Hi guys,
I'm going to play Xwing today and i wanna try new stuff. Any ideas?
I'm planning on ptl, eu, bb8 wedge, poe with r5p9, robots on stim (that upgrade is so good on those guys) and some TLT shenanigans. any other recent builds out there?
Hi guys,
I'm going to play Xwing today and i wanna try new stuff. Any ideas?
I'm planning on ptl, eu, bb8 wedge, poe with r5p9, robots on stim (that upgrade is so good on those guys) and some TLT shenanigans. any other recent builds out there?
Poe Dameron - 38
PTL, BB8, Autothrusters
Luke Skywalker - 30
Lone Wolf
Ethan A'bath - 32
4 x Tempest sqn. Pilots with accuracy correctors ![]()
Torkil Mux - TLT, Recon Specialist, Moldy Crow
Syndicate Thug - Ion Cannon Turret, Unhinged Astro
Bossk - Calculation, Mangler Cannon, Mercenary Copilot, Weapons Engineer
thanks a ton. is there anything with Jan being played?
4 x Tempest sqn. Pilots with accuracy correctors
+ Dark Curse or Backstabber ... or Night Beast + MKII
The old Super Jan/Dash list benefits from having a TLT for Jan. Falls to TLT spam pretty badly, though, like a lot of the old meta lists.
If your opponent doesn't mind mad science or you don't care about him getting mad at you I had some ideas here using the Hounds Tooth: https://community.fantasyflightgames.com/topic/189832-team-fortress/The first list is probably fine with just a little bit of fortressing, but the second one might make peoples tempers flare since it is an all out fortress (that can and should move, just not very often!).
4 x Tempest sqn. Pilots with accuracy correctors
+ Dark Curse or Backstabber ... or Night Beast + MKII
Or Cluster Missiles for alpha strike madness!
I'm super excited to try out Jan / Miranda but I need to play it a whole bunch to figure out the last 25 points.
Jan Ors (37)
–TLT
–Wired
–Nien Nunb
–Engine Upgrade
Miranda Doni (39)
–TLT
–R2-D2 (crew)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
-> 99 points
Miranda is my new favourite Ace, and built like this she can be virtually immortal in a one-on-one fight. Don't let multiple ships get arc on her for more than one turn though or she's toast. SLAM liberally! She embodies "better to run away and live to fight another day." Artoo on her is amazingly useful since you have direct control over her shielding each turn. Jan is there to boost Miranda's Primary whenever appropriate; ideally Range 1, but using Jan and Miranda's pilot abilities to turn Miranda into a 4-dice Primary Turret with no blind spot is not to be taken lightly. Once Jan uses her ability to buff Miranda, her stress gives her some ATK/AGI rerolls with Wired. Nien allows you to 4-Straight to clear stress and then Boost even further away, which helps her keep up with Miranda even on turns you SLAM. The Bandits run interference and try to protect Jan's blind spot; in a pinch, if they've got the better shot, you might be saving Jan's ability for one of the Bandits.
Let me know if it piques your interest!
If you are worried about TLT spam so much, like most of the other posters, find something that has crazy defense for the first engagement then can stay in range one for the rest of the game(scum with glitterstim, sensor jammer phantom). Or a 3 or higher ps alpha where you are capable of taking out a Y before it can shoot and you biggest target can survive 6 hits, then stay in range one.
If you are worried about TLT spam, then there are a few "bad" Scum pilots that work out. I think Graz the Hunter with Glitterstim works on the approach, as long as he is the biggest and meanest thing there. You can also give him a missile for the turn you use Glitterstim. Also, Laetin is good for TLT's. Just make sure to keep that Focus or Evade for the first shot. Or...Stealth Device.
I agree that R5-P9 is best on Poe. I'm not sure what else to put in a list with him, though.
@Tseigtiez: It seems you put a lot on Miranda to carry the list. If they take out the rest of the list quickly, then you could be in trouble.
I just won a Summer tourney facing 4 y (tlt unhinged) two times, from different players, with:
Poe ( lone wolf, r5p9, Autothrusters)
Miranda (tlt, chewbacca)
Green Squadron Pilot (title, chardaan refit, ptl, wired, Autothrusters)
It seems you put a lot on Miranda to carry the list. If they take out the rest of the list quickly, then you could be in trouble.
And that's really my main concern, especially against something even passably manoeuvrable (Fel/Whisper/Vader or VI Brobots who can give up initiative).
