New Player "Quick Start" List Guide

By MajorJuggler, in X-Wing Squad Lists

This is a collection of squads that I have compiled, intended to help newer players grab a list quickly and jump right into playing, rather than having to spend a long time thinking up a list on the spot.

Feedback is welcome, and let me know if I missed any original squad list citations.

PDF Download :
Quick Start List Guide v1.02 (90+MB download)

Quick Start List Guide v1.02 (compressed images, 12+MB download)

(Minor changes since 1.02 are in the ChangeLog at the bottom of the post - not yet updated in the PDF)

Copyright notice : All card images and original game text in the linked PDF are copyright by LFL and FFG. The card images have been included in the PDF to help new players quickly identify cards, but are of a lower quality than the originals, and only the cards needed for the squads are cited. The use of the card images here should fall under fair use, but if FFG issues a cease and desist, then I will remove the linked PDF.

Unreleased Content : Some of the squads here either require or recommend using proxy versions of unreleased but fully spoiled content from upcoming expansions, such as the TIE Advanced fixes in the Imperial Raider Epic ship expansion.

For very new players : I strongly recommend using squads that are Medium difficulty or lower, and avoiding squads that require Moderate or Significant House Rule changes be competitive regardless if you choose to use House Rules.


Difficulty level : Some squads are harder to fly than others. This does not mean that a squad is inherently better or worse, it just requires a higher player skill to reach a minimum level of performance. Each squad has a color coded difficulty listed as Very Easy , Easy , Medium , Hard , or Very Hard .

House Rules : All of the ships and all of the Archetypes are represented with both factions, but some of the resulting squads are inherently less effective than others. All of the squads here can be built without any House Rules. However, some squads include completely o ptional House Rules for balancing purposes. Each squad has a color coded description indicating roughly how much balancing is required for that squad to typically become competitive at a "top tier" level, listed as None , Minor , Moderate , and Significant . The squads in this post present the stock rules first, with House Rule options listed later.

The thread for my complete House Rules is here . The specific rules used in this collection can be found in this spoiler tab:

  • Alpha Squadron Pilot cost reduced from 18 to 17.
  • Sigma Squadron Pilot cost reduced from 25 to 24.
  • Kath Scarlet's ability changed to deal stress if an opponent cancels a critical hit or a hit.
  • Proton Torpedoes cost reduced from 4 to 3.
  • Concussion Missiles cost reduced from 4 to 3.
  • Cluster Missiles cost reduced from 4 to 3.
  • Assault Missiles cost reduced from 5 to 4.
  • Captain Jonus cost reduced from 22 to 21.
  • Delta Squadron Pilot cost reduced from 30 to 27.
  • Bounty Hunter cost reduced from 33 to 31.
  • Moldy Crow cost reduced from 3 to 2.
  • Lieutenant Blount cost reduced from 17 to 16.
  • Horton Salm gains the Elite Pilot Talent Slot.

Ship-specific cards:

X-wing Hull Refit
Title . X-wing only.
Increase your hull value by 1.
Cost: Wedge, Biggs: 1. All others: 0
Y-wing Turret Refit
Title . Y-wing only.
This card consumes the turret slot and has a negative cost.
Cost: -2.

Junkyard Deal

  • Title. Outer Rim Smuggler only.
  • 0 points.
  • Decrease the total cost of all equipped upgrades on this ship by 4 points, to a minimum of 0.

Junkyard Deal FAQ:

  • The cost reduction does not apply to each upgrade individually. The total cost of all upgrades assigned to the Outer Rim Smuggler is added up, and then up to 4 points is removed. For example, equipping Anti-Pursuit Lasers and Gunner will cost a total of 2+5-4 = 3 points.

Main List Archetypes


Swarms : Many ships that maximizes the number of dice thrown and total durability. Commonly 6-8 TIE Fighters or 5+ small rebel ships. Imperials frequently have 1+ initiative bid to move first, to use Pilot Skill 1 TIE Fighters as blockers.

Fat Turrets : One expensive turreted ship, usually with some other smaller ships for support. Weak to swarms. Strong against Phantoms with either Gunner, higher pilot skill, or stress mechanics.

Phantoms (with Advanced Cloaking Device) : Good maneuverability and extremely high efficiency with Advanced Cloaking Device (ACD) when shooting before the opponent. Strong against swarms. Weak against stress or higher pilot skill. Typical 1+ point initiative bid to chose to shoot first.

Aces : A small number of high-skill ships that excel at outputting damage and / or maneuvering. Maneuverable Aces (TIE Interceptors) are typically weak to turrets without wave 6 AutoThrusters modification.

4 small base ships : Four small ships of either faction that plays halfway between a swarm and an Aces list. 4-ship Rebel builds were very popular during wave 3, frequently with Biggs protecting high-attack ships. Imperials did not have many options here before the TIE Advanced fixes.

Control : Any list designed to restrict the opponent's movement and action options, such as by blocking, or adding stress or Ion tokens.

Ordnance : Uses missiles and torpedoes to attack with a devastating alpha strike, or bombs to control and cripple the enemy. Typically requires House Rules to be effective.

Miscellaneous : Anything else that doesn't quite fit any of the above archetypes.

Imperial Swarms

8 TIE Swarm

  • 4x Obsidian Squadron Pilots
  • 4x Academy Pilots

Points : 100
History : Around since the start of the game, and won the 2014 French Nationals, 71 players. (Icareane)
Difficulty : (4/5) Hard . When you absolutely must have more ships than your opponent, accept no substitutes to the 8 TIE Swarm.
House Rules : None .


