First Lists Opinions Please

By boomboom517, in X-Wing Squad Lists

Ok so i'm new to the game and i'd like some opinions on these squadron lists, i have core set an x wing expansion, a z95 expansion and 2 tie defender expansions.

Rebel

Z95 Lieutenant Blout 17, Ion Missions 3, wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, munitions fail safe 1, R2-F2 3, Expert Handling 2, total 38

x wing Garven Dreis 26, proton torpedoes 4, munitions fail safe 1, R5-K6 2, total 33

Total 93 ( hull or shield upgrade once iv got imperal aces)

alternative Rebel

Z95 Lieutenant Blout 17, Ion Missions 3, wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, munitions fail safe 1, R2-F2 3, Expert Handling 2, total 38

x wing Wedge Antilles 29, proton torpedoes 4, munitions fail safe 1, R5-K6 2, Marksmanship 3, total 39

total 99

Empire

Tie Defender Rexler Brath 37, Ion Cannons 3 (Heavy Laser when acquired 7), Assault Missiles 5, munitions fail safe 1, Outmaneuver 3, total 53

Tie Defender Colonel Vessery 35, Ion Cannons 3, Ion Pulse Missiles 3, munitions fail safe 1, Marksmanship 3, total 45

any recomendations would be great thanks

Hi

I have been trying to use Vessery since two weeks, so far only two games with it but it is pretty obvious that he needs plenty of target lock support. So far I have ran him with one shuttle and two bombers, on this form it was suggested to me to employ also phantoms as support with fire control systems.

My point here is that with only two Tie fighters from the core set and two defenders you are a bit short on ships.

Maybe a phantom, the imperial aces or an interceptor expansion could be your next step to fill your imperial arsenal.

Ok so i'm new to the game and i'd like some opinions on these squadron lists, i have core set an x wing expansion, a z95 expansion and 2 tie defender expansions.

Rebel

Z95 Lieutenant Blout 17, Ion Missions 3, wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, munitions fail safe 1, R2-F2 3, Expert Handling 2, total 38

x wing Garven Dreis 26, proton torpedoes 4, munitions fail safe 1, R5-K6 2, total 33

Total 93 ( hull or shield upgrade once iv got imperal aces)

alternative Rebel

Z95 Lieutenant Blout 17, Ion Missions 3, wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, munitions fail safe 1, R2-F2 3, Expert Handling 2, total 38

x wing Wedge Antilles 29, proton torpedoes 4, munitions fail safe 1, R5-K6 2, Marksmanship 3, total 39

total 99

Empire

Tie Defender Rexler Brath 37, Ion Cannons 3 (Heavy Laser when acquired 7), Assault Missiles 5, munitions fail safe 1, Outmaneuver 3, total 53

Tie Defender Colonel Vessery 35, Ion Cannons 3, Ion Pulse Missiles 3, munitions fail safe 1, Marksmanship 3, total 45

any recomendations would be great thanks

Are you trying to keep everything on the up and up as in using only the upgrades you have? This could make things difficult. Now please forgive me while I just look as some of the ships as individuals:

Blount + Ion Pulse missile + Wingman: Not a bad combo as the Ion pulse always hits but Wingman means stressed allies.

X-Wing: R2-F2 isn't usually a good choice for an action. R5-K6 is far too unreliable and with Garvin you want to take the Focus action. Proton Torps aren't considered to be that great.

My thoughts for your Rebel squadron:

Wedge + Predator (32)

Luke + R2D2 + Predator (35)

Cracken + Wingman (21)

Although this does leave 12 points for ordnance, astromech, or other upgrades I'd REALLY like to add a Bandit instead. It's hard to make 100 points with those Rebel ships.

For the Empire I think you're going to want to use at least three if not all four ships. You need more upgrade options to try running a pair of Defenders. My though there is simply:

Brath + Predator + Ion Cannon

Delta Squadron + Ion Cannon

Academy Pilot (x2)

Ok so i'm new to the game and i'd like some opinions on these squadron lists, i have core set an x wing expansion, a z95 expansion and 2 tie defender expansions.

Rebel

Z95 Lieutenant Blout 17, Ion Missions 3, wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, munitions fail safe 1, R2-F2 3, Expert Handling 2, total 38

x wing Garven Dreis 26, proton torpedoes 4, munitions fail safe 1, R5-K6 2, total 33

Total 93 ( hull or shield upgrade once iv got imperal aces)

alternative Rebel

Z95 Lieutenant Blout 17, Ion Missions 3, wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, munitions fail safe 1, R2-F2 3, Expert Handling 2, total 38

x wing Wedge Antilles 29, proton torpedoes 4, munitions fail safe 1, R5-K6 2, Marksmanship 3, total 39

total 99

Empire

Tie Defender Rexler Brath 37, Ion Cannons 3 (Heavy Laser when acquired 7), Assault Missiles 5, munitions fail safe 1, Outmaneuver 3, total 53

Tie Defender Colonel Vessery 35, Ion Cannons 3, Ion Pulse Missiles 3, munitions fail safe 1, Marksmanship 3, total 45

any recomendations would be great thanks

Are you trying to keep everything on the up and up as in using only the upgrades you have? This could make things difficult. Now please forgive me while I just look as some of the ships as individuals:

Blount + Ion Pulse missile + Wingman: Not a bad combo as the Ion pulse always hits but Wingman means stressed allies.

