First squadron possible ideas?

By Cyk0, in X-Wing Squad Lists

So i'm getting into this game, I have some friends playing it, a I have read up a bit but not to much.

I'm just gonna trow out a net hear in hope to find something from you that would be good and fitting squadron for what I would like to play.

It's going to be imperial.

And I would either like to play a mini tie fighter swarm backed up by one or two flankers, or I could se me flying something like four tricked out interceptors (if that is even viable)

Ships I like (just ships I think are cool basically) are the regular tie fighter, the interceptor (in my mind the sexiest tie) and the phantom (rebel assault 2 yay). Due to playing X-wing vs tie-fighter as a kid I also like the advanced (even though that game made me prefer an alternate look for it, so its the ship I desire the least) I dislike the look of the defender so its of as a possible ship, and the bombers would just feel sluggish.

So any list suggestions or possible directions you can point me in?

Thanks in advance

/Cyk0

A question then, that list doesn't mention any Interceptor "swarms" Would it for example be viable to run four apha interceptors with autothrusters?

Are we talking about Vassal, proxying upgrades or are you looking to buy ships (and what do you own already?). If planning to buy, what is the budget? Because 2 Interceptors and a copy of Imperial Aces and 4 copies of a StarViper could get quite costly.

https://community.fantasyflightgames.com/topic/131310-new-player-quick-start-list-guide/

Was a nice listing, but I would love to hear some more fleshed out explanations of peoples preferences and tips. Still a good link.

https://community.fantasyflightgames.com/topic/131310-new-player-quick-start-list-guide/

Did you check this link out? It gives you all the archetypal squad builds. Really you need to just start flying stuff and see what you like.

Are we talking about Vassal, proxying upgrades or are you looking to buy ships (and what do you own already?). If planning to buy, what is the budget? Because 2 Interceptors and a copy of Imperial Aces and 4 copies of a StarViper could get quite costly.

Why would you need 4 SVs? Two will do you as they come with 2 copies of ATs.

My friends have a bunch of ships, I will buy some and probably borrow/proxy some upgrade initially. If continues being fun I have no problem spending. That being said, there should be two auto thrusters per StarViper right?

But I wouldn't do it if the list is not reasonably competitive (even if the interceptor is sexy)

What does Vassal mean in this context?

Why would you need 4 SVs? Two will do you as they come with 2 copies of ATs.

Well I'll be, will you look at that. :D. I was under the impression it came with one, just like AC

You want four because you want four StarVipers on the board.

Yeah... that'll work. they'll buy that excuse

https://community.fantasyflightgames.com/topic/131310-new-player-quick-start-list-guide/

Was a nice listing, but I would love to hear some more fleshed out explanations of peoples preferences and tips. Still a good link.

https://community.fantasyflightgames.com/topic/131310-new-player-quick-start-list-guide/

Did you check this link out? It gives you all the archetypal squad builds. Really you need to just start flying stuff and see what you like.

Are we talking about Vassal, proxying upgrades or are you looking to buy ships (and what do you own already?). If planning to buy, what is the budget? Because 2 Interceptors and a copy of Imperial Aces and 4 copies of a StarViper could get quite costly.

Why would you need 4 SVs? Two will do you as they come with 2 copies of ATs.

Yea thats the one I linked in my answer, dont get me wrong its nice and I might go with the wisper + mini swarm but I am also woundering about going with interceptors, or other mini swarm and a flanker lists.

VASSAL is an online engine that allows people to play x-wing on their computer with other people all over the place (its used for a lot of boardgames actually).

http://www.vassalengine.org/

http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

As for list ideas, as said previously, playing is the best way to learn.

And the ships you are interested in are good choices because they can really give you a good feel for some of the nuances in the game.

Here's a few quick list ideas. Its kind of difficult to talk about specific tips on how to fly them, but there are many articles on various aspects of the game that you should look into (I believe they're in the link above).

4 alphas w/ autothrusters = 20 x 4

Howlrunner w/ swarm tactics = 20

100

Simple list: run everything fairly close together (but not too close or they will bump into each other and lose actions). Keep howlrunner back because its likely the opponent will try to kill her first, and also, since her pilot skill is higher, the alphas always move first (giving her room to move behind them).