7 TIE Howlrunner Swarm

  • Howlrunner + Determination + Hull Upgrade
  • Dark Curse
  • 5x Academy Pilots

Points : 98
History : 2013 Worlds runner-up (Dallas Parker); modified here by using Hull Upgrade instead of Stealth Device as per his own comments in one of his interviews.
Difficulty : (4/5) Hard . Flying 7 TIE Fighters in formation through asteroid fields, avoiding collisions after breaking formation, and keeping as many as possible within range 1 of Howlrunner is a mental exercise.
House Rules : None .


6 TIE Vader Swarm

  • Darth Vader + TIE/x1 + Adv. Targeting Computer + Engine Upgrade
  • Howlrunner
  • 4x Academy Pilots

Points : 100
Unreleased content (required): TIE Advanced fix in Imperial Raider expansion.
Difficulty : (3/5) Medium . Good damage output, and Vader with Engine Upgrade is an Ace.
House Rules : None .


6 TIE High Damage Swarm

  • Howlrunner + Swarm Tactics
  • Mauler Mithel + Swarm Tactics
  • 2x Alpha Squadron Pilots
  • 2x Academy Pilots

Points : 99
History : Did well during wave 3 Regionals.
Difficulty : (3/5) Medium . Keep interceptors in the back to keep them alive. Weak against Pilot Skill 9+.
House Rules ( Minor ): Alphas' cost reduced to 17. Add Hull Upgrade to Howlrunner (100 points).


Lord Vader's Escort (Doom Shuttle Swarm)

  • Omicron Group Pilot + Darth Vader
  • 3x Obsidian Squadron Pilots
  • 3x Academy Pilots

Points : 99
History : Originated during wave 3 in the 3rd Vassal Tournament (Greg Duncan aka "joynvengeance").
Difficulty : (4/5) Hard . Lots of durability, but the Lambda Shuttle is the only high attack power ship.
House Rules : None .


Alabaster Hippo Ballet (Hybrid Swarm + Ace)

  • Soontir Fel + Push the Limit + Autothrusters
  • 2x Omicron Group Pilots + Fire-Control System
  • Omicron Group Pilot

Points : 99
History : 2014 Online Galactic Cup Tournament Winner (Dominic Cairo). Modified here by removing Vader Crew and adding AutoThrusters on Fel.
Difficulty : (5/5) Very Hard . Managing the Lambda Shuttles' extremely poor dials with opening positions and proper obstacle placement is difficult.
House Rules : None .

Imperial Fat Turrets

Chiraneau + Whisper (Hybrid turret + Phantom)

  • Chiraneau + Expose + Ysanne Isard + Rebel Captive + Experimental Interface
  • Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control Systems

Points : 99
History : Won first recorded major wave 5 tournament. Sydney, Australia. (Morgan Reid)
Difficulty : (3/5) Medium . Very large damage output from only 2 ships. Rear Admiral is straightforward to fly, but Whisper can be unforgiving. Weak to stress.
House Rules : None .


Chiraneau + Echo (Hybrid turret + Phantom)

  • Chiraneau + Push the Limit + Ysanne Isard + Mara Jade + Engine Upgrade
  • Echo + Veteran Instincts + Advanced Cloaking Device + Fire-Control Systems + Rebel Captive

Points : 100
History : A popular combination in wave 5, this particular list submitted by Ed Horne aka "EvilEd".
Difficulty : (4/5) Hard . Echo is always difficult to fly, but both ships fly at PS8 providing some flexibility.
House Rules : None .


Kenkirk + Tempest

  • Commander Kenkirk + Push the Limit + Ysanne Isard + Rebel Captive + Engine Upgrade
  • 2x Tempest Squadron Pilot + TIE/x1 + Accuracy Corrector

Points : 100
Difficulty : (2/5) Easy . Kenkirk is durable and can boost during the Combat phase after he has taken a hull damage. TIE Advanced are also durable, do consistent damage, and are best at range 2.
Unreleased content (required): TIE/x1 from Imperial Raider expansion
House Rules : None .


Ramming Speed!

  • Captain Oicunn + Daredevil + Ysanne Isard + Rebel Captive + Mara Jade + Engine Upgrade + Dauntless
  • 2x Black Squadron Pilots + Wingman + Hull Upgrade

Points : 99
Difficulty : (3/5) Medium . Dauntless + Daredevil allows Oicunn to deal 2 damage to a target by ramming it. Keep the TIEs at range 1 of Oicunn to remove both stress in the combat phase. The FAQ changed Daredevil from being a red maneuver to a white maneuver + stress token.
House Rules : None .

Note : The Dauntless title triggers after the "execute maneuver" step but before "check stress" step of the activation phase. This has strange implications. In order, these are the steps that are performed during the activation phase when performing a maneuver and then performing daredevil via Dauntless.
  1. Reveal Dial.
  2. Set Template.
  3. Execute Maneuver. If you collide with a ship then Oicunn deals one damage to it.
    • a) If you had no stress at the start of the activation phase, and you overlapped another ship while maneuvering, then you may trigger Dauntless.
      • b) Use Dauntless to trigger Daredevil, performing a white 1 turn. If you collide with a ship then Oicunn deals one damage to it.
      • c) Receive 1 stress token from Daredevil.
    • d) Receive 1 stress token from Dauntless.
  4. Check Pilot Stress: if you revealed a green maneuver, then remove one stress token. If you revealed a red maneuver, then gain one stress token.
Some implications are:
  1. Performing the free action from Dauntless after revealing a green maneuver will immediately remove one stress token obtained from the Dauntless title. Gaining an additional stress token from Daredevil will result in Oicunn having only 1 stress at the end of the round instead of 2.
  2. If Oicunn starts the phase with a stress token, then he cannot trigger Dauntless regardless of what maneuver he revealed, since the stress is not removed until step 4.
  3. If Oicunn starts the activation phase without a stress, then he can perform a red maenuever (which is only possible with a critical hit effect), collide with a ship to trigger Dauntless, then trigger Daredevil, and then finally receive 3 stress tokens.