X-Wing: R2-F2 isn't usually a good choice for an action. R5-K6 is far too unreliable and with Garvin you want to take the Focus action. Proton Torps aren't considered to be that great.

My thoughts for your Rebel squadron:

Wedge + Predator (32)

Luke + R2D2 + Predator (35)

Cracken + Wingman (21)

Although this does leave 12 points for ordnance, astromech, or other upgrades I'd REALLY like to add a Bandit instead. It's hard to make 100 points with those Rebel ships.

For the Empire I think you're going to want to use at least three if not all four ships. You need more upgrade options to try running a pair of Defenders. My though there is simply:

Brath + Predator + Ion Cannon

Delta Squadron + Ion Cannon

Academy Pilot (x2)

Yes i'm trying to keep with what iv got tho advice on future upgrades and pilots is welcome. I am defender mad i will admit so the 2 defender list is a thing still the one you've proposed seems good i will defiantly try it.

Re written rebel list still think Blout is better the idea being that he immobilizes large targets so the x wings can finish them off

Z95 Lieutenant Blout 17, Ion Missions 3, marksmanship 3, total 23

x wing Luke skywalker 28, proton torpedoes 4, R2-D2 4, Predator 3, total 39

x wing Wedge Antilles 29, proton torpedoes 4, R5-K6 2, Predator 3, total 38

total 100

Ok so i'm new to the game and i'd like some opinions on these squadron lists, i have core set an x wing expansion, a z95 expansion and 2 tie defender expansions.

Rebel

Z95 Lieutenant Blout 17, Ion Missions 3, wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, munitions fail safe 1, R2-F2 3, Expert Handling 2, total 38

x wing Garven Dreis 26, proton torpedoes 4, munitions fail safe 1, R5-K6 2, total 33

Total 93 ( hull or shield upgrade once iv got imperal aces)

alternative Rebel

Z95 Lieutenant Blout 17, Ion Missions 3, wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, munitions fail safe 1, R2-F2 3, Expert Handling 2, total 38

x wing Wedge Antilles 29, proton torpedoes 4, munitions fail safe 1, R5-K6 2, Marksmanship 3, total 39

total 99

Empire

Tie Defender Rexler Brath 37, Ion Cannons 3 (Heavy Laser when acquired 7), Assault Missiles 5, munitions fail safe 1, Outmaneuver 3, total 53

Tie Defender Colonel Vessery 35, Ion Cannons 3, Ion Pulse Missiles 3, munitions fail safe 1, Marksmanship 3, total 45

any recomendations would be great thanks

Are you trying to keep everything on the up and up as in using only the upgrades you have? This could make things difficult. Now please forgive me while I just look as some of the ships as individuals:

Blount + Ion Pulse missile + Wingman: Not a bad combo as the Ion pulse always hits but Wingman means stressed allies.

X-Wing: R2-F2 isn't usually a good choice for an action. R5-K6 is far too unreliable and with Garvin you want to take the Focus action. Proton Torps aren't considered to be that great.

My thoughts for your Rebel squadron:

Wedge + Predator (32)

Luke + R2D2 + Predator (35)

Cracken + Wingman (21)

Although this does leave 12 points for ordnance, astromech, or other upgrades I'd REALLY like to add a Bandit instead. It's hard to make 100 points with those Rebel ships.

For the Empire I think you're going to want to use at least three if not all four ships. You need more upgrade options to try running a pair of Defenders. My though there is simply:

Brath + Predator + Ion Cannon

Delta Squadron + Ion Cannon

Academy Pilot (x2)

Yes i'm trying to keep with what iv got tho advice on future upgrades and pilots is welcome. I am defender mad i will admit so the 2 defender list is a thing still the one you've proposed seems good i will defiantly try it.

Re written rebel list still think Blout is better the idea being that he immobilizes large targets so the x wings can finish them off

Z95 Lieutenant Blout 17, Ion Missions 3, marksmanship 3, total 23

x wing Luke skywalker 28, proton torpedoes 4, R2-D2 4, Predator 3, total 39

x wing Wedge Antilles 29, proton torpedoes 4, R5-K6 2, Predator 3, total 38

total 100

Since you are new to the game, you should check out the stickied post at the top of the main forum that contains many links to very useful guides and articles that will help you be a better player.

