New guy, limited ships

By Dreaded Candiru, in X-Wing Squad Lists

Hi! I just heard about/picked up this game on Monday. My purchases were informed by what I liked in the movies and now I'm trying to make functional lists out of what I have. Do you guys mind giving up some advice?

Along with the core set, I have the Millenium Falcon (because why would you play a Star Wars game and not want this), an X-wing, and an A-wing. For the Imperials I picked up the Imperial Aces and TIE/A (because DARTH VADER, though the guys at the shop warned me this wasn't the most competitive choice atm)

I've played one game with a list my opponent helped me design, it ended up being a very close game:

Chewbacca w/ Marksmanship

Luke w/R2D2

Red Squadron Pilot

On my own I've come up with:

Luke w/Draw Their Fire, R2D2

Wedge w/ Marksmanship, R5

Tycho w/ Push the Limit, Cluster Missles

Vader w/Marksmanship, Cluster Missles, Engine Upgrade

Kir Kanos w/Targeting Computer, Royal Guard TIE, Shield Upgrade

Royal Guard Pilot w/Draw Their Fire, Shield Upgrade, Royal Guard TIE, Hull Upgrade

Vader w/Veteran Instincts, Engine Upgrade

Mauler Mithel w/Marksmanship

Black Squadron Pilot w/Draw Their Fire, Hull Upgrade

Royal Guard Pilot w/Targeting Computer, Royal Guard TIE, Hull Upgrade

I've got a pretty limited number of cards to work with and don't have a great feel for synergizing the ships to work together. I honetly think I've overstuffed the Vader lists with upgrades, but I found it hard to work additional ships in. Unupgraded Interceptors and TIEs seem like they might be way too easy to kill.

Incidentally, is that suspicion correct? A single TIE fighter in a squad is either going to either hold the interceptors back or it will end up isolated and dead very quickly, so it's better to deploy them at least in pairs. T/F?

PS I know that the TIE/A is about to receive a big fix when the Raider comes out, but I'm trying to work with what I have.

Thanks.

The Good:

Luke w/ R2D2, extra bonus when you add in Draw Their Fire (DtF): A hard to kill ship with good endgame. DtF is really nice when combined with Biggs as Luke could draw a [kaboom/crit] result onto his shields letting Biggs stay alive longer to draw more fire.

Vader w/ Engine Upgrade: Almost a must include as it give Vader a lot of options.

The Bad:

Marksmanship: Seriously this is bad UNLESS you are getting to make multiple attack in a round that could benefit from it. The [crit] potential is nice but not 3 points nice when compared to what you can do with a normal Focus and that normal Focus you can also use for Defense. May work with Vader and Cluster Missile but that's a lot of eggs in one basket.

Misc:

Have you tried Push the Limits (PtL) on Interceptors yet? People will tell you this is how you fly interceptors. There is a reason two copies came in Imperial Aces and most of the Pilots that people use from there can take it. It is good on Tycho because he ignores Stress when it comes to actions but Interceptors are great at shedding Stress. A PtL Interceptor is a little like Vader with two actions.

Welcome to the game!

as to your last question, yes, generally speaking, isolated TIE fighters can die pretty easily, which is why they are run in multiples (exception being Dark Curse---his ability helps him last longer).

Having said that, 2 or even 3 academy pilot TIEs are pretty useful, especially running alongside bigger threats. You put them out in front of your heavy hitters and use them to block your opponent's best movement spots. Not only does this deny your opponent the best moves they have, but if their ship overlaps yours, they can't shoot at the TIE fighter they are touching and they lose their action(s). This makes it very hard for them to do any significant damage and at the same time, protects your TIE fighters.

Using blockers is also a great way to learn more about the game, because it forces you to think about what your opponent is doing. You also need to learn (ideally memorize) all of the dials in the game so that your opponents is less likely to surprise you with a move that you weren't expecting. It may sound daunting, but its totally worth it. My game improved substantially after learning to fly with TIE fighters.

Your lists are all a bit bloated in terms of upgrades. I find it better to keep your lists simple when you are new to the game so that you are less likely to forget things. Once you get used to the sequence of moving ships, taking actions and shooting (and remembering any pilot abilities you have), then add in more upgrades and try different things out to see what works and what doesn't. This is the sort of game that you can't improve *just* by reading (although that can help), so I suggest you try to get in lots of games to help with the learning process. Even if you have to play by yourself! Because its such a visual game, you really need to see the physical moves to improve and to remember how far each template takes you, what range shots are likely to be at based on a particular move, etc.