TIE Phantoms

Whisper + mini-swarm

  • Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control System + Rebel Captive
  • Howlrunner + Swarm Tactics
  • 3x Academy Pilots

Points : 98
History : 2014 Worlds runner-up (Morgan Reid)
Difficulty : (3/5) Medium .
House Rules : None .
Alternate options : Drop Swarm Tactics, add Hull Upgrade to Howlrunner (99 points).


Whisper / Fel / Yorr

  • Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control System + Gunner
  • Soontir Fel + Push the Limit + Autothrusters
  • Omicron Group Pilot + Fire-Control System

Points : 99
History : 2014 U.S. Nationals Winner. GenCon. (Rick Sidebotham). Modified here by downgrading Captain Yorr to Omicron Group Pilot + Fire-Control System, and adding Autothrusters to Fel.
Difficulty : (4/5) Hard . "Turtle" Whisper evades for action, then ends up cloaked with evade + focus after shooting.
House Rules : None .

6 Sigma

  • Echo + Veteran Instincts + Advanced Cloaking Device + Sensor Jammer + Rebel Captive
  • 2x Sigma Squadron Pilots + Stygium Particle Accelerator + Enhanced Scopes + Intelligence Agent

Points : 100
History : Top 32 at Worlds 2014 (Aaron Bonar aka "Kinetic Operator").
Difficulty : (5/5) Very Hard . Very high damage output but extremely unforgiving to errors. Almost certainly the hardest squad to fly in this entire collection. Enhanced Scopes and Intelligence Agent allow you to move first and block your opponent.
House Rules ( Minor ): Sigma Squadron Pilots reduced in cost from 25 to 24 points. This saves 2 points for an initiative bid, upgrading Echo to Whisper, tweaking upgrades, or upgrading one Sigma to a pilot skill 5 Shadow Squadron Pilot (House Rule cost reduction from 27 to 26).

Imperial Aces

The Three Amigos (Vader / Soontir Fel / Turr)

  • Darth Vader + Predator + TIE/x1 + Adv. Targeting Computer + Engine Upgrade
  • Soontir Fel + Push the Limit + Royal Guard TIE + Autothrusters + Targeting Computer
  • Turr Phennir + Veteran Instincts + Autothrusters

Points : 99
History : Vader / Fel / Turr combination popular during wave 2. Updated here with new upgrades.
Difficulty : (5/5) Very Hard . Extremely low hit point list, unforgiving to errors.
Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion.
Alternate options : Downgrade Predator to Lone Wolf on Vader, and Upgrade Targeting Computer to Hull Upgrade on Soontir Fel (still 99 points).
House Rules : None .


Whisper / Vader / Soontir Fel

  • Whisper + Veteran Instincts + Advanced Cloaking Device
  • Darth Vader + TIE/x1 + Adv. Targeting Computer
  • Soontir Fel + Push the Limit + Autothrusters

Points : 99
Difficulty : (4/5) Hard . Another all PS9 list but with Whisper instead of Turr for more firepower. Vader is less maneuverable.
Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion.
House Rules : None .


Vader / Soontir Fel / Jax

  • Darth Vader + TIE/x1 + Adv. Targeting Computer
  • Soontir Fel + Push the Limit + Autothrusters + Royal Guard TIE + Hull Upgrade
  • Carnor Jax + Push the Limit + Autothrusters + Royal Guard TIE + Hull Upgrade

Points : 99
Difficulty : (4/5) Hard . Jax flies in close at range 1 to disrupt enemy action economy.
Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion.
Alternate options : Equip Stealth Device instead of Hull Upgrade on Soontir Fel.

Imperial 4 Ship

Vader's Entourage

  • Darth Vader + Predator + TIE/x1 + Adv. Targeting Computer + Engine Upgrade
  • 3x Tempest Squadron Pilot + TIE/x1 + Accuracy Corrector

Points : 100
Difficulty : (2/5) Easy . A fairly forgiving list to fly, the 3 Tempests should use their actions defensively and attempt to stay at range 2. Vader is the only counter to Aces or arc dodgers, so keep him safe.
Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion.
Alternate options : Drop Predator (3 points) for Lone Wolf (2 points) on Vader, and save 1 point for an initiative bid.
House Rules : None .

Imperial Control

Kath + Stress Cows

  • Kath Scarlet + Predator + Rebel Captive
  • 2x Omicron Group Pilots + Gunner + Tactician

Points : 100
Difficulty : (4/5) Hard . Lambda Dials are extremely poor, but they will do consistent damage when they have targets in arc.
House Rules ( Moderate ): Kath Scarlet's ability changed to deal stress if an opponent cancels a critical hit or a hit.

Imperial Ordnance


Victory is Mined

  • Omicron Group Pilot + Darth Vader
  • 4x Scimitar Squadron Pilot + Proximity Mines

Points : 100
History : Went 4-2 in both Flight 1 and Flight 2 at 2014 Worlds (Mark Fletcher aka "Sable Gryphon").
Difficulty : (4/5) Hard . Getting Proximity Mines to land can be challenging, especially against Aces or Turreted ships.
House Rules : None .


