Your top 5: Expansions to own multiples of

By Rapscallion84, in X-Wing

Tie Fighters

Tie Fighters

Tie Fighters

B-wings

Headhunter

:P

I'm strangely not given to buying several multiples of packs. The most numerous are obviously the Ties for swarmy goodness, but the only other ships I run in multiples are the trusty B-wing (2 + rebel aces) and the noticeably less trustworthy Banditos (also 3)--probably because these are the most cost efficient ships to run cheaply and, therefore, in bulk

Everything else is at 1 until I stop borrowing and actually buy my second defender for ion delta + ion delta + soontir

Oh, and 3 Tie Advance but I'm waiting until the Raider before I put them on the table. Accuracy corrector is too good a prospect to only run it with one ship :)

Edited by ficklegreendice

My advice is to get one of everything, and only double down on a ship after you've flown it and think "I want to try this list that I'd need more of that to field." I tend to fly Imperial, and here's what I have multiples of:

Defender

Phantom

Interceptor

Bomber

Z-95

Of those, I've only actually needed the Defender in a situation where borrowing or proxying would have been difficult (Jonus brothers in a FLGS tournament). Almost all of my multiples are due to having some gimmicky list I wanted to try, but then not wanting to fly it again. My lack of TIE Fighters (2 from core, 1 from xpac) has prevented me from flying something+miniswarm lists. The only things I don't currently own are a Y-Wing and the transport (and I'll fix that at some point).

If you're into Rebels, 3 Zs or 3 Bs are a thing (so aces and 2 xpacs for the Bs). Of course, so is something+BZ or BBZ, and that can be done without multiples.

So yeah, 1 of everything, and only get seconds when you really want the ship is what I suggest.

6 bomber swarm would be better if it didn't have to face the phantom. Dial isn't really something that can deal with the Phantom's hyper mobility.

Honestly, 4 B wings and 4 advanced sensors is a great build. Maybe 3 and Biggs if you don't want to buy 4.

Edited by ParaGoomba Slayer

You want Lambda shuttles raining from the sky... gotta have enough for epic play after all...

TIE Bomber (5) Because they're my go-to.

Core Set (4) Screw the semantics.

TIE Interceptor (3)

Slave I (2)

Z-95 (2)

(TIE Defender (2))

Worth mentioning the Core Set again. The basic TIE fighter thrives in swarms and the X-Wing also flies exceptionally well in formation. 3X and 4X lists can be, in my experience, some of the most rewarding to fly on the rebel end. It's also often available cheaply in various online sales.

TIE Fighter 4+core

TIE Phantom 2

Z-95 3

A-Wing 2+Aces

B-WIng 2+Aces

Interceptor 1+Aces

1 - Z-95 Headhunters (8) - Like the idea of the cheap Rebel ship

2 - TIE Interceptor (5) - One of the best arc dodgers with a deadly sting

3 - X-Wing (3) - This is just a must

4 - B-Wing (4) - The sheer damage soak paired with 3 attack and a nice dial

5 - Slave 1 (3) - Trip Bounty Hunters is so fun to use

Edited by Bjorn Rockfist

Core Set

Firespray

Headhunter

Imperial Aces

Millennium Falcon

Anything that's not a point sink. You'd be better off asking which ships not to get multiples of to be honest.

I've also seen players suggesting up to 3 Lambda Shuttles but I'm not sure why exactly.

Omicron Group Pilot (21)

Fire-Control System (2)

Gunner (5)

Intelligence Agent (1)

Engine Upgrade (4)

Omicron Group Pilot (21)

Fire-Control System (2)

Gunner (5)

Intelligence Agent (1)

Engine Upgrade (4)

Omicron Group Pilot (21)

Fire-Control System (2)

Gunner (5)

Intelligence Agent (1)

Engine Upgrade (4)

Total: 99

View in Yet Another Squad Builder

You're rolling 3 buzzsaws, with some good mobility, blocking power, and Intel Agent makes sure that no one is ever getting out of your arcs.

6 HWKs. If you're in range 1 you're rolling double the amount of attack dice.

Haha, I was going to post the same thing!

1. Core Set (2) [for many reasons but the 4 TIE Fighters plus an expansion is enough for many things]

2. Z-95 (3)

3. TIE Bomber (3) [only if you want to run "bombers" as opposed to using Jonus as support or using one as a heavy TIE]

4. Aggressor (2) when it gets released [sharing properties just begs for multiples]

5. ????

I may have had X-Wing, A-Wing, B-Wing, and Interceptors on the list but there are multiple ways to get them without doubling up on expansions. The Advanced may turn into something where you want three to utilize the Raider's upgrades. May also want to put down multiple Scyk.

If you're not factoring in upgrade cards, then it has to be based on how many ways you can get the ship. Any ship that only has 1 option would take priority. Cheaper ships will often get precedence as well.

So omitting wave 6 ships, my order would be:

1) Z-95

2) Y-Wing

3) Tie Phantom

4) Tie Bomber

5) HWK

Edited by markcsoul