List Suggestions for Rook?

By sirseatbelt, in X-Wing

I'm going to be playing, for funsies, tomorrow at my FLGS. I've been collecting X-wing for years. I generally know how to play. But the last time I actually played a game the E-wing had only just come out. I'm a little overwhelmed by my options and I know the meta is different now than it was then. The guys I'll be playing are reasonably good/have been playing constantly since release. So I'd like to bring a decent list even if I'm still a technically weak player.

To that end, I'm hoping you guys can suggest lists? I have at least 3 of the regular sized minis, 2 Core, 2 of the Imperial Aces kit, one of the Rebel Aces kit, and 1 of each large mini and 1 of each huge mini. I don't have any K-wings or Tie Punishers because, as a collector, I thought they looked stupid and didn't want to collect them. I only have 1 of each Scum and Villainy mini but they're unopened. I don't particularly want to open them unless you guys have a compelling reason (like funness, or awesomeness, or something).

I play Armada and my preference for lists there is flexibility or synergy. I like lists that can respond to a changing situation quickly, or lists that buff or enable other ships (by throwing tokens, adding dice to allies, etc). But I also like experimenting and breaking out of comfort zones. So I'll try anything. I usually play Rebel, but I don't have a preference. So lists for either faction are fine.

Please Help!

Unless you want people to just suggest netdecks we'll need a starting point to work off of.

Unless you want people to just suggest netdecks we'll need a starting point to work off of.

Yes. I literally want people to say "Oh, here is a flexible Rebel list." or "Here is a cool Imperial list that focuses on buffing" or whatever. I haven't done any list building for X-wing in probably 18 months if not two years, and I wasn't good at it then. I have a ton of options, and it's overwhelming, and just browsing the forums in the last 10 minutes I find stuff like "Tie Defenders are bad" and "B-wings made X-wings obsolete" and other crazy stuff I don't know anything about.

Okay, well, here we go then!

As they're friends and it's casual I would recommend you use the as-yet-unreleased x-wing fix. You get to try them out, and your friends get a peek of what's going to be on the table a lot when wave 8 hits. Here it is...

integrated-astromech.png

This is why people are comparing x's to b's at the moment - the basic rookie is now essentially a 3/3 health ship now, and with 2 agility it come in pretty much all square with the B-wing in survivability. Faster dial with less close-range options, so it's the perfect jouster.

This would allow you to fly what you know, but with a neat twist - the X-wing is now harder to beat down.

I'd suggest an aces list with Biggs & hull upgrade (7 health Biggs is a right swine!) or a four-X list - I'd personally try the 4 X's out!

The following list would give you control and great jousting power. As for buffs, in my opinion Biggs gives the biggest **** buff in the game to his friend Hobbie, who gets to keep piling on the stress until they chew through Darklighter...

Tarn Mison (25) X-Wing (23), R7 Astromech (2), Integrated Astromech (0)

Rookie Pilot (22) X-Wing (21), R2 Astromech (1), Integrated Astromech (0)

"Hobbie" Klivian (27) X-Wing (25), R3-A2 (2), Integrated Astromech (0)

Biggs Darklighter (26) X-Wing (25), R2 Astromech (1), Integrated Astromech (0)

Edited by banjobenito

Personally, I think you should just fly the turret spam that people have been flying for the past year. It's strong and it can be fun, too. I probably wouldn't proxy anything if this is your first visit to the FLGS in a while. Try to stick with what you've got.

For this list, you want to keep your ships out of arcs. That is your primary goal. Always try to avoid arcs instead of trying to get an arc. If you're reasonably sure that you're not going to take a lot of focused fire, try to get those shots on the enemy. If you can't get out of arcs, then try to blast your foes head-on so you can hopefully destroy some before they fire. Your PS is decently high. Ten is great, seven is just okay. Now Corran has a sweet ability where he can make an second attack during the end phase. The cost is that he can't shoot during the next round. So you want to get a shot on a juicy target, then boost away during the next turn. Also, you've got R2-D2 to help regen shields. Oh, and don't forget to activate Fire Control System so you can get your free target lock at the end of each attack. It won't work on the attack in which you gain it (since it's after the attack) but if you attack the same target twice, you'll have the TL during your end phase attack.

Dash wants to stay at range 2-3 of enemies. He can only fire the Heavy Laser Cannon, but he can shoot it in 360 degrees. You have Push the Limit to give you more actions and when you clear the stress from Push the Limit, Kyle will give you a focus token, meaning you've got 2 more actions left, allowing you to bump up offense with a target lock or just get out of all those arcs with a boost and barrel roll.