Jonus Bombers

  • Captain Jonus
  • 3x Scimitar Squadron Pilots + Proton Torpedoes + Cluster Missiles + Seismic Charges

Points : 100
Difficulty : (3/5) Medium . Acquiring Target Locks on the desired targets is the hardest part.
House Rules ( Significant ): Proton Torpedo, Concussion Missile, Cluster Missiles cost all reduced from 4 to 3. Captain Jonus cost reduced from 22 to 21, resulting in (99 points):

  • Captain Jonus + Push the Limit + Concussion Missiles
  • 3x Scimitar Squadron Pilots + Proton Torpedoes + Cluster Missiles + Seismic Charges

Miscellaneous Imperial

Triple Defenders

  • Colonel Vessery + Adrenaline Rush + Engine Upgrade
  • 2x Delta Squadron Pilots

Points : 100
Difficulty : (3/5) Medium . Delta Squadron Pilots acquire Target Locks which increases Vessery's damage output.
House Rules ( Significant ): Delta Squadron Pilots cost reduced from 30 to 27. Remove Adrenaline Rush and add Heavy Laser Cannon to Vessery, resulting in (100 points):

  • Colonel Vessery + Heavy Laser Cannon + Engine Upgrade
  • 2x Delta Squadron Pilots

Triple Bounty Hunters

  • 3x Bounty Hunter

Points : 99
History : Triple Bounty Hunters at 99 points has on very rare occasion done well in tournaments, but is generally underpowered without House Rules.
Difficulty : (3/5) Medium . Three Bounty Hunters have a lot of durability, and their main trick is their rear arc. With House Rules the remaining 7 points can be used to purchase bombs, or crew cards instead.
House Rules ( Moderate ): Bounty Hunter cost reduced from 33 to 31. Allows addition of 1 Recon Specialist and 2 Seismic Charges, resulting in (100 points):

  • Bounty Hunter + Recon Specialist
  • 2x Bounty Hunter + Seismic Charges

The Jonus Brothers

  • Captain Jonus + Swarm Tactics + Seismic Charges
  • 2x Delta Squadron Pilots + Heavy Laser Cannon

Points : 100
Difficulty : (3/5) Medium . The Defenders can quickly get and stay in range 1 with no 1 forward and a white K-turn, mitigating the usefulness of Heavy Laser Cannon and Jonus's rerolls.
House Rules ( Significant ): Delta Squadron Pilot cost reduced from 30 to 27. Jonus cost reduced from 22 to 21. Concussion Missiles cost reduced from 4 to 3. Switch Swarm Tactics to Push the Limit, and add two Concussion Missiles to Jonus, resulting in:

  • Captain Jonus + Push the Limit + 2x Concussion Missiles + Seismic Charges
  • 2x Delta Squadron Pilots + Heavy Laser Cannon

Rebel Swarms

BBBBZ

  • 4x Blue Squadron Pilot
  • Bandit Squadron Pilot

Points : 100
History : 2014 Canadian Nationals Runner-up. (Ron Brannan)
Difficulty : (2/5) Easy . Another high hit point squad, this one with more attack power but less agility. Weak against Aces lists.
House Rules : None .

BXXZZZ

  • Blue Squadron Pilot
  • 2x Rookie Pilots
  • 3x Bandit Squadron Pilots

Points : 100
History : An evolution of BXXYY, which made Top 8 at 2013 Worlds (Jim Blakley).
Difficulty : (2/5) Easy . Lots of attack power and lots of hit points. Aim at the enemy and shoot it. Very weak against Aces lists.
House Rules ( Minor ): Free X-wing Hull Refit (+1 Hull) on both X-wing Rookie Pilots.

Tarn + A's

  • Tarn Mison + R7 Astromech
  • 5x Prototype Pilots + Chardaan Refit

Points : 100
Difficulty : (3/5) Medium . Lots of durability, but lower attack power gives this squad some difficult matchups.
House Rules ( Minor ): Free X-wing Hull Refit (+1 Hull) on Tarn Mison.


6A's

  • 2x Green Squadron Pilot + Push the Limit + Chardaan Refit
  • 4x Prototype Pilots + Chardaan Refit

Points : 100
Difficulty : (3/5) Medium . High durability and maneuverability but low attack. Good for learning how to maneuver.
House Rules : None .

Rebel Fat Turrets

Han Shoots First

  • Han Solo + Marksmanship + Chewbacca + Gunner
  • 2x Rookie Pilots

Points : 100
History : The first popular Han Solo list. 2013 Worlds Top 8 (Ivan Pastor) and Top 16 (Ryan Krippendorf).
Difficulty : (2/5) Easy .
House Rules ( Minor ): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilots. Marksmanship cost reduced from 3 to 2, then for 1 point add Tactical Jammer modification or Millennium Falcon title.


Fat Han

  • Han Solo + Predator + C-3PO + Luke Skywalker + Engine Upgrade + Millennium Falcon
  • 3x Bandit Squadron Pilots

Points : 100
History : The stereotypical "Fat Han" build during wave 4.
Difficulty : (2/5) Easy . C-3P0 + Millennium Falcon title allow for 2 automatic evades per round, making it a very difficult ship to kill in the late game. Reasonably strong against Phantoms, and weak against swarms.
House Rules : None .


Super Fat Han

  • Han Solo + Predator + C-3PO + R2-D2 + Engine Upgrade + Millennium Falcon
  • 3x Tala Squadron Pilots

Points : 100
History : 2014 Worlds Winner (Paul Heaver)
Difficulty : (2/5) Easy . This build has 3 damage mitigation per turn once R2-D2 kicks in, making it extremely strong against Fat Han. Weak to swarms.
House Rules : None .