TLT Jan does work though, wayyy more than she used to. ICT Jan was okay but you really wanted more than one Ion effect present, and then you're cutting into total number of attacks per round that might benefit from Jan anyway.
And, so far, I'm actually pretty comfortable with Miranda carrying that list. I was able to take on a brutal Scum HWK combo with just her and never took a damage card (even though Artoo was firing basically every round or two). I had that exact Miranda with two loaded Gold Ys, which I'm never trying again, but was flying against
Palob
–Opportunist
–Blaster Turret
–K4
–Moldy Crow
Torkil
–TLT
–Greedo
Cartel Marauder
Cartel Marauder
Which was pretty solid. The two HWKs hugging close made it very difficult to approach with a single ship for fear of the Focus steal -> PS0 combo followed by a TL/F 4-dice Blaster shot from Palob and potentially a pair of TLT shots from Torkil as well. And Torkil with the TLT meant it was harder to kite Palob uncontested. But I was able to regen up to two shields a round and SLAM as needed to only engage Torkil until he was dust, and then my buddy and I have done the Miranda/Palob dance before and it takes a while but inevitably favours Miranda.
PS and movement options were solidly in my favour so I really want to practice against lists that trump her there, and that's where I figure another TLT on the field with some blockers will do the trick, in addition to upping Miranda's damage output turn-to-turn. And of course if my opponent is ignoring Miranda then she's more likely to be taking 5-dice R1 shots at her target of choice.
I think Wired on Jan Ors is brilliant. I hadn't thought of that. Also, you can pump a Z-95 that is at R1 of someone if they are going for other ships. Nothing like making a Z like an X-wing for a turn. It might force them to change strategy mid game, as well, which usually isn't good.
I've played a few games vs. the new K-wing, but not enough to really get the SLAM that I know is coming. I'm thinking if I can get it with my 4 Tie Bomber list, then I can blast it to pieces early enough. Well...that's the theory. I need to work on my anti-SLAM game.
Poe Dameron - 38PTL, BB8, AutothrustersLuke Skywalker - 30Lone WolfEthan A'bath - 32
Except for Poe its neither new nor good!
I've played a lot with this list lately, and I really like it. It's pretty demanding, but hits like a ton of bricks.
Redline
- Fire-Control System
- Extra Munitions
- Cluster Missiles
- Plasma Torpedos
Alozen
- TIE x1
- Advanced Targeting Computer
- Veteran Instincts
Scimitar
- Extra Munitions
- Ion Pulse Missiles
- Flechette Torpedos
Academy Pilot
It's vulnerable to arc dodgers, but if you can tear apart Chiraneau or Han in the first couple of turns, you can handle Fel or Horn with a bit of skilful flying. Sooner or later he'll bump, have to pass over a rock or get hit by a Flechette.
Another list I've been wanting to try out is Miranda with a swarm of Headhunters.
Miranda
- Twin Laser Turret
- Jan Ors
3x Tala
2x Bandit
Seems pretty resilient, and Miranda can handle arc dodgers while the Zs tear up low agility ships. Would be interesting to face TLT spam or RAC/Fel with this.
I just won a Summer tourney facing 4 y (tlt unhinged) two times, from different players, with:
Poe ( lone wolf, r5p9, Autothrusters)
Miranda (tlt, chewbacca)
Green Squadron Pilot (title, chardaan refit, ptl, wired, Autothrusters)
I've been thinking about that Green squadron loadout for a while - seems like a pretty solid little ship for 23 points
I've played a lot with this list lately, and I really like it. It's pretty demanding, but hits like a ton of bricks.
Redline
- Fire-Control System
- Extra Munitions
- Cluster Missiles
- Plasma Torpedos
Alozen
- TIE x1
- Advanced Targeting Computer
- Veteran Instincts
Scimitar
- Extra Munitions
- Ion Pulse Missiles
- Flechette Torpedos
Academy Pilot
It's vulnerable to arc dodgers, but if you can tear apart Chiraneau or Han in the first couple of turns, you can handle Fel or Horn with a bit of skilful flying. Sooner or later he'll bump, have to pass over a rock or get hit by a Flechette.
I can see a high agility ship giving you a headache, which is what I think those arc dodgers are. Not just dodging arcs, but you don't have anything with a lot of damage to punch through a lot of green dice. While I like Plasma Torps, I think you could trade them in for something with more bite. That on Redline would get you more mileage for hitting those high agility ships. Proton Torps or Concussion Missiles is what I'm thinking. I don't like Clusters for that job.
