[Newbie] Core Set + Imperial Aces + Rebel Aces

By hardluck57, in X-Wing Squad Lists

Greetings to all.

Just started my adventure into this game with my son and we're enjoying it. I bought the Core Set and we played three games, one with the quick start rules, one with the "suggested build" in the full rulebook, and a third using a low point value.

I've been reading about all the meta lists and they are helpful for what to buy next (anything besides what I have) but not helpful on maximizing my current ships. To make it clear, I have one X-Wing, one A-Wing, one B-Wing and two TIE Fights and two TIE Interceptors.

First, what is a good point value to play games at this level while using a majority of my available ships?

Second, what are good builds for both sides that can help my son and I learn the rules until we feel ready to sink another $100 into expansions?

Thanks for taking a look.

< 70pts should be pretty good. If you consider that 5 ships is the average 100pt. game, and that the Rebel can only field three ships, then 3/5ths of 100 is 60pts. However, this means that the rebels can only field all three ships without upgrades(vanilla). The cool factor with the Ace Expansions are the pilots, so to get the most out of those sets, raise it another ten points for upgrades/pilots. Base your squad as follows: choose a pilot you like, set him up with an upgrade that compliments him(Jax Carnor and Opportunist, Jake Farrel and Push the Limit, Nera Dantels and Proton Torpedos, Biggs Darklighter and Shield/Hull Upgrade) From there, Rebels should pick another beefy pilot or two vanilla-y pilots; Imperials can take up to three additional vanilla ships for accumulated firepower, or take upgrades and three total ships.Really its about playing and finding what works best for you. Also, if you need a squad building tool, try the BattleScribe app for iPhone. It's an invaluable tool for the X-wing player.

Using all your ships with the most basic pilots you are already at 60 points on each side (well done! very balanced so far). I would say go ahead and start adding in pilots and upgrades you have available. It will make some wonky games, but right now you are just learning how to fly, and doing weird things are going to make you learn the good and the bad faster.

Personally, I am a strong advocate of two things:

1) Use (Yet Another) X-Wing Miniatures Squad Builder - http://geordanr.github.io/xwing/

It will help you quickly calculate out what cards you have in your collection and quickly build lists.

2) Buy a second core set. You will each have dice, templates, a damage deck, and three more ships (considering most small ships are $15 each, you get the rest of it for free and $5 back)

I don't see a reason to limit your games at this point. Go ahead and fly 100 point games. Try throwing stuff together with what you have. You'll have a lot of fun and you're still going to hit a lot of asteroids. Your son is going to throw stuff at you that you would never consider and you'll then start wondering if you should try to counter it. He's probably going to go for what looks like fun, and you'll be analyzing it trying to beat him... you're going to learn a lot, which is what you want right now.

Ignore most of the "Meta" conversations on here for now. Probably wait for that stuff until you are ready to be competitive at a tournament, and the meta will be different by then anyway.

Minimal Ships on both Side using all your ships:

Rebels (58 points)

Prototype Pilot w/ Refit

Blue Squadron

Rookie Pilot

Imperial (66 points)

Academy Pilot (x2)

Saber Squadron Pilot (x2) - Aces doesn't include the lower level pilots!

Going the other way you could have the following before upgrades:

Rebels (81 points)

Luke (28)

Jake (24)

Farlander (29)

Imperials (83)

Jax (26)

Tetran (24)

Mauler (17)

Dark Curse (16)

Things are pretty balanced here but where I think you'll run into trouble is when you try to start passing around upgrades as you don't have many extras that are good to use. Luke wants R2-D2 and possibly a Shield Upgrade but the two other rebels are really hurting for upgrade although Jake could choose between the Refit (-2 points) or Proton Rockets (3 points). Imperial Aces comes with a number of useful upgrades but the Interceptors would really want the Push the Limits (PtL) that come with that box and while Hull Upgrades can be useful they're rarely something special.

and while Hull Upgrades can be useful they're rarely something special.

I dunno, I fly Interceptors a lot, and I'd say a good 50% of the time I use Hull Upgrade it keeps them alive.

2 ptl royals with curse and a black squadron will get you 80

Luke w/r2-d2, push the limit (can always proxy) refit Jakes, and blue squadron get you 79 points

Could be fun. I personally really enjoy ptl as double actions really let you go nuts with your pilots

and while Hull Upgrades can be useful they're rarely something special.

I dunno, I fly Interceptors a lot, and I'd say a good 50% of the time I use Hull Upgrade it keeps them alive.

When I'm saying "special" I'm meaning something that will really change how the piece plays. There's no question the HU can be useful but if you don't have the 3 points to spend on it or want those points to spend somewhere else do you really miss it? Compare it to PtL which can change how a piece flies.