Lando and Chewie (double turrets)

  • Lando Calrissian + Push the Limit + Nien Nunb + C-3PO + Millennium Falcon
  • Chewbacca + Veteran Instincts + Jan Ors + Recon Specialist

Points : 100
History : Winner at 2014 Canadian Nationals.
Difficulty : (2/5) Easy . Both ships fly at PS7, Lando passes Chewbacca a free action, and both ships fly very defensively. Poor matchups against some swarm and phantom builds.
House Rules : None .


Border Dash

  • Dash Rendar + Push the Limit + Heavy Laser Cannon + Outrider + Kyle Katarn + Engine Upgrade
  • Wild Space Fringer + Heavy Laser Cannon + Gunner

Points : 100
History : Fall 2014 Team Covenant Open (online) Runner-up (Theorist)
Difficulty : (4/5) Hard . Dash effectively has 3 actions per turn and can arc-dodge generic pilots with ease, but dies quickly if boxed in or chased down by higher pilot skill ships. The Fringer's best use is generally shooting at anything that chases Dash.
House Rules : None .


Super Dash and friends

  • Dash Rendar + Push the Limit + Heavy Laser Cannon + Outrider + Kyle Katarn + Engine Upgrade
  • Bandit Squadron Pilot
  • 2x Prototype Pilots + Chardaan Refit

Difficulty : (3/5) Medium . Anchored by 58 Dash like the Border Dash list, but uses three generic ships to add some more meat to help to fill out the list against swarms. They make good blockers, but are weak against aces.
House Rules : None .


20 Yard Dash (Hybrid Turret + Ace)

  • Dash Rendar + Lone Wolf + Recon Specialist + Heavy Laser Cannon + Outrider
  • Corran Horn + Push the Limit + R2-D2 + Fire-Control System + Hull Upgrade

Points : 100
History : Fall 2014 Team Covenant Open (online) Top 4 (Sideslip)
Difficulty : (4/5) Hard . Dash is not as mobile as the other 58 Dash builds, but with Recon Specialist and Lone Wolf is potentially more durable. Corran Horn is an excellent late game closer but can get focused down early.
Alternative options : 58 Dash (See Border Dash); Corran + Veteran Instincts + R2-D2 + Fire-Control System.
House Rules : None .

Rebel Aces

Wedge, Luke, Biggs

  • Wedge + Push the Limit + R2 Astromech + Engine Upgrade
  • Luke Skywalker + Draw Their Fire + R2-D2
  • Biggs Darklighter + R4-D6 + Shield Upgrade

Points : 100
History : An early 3-ship X-wing combination that was popular in wave 1 and 2. Essentially obsolete after wave 3.
Difficulty : (4/5) Hard . Reasonable attack power but overall durability is on the lower side. Requires careful maneuvering to keep Biggs, Luke, and Wedge all within range 1 of each other with Biggs in the rear. Opponents must attack Biggs, Luke pulls off critical hits and regenerates shields, and Wedge hits like a hammer with Target Lock + Focus.
House Rules ( Moderate ): X-wing Hull Refit (+1 Hull) on all 3 X-wings, at a cost of 1 for Wedge and Biggs, and 0 for Luke. On Biggs, drop Determination and downgrade Shield Upgrade to Hull Upgrade. Biggs has 5 hull, Luke and Wedge have 4 hull. House Rules squad (100 points):

  • Wedge + X-wing Hull Refit + Push the Limit + R2 Astromech + Engine Upgrade
  • Luke Skywalker + X-wing Hull Refit + Draw Their Fire + R2-D2
  • Biggs Darklighter + X-wing Hull Refit + Hull Upgrade

Wedge, Wes, Keyan

  • Wes Janson + Veteran Instincts
  • Wedge + Opportunist + R2 Astromech
  • Keyan Farlander + Opportunist + Advanced Sensors

Points : 100
History : A modification of a similar Wedge/Wes/Luke list originated in wave 3 Regionals, placing Top 4 at Monroeville, PA (Charles Gillespie aka "Osoroshii").
Difficulty : (4/5) Hard . Devastating attack power on a single target, with Wedge and Keyan triggering Opportunist off of Wes's token removal. Weakness: low durability even with House Rules, and potentially vulnerable to Aces lists.
House Rules ( Moderate ): Wes Janson cost reduced from 29 to 28. X-wing Hull Refit (+1 Hull) on both X-wings, at a cost of 1 for Wedge and 0 for Wes, so total squad cost still 100 points.


Rebel 4 Ship

Biggs Walks the Dogs

  • Biggs Darklighter
  • 2x Dagger Squadron Pilots + Advanced Sensors
  • Rookie Pilot

Points : 100
History : 2013 Worlds Winner (Paul Heaver)
Difficulty : (3/5) Medium . Biggs provides cover from the rear. The B-wings leverage their pilot skill and Advanced Sensors to retain their action while bumping, or barrel roll to get out of arc of lower pilot skill ships.
House Rules ( Minor ): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilot.


Blue Thunder

  • 2x Blue Squadron Pilots + Heavy Laser Cannon
  • 2x Rookie Pilots

Points : 100
History : Placed well in the 2013 Galactic Cup online tournament.
Difficulty : (2/5) Easy . Lots of firepower but weak to arc dodgers. Keep the B-wings in the rear with HLC.
House Rules ( Minor ): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilots.


