Magic Numbers

By PhantomFO, in X-Wing

Last week, during my Fleet Officer/Rexlar experimentation, I found myself with exactly 33 points left in my build. Without thinking, I just plugged in a Bounty Hunter. It's a reflex for me at this point: I see a 33 point hole in my Imperial build, and the Bounty Hunter goes in there. There's probably other ways I could have gone: Howlrunner with Swarm Tactics and an Academy Pilot, Backstabber and Dark Curse/Black Squadron Pilot/Night Beast, etc, but I never even considered it.

Likewise, if I'm anywhere close to 12 points left in my build, I'll try to find ways to trim weight until I can get that Academy Pilot in there. I also recall SableGryphon once mentioning how if he sees 24 points left open in his list, he'll automatically run throw a Doomshuttle in there.

This made me curious if there are any other magic numbers that players have where players just have an automatic build that they'll throw in to fill the gap?

25 for the Rebels usual translates into Biggs or AdvS Blues.

I don't always fly them, but I often mentally divide a number by twelve to see how many Academy TIEs I could get out of it.

Oh, 25 point Rebels is magical. You have Gold Squadron with Ion Turret and R3A2, Blues with AdvSensors, Blues with E2/Tactician, Blues with Ion Cannon, Tarn with R7, two Z95s....

Oh, 25 point Rebels is magical. You have Gold Squadron with Ion Turret and R3A2, Blues with AdvSensors, Blues with E2/Tactician, Blues with Ion Cannon, Tarn with R7, two Z95s....

A solid way to list build is 4 25 point ships. There's plenty out there and no clear target point-wise

Edited by Bloodstripe Baron

I can't help but Soontir Fill, at 36 points he's just sweet Imperial bliss

I love a rookie x-wing with R2-D2. It forces your opponent to decide whether they want to waste time on a low skill ship or they ignore him and go after a more valuable target. I have in numerous games run a rookie with R2-D2 and if he is left till late in the game he can become very hard to kill.

12 - Academy

16 - Backstabber

20 - Green refit Outmaneuver

24 - Saber PtL

25 - Biggs; RGP PtL; Blue AdvS; Tarn R7

26 - Turr VI

28 - Turr PtL

30 - Soontir PtL

33 - Bounty Hunter; Soontir PtL SD

37 - Whisper VI ACD

42 - Howlrunner + two Academies

I tend to build squads in a kind of modular fashion and then make adjustments at the end.

12 - Academy

16 - Backstabber

20 - Green refit Outmaneuver

24 - Saber PtL

25 - Biggs; RGP PtL; Blue AdvS; Tarn R7

26 - Turr VI

28 - Turr PtL

30 - Soontir PtL

33 - Bounty Hunter; Soontir PtL SD

37 - Whisper VI ACD

42 - Howlrunner + two Academies

I tend to build squads in a kind of modular fashion and then make adjustments at the end.

17 - Night Beast + TC

If you're looking for a (17) module pairs nicely with Vessery.

Sure there's always Mauler (17) but for 1pt less you have Backstabber who has the benefit of Range.