It's a strong list you should keep in your back pocket, but be warned -- lots of people are sick of playing this list, so depending on who you play, they may be rather sour about it. If a different list pops up in this thread that you like, you might think about taking that one instead. But then again, if you want to win, this list should give you a decent enough chance at that.

100 points

Corran Horn (42) [E-Wing (35)]:

R2-D2 (4), Fire-Control System (2), Veteran Instincts (1)

Dash Rendar (58) [YT-2400 Freighter (36)]:

Push the Limit (3), Heavy Laser Cannon (7), Kyle Katarn (3), Outrider (5), Engine Upgrade (4)

Edited by Budgernaut

Key words: Rebel, Flexible, Synergy

Green Squadron Pilot + A-Wing Test Pilot + Chaardan Refit + Push the Limit + Wingman (22)

Green Squadron Pilot + A-Wing Test Pilot + Chaardan Refit + Push the Limit + Wingman (22)

Chewbacca + Predator + Dash Rendar + Gunner + Engine Upgrade (56)

Total: 100

I went with something simple that should be easy and fun to fly.

Fly the A-wings as a pair; with Wingman they remove each other's stress each round so you can Push the Limit for two actions every turn and still have access to your entire maneuver dial. These guys are great for playing hit-and-run, blocking to break up formations, and generally annoying your opponent.

Chewie is built to be sturdy and forgiving of flying mistakes. You effectively ignore critical hits, Predator + Gunner means your attacks will always have a reroll and you get two chances to get damage through, Dash lets you shoot through obstacles (and use them as cover), and Engine Upgrade makes large ships seriously fast. Make them chase you and harass with the A-wings. And, most importantly, have fun!

Edited by LaserBrain

Unless you want people to just suggest netdecks we'll need a starting point to work off of.

Yes. I literally want people to say "Oh, here is a flexible Rebel list." or "Here is a cool Imperial list that focuses on buffing" or whatever. I haven't done any list building for X-wing in probably 18 months if not two years, and I wasn't good at it then. I have a ton of options, and it's overwhelming, and just browsing the forums in the last 10 minutes I find stuff like "Tie Defenders are bad" and "B-wings made X-wings obsolete" and other crazy stuff I don't know anything about.

Try a few combinations of BBYY - a pair of Grays with TLTs and two Daggers (or Blues with FCS) is quite a tough cookie.

If you'd rather not proxy the TLT cards go for Ion Turrets - maybe a R2 or R5 'mech - Blues with Advanced sensors. or some fun crew combinations (Nien Numb is great on Bs - so are Jan and Kyle)

Easy to fly - lots of fun, plenty of options - maybe not super-competitive without the TLTs - but who cares ?

Keep it simple. Just pick one or two models that you like and fly multiples of the generics or maybe throw in one ace. Dont worry about all the upgrades. Unless you play more often, you are likely to forget half of them during the game anyway. Another trick is to keep all the pilot skills the same. It is easy to plan a maneuver and then end up blocking your own ace because you forgot that the rookie moves first. With all the same skills you can move them and shoot with them in whatever order you choose.

For example

2 X Red Squadron X-Wings with R2's

2 X Grey Squadron Y-Wings with Ion turrets and R5's

Fly them together or break into 2 pairs and come from different angles.

Bottom line, its casual so fly ships that you like, watch and learn from the other players and have fun with it.

Edited by pickirk01

Key words: Rebel, Flexible, Synergy

Green Squadron Pilot + A-Wing Test Pilot + Chaardan Refit + Push the Limit + Wingman (22)

Green Squadron Pilot + A-Wing Test Pilot + Chaardan Refit + Push the Limit + Wingman (22)

Chewbacca + Predator + Dash Rendar + Gunner + Engine Upgrade (56)

Total: 100

I went with something simple that should be easy and fun to fly.

Fly the A-wings as a pair; with Wingman they remove each other's stress each round so you can Push the Limit for two actions every turn and still have access to your entire maneuver dial. These guys are great for playing hit-and-run, blocking to break up formations, and generally annoying your opponent.

Chewie is built to be sturdy and forgiving of flying mistakes. You effectively ignore critical hits, Predator + Gunner means your attacks will always have a reroll and you get two chances to get damage through, Dash lets you shoot through obstacles (and use them as cover), and Engine Upgrade makes large ships seriously fast. Make them chase you and harass with the A-wings. And, most importantly, have fun!

This sounds fun! I've never used the large ships, ever, and I like the sound of the A-wing combo. Thanks! I'll keep the other suggestions in my back pocket for next week. I appreciate all the help guys!