Luke and Rookies

  • Luke Skywalker + Draw Their Fire + R2-D2 + Shield Upgrade
  • 3x Rookie Pilots

Points : 100
History : 2013 Worlds Top 4 (Jonathan Gomes).
Difficulty : (3/5) Medium . Luke stays in the back and pulls critical hits away from the Rookies.
House Rules ( Moderate ): Free X-wing Hull Refit (+1 Hull) on all X-wings.


Corran, Biggs, and Bandits

  • Corran Horn + Push the Limit + R2-D2 + Fire-Control System + Shield Upgrade
  • Biggs + Hull Upgrade
  • 2x Bandit Squadron Pilot

Points : 100
History : 2014 Worlds Top 16 (Nathan Eide).
Difficulty : (3/5) Medium . Biggs provides cover in the back while Corran makes an Excellent closer.
House Rules : None .


Four Blues

  • 4x Blue Squadron Pilots + Advanced Sensors

Points : 100
History : Placed well in some wave 3 Regionals.
Difficulty : (1/5) Very Easy . B-wings can take their action and bump, or take their action and K-turn. Very respectable firepower and durability, but weak to higher pilot skill Aces.
Alternate options : Replace one Blue with Biggs. (Paul Heaver's "Designated Driver" list, difficulty 2/5).
House Rules : None .


Roark + Cracken + Blues

  • Roark Garnet + Blaster Turret + Moldy Crow + Chewbacca
  • Airen Cracken + Swarm Tactics
  • 2x Blue Squadron Pilot + Fire-Control System

Points : 99
History : Winner at wave 4 Spanish Nationals, 149 players. (Tomás Vargas Serrano)
Difficulty : (3/5) Medium . Roark + Cracken with Swarm Tactics lets you shoot at either PS 12/8/8/4, or 12/12/4/2, giving some flexibility against TIE Phantom lists.
House Rules : ( Minor ): Moldy Crow cost reduction from 3 to 2 points, leaving 2 points for upgrades, but there are no obvious upgrades here for only 2 points.

Rebel Control

Panic Attack

  • 3x Blue Squadron Pilots + B-wing/E2 + Tactician
  • Gold Squadron Pilot + Ion Cannon Turret + R3-A2 + BTL-A4

Points : 100
History : 2014 Worlds Top 8 (Jonathan Gomes) and Top 32 (Scott Williams, aka "Mr Froggies"). Modified here by adding BTL-A4 title to the Gold Squadron Pilot.
Difficulty : (4/5) Hard . Excellent stress inducing control, but requires range 2 on the B-wings to activate.
House Rules : None .


Rebel Convoy

  • 2x Outer Rim Smugglers
  • 2x Gold Squadron Pilots + Ion Cannon Turret

Points : 100
History : 2013 Worlds Top 16 (Aaron Bonar, aka "Kinetic Operator").
Difficulty : (3/5) Medium . Lots of hit points, turrets, and board control, but low attack power.
Alternate Loadout (optional): BTL-A4 title to both Gold Squadron Pilots for even more attack power.
House Rule ( Minor ): Add "Junkyard Deal" to both Outer Rim Smugglers to equip Anti-Pursuit Lasers and two Intelligence Agents to each for free.


Rebel Warthogs

  • Gold Squadron Pilot + Ion Cannon Turret + BTL-A4 Y-wing + R3-A2
  • 3x Gold Squadron Pilot + Ion Cannon Turret + BTL-A4 Y-wing + Seismic Charges

Points : 100
Difficulty : (3/5) Medium . Each Y-wing can attack twice per round, resulting in excellent damage and control.
House Rules : None .

Rebel Ordnance

Rebel Firestorm

  • Airen Cracken + Veteran Instincts + Cluster Missiles
  • Horton Salm + 2x Proton Torpedoes
  • "Dutch" Vander + Proton Torpedoes
  • Bandit Squadron Pilot + Concussion Missiles

Points : 100
Difficulty : (3/5) Medium . Cracken firing Cluster Missiles counts as 2 attacks, so his ability to grant a free action can trigger twice in one turn. Chaining this with Dutch Vander's means that you can potentially gain three Target Locks during the Combat phase at PS10.
House Rules ( Significant ): (100 points). Y-wing Turret Refit added to Horton and Dutch, which consumes the Turret slot at a cost of -2 points each. Proton Torpedo and Cluster Missiles cost reduced from 4 to 3. Assault Missiles cost reduced from 5 to 4. Horton Salm: gains an Elite Pilot Talent, equipped with Push the Limit; add R2 Astromech. Bandit Squadron Pilot + Concussion Missiles replaced by Lieutenant Blount + Assault Missiles, whose cost is reduced from 17 to 16. Final list at 100 points:

  • Airen Cracken + Veteran Instincts + Cluster Missiles
  • Horton Salm + 2x Proton Torpedoes + Push the Limit + R2 Astromech + Y-wing Turret Refit
  • "Dutch" Vander + Proton Torpedoes + Y-wing Turret Refit
  • Lieutenant Blount + Assault Missiles

Scum Swarms

Bug Zappers

  • 7x Binayre Pirates + Feedback Array

Points : 100
Difficulty : (3/5) Medium . This squad has respectable firepower and durability, and can take down high agility ships at range 1 using Feedback Array.
House Rules : None .

