Tournament with no named pilots or crew

By GreenSpeed, in X-Wing

Was thinking of organizing a tournament with no named pilots or crew members or unique cards. I was wondering how the meta would change for this type of environment, would the 4 B list be king? What would you guys bring?

I was thinking either:

2x royal guard ties

-PTL, auto thrusters, and stealth device

Patrol leader

Could also take out the patrol leader for some combination of 3 ties

Or just because I love A wings:

4x Green squadron

-PTL, auto thrusters, preditor, refit, and a wing test pilot

What do you guys think about the no unique concept?

We're doing a league event with no named pilots and no upgrades.

I'm looking at taking either TIE swarm (4 Obsidian, 4 Academy or 7 Black) or 5 Gray Squadron Y-wings.

8 ties would dominate that format. 3 x royal guard plus ptl/stealth/auto might work. Point is you won't really get a more diverse field than normal tournaments, it'll just be different stuff over and over. I've seen tournaments that want to do this restrict players to only one of each ship as well. At that point you seem to get a real hodgepodge (they also allow faction mixing sometimes to make up for all the other restrictions).

At that point I'd prob just pick a few efficient ships and roll with it, like a tie + a z + a bwing + firespray with recon spec or something.

I just played a tournament with these rules:

1: no unique pilots

2: no unique upgrade cards

3: no faction restrictions

4: no more than 1 of any ship type

Squad building was a very interesting part of the game day.

You're likely to see a lot of BBBBZ if you restrict it to generics and no upgrades...

4 phantoms would own.

I just played a tournament with these rules:

1: no unique pilots

2: no unique upgrade cards

3: no faction restrictions

4: no more than 1 of any ship type

Squad building was a very interesting part of the game day.

GnS in Glen Burnie? I was going to play but something came up.

Two Mando Mercs with Predator, prox mine, recon spec, feedback array, engine upgrade.

The list is pretty straight forward but feedback array seems weird. It protects your flanks at range 1 from annoying arc-dodger.

or

Two YT-2400s with HLC, Recon Spec, Engine Upgrade (maybe not), some kind of ordnance.

or

3 Bounty Hunters

or

7 Scum Zs with Feedback Array

Edited by Ixidor

4 phantoms, 4 rgps with ptl, 8 academies, 4 vipers, 5 protos with prockets, and BBBZ seem like the most likely.

Edited by Koshinn

Indeed. Royal Guard become a lot more dangerous since you know they'll be the best in the field, and without named Falcons, Darth Vader or the Outrider title, there's no threat of really lethal turrets to stop them.

Could try:

Mando Merc

Push the Limit

Mangler Cannon

Rec Spec

Engine Upgrade

49 x 2

Total: 98

All the guns!

A friend of mine is hosting a similar event - no named pilots, no large ships, no 360-degree attacks and a whole lot of other restrictions - but I think those 3 are the most important ones. Can unfortunately not play since I'm hosting another event, but I think it will be great fun.

I just played a tournament with these rules:

1: no unique pilots

2: no unique upgrade cards

3: no faction restrictions

4: no more than 1 of any ship type

Squad building was a very interesting part of the game day.

I played in this same tourney (Bloodstripe and I got matched against each other in round 2 where I suffered a crushing defeat :P). Saw a lot of Mando Mercs (5 PS and an EPT slot) and lots of Royal Guard Ints (6 PS). The tourney was won I believe by a Mando Merc / Royal Guard / Space Fringer list. This was my first tourney ever and I went 2-2 (1-2 not counting my randomly getting a first round bye).

Edit: I misspoke - the winner of the tourney flew a PS5 Phantom, a Royal Guard Interceptor, and a Bwing with Tactician.

Edited by Danomight

problem with removing all named pilots is that you remove some potent swarm counters ala Luke (dat ability) and Palob (same thing + moldy crow)

you should start small, and just remove large base ships :P

Five Alphas with autorhrusters.

What do you guys think about the no unique concept?

I like the concept, as it neatly cuts out some of the more insane combos and PS bidding, and opens the door to a lot of ships and upgrades which would otherwise rarely be seen.

The Imperials might be favourites though, with Royal Guard and Shadow Squadron pilots.

Edited by FTS Gecko

I'd definitely run a slight modification to my normal list:

Royal Guard Pilot

- Push the Limit

- Autothrusters

Shadow Squadron Pilot

- Sensor Jammer

- Intel Agent

- Advanced Cloaking Device

Shadow Squadron Pilot

- Sensor Jammer

- Intel Agent

- Advanced Cloaking Device

The phantoms can weather the swarms, and the Royal Guard would fill in as my ace. Plus I'd have an initiative bid.