Squads for improving my game.

By bmwrider, in X-Wing

I hope to be worth playing to the better players.

I am trying to improve my game so I can play at my local store with the tournament players for some casual games, so far I haven't offerd them any challenge and fear they will grow bored of playing me.

Before I get started I want to know I am using some straight forward squads, and would love advice for using them.

I plan to use these squads to improve with.

Do you folks have any recommendations for these lists, I have never asked for list advice before.

I have tried a swarm and I crash too much.

Super Dash

Corran Horn
Veteran Instincts
Fire-Control System
R2-D2
Dash Rendar
Push the Limit
Heavy Laser Cannon
Kyle Katarn
Engine Upgrade
Outrider
Jan Ors and 2 B's
Jan Ors
Swarm Tactics
Blaster Turret
Kyle Katarn
Moldy Crow
Blue Squadron Pilot
Fire-Control System
Heavy Laser Cannon
X2

Interceptor list

Soontir Fel
Push the Limit
Autothrusters
Stealth Device
Carnor Jax
Push the Limit
. Autothrusters
. Stealth Device
Royal Guard TIE
Turr Phennir
Veteran Instincts
Autothrusters
Stealth Device
Royal Guard TIE
Edited by bmwrider

I really would not recommend running a list featuring only 3 expensive named interceptors; you're presenting your opponent with only really significant assets to shoot at, and those green dice are going to fail if you take sustained fire.

I'd try flying a Decimator with one to two interceptors accompanying it, or a TIE swarm with an interceptor as a flanker.

I like your first list, it's been proven to be a very effective list.

Not sure how I feel about your 2nd list. The 2 B-Wings with Jan Ors will go down fast and hard to any kind of swarm it faces. Even with 8 combines hit points, B-Wings go down extremely fast to multiple attacks thanks to their 1 agility.

I like your third list, definitely fun to fly and could be a good way to get you into flying Interceptors, but be ready for a very steep learning curve (and possibly getting crushed a few times). Interceptors are many things, but forgiving isn't one of them. I'd consider changing it into Soontir + Mini-Swarm.

Basically, I'd swap out your 2nd and 3rd lists for the following:

BBBBZ

No description necessary.

Soontir + Mini-swarm

Soontir Fel + PtL + Autothrusters + Hull Upgrade

Backstabber

4 x APs

With those 2 lists and Super-Dash, you have a nice array of styles to try out:

  • You have a 2 ship list with a turret
  • You have a rebel swarm that hits like a ton of bricks and survives thanks to a boat load of shields
  • You have an elite arc dodging Interceptor
  • You have a TIE mini-swarm

The only "element" you'd be missing is control.

Edited by Klutz

I would stay away from any fat turrets if you want to improve your game.

I would personally recommend 3 Academy Pilots, a Black Squadron Pilot + Squad Leader, Howlrunner, and a Sigma Squadron Phantom with Advanced Cloaking Device and Intelligence Agent. It's a great build that is tons of fun to fly and moderately challenging with its generic Phantom. Kudos to Chilligan https://community.fantasyflightgames.com/index.php?/topic/133413-a-different-type-of-swarm/

Not what you are looking for but more important than knowing what to do with your list is knowing what they are going to do with their list.
And that only comes with practice. When you start seeing the matrix specific lists don't matter any more. Play as much as you can; don't read, don't watch, play.

To answer your question:

Throw away all but one of your Stealth Devices and put that one on Soontir Fel, but only if you can turtle him up with Push The Limit and AutoThrusters.
But then understand that PTL makes you predictable...
Get an Engine Upgrade, then get another, get as many as you can. Then don't use them for a few turns, they will forget you have them or think you forgot that you have them...
You are already on the FCS train; don't ever get off.
Don't build lists that only do one thing. Get a flanker. Make your enemy make a choice; make them choose between two bad choices...
Make a list with dedicated blockers and fly it so you know what to do when they show up on the other side of the star field.
Klutz mentioned control- Build a list that flies your ships AND your opponents ships!

But most of all, (write this down) don't ever trust green dice.

Not what you are looking for but more important than knowing what to do with your list is knowing what they are going to do with their list.

And that only comes with practice. When you start seeing the matrix specific lists don't matter any more. Play as much as you can; don't read, don't watch, play.

To answer your question:

Throw away all but one of your Stealth Devices and put that one on Soontir Fel, but only if you can turtle him up with Push The Limit and AutoThrusters.

But then understand that PTL makes you predictable...

Get an Engine Upgrade, then get another, get as many as you can. Then don't use them for a few turns, they will forget you have them or think you forgot that you have them...

You are already on the FCS train; don't ever get off.

Don't build lists that only do one thing. Get a flanker. Make your enemy make a choice; make them choose between two bad choices...

Make a list with dedicated blockers and fly it so you know what to do when they show up on the other side of the star field.

Klutz mentioned control- Build a list that flies your ships AND your opponents ships!

But most of all, (write this down) don't ever trust green dice.

Your right, you can't trust the greens

Flying 3 interceptors is a great way to become a better pilot. Also, don't worry about boring people you play against, they should be flying casual.

What would you say is the reason that you "aren't presenting a challenge" to your opponents? Are you picking squads that are "weak", or are you just making positional/maneuvering mistakes? Hitting too many asteroids? Bumping?

What I'm saying is that it's hard to judge what squad will improve your game, when we don't know what your game's weakness is.

IG-88D/B.

They're large bases who don't get turrets. Add advanced sensors and it'll really help to learn how to fly and how to keep track of your actions.

I'd recommend a Han list, even if you don't have C3PO. Something like Han w/gunner, Falcon, engine, and a couple B's or a few Z95s. Solid list and a large turret that's a little easier to fly.

I would also recommend these:

BBBBZ

XXXX

XXBB

Soontir + miniswarm

Or the Scum YYYY new hotness

If you want to really up your game, play some lists that are hammering and winning the meta right now (stay away from turrets, you'll be better at flying if you do!)

The reason for all of these being so popular is their consistency and resiliency. Soontir would be the harder one to fly, you really have to be a master to get Soontir to work like the scalpel he is. The others are very resilient, consistent damage dealers. Fly them relatively close together to start, then break off and swarm like crazy, focus firing as best as you can. Its a LOT of red dice and tons of reliable hull. Doesn't bank on those oh-so-fickle green dice!

I'd recommend a Han list, even if you don't have C3PO. Something like Han w/gunner, Falcon, engine, and a couple B's or a few Z95s. Solid list and a large turret that's a little easier to fly.

You don't learn much from this, though.

If you want to learn, why not fly X-wings? They are great for learning the game. If you want to stick Imperials, then I do recommend flying Tie Fighters. Maybe don't do a formation. They aren't bad ships and if you went with a bunch of the named ones, you can use them well.

Edited by heychadwick

Flying 3 interceptors is a great way to become a better pilot. Also, don't worry about boring people you play against, they should be flying casual.

This is why I am choosing to fly them, I way hoping to get the results you mentioned above, thanks for your input.

Ships like A-wings, Interceptors, and Starvipers are great for improving your flying skills. These ships will force you out of that jousting mentality and teach you how to jockey for position.

Pick one of these three ships. Then, run a list with nothing but four of them. Build them any way you like and with which ever pilots (nothing to decide with the Starvipers obviously). Just stick to the rule of 4. No more, no less. To win with these lists, you will have to out-fly your opponent. Even if you never win a game with one of these lists, you will be honing your ability to predict your opponent's movements and start thinking a few rounds ahead as you plan each move.