Mux's Mooks (Hybrid Swarm / Control)

  • Torkil Mux + Ion Cannon Turret
  • 2x Black Sun Soldier
  • 2x Syndicate Thugs + Ion Cannon Turret + BTL-A4 Y-wing + R4 Agromech

Points : 100
Difficulty : (3/5) Medium . This squad excels at dice raw attrition and control. The Y-wings with the BTL-A4 title and R4 Agromech bring most of the damage, and 3 Ions can lock down a single large ship, or several smaller ships. Remember that you are allowed to spend a focus token to change 0 eyeballs to hits in order to trigger the R4 Agromech to gain a Target Lock. Torkil Mux can force one ship to PS0, which is frequently destroyed before it can even fire.
House Rules : None .

Scum Aces

BroBots

  • IG88-B + Predator + Mangler Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners
  • IG88-C + Predator + Mangler Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners + Seismic Charges

Points : 100
Difficulty : (3/5) Medium . A well-rounded dual IG-88 list that has considerable action economy and maneuvering tricks. Weak against stress mechanics and PS7+ maneuverable ships.
House Rules : None .

Bounty's Nightmare

  • Boba Fett + Veteran Instincts + Inertial Dampeners + Engine Upgrade + Tactician + Andrasta + 2x Seismic Charges
  • IG88-B + Veteran Instincts + Inertial Dampeners + Heavy Laser Cannon + Advanced Sensors + Autothrusters

History : A variant of the effective Fett + IG88-B combination pioneered by Mark Fletcher ("Sable Gryphon"), winning a 27 player Store Championship and with slight updates from him here.

Points : 100
Difficulty : (4/5) Hard . Very good pilot skill and tricks, but lower raw damage compared to other lists.
House Rules : None .

Yin and Yang

  • IG88-B + Lone Wolf + Mangler Cannon + Sensor Jammer + Autothrusters + IG-2000
  • IG88-D + Expert Handling + Heavy Laser Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners

History : Pioneered by Doug Kinney ("hothie").

Points : 99
Difficulty : (4/5) Hard . A highly asymmetric list that requires considerable skill to fully fly to its advantages. Enemy Target priority is difficult as IG88B is a late game defensive monster, and 88D deals out lots of damage.
House Rules : None .

Terminators

  • IG88-B + Lone Wolf + Heavy Laser Cannon + Fire-Control System + Autothrusters + IG-2000
  • IG88-D + Outmaneuver + Heavy Laser Cannon + Fire-Control System + Autothrusters + IG-2000

Points : 99
Difficulty : (4/5) Hard . This dual IG-88 lists is designed to do the maximum and most consistent damage as possible. IG88-B's ability in conjunction with Fire Control System results in a 4-dice "buzzsaw" at range 2-3, and IG88-D allows the ships to reposition themselves to catch other ships out of arc, triggering Outmaneuver. Weak against PS7+ maneuverable ships.
House Rules : None .

Opportunity Knocks

  • Palob Godalhi + Opportunist + Blaster Turret + K4 Security Droid + Moldy Crow
  • Tansarii Point Veteran + Opportunist + "Heavy Scyk" Interceptor + Heavy Laser Cannon
  • Guri + Opportunist + Autothrusters

Points : 100
Difficulty : (4/5) Hard . This squad is all PS5 and can deal a huge amount of damage, but has very little overall durability. All three ships are glass cannons to varying degrees. The M3-A Scyk is the most extreme glass cannon, and Palob is not too far behind. Guri should fly up close to maximize damage, Palob should be flying around at range 2, and the M3-A should try and stay at long range for as long as possible. Weak against PS6+.
House Rules : None .

Scum 4 ship

Serissu's Heavy Scyks

  • Serissu + Swarm Tactics
  • 3x Cartel Spacer + "Heavy Scyk" Interceptor title + Heavy Laser Cannon + Hull Upgrade

Points : 100
Difficulty : (3/5) Medium . This squad is designed to throw a lot of dice at your opponent while making target priority difficult. The Cartel Spacers are glass cannons even with the Hull Upgrade and Serissu's friendly buff. Weak against PS9+ and arc dodgers.
House Rules : None .

Scum Control

Thug Life

  • 4x Syndicate Thugs + Ion Cannon Turret + BTL-A4 Y-wing + R4 Agromech

History : An early entry to this Starter List, and later won an 18 player Store Championship in Fresno, CA.

Points : 100
Difficulty : (3/5) Medium . Each Y-wing can attack twice per round, resulting in excellent damage and control. The R4 Agromech further increases the damage and Ion reliability at no tactical cost. Note: focus tokens can be spent even if no eyeballs are rolled, modifying zero dice but gaining a target lock.
House Rules : None .

Scum Turrets

Greedo's Grinders

  • Torkil Mux + Autoblaster Turret
  • 3x Syndicate Thug + Autoblaster Turret
  • Spice Runner + Autoblaster Turret + Greedo

History : Pioneered by Scott Williams ("Mr. Froggies")

Points : 100
Difficulty : (3/5) Medium . This squad is very strong once its ships get the inside track and can force the range 1 death bubbles. The Spice Runner shoots last at PS1, so Greedo Crew usually activates, delivering a crit to the target. Weakness: enemy turrets that can stay beyond range 1, and low agility ships.
House Rules : None .

ChangeLog

  • May 4, 2015: (v1.03): In "Wedge / Luke / Biggs" replaced Determination on Biggs (illegal!) with R4-D6.
Edited by MajorJuggler

The lists are diverse, field tested and adequately categorized for every skill level - very well done MJ, and thank you!

This is awesome, I'm going to show it to my friends who are new to the game. although there is no list for "Four Blues" I'm assuming its 4 blues with advance sensors correct?

This is awesome, I'm going to show it to my friends who are new to the game. although there is no list for "Four Blues" I'm assuming its 4 blues with advance sensors correct?

Oops, yes, 4 Blues all have sensors. Fixed! Note: the PDF is correct.

