Themed Lists

By RebelSteve, in X-Wing Squad Lists

Has anyone come up with a list with a theme or inspiration to it? One that you have always wanted to put on the table but afraid it wouldn't do well, or maybe one that you have played and turned out alright?

After binge-watching all 12 complete seasons of Red vs Blue, I built 100 & 150pt Red and Blue Team squadrons. I thought for a while about how to capture the personality and abilities of each character. I am absolutely sure that I have the Red Team down. The only thing that could make them better is maybe switching some upgrades to make them more combat efficient.

Without further adieu, I present the Red Team.

Sarge ("Dutch" Vander): Sarge is a very resilient character, gives orders to everyone else, and wields a shotgun.

- BTL-A4 YWing

- R2-D6

- Autoblaster Turret

- Veteran Instincts

27 points

Grif (Green Squadron Pilot): Grif is extremely lazy, but always the driver of the warthog so he's used to going fast. He's always the one that Sarge sends in first, but usually can turn tail and run for cover whenever sh** hits the fan.

- Chardan Refit

- Push the Limit

- Autothrusters

22 points

Simmons (Blue Squadron Pilot): Simmons is extremely high-maintenance and a kiss ass. He's got cybernetic enhancements and has been known to wield a rocket launcher.

- Fire-Control System

- Proton Torpedoes

28 points

Donut (Rookie Pilot): Donut is the least experienced member of Red Team. He's about as useful as any soldier on the battlefield, but his awkward mannerisms (R3-A2) can make any enemy uncomfortable.

- R3-A2

23 points

(And in the event of a 150pt game... Lopez is only 49 points, so I used the last point for a Munitions Failsafe on Simmons)

Lopez, the Heavy (Leebo): Lopez is a Spanish-speaking robot built by Sarge. Over the years, he's been blown up and torn apart on many occasions... but he always survives.

- Draw Their Fire

- Heavy Laser Cannon

- Intelligence Agent

- Outrider

- Tactical Jammer

49 points

I ran this team in a casual 150pt store event recently. The game got called for time, but the Red Team performed faithfully to their show counterparts. So well in fact, that I may paint ships to resemble them. Grif ran up first, but then immediately turned tail and ran to flank. Lopez got blown up. Sarge was tearing people up with his shotgun. Simmons missed with the first shot of his rocket launcher. And Donut made everyone feel uncomfortable.

This is a pure chaos squad. They don't do well in formation, and I noticed that once Lopez was down, my opponent was having a very difficult time trying to pick a target. Sarge was the obvious second choice, but I kept him on the less-populated side of the board. If he'd have gone for Sarge, he knew that Grif, Simmons, and Donut would be swooping in to flank.

And those dirty Blues...

Caboose (Black Squadron Pilot): Caboose is the least experienced, and least intelligent member of the Blue Team. His thoughts and ideas are often crazy and impossible, but his heart and tenacity keep him in any fight.

- Determination

- Shield Upgrade

19 points

Tucker (Saber Squadron Pilot): Tucker is the best soldier on the Blue Team. Not by choice, he'd say, but because everyone else on the team sucks. He's very agile and wields a sword, so he's quite deadly up close.

- Push the Limit

- Autothrusters

26 points

Church (Tempest Squadron Pilot): Church is the most complicated member of Blue Team. I'm going to leave it at that to avoid spoilers. But he does suck with the sniper rifle (hence the 2 attack dice).

- TIE/x1

- Shield Upgrade

- Sensor Jammer

25 points

Sheila (Omicron Group Pilot): Sheila is the M808V Main Battle Tank. She is a big piece of advanced hardware that helps the Blues contend with the superior numbers of the Red Team.

- Advanced Sensors

- "Mangler" Cannon

- Intelligence Agent

- Tactical Jammer

30 points

(And for the 150pt squad... Tex is only 44 points, so I put the other 6 points into a Fleet Officer for Sheila as well as swapping her Mangler for an HLC.)

Tex ("Whisper"): Tex is the ill-tempered badass that used to be with Church. She's known as a freelancer and prefers to do things on her own rather than let others get in the way.

- Navigator

- Fire-Control System

- Push the Limit

- Advanced Cloaking Device

44 points

I really built these squads to see the utter chaos that ensues when they play against each other. I think it would be a lot of fun... Any questions/comments/improvements are welcome.

Has anyone here built a themed list that they're particularly proud of or really want to play?

We played the 100pt squads against each other last night. (2v2, each player controlling 2 ships)

Well, just as I predicted, the Red Team was true to its inspiration! Sarge got some amazing shotgun blasts off (often going into his double-tap with at least a Target Lock), Grif flew up to flank but almost immediately turned tail and ran for his life, Simmons annoyed people with his near constant Target Locks, and Donut successfully made at least 2 members of the opposing squad uncomfortable (gave them stress).

The Blue Team, however, didn't do so hot. It was mostly the dice Gods (we all agreed this was the case because the Red Team was rolling 2-3 hits on almost every attack while the Blue Team was rolling terribly for defense).

Despite that though, I think I have some tinkering to do with the Blue Team. Sheila needs an HLC... she's just not as threatening with a Mangler. Church was an extremely hard target with 3 defense dice and a Sensor Jammer, but I determined his Engine Upgrade was doing little to help him get in attack position. Removing that, I should have enough to give Sheila the upgrade she needs to do some serious work.

As far as I could tell, Tucker and Caboose are fine for now. They seemed to do the most damage to the Reds. I may downgrade Caboose and give Tucker an upgrade to Royal Guard Pilot (mostly because he sorely needed a Targeting Computer several times in the game last night).

After seeing the chaos that ensues when these two squads fight each other, I really want to build a capture-the-flag style game to accommodate them (in true Blood Gulch fashion). I don't know if it's ever been attempted before, but it would give the fast ships something more to do than just wait for a flanking or blocking opportunity.