2 sabres w/ push the limit & autothrusters = 26 x 2

4 academy pilots = 12 x 4

100

Another simple list. Keep the 4 academies grouped together and then place the sabres either not too far, or flank them on the opposite side of the board (depends on what your opponent is using). You can even experiment with using one sabre as a decoy (deployed straight across from all the enemy ships). This list probably has a higher learning curve.

2 royal guards w/ push the limit & autothrusters = 27 x 2

Omnicron pilot (lambda shuttle) w/ fleet officer & advanced sensors = 27

Dark Curse w/ stealth device = 19

100

I really like this list (because I came up with it ;P ), but its hard to use. I wouldn't recommend even trying something like this until you feel very familiar with the game.

I realize its not terribly helpful to throw out list ideas and not explain how to fly them, but its hard to explain, and honestly I don't know where to start. All's I'll say for now is placement of asteroids/debris is a very important part of the game, and its a very good idea to spend spare time putting them on a table with your ships and practice flying your ships around the various asteroids (without bumping into them and trying to find positions that leaves you with more than one exit move (so you are less predictible). Its also a good idea to find access to all the manoeuvre dials in the game and study them. It may sound daunting (and its something you can learn over time), but memorizing all of the manoeuvre dials is so useful----the worst thing that can happen when flying TIEs is for your opponent to pull a move you totally didn't expect and gain a serious advantage in positioning over your fragile ships...

Last thing I will throw out there: blocking. Its a huge part of the game and its critical that you understand how it works (both in your favour and against you). Because flying TIE fighters and Interceptors are effected in a big way by blocking. Its something that you can't really learn much about by reading though---you really have to practice to master it (and avoid it).

Well that's turning into a wall of text, so I'll close with:

Welcome to the game!

Okay, first off - welcome to the forums. I'm a primarily imperial player myself and also enjoy the Interceptor so here we go.

2 Kinds of list you mentioned - Mini-Swarm backed up by a flanker or 3-4 decked out interceptors. Both are possible and competitive.

Mini-Swarm backed up by a flanker:

Howlrunner (18)

4 Academy Pilots (48)

Soontir Fel - Targeting Computer, Autothrusters, Push The Limit, Royal Guard TIE (34)

You can also swap out Soontir for Carnor Jax, a much more supporty interceptor who negatively affects the enemies he is close to in order to give your swarm a little more punch

3 Decked Out Interceptors

Soontir Fel - Stealth Device, Autothrusters, Push The Limit, Royal Guard TIE

Carnor Jax - Stealth Device, Autothrusters, Push The Limit, Royal Guard TIE

Turr Phennir - Stealth Device, Autothrusters, Veteran Instincts, Royal Guard TIE

Hands down my favorite list in X-Wing - It comes with the warning if your green dice want to make you suffer that day then you will lose, quickly and brutally. But if your greens are decent then this list is a fantastic time to fly.

Yay, thanks for all the good answers.

2 sabres w/ push the limit & autothrusters = 26 x 2

4 academy pilots = 12 x 4

100

Another simple list. Keep the 4 academies grouped together and then place the sabres either not too far, or flank them on the opposite side of the board (depends on what your opponent is using). You can even experiment with using one sabre as a decoy (deployed straight across from all the enemy ships). This list probably has a higher learning curve.

I really like that list, since it gives me numbers with two interceptors that can simulate being aces. And plenty of ships on the board despite two of them being quite maneuverable. (though I get they might get outflown by high end flankers)

Okay, first off - welcome to the forums. I'm a primarily imperial player myself and also enjoy the Interceptor so here we go.

2 Kinds of list you mentioned - Mini-Swarm backed up by a flanker or 3-4 decked out interceptors. Both are possible and competitive.

