not a fan of using a very expensive ship's one shot per turn without some garanteed returns (ala re-rolls and focus stacking).

You could move Jan Ors to solo (after dropping Recon) to put someone else on Dash, but there's nothing really that would make him hit any harder (and gunner is literally worthless with Outrider :()

Well the idea is to cover the falcon's low agility by putting 2 focuses then switching them to evades with Jan's ability then unstress Han and get a third focus to turn into an evade if need be. All of that plus the one evade die can make for four evades every other turn. the Zs can fire off their payload and if still around they can block.

Well the idea is to cover the falcon's low agility by putting 2 focuses then switching them to evades with Jan's ability then unstress Han and get a third focus to turn into an evade if need be. All of that plus the one evade die can make for four evades every other turn. the Zs can fire off their payload and if still around they can block.

Jan's only giving you 1 evade per round (says "once per round...when a friendly ship...preforms a Focus action or is assigned a focus token...you may assign that ship an evade token, instead"). Basically, you'd be trading Recon's 2 focus for an evade.

It's also why everyone and their dog drops C3PO on the Falcon, even though it's tucked away in an incredibly expensive box

Again, the Zs can fire their missiles but you're paying 4 whole points for only 1 additional red dice at range 1 (remember, it's 2 power plus their agility which is a total of 4). It's just not efficient.

Edited by ficklegreendice

What concerns me is that this is a four ship build with two of your ships being Z's. I mean I just made a four ship 150 list too but two were Wedge and Wes and another was a pimped out Transport (I won, by the way). Han and the Z's just feel far too vunerable to me.

Han & Zs, or any mini-swarm (an expensive ship/pilot or two plus a lot of fodder), are incredibly effective builds both because high numbers of cheap ships can block like crazy (both protecting your expensive ship(s) and making the enemy easier to predict/kill) and because they deal a surprising amount of damage if they're ignored. My group often jokes that a Phantom Mini-Swarm's real threat is the Academy Tie (and it's true a disturbing amount of the time)

Of course, mini-swarms are usually 3-4 ships run as cheaply as possible for as many bodies as possible and not a mere 2

Edited by ficklegreendice

Right, it's always something. I guess I'm not getting any better with squad building, I still suck. Nothing changes with me it seems.

List building isn't something that comes easy for anyone. I would consider. Something like 3 bwings. 2 bandits and yourdash the way you got him loaded out. You can swap in Xwing instead of bs. Trying to make sure you have at least 6 ships is the goal for me in 150. Unless I am swarming. Hope this helps some