As you play, you will discover what works and what doesn't. However, I can tell you a few things that do and don't work now, but you might not have the perspective yet to see why. For example, marksmanship is almost useless on Blount given the way Pilot Skill and attack dice work. Deadeye + ion pulse missiles would be much better for him. Even though you won't need 'deadeye' every single match, you will be glad you have it for those cases when it was absolutely needed to get that missile shot off.

R5-K6 rarely works and a lot of people consider it a 'poor-man's FCS' - this is why it is considered a bad upgrade for 2 points. Wedge would be better served with even an R5 droid if you really feel like putting a droid on him (although what he really needs is an engine upgrade, imo).

Proton torpedoes are....disappointing. They don't hit as hard as they should, but you will find this out for yourself as you play. Welcome to the wonderful world of x-wing experimentation! It takes a while to discover things that work and things that don't, but its all part of the fun (hopefully!). Check out that forum post I mentioned (I can't remember the name offhand but its at the top of the main x-wing forum)

Good luck and have fun!

Blount is nice when firing Assault Missiles, Ion Pulse, or dealing with a Stealth Device but after that he's just an overprice Z-95 with an EPT. No question the auto-hit with the Ion Pulse is nice but you need to get it set up which isn't always easy.

I suggested Cracken w/ Wingman because of some of the things he can do to help other ships. Now Wedge acts before Cracken but if he gets stressed the Wingman can pull it off. Things are more interesting when you look at Cracken with Luke as Wingman can pull the stress off Luke and then Cracken could shoot at a target and give an ally an action. Because you are short on points you're probably going to have to put in Ordnance and there having Cracken pull stress and then allowing an action can make getting the TL to fire it easier.

I really think you need another Rebel ship. The rebels can often work with three ships but the Z-95 is just so cheap that it's hard to make one work with a pair of X-Wings.

I didn't stress this enough but Marksmanship is a pretty terrible EPT. It costs an action but for three points it is almost never better than just taking Focus unless you can exploit the possible critical or make multiple attacks. Although it may not seem like much I think even outmaneuver would be better especially if it forces your opponent to go after the Z-95 on the side instead of concentrating on the X-Wings.

new list

Z95 Lieutenant Blout 17, Ion Missions 3, Wingman 2, total 22

x wing Luke skywalker 28, proton torpedoes 4, R2-D2 4, Predator 3, munitions fail safe 1, total 40

x wing Wedge Antilles 29, proton torpedoes 4, R5 Astromech 1, Outmaneuver 3, munitions fail safe 1, total 38

total 100

also a considered list for scum and villainy after i get most wanted

Y Wing Drea Renthal 22, Autoblaster Turret 2 (upgraded to blaster when acquired), BTL A4 0, R4-B11 3, total 27

Z95 Kaa'To Leeachos 15, Wingman 2, Ion Pulse Misses 3, Hot shot Blaster 3, munitions fail safe 1, total 24

Z95 N'Dru Suhlak 17, Outmaneuver 3 , Ion Pulse Missiles 3, Hot shot Blaster 3, munitions fail safe 1, total 27

Z95 Black Sun Soldier 13 , Ion Pulse Missiles 3, Hot shot Blaster 3, munitions fail safe 1, total 20

total 98

I really enjoy the defender too. You don't see it too often in the competitive arena, but they're perfectly fine for friendly games at the local game store. One decent list that uses two defenders is the so-called "Jonus Brothers". It consists of 2 Defenders with Heavy Laser Cannon and the TIE Bomber pilot Captain Jonus. I run mine like this:

Delta Squadron Pilot + Heavy Laser Cannon

Delta Squadron Pilot + Heavy Laser Cannon

Captain Jonus + Predator

It's a good list for learning about flying in formation too. I think some people prefer Jonus without Predator to upgrade the Deltas to Onyx. It's a matter of taste really. Onyx is better for pilot skill and more resistant to Predator. There's another list with two Defenders that I enjoy even more. It utilizes the Shuttle pilot Captain Yorr and the two named Defender pilots. It looks like this:

Rexler Brath + Push the Limit

Colonel Vessery + Veteran Insticts

Captain Yorr

This one is a bit trickier, but I think it has more potential. Both Defenders maintain target locks on a target with Vessery shooting first (since he's pilot skill 8 too with Veteran Instincts). Rexler can use Push the Limit to target lock for vessery's ability and focus for his own. Yorr takes the stress away from Rexler or the occassional red manuever. Usually Push the Limit isn't that great on ships like Defenders with few green manuevers (the only greens on defender are straight forward), but Yorr helps to mitigate that. The trickiest thing is learning to fly the shuttle (especially a naked one). It's not an easy ship for a beginner. However I believe it can be a good ship to learn with. If you master the shuttle you can fly anything! I hated mine when I first flew it, but now it's my favorute ship!