Unfortunately I'm lazy or I would give you some links to useful threads for learning aspects of the game. But there is Major Juggler's stickied post in the main forum that has a ton of useful links/resources to get you started.

My $0.02 based on what you own (i.e. your most competitive option IMO)

Han - Luke, MF Title, Engine Upgrade

2x Rookie Pilots

100/100

Luke is a slightly worse gunner (because he's more expensive), MF title gives you an evade if you can't boost to dodge, and Engine Upgrade give you stupid maneuverability

Your other options for Han include - Swap MF for VI this will ensure you shoot first but give you slightly less survivability, it also gives you less potential actions so there's less to forget there. You can also drop Luke for Chewie, Nein, and VI - this gives you the ability to shoot first and more survivability but less offense.

The rookies are slightly worse than 3x Bandit squad Z-95s, but joust decently and are fine for casual games.

Welcome to the game!

Here is an Imperial Squadron to try:

Vader + Determination (or nothing for an initiative bid, VI, or upgrades from the Raider) + Engine Upgrade

Royal Guard Pilot + PtL (x2) - Using Saber Squadron here would save 2 points.

Dark Curse

Not so many Red dice but this can be a hard lot to kill if you fly defensively. Having three ships at PS 6 gives you some freedom when it comes to how you move your ships.

You could go with three tough Imperials but keep PtL on the Interceptors.

For the Rebels it is hard to beat the Falcon plus two fighters with what you have. You can't really do all four ships very well and your all fighter options my be harder to learn. One I'd consider:

Wedge + Engine Upgrade

Luke + R2D2 + DtF

Tycho + PtL + Cluster Missile

All are 33 points. Wedge is the hammer and the EU is one him to give him some arc dodging opportunities or to help him close for a kill. Luke is the regenerating R2D2 with DtF to perhaps pull some heat from the other two to regenerate. Tycho can go crazy with PtL while Cluster Missile is included to give him some hitting power against big, low agility ships; maybe not his best build but I'm not sure what you'll have luck with.

The Good:

Luke w/ R2D2, extra bonus when you add in Draw Their Fire (DtF): A hard to kill ship with good endgame. DtF is really nice when combined with Biggs as Luke could draw a [kaboom/crit] result onto his shields letting Biggs stay alive longer to draw more fire.

Vader w/ Engine Upgrade: Almost a must include as it give Vader a lot of options.

The Bad:

Marksmanship: Seriously this is bad UNLESS you are getting to make multiple attack in a round that could benefit from it. The [crit] potential is nice but not 3 points nice when compared to what you can do with a normal Focus and that normal Focus you can also use for Defense. May work with Vader and Cluster Missile but that's a lot of eggs in one basket.

Misc:

Have you tried Push the Limits (PtL) on Interceptors yet? People will tell you this is how you fly interceptors. There is a reason two copies came in Imperial Aces and most of the Pilots that people use from there can take it. It is good on Tycho because he ignores Stress when it comes to actions but Interceptors are great at shedding Stress. A PtL Interceptor is a little like Vader with two actions.

Thanks for the advice. I was avoiding PTL because of the stress, but in my naivete perhaps I'm unduly worried about stress?

Here is an Imperial Squadron to try:

Vader + Determination (or nothing for an initiative bid, VI, or upgrades from the Raider) + Engine Upgrade

Royal Guard Pilot + PtL (x2) - Using Saber Squadron here would save 2 points.

Dark Curse

Not so many Red dice but this can be a hard lot to kill if you fly defensively. Having three ships at PS 6 gives you some freedom when it comes to how you move your ships.

You could go with three tough Imperials but keep PtL on the Interceptors.

For the Rebels it is hard to beat the Falcon plus two fighters with what you have. You can't really do all four ships very well and your all fighter options my be harder to learn. One I'd consider:

Wedge + Engine Upgrade

Luke + R2D2 + DtF

Tycho + PtL + Cluster Missile

All are 33 points. Wedge is the hammer and the EU is one him to give him some arc dodging opportunities or to help him close for a kill. Luke is the regenerating R2D2 with DtF to perhaps pull some heat from the other two to regenerate. Tycho can go crazy with PtL while Cluster Missile is included to give him some hitting power against big, low agility ships; maybe not his best build but I'm not sure what you'll have luck with.

I am going to try both of those lists. Wedge as a hard-hitter and Luke to run interference are how I figured they'd run best.

Using blockers is also a great way to learn more about the game, because it forces you to think about what your opponent is doing. You also need to learn (ideally memorize) all of the dials in the game so that your opponents is less likely to surprise you with a move that you weren't expecting. It may sound daunting, but its totally worth it. My game improved substantially after learning to fly with TIE fighters.

