Attempting to make some good lists with a somewhat limited collection. Advice or suggestions?

By joyrock, in X-Wing Squad Lists

The biggest flaw in my collection so far is that I've just been buying one of everything, but then, I'm not really interested in flying swarms. So I've been trying to build a few builds that make use of what I have(which is actually fairly extensive otherwise, I've got everything but the epic ships, the tie fighter, and the tie bomber).

First list:

Tycho Celchu (30)
A-Wing (26), A-Wing Test Pilot (0), Chardaan Refit (-2), Veteran Instincts (1), Autothrusters (2), Push the Limit (3)

Keyan Farlander (42)
B-Wing (29), Advanced Sensors (3), Heavy Laser Cannon (7), Push the Limit (3)

Jake Farrell (28)
A-Wing (24), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Autothrusters (2), Veteran Instincts (1)

Generally just a simple list with me wanting to make use of dual A-Wings, while Keyan is there to provide a great jousting threat.

Second list:

N’Dru Suhlak (25)
Z-95 Headhunter (17), Cluster Missiles (4), Dead Man's Switch (2), Veteran Instincts (1), Munitions Failsafe (1)

Torkhil Mux (23)
HWK-290 (19), Autoblaster Turret (2), Greedo (1), Inertial Dampeners (1)

Laetin A’shera (25)
M3-A “Scyk” Interceptor (18), “Heavy Scyk” Interceptor (2), Stealth Device (3), Flechette Cannon (2)

Syndicate Thug (27)
Y-Wing (18), Bomb Loadout (0), Ion Cannon Turret (5), Unhinged Astromech (1), BTL-A4 Y-Wing (0), Proximity Mines (3)

Bit more scattered, but designed to let me fly a few low point cost ships who can hopefully pull their weight, and give me a fun scum list to fly.

I enjoyed using this list, and it should be a tad better now that cloak has been fixed:

32 Etahn A'baht

25 Biggs Darklighter

22 Blue Squadron Pilot

19 Airen Cracken

2 Swarm Tactics

I like you scum list, but with a few tweaks.

There's no point having munitions failsafe when you've got 2x 4 dice attacks that both have to miss for the munitions failsafe to kick in. I'd swap out it and VI for lone wolf on N'Dru. He's build for it and VI doesn't help him that much when he's got no movement actions. With Mux in the list VI especially redundant.

Much as a love then in theory, every time I've tried flechette cannons they've been rubbish. I now run my Scyks with (controversially to some) HLCs. I find then really effective on damage and if the rest of the list has enough equal or higher priority threats (which yours does in N'Dru and possibly). I'd drop A'Shera to a Cartel Spacer with HLC, which leaves you with a couple of extra points to play with (probably swap Dead Man's Switch out for Hot Shot Blaster for 3x 4 dice attacks on N'Dru for one of them)

I love your Y-Wing build. So much I think I might try it out myself, I justhave to get my hands on some Firesprays or aggressors so that I've got the prox mines.

Cheerio,

Ben

I like the idea of Lone Wolf on Ndru, but not so sold on a HLC Scyk. That seems like too much point investment at that point, which I was kinda avoiding.

I like the idea of Lone Wolf on Ndru, but not so sold on a HLC Scyk. That seems like too much point investment at that point, which I was kinda avoiding.

I agree with this. At the same time, I would probably use a Mangler Cannon instead. It does enough damage without costing too much.

I'd trade N'dru in for 2 x generic Z-95's. I find the named Z's to just be expensive that die with a little bit of attention. I also tend to like a mix between generics and elites. Too many elites means 1 mess up and you just lost a lot of your list. I'd have all but your Scyk fly together.

The idea for N'dru is to be a very quick throwaway that can do some insane damage to a single target. If you get him in at range 1, that's a total of 8 attack dice(with two rerolls if I give him Lone Wolf), and then he's got Dead Man's Switch as an option. Ideally, he should be able to do his point's worth in damage before he's removed, and I don't like doing the two generics as much since I don't think I could get the same effect from them.