Excellent!

Thanks MJ. Very useful

Chiraneau + Whisper (Hybrid turret + Phantom)
Chiraneau + Echo (Hybrid turret + Phantom)

Both missing Advanced Cloacking Device

Another Rebel Swarm played at Worlds (i think it reached top 32

3x Blue Squadron + Advanced Sensors; 2x Bandit Squadron

Good Damage Output and easy to fly

Thank you, sincerely!

MJ is this something that you plan on maintaining and updating? If you are, how do we get this made into a sticky?

MJ is this something that you plan on maintaining and updating? If you are, how do we get this made into a sticky?

I plan on maintaining and updating this thread and updating the linked PDF. Hence why it is listed as v1.00 right now.

This thread is linked to in the pinned Index of Useful Links, near the top under a new Strategy: Squad Building section.

If you really want it pinned in this forum, then you could PM the FFG Forum admins like FFG_josh, and request that it be pinned. I'm not sure what their standards for pinning is, as the only thread that I have seen pinned is my Index thread.

Note : Because the Dauntless title triggers after the "execute maneuver" step but before "check stress" step of the activation phase, revealing a green maneuver will allow you to perform the free action from Dauntless, gain a stress, and then immediately remove the stress. However, if you start the activation phase with a stress, then you cannot perform the free action from Dauntless regardless of the maneuver revealed, since the stress removal occurs after the Dauntless triggers in the "check stress" step, and no ship can perform actions (even free actions) while stressed.

I would consider adding a little bit of explanation about how stress works with the "Dauntless >> Daredevil >> Dauntless >> Other Action" action stack. I've found that that's the part that some people have trouble wrapping their heads around.

Awesomeness!

I think you have wrong crew card on the oicunn build. That's a 101 point list. I developed the oicunn from the boicunn last and it clocks in @ 99 replacing gunner with Mara jade.

Really comprehensive list, well done putting it together.

A small critique is maybe there's too many lists that a new player would find it overwhelming? Especially where so many of the lists contain ships and upgrades that aren't even released yet or house rules... which I think I would find confusing as a new player...

My worry is that a significant proportion of these lists require house rules to function as written. House rules are not FAQs or Errata, and have no weight whatsoever at events, or indeed anywhere else. A good way to make your opponent **** wary about you as a person from the get-go is to say "Hi, my name is... I built a list, but do you mind if I reduce the cost of all ordnance by 1pt so I can fit loads of missiles into my ships?"

House rules have a place, but it's between friends and long term club members, not as a starting point for new players who are trying to meet new people, turn up at clubs or events for the first time and so on. Frankly I wouldn't put any house rules in this thread at all, just keep it stocked with archetype examples - so a couple of swarm lists, a couple of mini swarms, etc etc, all using official rules. That would serve new players a lot better than lists that don't actually work with current rules and ship availability.

I would suggest breaking this into three sections, in this order:

Legal lists with published cards

Legal lists with unreleased cards

House rules lists

Truly new guy can focus on section one. Those who don't play house rules can ignore the entire last section.

J

As a newcomer, I'm truly thankful for these. This effort is huge, and will certainly save the heartache of running a list that I shouldn't.

MJ The Doom Shuttle + 4 scimitars + Proxy mines "The Mined of Vader" is called "Victory is Mined" just FYI. This is a great list of squads you have here.

MJ The Doom Shuttle + 4 scimitars + Proxy mines "The Mined of Vader" is called "Victory is Mined" just FYI. This is a great list of squads you have here.

That does sound familiar. Are you sure though? I PM'ed Mark on Team Covenant directly to ask him, and he said the "Mined of Vader".

Edit: nevermind, you are right.

http://teamcovenant.com/sablegryphon/2014/11/10/victory-is-mined-2014-worlds-list-recap/

Edited by MajorJuggler

I believe this approach to House Rules should be straightforward and non-imposing. I have updated the text description to the squads here according to the following. You can run anything without House Rules, but you can also see how much help certain squads need to roughly on par with the other competitive squads.

Difficulty level : Some squads are harder to fly than others. This does not mean that a squad is inherently better or worse, it just requires a higher player skill to reach a minimum level of performance. Each squad has a color coded difficulty listed as Very Easy , Easy , Medium , Hard , or Very Hard .

House Rules : All of the ships and all of the Archetypes are represented with both factions, but some of the resulting squads are inherently less effective than others. All of the squads here can be built without any House Rules. However, some squads include completely o ptional House Rules for balancing purposes. Each squad has a color coded description indicating roughly how much balancing is required for that squad to typically become competitive at a "top tier" level, listed as None , Very Little , Moderate , and Significant .

The squads in this post present the stock rules first, with House Rule options listed later. The squads presented in the PDF display the House Rules as default, with text descriptions on how to build the squad in stock form instead. This is easiest because the House Rules are pictorially displayed. ( Note: color coded balance indicators in the PDF will appear in version 1.01 ).

Edited by MajorJuggler

This is really fantastic that you've put this together for people. Great Job!

Edited by mrfroggies

Top resource MajorJuggler and a fantastic looking document too!

Like the changes, definitely think this should be pinned.

This is really fantastic that you've put this together for people. Great Job!

Top resource MajorJuggler and a fantastic looking document too!

Thanks guys for the positive feedback!

Like the changes, definitely think this should be pinned.

I'll try and get the PDF version updated soon, so it matches the text here. Hopefully tomorrow night.

Under Rebel Ordnance, wasn't there an Etahn A'baht/Bandit Swarm (w Missiles) squad that did the rounds?