Synergies

By JaySolaris, in X-Wing Squad Lists

Hi All,

I was wondering if there was a list somewhere that showed the most synergistic (not sure if I've made that word up) upgrade cards for each pilot?

There are some well known combinations (Fel - PtL, Autothrusters etc) but I would imagine there are some less well know ones too, especially for a new player who may not have read or heard about early wave combinations.

In the games I play with my youngest he tends to pick the ships/pilots he likes and then relies on me to complete the list with upgrades. Some of his choices are a bit out there and I have occasionally found it quite difficult to give him upgrades that a) he can understand and b) provide some utility. A list of combinations would at least give me a 'go to' when he picks ships I don't tend to fly as much.

Thanks.

What would those ships be?

He very much likes playing Scum so he almost always picks Boba Fett. I'd love to be able to play the Firespray but haven't had as much opportunity as he always claims it! :)

After that he usually picks other ships to make up the numbers so either Y-wing, Z-95, M3A Interceptor or StarViper.

These are the sites you're looking for:

lists.starwarsclubhouse.com

http://xwing.miniranker.com/

For List Juggler (the first site), search for "p=Boba type=Regional" and you'll see all Boba Fetts that have been fielded at Regional tournaments, ranked by their MoV and Elimination Standings. I generally use Regional results for the most robust results, but you can certainly check out smaller tournaments for some cool ideas too!

Hope that helps :)

The go to Scum Boba build for me is: Engine Upgrade, Veteran Instincts, Inertial Dampeners, and Tactician. Then add a bomb for flavor if you have points

Haven't run it yet, but I figure Scum Boba with Autoblaster and Predator could probably be a good combo. You pull a shot at Range 1 with that Autoblaster, you're almost guaranteed to land three hits on the target. I've always thought that Adv Proton Torps go well with Guri + Veteran Instincts, b/c it gives you a 7 skill ship that you don't need to take two actions with to get the full result out of the APTs. Obviously, turrets are beneficial with Kavil because of his ability, and I've always thought Drea Renthal's ability is good for launching torpedoes with unhinged astromech to remove stress, or without torpedoes and R4-B11 to make her more survivable. Hope these help.

Hmm, Scum Boba is not easy to build, since K4 Security Droid, Scums best crew card, is a bit redundant on him. https://community.fantasyflightgames.com/topic/177889-crashing-rebellion-fest-%E2%80%93-2015-austin-regionals-recap/This has been quite successfull. You can add the Slave One title and Extra Munitions for a second drop of the Proton Bombs. Recon Specialist is another good crew option, as is Gunner, although that is a bit expensive. Then add other things instead of the Agressor. A lot of people will go for two Y-Wings with Twin Laser Turret now. Give them the BTL-A4 title for monstrous damage or don't for ease of use. Always include Unhinged Astromech to make the Y-Wings more fun to fly.

Z-95s are filler ships and always good if you have a roughly 12 point hole. If you have 4, 4 of them with Feedback Array is downright brutal, able to zap away health without having to roll any dice (TIE Interceptors hate it).

Star Vipers are amazingly fun. The best way to play them are the aces. Guri pairs the best with Boba, since Xizor (Veteran Instincts, Virago, Fire Controll System, Autothrusters) needs to be build around (incidently pairs well with 4 Feedback Z-95s). She has many builds that can work. Hyper defensive with Virago, Sensor Jammers, Lone Wolf and Autothrusters (which are autoinclude on most ships that can have them); Mobile with Virago, Advanced Sensors, Predator/Lone Wolf and Autothrusters; slim with just Predator/Lone Wolf and Autothrusters. Use Lone Wolf when there are at max 2 other ships, use Predator otherwise.

M3As are of questionable value. I would use them with title and a Mangler Cannon, keeping them cheap ships with 3 attack dice. They have been outclassed by the new Kihraxz in that role, though and they aren't too good in other roles.

Y-Wings have more to offer than Twin Laser Turrets, too: Kavil is a really good ace. I prefer him cheap with the Autoblaster Turret, Veteran Instincts and Engine Upgrade. Another possibility is the combination of a Blaster Turret and R4 Agromech for 4 attack dice at range 1-2 outside of arc, augmented by a Target Lock. The generics are crazy with an Ion Cannon Turret, R4 Agromech and the BTL-A4 title, Unhinged Astromech can replace the R4. The combination of Ion Cannon Turrets (without BTL-A4 title) and the Bomb Loadout is pretty fun. Extra Munitions can be put into the second torpedo slot.

The go to Scum Boba build for me is: Engine Upgrade, Veteran Instincts, Inertial Dampeners, and Tactician. Then add a bomb for flavor if you have points

I've won several tournaments with Scum Boba w/ EU, VI, Tactician, and ID.

I won another last weekend with EU, VI, Tactician, Glitterstim, and Cluster Missiles.

The Tactician, Glitter, Cluster combo gives you a lot of flexibility. You can double-stress ships that are susceptible like Soontir or Superdash and just follow them for the rest of the match with possibly more Tactician stress.

Alternatively, if the double stress isn't necessary, go for R1 Cluster Missile shots with at least 1 reroll + Glitterstim. Gives you tons of alpha strike against ships with low agi.

Brilliant! Thank you all very much for your input, I will be using all of these ideas and let my boy test them out to see what he likes best!

Thanks again.