Your lists are all a bit bloated in terms of upgrades. I find it better to keep your lists simple when you are new to the game so that you are less likely to forget things.

Intersting! I knew I was overloading on the upgrades, it was more that I just didn't know what else to do with the points. My impression was that Vader especially needs some upgrades to be viable. Then realizing what a huge priority target he would make I tried to put down someone to help 'tank' for him. In the case of everyone else I just am not sure what the sweet spot is between upgrading and adding another ship. I see a lot of lists that have very few ships in them.

My $0.02 based on what you own (i.e. your most competitive option IMO)

Han - Luke, MF Title, Engine Upgrade

2x Rookie Pilots

100/100

I actually built this exact list shortly after posting. Good to know I was on the right track.

Thanks for the advice, I'll definitely consider all of it!

Edited by Dreaded Candiru

What can make PtL good to great is the same thing that makes blocking good and running into things bad: ACTIONS. PtL allows the ship to take a second action which makes for a lot of options on an Interceptor; Boost and BR can be used together to radically adjust you post maneuver position while using Focus and Evade can give you tokens to help get through attacks. Not getting actions means not having options that can help your game.

The Stress you get from PtL is a little scary but remember it only affects your ability to take actions or Red maneuvers. With so many Green maneuvers on its dial the Interceptor is possibly the best ship for PtL as it can easily shed that stress.

So I've increased my collection (by a lot), played about a dozen games or so, and won exactly twice, both using Fat Han. Looking to throw together some more beginner-friendly lists and not wanting to rely on Han all the time.

Anyway I doubt anything I come up with will be interesting enough to make another thread so I'll just add my dumb noodling around here in the old one.

I've been running Imperials a lot lately, so I'm looking at playing Rebels at the local game-night tomorrow. So I've got:

Rookie X-wing

2x Prototype A-wing w/ Proton Rockets

Keyan Farlander w/ Push the Limit, Advanced Sensors

Total Points: 96

This leaves me with 4 points that I don't know what to do with. I don't really have a good grasp on upgrades yet.

Then there's this one, I threw it together just to put as many of my fighters on the table as possible:

2x Rookie X-wing

2x Green Squadron w/ Chardaan Refit

Dagger Squadron Pilot

Total Points: 100

Along with 2 more X-wings and Han that's all of my Rebel ships.

That BXXAA should be pretty decent. Depending on the setup and opponent, you can most likely run the B and the XX as a unit and flank from one side with the A's

That's a good number of red dice to blow something up if you can catch it in arc

Edited by piznit

So I've increased my collection (by a lot), played about a dozen games or so, and won exactly twice, both using Fat Han. Looking to throw together some more beginner-friendly lists and not wanting to rely on Han all the time.

Anyway I doubt anything I come up with will be interesting enough to make another thread so I'll just add my dumb noodling around here in the old one.

I've been running Imperials a lot lately, so I'm looking at playing Rebels at the local game-night tomorrow. So I've got:

Rookie X-wing

2x Prototype A-wing w/ Proton Rockets

Keyan Farlander w/ Push the Limit, Advanced Sensors

Total Points: 96

This leaves me with 4 points that I don't know what to do with. I don't really have a good grasp on upgrades yet.

Then there's this one, I threw it together just to put as many of my fighters on the table as possible:

2x Rookie X-wing

2x Green Squadron w/ Chardaan Refit

Dagger Squadron Pilot

Total Points: 100

Along with 2 more X-wings and Han that's all of my Rebel ships.

You can add the B-wing/E2 upgrade and Kyle Katarn to Keyan. This gives you an extra focus after you spend your stress for your attack. Or use Jan Ors for the initiative bid. You take a Focus and Jan turns it into an evade. since you do not need the focus offensively.

What can make PtL good to great is the same thing that makes blocking good and running into things bad: ACTIONS. PtL allows the ship to take a second action which makes for a lot of options on an Interceptor; Boost and BR can be used together to radically adjust you post maneuver position while using Focus and Evade can give you tokens to help get through attacks. Not getting actions means not having options that can help your game.

The Stress you get from PtL is a little scary but remember it only affects your ability to take actions or Red maneuvers. With so many Green maneuvers on its dial the Interceptor is possibly the best ship for PtL as it can easily shed that stress.

I second that, about the Interceptor having more than enough green maneuvers to compensate for the stress from PTL. The A-Wing is another ship for which half of its dial are green maneuvers.