Edit: I fail, only 8 dice XD

Edited by joyrock

HLC scyks are consistently underestimated. IIRC, Major Juggler's numbers say they are more cost effective than Mangler scyks. Yes they are a lot of points for not many hp, but at 23 points they're in the same ball park as interceptors, and with 4 attack dice you're getting something for your investment. They might die quickly on occasion, but the fact that they're hitting with 4 dice at range 3 and denying the bonus agility dice meas they will usually do some damage before they go. As a glass cannon they can be a prime target for your opponent, but in the right list, one that gives the opponent other targets to consider, they can really work well.

Anyway, I don't mind them being underestimated. The more they are the more I can surprise my opponent and the more games I win (which is unusual for me :-S).

Cheerio,

Ben

HLC scyks are consistently underestimated. IIRC, Major Juggler's numbers say they are more cost effective than Mangler scyks. Yes they are a lot of points for not many hp, but at 23 points they're in the same ball park as interceptors, and with 4 attack dice you're getting something for your investment. They might die quickly on occasion, but the fact that they're hitting with 4 dice at range 3 and denying the bonus agility dice meas they will usually do some damage before they go. As a glass cannon they can be a prime target for your opponent, but in the right list, one that gives the opponent other targets to consider, they can really work well.

Anyway, I don't mind them being underestimated. The more they are the more I can surprise my opponent and the more games I win (which is unusual for me :-S).

Cheerio,

Ben

My feeling with Scyks is that no matter how you arm them, they are still very fragile. 4 dice attacks at higher PS can remove them from the board with a lucky roll (a gunner whisper could eat these things one per turn!). Having said that, the cannon does give them some interesting options, regardless of what you choose, they can be effective if they live long enough to shoot. And that is the real crux. You have to build your list around them a bit, which is the part I don't necessarily like, because I would rather have them as a support element that doesn't need in turn to be supported...

HLC scyks are consistently underestimated. IIRC, Major Juggler's numbers say they are more cost effective than Mangler scyks. Yes they are a lot of points for not many hp, but at 23 points they're in the same ball park as interceptors, and with 4 attack dice you're getting something for your investment. They might die quickly on occasion, but the fact that they're hitting with 4 dice at range 3 and denying the bonus agility dice meas they will usually do some damage before they go. As a glass cannon they can be a prime target for your opponent, but in the right list, one that gives the opponent other targets to consider, they can really work well.

Anyway, I don't mind them being underestimated. The more they are the more I can surprise my opponent and the more games I win (which is unusual for me :-S).

Cheerio,

Ben

Expensive Interceptors are a good investment because of their arc dodging ability. An HLC equipped Scyk has no such ability, so the comparison is a rather poor one.

Yeah, that's my main issue with the Scyk, especially as a kinda rookie pilot, they're so **** frail for what they do. I almost feel like I'd rather replace them than use a HLC, but I don't know what I'd use :/

You know, 14 pt Scyks with no upgrades are not bad ships. They are Tie Fighters with TL. They usually get ignored. You can block with them or find it easy to get in R1 of a target to fire on.

"support" can just be target saturation. enough equal or higher threat ships for your opponent to think about tends to mean they stay alive.

"support" can just be target saturation. enough equal or higher threat ships for your opponent to think about tends to mean they stay alive.

That's true. Apparently the 5 scyks with manglers is gaining some respect, and if you want to run HLCs, you can get at least 3 and still have 31 pts for another ship. I'm starting to think if you want cannons, go big or go home with the Scyk. Or just take one or two cheap ones with ion or flechette. Or as you say, run it along with something that is equally or more scary. I could see these types of lists working: opportunist Palob + 3 HLC sycks, or Kath + 2 HLC scyks, etc...

Edited by blade_mercurial

Five Scyks is out of the question for this list though lol