I've played a lot with this list lately, and I really like it. It's pretty demanding, but hits like a ton of bricks.
Redline
- Fire-Control System
- Extra Munitions
- Cluster Missiles
- Plasma Torpedos
Alozen
- TIE x1
- Advanced Targeting Computer
- Veteran Instincts
Scimitar
- Extra Munitions
- Ion Pulse Missiles
- Flechette Torpedos
Academy Pilot
It's vulnerable to arc dodgers, but if you can tear apart Chiraneau or Han in the first couple of turns, you can handle Fel or Horn with a bit of skilful flying. Sooner or later he'll bump, have to pass over a rock or get hit by a Flechette.
I can see a high agility ship giving you a headache, which is what I think those arc dodgers are. Not just dodging arcs, but you don't have anything with a lot of damage to punch through a lot of green dice. While I like Plasma Torps, I think you could trade them in for something with more bite. That on Redline would get you more mileage for hitting those high agility ships. Proton Torps or Concussion Missiles is what I'm thinking. I don't like Clusters for that job.
To make the squad less vulnerable to arc dodgers make the Scimitar a minelayer with EM and Conner Net.
To make the squad less vulnerable to arc dodgers make the Scimitar a minelayer with EM and Conner Net.
I was going to say drop the Flechettes off the Scimitar for Ion Bombs for a similar effect, but Conners can be extra devastating if Redline and Alozen can pounce the following turn. Good call.
To replace Flechettes with Connors I need to find an additional two points somewhere. Not really sure where, apart from maybe by replacing Alozen with a Storm or Colzet. Also, note that you don't actually have to hit Fel to neuter him with Flechettes. Just get him in arc, and pretty much anything can deal with him next turn.
I just won a Summer tourney facing 4 y (tlt unhinged) two times, from different players, with:
Poe ( lone wolf, r5p9, Autothrusters)
Miranda (tlt, chewbacca)
Green Squadron Pilot (title, chardaan refit, ptl, wired, Autothrusters)
I've been thinking about that Green squadron loadout for a while - seems like a pretty solid little ship for 23 points
It is indeed. It's poison for turrets as long as you can keep at least an evade (better F+E) and a stress token. Just remember to stay out of multiple ships' arcs and play safe.
To replace Flechettes with Connors I need to find an additional two points somewhere. Not really sure where, apart from maybe by replacing Alozen with a Storm or Colzet. Also, note that you don't actually have to hit Fel to neuter him with Flechettes. Just get him in arc, and pretty much anything can deal with him next turn.
Unless he doesn't push
To replace Flechettes with Connors I need to find an additional two points somewhere. Not really sure where, apart from maybe by replacing Alozen with a Storm or Colzet. Also, note that you don't actually have to hit Fel to neuter him with Flechettes. Just get him in arc, and pretty much anything can deal with him next turn.
Pretty sure AD meant to drop the Flechettes too. Run the Scimitar with only EMs and Conners, and use it to fish for arc dodgers.
To replace Flechettes with Connors I need to find an additional two points somewhere. Not really sure where, apart from maybe by replacing Alozen with a Storm or Colzet. Also, note that you don't actually have to hit Fel to neuter him with Flechettes. Just get him in arc, and pretty much anything can deal with him next turn.
Unless he doesn't push
And that's the issue with trying to stress Fel. He really doesn't mind all that much, and since he moves so late he'd be able to tell whether using Push will get him out of arc of the only Flechettes there. Probably not too hard for him to dodge a Bomber, but the Bomber would have an easier time hitting Fel with a Conner Net.
It's not that hard to get Soontir Fel at R2-3 with Flechette Torps on a Bomber, unless Soontir is really trying to avoid the Bomber. If that's the case, use that to hit the rest of his list.
Once Soontir is stressed, you know where he's going to be. That makes it a lot easier to get him in a shooting circle.
That's true. It's not that hard to get him in arc (that 5-k works wonders), but he can elect not to push. That's why I need to get either Redline or Alozen in arc as well. If he doesn't push there's a reasonable chance that Alozen will put a crit on him, and a single token Fel can't reliable dodge a Cluster missile. Can't really get around the fact that high PS arc dodgers are an issue.
On the flipside though: Fel can't reliably solo the entire squad. He simply doesn't have the dice for it. If his Decimator escort breaks on turn three, in exchange for a single one of my ships, I'm reasonably confident I could keep him occupied until the time runs out.