What works well at 150 points?

By RsRabin, in X-Wing

Do the same basic ideas apply at 150 as they do at 100? I've only played 3 gamed at 150 and my list of Etahn with 4 blues with hlc did pretty well until I ran into a rebel swarm. Lots of Bs and zs and I got beat pretty bad. Are swarms pretty dominate at 150? It seems with the extra arcs, arc dodgers would have a tougher time too, and the extra firepower means you should be able to kill turrets faster.

Again, with only 3 games and speculation at my side, I was hoping for some insight from people with more experience.

Thanks!

I doubt you have it but IG-88 A, B, C and D all with VI. B and C with Dampeners sounds solid. Again I don't think many people in there right minds have this but it would wreck everything.

10 A-wings with Chardaan Refits :)

Honestly anything you can take five fully upgraded named pilots or flood the board with generics galore.

I find that rebel HWKs become incredibly useful when playing with more points, particularly Jan Ors as she's too expensive for 100-point lists but really powers-up any well-positioned ship ready to take a kill shot.

TIE Bombers with Jendon.

The final round of an Escalation match is at 150 points. If you follow those squad building rules & limitations you shouldn't have any really trouble with balance.

jan really shines at 150.

Call me crazy, but I like 100. It forces choices and you can't bring everything you want.

Edited by Bloodstripe Baron

Ps4 generics en masse is very powerful at 150.

jan really shines at 150.

Call me crazy, but I like 100. It forces choices and you can't bring everything you want.

I feel the same when i first started we played at 150 because my friend went mad and bought everything he could, i was always facing the falcon and 4 named escorts loaded down with missiles that never got used.

Me i'm a fan of generics so i always outnumbered him and weight of fire tended to favour me.

but when you have less shots your manoeuvres tend to matter much more as it's not settled on the first pass and thats when skill enters.

My two favorite lists at 150 are Howlrunner and 11x Academy Pilot, or Howlrunner, Avenger + Autothrusters, 4x Sigma + Stygium and put Intel Agent on two of the Sigmas

Howlrunner and 11x Academy Pilot

This. A full TIE Fighter squadron!

Edited by DarthEnderX

Howlrunner and 11x Academy Pilot

This. A full TIE Fighter squadron!

That sounds cool, except now you can only have 8x of the same ship.

Howlrunner and 11x Academy Pilot

This. A full TIE Fighter squadron!

That sounds cool, except now you can only have 8x of the same ship.

We have a local league night where this is not always enforced. Sometimes it is fun to just have seven shuttles as an option despite the four large base rule for same ship :D

But yeah. The Sigma list is better for when you're adhering to the 8/4 rule.

Warthogs with bombs will wreck face in larger games.

That sounds cool, except now you can only have 8x of the same ship.

I didn't even know that was a rule.

That sounds cool, except now you can only have 8x of the same ship.

I didn't even know that was a rule.

8x the same small base ship or 4x the same large base. I think it might only apply to Escalation Tournaments "officially" - would need to look to verify and am too lazy to do so because weekend.

I believe it isn't an official rule in the main tournament book because you can't fit more than that many ships in a typical 100 point list (8 Z-95s/Tie Fighters is 96 points, 4 Shuttles is 84). Epic limits you to 12 of the same small base, though (or 8+8 in Team epic).

Personally, I think 12 Ties is acceptable for 150 points. Because A), it's a full squadron, and that's fluff gold right there, and B) It makes swarms feel legitimately... "swarmy". It bugs me every time someone calls BBBBZ or my own variation* a "swarm". I'm only running one more ship than Fat han, for crying out loud.

*2x Blue Squadron+ Accuracy Corrector, 2x Bandit Squadron, & Tarn or Stresshog

Edited by Squark

10 refit prototypes

/thread

:ph34r: :ph34r: :ph34r:

fine then, 150/25 is 6. That's one r3-a2, ict, BTL-A4 Y-wing; 5 tactician B-wings

that's PANIC ATTACK with a capital EVERYTHING

Edited by ficklegreendice

Fully Loaded Ethan Baht, surrounded by Biggs, Ten Numb and as much z95 as you can.

These guys can destroy decimators without mercy:

[uNNAMED SQUADRON]

Click to change squadron details

150 points

PILOTS

Etahn A’baht (42)
E-Wing (32), R2-D2 (4), Push the Limit (3), Advanced Sensors (3)

Biggs Darklighter (25)

Bandit Squadron Pilot (12) x 4

Ten Numb (35)
B-Wing (31), Fire-Control System (2), Swarm Tactics (2)

I tend to go for swarms of B-Wings when playing 150 points or more. The same things that make them effective at 100 points are still true at 150 points. They hit hard, are difficult to take down in a single round, and losing one or two of them still leaves you with a formidable force and a shot at a decent margin of victory (if that matters).

Another option I'll consider are Bombers, but you have to put some thought into outfitting them. Dropping a bunch of Proximity Mines on a more-crowded battlefield can be effective, but it can also backfire. But Bombers have some weaknesses (native firepower being the major one) that make them less than ideal for me in a format like this.

Fat turrets tend to lose effectiveness as point totals increase because it's easier to concentrate fire on them. Arc-dodgers also struggle when there are more fields of fire to avoid. So I'd probably rule those out.

Edited by DagobahDave

Once punisher arrives and you can use ordnance twice bombers get really good in 150 because you have that extra wiggle room.