Hi All,
I tend to play with newer players so I wanted to create some guidelines to help beginners build reasonable lists for casual play.
Heres what I've come up with so far...
General List-building Guidelines
- Aim to have about 3-5 ships in your list
- Spend only about 15 points in upgrades
- Do not spend more than 25 points on any ship with less than 3 Dice attack
- Aim to have at least 9 attack dice in your list
- Aim at have at least 16 Shields and Hull in your list
- Some Pilot abilities (to be maximised) dictate the style of list they should be played in (Howlruner, Biggs Darklighter, Etahn A'baht, Captain Jonus, Colonel Vessery)
- To review your completed list... line up your ships by offense, and then by defense; try to align these orders as much as possible to ensure a balanced list
General Ship Guidelines
- Generic low PS ships are generally points efficient and can be solid additions to a list
- Ships with less than 5 points of combined Hull and Shields are considered fragile because they can be one-shot to death
(putting lots of points into fragile ships can be a risky proposition)
- The TIE Advanced is generally considered weak for its points cost (except Darth Vader who is a total boss!)
General Upgrade Guidelines
- Actions are powerful, be wary of any upgrade that costs you your action as often the cost isn't worth the outcome
- Ordnance (Missiles & Torpedoes) are generally considered expensive and unreliable
(Munitions Failsafe is often throwing more points at trying to make a bad option work)
(Some of the newer options: Ion Pulse Missiles, Flechette Torpedoes, Proton Rockets aren't as bad)
- 'Infinite Fletchettes' - by combining flechette torpedoes (2pts; Torpedo) with munitions failsafe (1pt; Modification) you have the option of deliberately missing and not discarding the tordepo to continually cause stress
(While stress is powerful, foregoing damage to do it is probably not worth the opportunity cost)
- Veteran Instincts (1pt; EPS) is always a reasonable option
- Engine Upgrade (4 pts; Modification) is good on practically any ship (that doesn't naturally have boost)
- Stealth Device (3 pts; Modification) is generally a poor choice on any ship with an agility less than 3
- Heavy Laser Cannon (7 pts; Cannon) is awesome if you can afford the points
-'Buzzsaw Combo' of Fire Control System (2 pts; System) plus Gunner (5pts; Crew) is powerful on any ship that can take both (Shuttle; B-Wing [+1pt for BWing/E2 Modification])
- Draw their fire (1pt; EPS) and R2-D2 (4pts; Astromech) are a good way to keep a teammate alive a little bit longer (Named X-Wing & E-Wings only)
- Expose (4pts; EPS) is generally bad
- Autoblaster (5pts; Cannon) is generally bad
Remember these are just guidelines and there are exceptions to every rule.
What additions or changes would you suggest?
Tren
EDIT: Comments from below incorporated
Edited by Tren