It does not feel like Star Wars without tie fighters or x-wings flying across the skies locked in combat till the end of time.
until the end of time only if there's a crap ton of ties
X-wings are quite effective at plowing through 3 health squadrons
Why do you still use X-Wings?
I find ties are extremely effective at bringing down x-wings with focus fire
It does not feel like Star Wars without tie fighters or x-wings flying across the skies locked in combat till the end of time.
until the end of time only if there's a crap ton of ties
X-wings are quite effective at plowing through 3 health squadrons
not with gallant haven they're not ![]()
I find ties are extremely effective at bringing down x-wings with focus fireIt does not feel like Star Wars without tie fighters or x-wings flying across the skies locked in combat till the end of time.
until the end of time only if there's a crap ton of ties
X-wings are quite effective at plowing through 3 health squadrons
not with gallant haven they're not
I will gladly let all of your x-wings sit at distance 1 of gallant haven and take up space because unless your assault frigate is in clase range of my vsd (which you don't want it to be) then all of those gallant haven protected x-wings are 100% doing nothing...
I will gladly let all of your x-wings sit at distance 1 of gallant haven and take up space because unless your assault frigate is in clase range of my vsd (which you don't want it to be) then all of those gallant haven protected x-wings are 100% doing nothing...
problem is then the fatty is winning every exchange not in close range of the vsd ![]()
I should specify that I've only run pure X-wing with my double fatty list. The thought process is that the X-wings can twiddle their thumbs all day long because the two fatties laugh at any VSD's attempt to engage them, and between Haven's supporting fire and Paragon's Star Destroyer levels of damage output I have not found them difficult to bring down.
In every game so far, the imperial player has been forced to engage the X-wings to get rhymer to unload some bombs on haven unmolested and to get their GSDs in close without getting red diced to death by the angry school of minnows surrounding the gallant whale.
I don't think I'd run pure X-wing outside of Gallant Haven, though. While bricky and capable of blowing through ties with support from an anti-squadron barrage or two, the A-wing's speed seems to have just far more utility.
It also seems that just about everything will die to the imperial wave 1 tech of flight controllers + interceptors (supplemented by core set howlrunner). 6 blue dice + re-roll is just ball-shrinkingly terrifying, and the A-wings will at least get their counters off before they disintegrate or even hit the ties first if you have initiative.
When I have Gallant and wish to create a rock for my opponent to smash into, though, X-wings have them beat easily.
Edited by ficklegreendiceI think the main point is, there is no such thing as a useless Rebel fighter. X-wings may not be everyone's cuppa, but they are most definitely not obsolete.
basically
it's all about understanding the role of each squadron beyond the printed rules and how they interact against each other and against the others of the imperial faction
x-wings are well-rounded bulky bastards that sledge hammer through 3 health squadrons and are a tad slow. Escort is just extra ![]()
I do feel their slowness needs to be compensated for by capital ships, though. As mentioned, ties will focus them down and strike first with superior speed and interceptors are just...*shudder* but with their very solid health, X-wings can weather quite a bit of punishment. If you can take advantage of their bulk by, say, unleashing an anti-squadron salvo on the fragile little things that hit them, you'll put yourself ahead in the squadron mini-game.
Gallant Haven also needs no more gushing over
Edited by ficklegreendiceEscort is very useful if used to advantage.
If A-wings had Escort as well as Counter they would better represent what they actually were designed to do but they might be overpowered for Armada.
Any ship with Escort and Counter would be broken. "You must attack me if possible...oh, and I get an auto attack back each time"
If A-wings had Escort as well as Counter they would better represent what they actually were designed to do but they might be overpowered for Armada.
Any ship with Escort and Counter would be broken. "You must attack me if possible...oh, and I get an auto attack back each time"
Hence the overpowered comment
If A-wings had Escort as well as Counter they would better represent what they actually were designed to do but they might be overpowered for Armada.
Any ship with Escort and Counter would be broken. "You must attack me if possible...oh, and I get an auto attack back each time"
You mean like a Fel TIE advanced combo?
If A-wings had Escort as well as Counter they would better represent what they actually were designed to do but they might be overpowered for Armada.
Any ship with Escort and Counter would be broken. "You must attack me if possible...oh, and I get an auto attack back each time"
You mean like a Fel TIE advanced combo?
Yes but anything that costs a minimum of 30 points should be very powerful
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No because those are 2 squadrons helping, not the same. If you HAVE to be shot at and have COUNTER, it could be nasty, while you live that is.
I will gladly let all of your x-wings sit at distance 1 of gallant haven and take up space because unless your assault frigate is in clase range of my vsd (which you don't want it to be) then all of those gallant haven protected x-wings are 100% doing nothing...
problem is then the fatty is winning every exchange not in close range of the vsd
I should specify that I've only run pure X-wing with my double fatty list. The thought process is that the X-wings can twiddle their thumbs all day long because the two fatties laugh at any VSD's attempt to engage them, and between Haven's supporting fire and Paragon's Star Destroyer levels of damage output I have not found them difficult to bring down.
In every game so far, the imperial player has been forced to engage the X-wings to get rhymer to unload some bombs on haven unmolested and to get their GSDs in close without getting red diced to death by the angry school of minnows surrounding the gallant whale.
I don't think I'd run pure X-wing outside of Gallant Haven, though. While bricky and capable of blowing through ties with support from an anti-squadron barrage or two, the A-wing's speed seems to have just far more utility.
It also seems that just about everything will die to the imperial wave 1 tech of flight controllers + interceptors (supplemented by core set howlrunner). 6 blue dice + re-roll is just ball-shrinkingly terrifying, and the A-wings will at least get their counters off before they disintegrate or even hit the ties first if you have initiative.
When I have Gallant and wish to create a rock for my opponent to smash into, though, X-wings have them beat easily.
That makes the Emperor smile.

So escort will probably be better when the second wave o fighters comes out and there's things to escort (that intel HWK for instance).
Until then there are a three reasons to run X wings:
- You don't want to buy another box of rebel fighters, but you need more dudes.
- You want to be able to squadron command whatever is still alive/in range, without worrying if it's the right kind.
- You want to jam as many named pilots in the list as you can.
They are versatile.
BOMBER
They are iconic
They are versatile.
BOMBER
They are iconic
This. They are your swiss army knife to any situation, not as good as a squadron dedicated to that single purpose, but not as useless as any specialist squadron at something they are not dedicated to. If your opponent comes squadron heavy, they can stand their ground quite good, if hes bringing few or no squadrons at all, they are still far from useless.
Bomber and escort. Pairs well with Y-wings and B-wings
Also makes your opponent hesitant to choose the precision strike objective
Bomber and escort. Pairs well with Y-wings and B-wings
Also makes your opponent hesitant to choose the precision strike objective
as an imp player i have a hard picking that on as one of my objectives for my bomber heavy list, because it still only applys to like maybe 3 or 4 squads but probably only 2 and rebels will get 5-7 usually for a heavy squad list