Coming from a 40k back round am use to ever army having a right way to build it our a net list that you must use to win. now is this the same idea in x wing u must use this for x army to win .
net list / build a squad
Just looking foradvice on how to build the right list
In the event you aren't trolling, which remains to be seen given your previous posts- No. There is a metagame, but most ships have multiple competitive options and almost every ship has at least one.
Building your own squadron is half of the fun. Unless you are the Win-at-all-cost kind of player, it is often more satisfying to play with your own devised list than to use someone else's ideas.
There is not a right list, and some that definitely look plain on paper can be surprisingly effective.
But in general, try to combine ships that compliment each other, that make most of their attacks, their repositioning, and their survival.
Every ship can move once, do one action, and attack someone in their arc per round. Right? Well, with the right pilots, upgrades and abilities, you can have a ship moving twice, three times or more per round, and perform two, three or more actions or at least benefits from several action-like effects, and maximize their damage output by increasing their chance to attack, their chance to hit, and their chance to deal damage and other effects.
Think on which combinations of these ships, pilots and upgrades allow you to maximize this extra efficiency and try them out to see how it works.
Edited by Azrapseenglish please?
--
also punctuation?
Edited by Blail BlergOh, ya. Sure, you betcha.
Scimitar squadron tie bomber (16)
*conner nets (4)
[20]
Multiply by five
Can't get more net than that
!
Caution: Reading OP will burn the eyes.
Scimitar squadron tie bomber (16)
*conner nets (4)
[20]
Multiply by five
Can't get more net than that
!
False
(Cutlass, EM, Conner Netx2) x3
Maximum net.
All hail Michael Jordan Squadron
Its nothing but net!
All hail Michael Jordan Squadron
Its nothing but net!
even room for an Upg to Deathrain for MAXIMUM DUNKAGE
Also sure you use an old Netscape browser when building the squad.
But really. If you aren't a troll, use the squad building forum.
Pick any of these to be someone's worst nightmare:
Fat Han + Escorts
==============
Han Solo + Predator + C-3P0 + R2-D2 + Engine Upgrade + Millennium Falcon
3x Tala Squadron
Brobots
=========
IG88B&C + VI + HLC + FCS + Autothrusters + IG-2000 + Inertial Dampeners
Dual YTs
========
Chewbacca + Predator + Gunner + C3P0 + Millennium Falcon
Leebo + Predator + Recon Specialist + Outrider + Mangler Cannon
SuperDash + Corran
================
Dash Rendar + Push the Limit + Heavy Laser Cannon + Engine Upgrade + Kyle Katarn + Outrider; Corran Horn + Veteran Instincts + Fire-Control System + R2-D2
DeciDodgers
==========
(a) Rear Admiral Chiraneau + VI +Rebel Captive + Ysanne Isard + Gunner + EU
Soontir Fel + PTL + RGT + Autothrusters + Shield Upgrade
(b) Commander Kenkirk + VI + Rebel Captive + Ysanne Isard + EU
Whisper + VI + ACD + FCS + Gunner
Rebel Swarm (BBBBZ)
===========
Blue Squadron x 4
Bandit Squadron
Panic Attack
==========
Blue Squadron + BW/E2+Tactician x 2
Blue Squadron + Ion Cannon
Gold Squadron + Ion Turret + R3-A2 + BTL-A4 Title
TIE Swarm
=========
Howlrunner + Swarm Tactics
Academy Pilot x 6
Doomshuttle
==========
Soontir Fel + PTL + RGT + Autothrusters + Stealth Device
Whisper + VI + ACD + FCS + Gunner
Omicron Group + Darth Vader
Fett/IG88
=========
IG88-B (49) + Predator, Advanced Sensors, “Mangler” Cannon, Autothrusters, Inertial Dampeners
Boba Fett (50) + Veteran Instincts + Gunner + Inertial Dampeners + Engine Upgrade
4x Spice Runner with Gunner for the extra shot, that extra shot is brutal, kills everything in it's path and you don't even need to play it well.
Closest thing to a 40K "I win because of my list, lets go play cards to kill the time till next round" list there is.
Coming from a 40k back round am use to ever army having a right way to build it our a net list that you must use to win. now is this the same idea in x wing u must use this for x army to win .
Stop comparing X-wing to 40K, because the two games are so far removed from each other, that there's simply no comparison. Unlike GW, the X-wing developers have gone to great lengths to ensure that there's NOT an all powerful combo that defeats everything. Which is the beauty of X-wing.
GW have a long history of bringing out a range of figures for whatever army, that make that army pretty devastating against nearly anything else. They do this in the hope that most die-hard 40K gamers will have more than one army, and now they'll need to buy the latest stuff just to stay competitive. Which in turn sells lots of lovely overpriced figures and models. And just when the ruckus from those figures settles down, they bring out new and more powerful stuff for a different army. And the cycle continues. Is there game balance? Who knows? GW don't seem to care - they're just selling figures.