My favorite A-Wings at the moment are:

Tycho + PtL + VI + A-Wing Test Pilot+ Expert Handling + Proton Rockets

Jake + PtL + VI + A-Wing Test Pilot + ProtonRockets

Both of these give you high PS ships that can very effectively arc dodge. Tycho is basically immune to stress (except for K-Turns) and can PtL all day, and has PS 11 with this, but costs more and does not have the ability to do three actions like Jake does. The Proton Rockets don't require you to have a target lock or to spend your focus, so you can simply wait until have a good chance to get to range 1 with a TL + F combo for the rockets. Because they both have PtL, you can double action in one turn and give your opponent a very nasty surprise. Since Jake gets a free boost or barrel roll when he focuses, he can focus, boost into range 1, then target lock if need be. If you want to save 8 points for other ships, you can drop the prockets and give Chardaan refit to both A-Wings.

Fill out the rest of the list as you prefer, low PS skill ships that can block or give control via stress or ion attacks can be helpful for allowing the A-Wings to close to range 1.

I tried the two new ones tonight (Keyan+XAA & XXAAB), both against a double Aggressor list. The first game was the Keyan list vs 88D and 88C. Both had IG2k, HLC, Wingman, Advanced Sensors, Autothrusters.

It was the first time he'd ever run Aggressors (he literally bought them in the store and opened them while I was setting up). With wingman and a higher pilot skill than any of my ships except Keyan, they were very, very hard to pin down, getting their actions in before moving then pulling off loops and K-turns all over the place before stripping the stress off of each other. I basically had Keyan lag a little behind the X-wing along the left side of the board, while the A-wings doofed around the right flank, trying to circle around but instead jamming up on asteroids and each other (I'm still so bad at this).

Regardless, my opponent was not accustomed to large ships or the loop and eventually found himself with my X-wing and B-wing behind him at range one. Keyan's ability combined with some incredibly good rolls (two rounds of two 4-dice target-locked attacks, all hits while he kept flubbing his evades) completely annihilated 88D. The other one managed to kill one of the A-wings (helped by him hitting an asteroid, then a crit that did damage to him again next round) and the X-wing (HLCs are nasty) but losing 88D's ability and Wingman's stess-removal made it very easy for me to box him in with my X-wing and A-wing to set up Keyan for the kill. It was pretty brutal and I basically got lucky but it was my first non-Han win.

My only regret is I didn't get a shot off with the proton rockets. I ran Keyan with Kyle Katarn that game but Kyle didn't do much. Spending that stress to attack got me a focus only good for defense but with only one agility die I think 3P0 might be a better investment at the same price, or possibly engine upgrade.

Against the XXAAB list he used a similar setup, but with 88B and 88C. One of them also swapped the HLC for an Ion Cannon + Flechette Cannon. This time he more or less walked all over me. Between his higher PS, advanced sensors, boost, and stress-free loops and K-turns I found it very hard to box him in. The couple times I did manage to jam him up with A-wings I was either unable to get the X-wings into position or the blocking let him focus fire on the B (which again, I'd been keeping a bit behind everyone else so that he could get a better shot). I just couldn't predict where he'd go, especially with the boost, and there was a pivotal two rounds of shooting where I unloaded on one Aggressor and got it to 2 hull in one round, setting up a nice range-one shot at him with an X-wing the next only to suffer a blinded pilot right before he got to shoot. Eventually he killed the X-wing and an A-wing and got behind my B with the Ion Cannon, stun-locking to 1 hull while neither remaining fighter could get a shot off. We called the game.

I obviously screwed up a lot in that match but even at my best I have no idea how I could counter him with that list. There was a pivotal point early on where I ran a sort of line-abreast formation to net him in and jam him up with no way for him to avoid it. This is the situation that resulted in me damaging him so badly, but when I couldn't shut one of his Aggressors down before he broke away I was out of tricks (as far as I could tell). I think I should've stuck with Keyan.

a wings are excellent blockers so I am surprised you experienced difficulties setting up blocks. Sounds like some practice will help ;)

Get your ships out right now and put them on a flat surface (like your kitchen table). 2 a-wings on one side vs a large base ship (any will do).

Now get out your manoeuvre templates and move the ships towards each other in a joust. Once in shooting range, get out all the different manoevre templates to see where exactly the falcon could end up. Now do the same with the a-wings and you should notice that any single a-wing move blocks at least 4 (if not more) large base moves. So with 2 a-wings, you can block up all of the fat ship's 'best' moves.

So to put this in context against aggressors, one a-wing stops all of the 1 bank/straight moves (to eliminate advanced sensor boost) and the other a-wing blocks the most likely 3bank/turn s-loop (smart asteroid positioning or board edge eliminates the other) and your remaining ships moving slowly in formation blocks the k-turn. Now the aggressor is in a tough spot...