When you sit down to put together a new squad where do you start? After picking the ship(s) where do your thoughts go next? I'd like to hear your process on squad buildinv.
Thoughts on a new build.
To be put simply, diversity and simplicity.
Obviously, a list works best when all parts are contributing. But what happens to a list when a ship is lost or unable to function as planned? A good list can recover and change gears.
Finally, how do I take the dice out of the game as much as possible? Were/how can I gain advantages?
Edited by Stone37Lately, it's been about either been taking ships that are less efficient, pairing them with one mister of a ship, and using the monster as bait while the other guys prove efficiency can be changed.
There's also an amazing super secret wave 7 build that has made a splash in the Atlanta area, but I'm under contract to not speak on that til worlds.
I start with defender then build around.
I'm coming from a background in Star Wars minis, where you don't play a squad unless it's extremely synergistic (commander effects). There are no commander effect's in X-Wing, but I always look for synergy between two ships, and then try to add another, even if it only compliments the first two, like throwing in a maneuverable A-wing with a couple B's.
I'm currently working on the below squad:
Latt Razzi
-Weapons Engineer
-K4
Talonbane Cobra
-Opportunist
-Glitterstim
Palob Godalhi
-TLT
99 points
Talonbane gets into range 1 of the enemy's biggest threat and attacks with 6 dice while Latts removes an agility. Nasty
Edited by derekstanggtUsually I build around the ship I had the most succes with. Then trying to have exactly two kinds based on the stone/scissor/paper principle (Turret/arc-dodger/swarm) in order to always have a theoretical good chance to win against most of the build. Additionally, also meta-breaking concept are taken into consideration, e.g nowadays: "can I theoretically win against TLTs, Brobots, two-ship builds" etc (also taking initiative into account)/
For casual nights I set a few goals for the evening "Use ship X or Use Pilot Y" then build from there. For tournaments I used to pick a ship that was strong by itself and build form there, however with the fading of the 2 ship meta (thank the heavens) I believe swarms and efficiency builds of generics will be back with a vengeance...can't wait!
My usual list building tends to start with a Tie Defender or a Lambda space bus and go from there
Typically I start with a single pilot, upgrade, or combo I want to explore (or exploit). One of my current lists started with "What happens when I run Echo with Sensor Jammer?" Another list I'm playing around with right now is helping me figuring out how to best use Vessery's ability.
So once I know what pieces I want to focus on, I add other elements that either support it (directly or indirectly) or provide a contrast. So the Echo + SJ list gets Carnor Jax, because he helps Sensor Jammer out while still being pretty deadly in his own right. With two arc-dodgers I want either a turret or a tanky jouster, and in an Imperial list that means a Lambda.
Once I have a list together, I do some theorycrafting.
- I look at its overall durability and offense and compare it to a couple of benchmarks from the current metagame.
- I think about whether I can come back if I lose an element early.
- I identify which ships I can lose without the list's synergy collapsing.
Finally, I think about what the win condition looks like--that is, what kind of situations lead to me winning, and how can I get there? Echo alone gives me a pretty reliable win against ships at lower PS as long as she isn't stressed, for instance, so if I can trade Jax and the Emperor to take out anyone at PS8-10 or who deals reliable stress, I'll be okay.
Then I get it on the table and figure out where I went wrong and what needs to change.
This is great stuff! Thanks to all that posted! You've given this old noob a logical place to start building a squad.