FFG have released some ships for the game that have rendered older releases somewhat less effective, but they always seem to keep a finger on the pulse of the game and address the shortcomings at a later stage. Take the TIE Advanced for example. It wasn't getting much play, so they re-released it with some nifty upgrades in the Raider expansion. Although this marketing ploy makes it expensive to fix your TIE Advanced, it does mean that this underrated ship, may get some more play now.
Getting back to your original question... is there a right way to build a squad? There's generally two preferred methods.
- Lots of cheap ships with few upgrades. Generic squadron pilots. The theory is lots of shots and eventually some should get through. (40K equivalent would be lots of Ork Boyz with nothing better than a bolter)
- Two or three ships upgraded to the max. This relies heavily on the combination of the upgrades to achieve hits and kills on the enemy. (40K equivalent would be a squad of Terminators with all the wargear they can carry)
Or a simple combination of the two. A heavily upgraded ship, with multiple cheap wingmen. Each option has its merits and downfalls. But it can really be a case of trial and error. I know from your past posts that you seem to rely on using a few ships and filling each with every upgrade available to it. Try using more ships with few upgrades and see what happens.
But first and foremost, remember this is nothing like 40K, so a heavily armed squad packing every available piece of wargear doesn't instantly equate to success. It depends on what the opponent puts on the table as well. This game is pretty well balanced.
Edited by ParravonNo, GW's balance is too spotty for that. There's power creep sure, but we also get things like 6th edition Dark Angels and Chaos Marines (Thoroughly mediocre) as well as the reasonable if Eldar weren't the new creator's pet. My theory is GW's just want to make models in the GRIM DARKNESS OF THE FOURTY-FIRST MILLENNIUM and have just decided to put in a minimum of effort into balance and let the fans sort it out.
Side note: Modern 40k actually varies between strict "boys before toys" no upgrades and Death Star units with every possible bell and whistle. There just isn't much in between.
Edited by SquarkThere is definitely room to give a squad your own flare. While Soontir Fel + Rear Admiral Chinreau was really popular, the list that made the North American national finals took Captain Oicunn instead of Rear Admiral Chinreau. Both are Decimators, so maybe there isn't a whole lot of creativity, but while the rest of the herd swore by Chinreau, the second place player chose something different and it got him pretty far.
He lost to his training buddy who was also running something unique. He was running a Dash Rendar build like many others, but he took 2 B-wings instead of Corran Horn, which is the typical go-to small ship to accompany a large turreted ship. Furthermore, he eschewed the traditional Push the Limit on Dash Rendar. He also gave Dash Anti-Pursuit Lasers -- a card that many people think is pretty situational and not worth the cost.
So you can see how people can tweak lists to their own desires and still do well. You don't have to play a carbon copy list.
Why do people say not to compare this games to gw are they not the minni standard for games as ther most pouplar
As I've said before, they are two ENTIRELY DIFFERENT games. Their whole mechanic is completely different. The only thing they share in common, is they both use plastic models.
If you've played 40K for a long time, and not played any other game, you inevitably fall into the trap of making assumptions about a new game because the only point of reference you've got is your 40K background. However, when the games are so different, assuming things are much the same will only end in mistakes. You really have to look at X-wing, or any new game for that matter, as a whole new experience. Try not to make a comparison to any previous game that you may have played because that will cloud your understanding and judgement of the new game.
Over the course of my 35 year gaming "career" I've designed several tabletop games covering historic periods as well as science-fiction. The biggest problem I have is with my play-testers and them bringing pre-conceived assumptions from other games to the new game. Most recently, I've designed a game for Modern micro-armour and I used a concept of status markers to show what a unit had just done (moved or fired or both). I explained the concept to my play-testers, but one of them still made the assumption the markers were order markers for what the unit was about to do, not what it had just done. He got horribly confused, simply because he assumed they worked the same way as different games he'd played that used order markers. Incidentally, X-wing uses 'status markers' in the form of the various ship tokens. So by looking at a ship on the table and it's associated tokens, you know what it has done and what it is capable of doing next.
So, Frogy, forget all you have learned from 40K when playing X-wing. Nothing you know about 40K will apply to X-wing (and vice versa). Abandon the idea that because they're both a tabletop game that there are similarites, because there aren't any. Look at X-wing as an entirely new game with entirely different concepts. Read the rulebook, and remind yourself after each page "this is NOT 40K", and you might start to understand it better.
Trust me, I know what your going through. I have a guy at our gaming club that has played 40K for years and years, and when I introduced him to X-wing, he also had trouble getting his head out of "40K-mode". Once he did let it go, he became very proficient with X-wing's game mechanics.
Why do people say not to compare this games to gw are they not the minni standard for games as ther most pouplar
They used to be, they have been losing players left and right in recent years to better games - games with both great minis and better rules.
Games like X-Wing.
Why do people say not to compare this games to gw are they not the minni standard for games as ther most pouplar
They used to be, they have been losing players left and right in recent years to better games - games with both great minis and better rules.
Games like X-Wing.
Yup. Since picking up X-Wing in April this year, I've not touched my 40K. (I really should sell it before there is nobody left playing to buy it)