Mini-Swarm backed up by a flanker:

Howlrunner (18)

4 Academy Pilots (48)

Soontir Fel - Targeting Computer, Autothrusters, Push The Limit, Royal Guard TIE (34)

You can also swap out Soontir for Carnor Jax, a much more supporty interceptor who negatively affects the enemies he is close to in order to give your swarm a little more punch

3 Decked Out Interceptors

Soontir Fel - Stealth Device, Autothrusters, Push The Limit, Royal Guard TIE

Carnor Jax - Stealth Device, Autothrusters, Push The Limit, Royal Guard TIE

Turr Phennir - Stealth Device, Autothrusters, Veteran Instincts, Royal Guard TIE

Hands down my favorite list in X-Wing - It comes with the warning if your green dice want to make you suffer that day then you will lose, quickly and brutally. But if your greens are decent then this list is a fantastic time to fly.

The first list seems solid though if I use Carnor Jax I might give him something defensive of Push the Limit instead of targeting computer (since it seems I what to place him close to my targets)

the 3 interceptors are certainly cool and embody what makes the interceptor awsome, but I think I want to start out with more ships on the board to learn the game better.

Yes I should have mentioned - in the first list if you swap Jax in for Fel you can replace the targeting computer with a stealth device or hull upgrade depending on preference. (Jax is one point cheaper than Fel so you can go from a 2 point upgrade to a 3 point)

Well thanks for all the help I got.

So I'm set for the following lists (Somewhat decided by what is easy I could get from pacs)

2 sabres w/push the limit & autothrusters

4 academy pilots

Howlrunner

4 academy pilots

Carnor Jax w/push the limits in a royal guard tie, autothrusters and hull upgrade

That would allow me to get away with just ending up with a Star Viper as as trade of ship.

I would like to be able to pick up a phantom to run a Whisper plus mini swarm as well, But then I would have to pick up a firespray and a shuttle as well to get some upgrade choices (Gives me loads of more flexibility when it comes to upgrades in general, but the ships lack tie beauty even if they are of the right faction)

Sensor Jammer on Whisper is a widely underused and fantastic option

Yup that was one of the interesting upgrades from the shuttle (Not that the crew choices hurt either)

If you like ties and squints, your possibilities are huge. Play some games and figure out how you intuitively play. That will determine what ships for you personally. I would start with "Backstabber" and soontiir (AT, PTL, SD) as your flankers with 4 AP,s as jousters/blockers. This will help you determine your play style

It's at 99 points also to help with initiative

Edited by Moneyinvolved

One of my old favorites is a 5 ship imperial list. The new version of this would be:

36 points - 3x Academy Pilots

30 points - 1x Delta Squadron Pilot (PS 1 Defender)

32 points - Soontir Fel + Push the Limit + Autothrusters

98 points total for a decent init bid with your blockers and your PS 9 ace. I usually keep my delta close to my APs and break out as needed to focus down threats that Fel is flanking. I love having the defender at PS 1 to ensure it doesn't get blocked. Even if it is predictable, the white 4K is really powerful. If you are not worried about the init bid for whatever reason, you could spring for a Targeting Computer on Fel.

Five ships is certainly a number I would be comfortable running with (numbers seem especially important with the twin laser turret knocking on the door). Though that would mean I have to learn to accept the propper ship...

Since we mentioned things on horizon, what do think we can expect in the form of advanced squads in the future? Wader and a tie fighter mini swarm should work, but do you expect any build running a higher number of them than one?

Five ships is certainly a number I would be comfortable running with (numbers seem especially important with the twin laser turret knocking on the door). Though that would mean I have to learn to accept the propper ship...

Since we mentioned things on horizon, what do think we can expect in the form of advanced squads in the future? Wader and a tie fighter mini swarm should work, but do you expect any build running a higher number of them than one?

There are dozens of TIE Advanced squad ideas floating around the forums. Many of them seem good on paper, but are flopping one way or another in actual testing. There are some successful ones out there as well and I believe there will be some good lists that have more than one advanced. However, it'll take a good balance of ships to go with them to ensure you do not put all of your eggs in one basket. Like you said, things are changing with TLT coming out and lower health defensive ships (or even higher health, non-defensive ships) will start to get eaten up. Luckily, the TLT is a 6 point upgrade. I will say the dust is still in the air now until the masses experiment like crazy against all sorts of lists, new and old.