Tell me what you think for casual play.

By bcsuther, in X-Wing Squad Lists

I'm fairly new to X-Wing but I've become fairly addicted to it!!

B-Wing

Ibtisam (28)

Ion Cannon (3)

Fire Control (2)

Engine Upgrade (4)

X-Wing

Biggs (25)

R2-D2 (4)

X-Wing

Rookie (21)

R2 (1)

Headhunter

Bandit (12)

My idea is to fly them in a sudo swarm keeping bigs close to the B and the X to soak up some damage and the Headhunter is just there for filler. Any comments, criticism, snide remarks are welcome!

Sounds like you want to do some ion and then come in with guns blazing. Turret is nicer then cannon for that. I'd say to switch out B-WIng for HWK. He's cheaper and has a 360 ion. With the squad point savings you can get some pilot skill and abilities up in your other ships. This all should be in what packs you list in your signature.

Roark (19)

-Ion Turret (5)

Cracken (19)

Garven (26)

-R5-K6 (2)

Biggs (25)

-R2-D2 (4)

100 points

Roark can make a friendly at Range 1-3 into Pilot Skill 12. They go first no matter what. Pick the heaviest hitter. Ion with Roark and don't stop ioning. Garven can pass Focus in Range 1-2 after his attack making him a good choice for Roark's ability. His droid can possibly reacquire a Target Lock. Cracken can give someone at Range 1 an extra action making him another fine choice. And of course everybody's meat shield Biggs with R2-D2. Same concept but more options.

I'm fairly new to X-Wing but I've become fairly addicted to it!!

My idea is to fly them in a sudo swarm keeping bigs close to the B and the X to soak up some damage and the Headhunter is just there for filler. Any comments, criticism, snide remarks are welcome!

Since you're only interested in flying casual, I won't bother posting 'better' lists.

I will make some comments on some of the pilots you chose though, assuming that's what you're looking for:

Ibtisam: she's a great b-wing because her ability works on both attack and defense rolls. However, in order to get mileage out of it, you want to stress her as often as possible. To give yourself lots of options for that, I recommend push the limit + advanced sensors. This gives you total control of whether you want her to be stressed or not, regardless of what move you want to pick. For example, If you want to do a hard 1 turn (red move on a b-wing) which will stress her, you can use advance sensors so she still has an action before revealing the dial. Or if you want to do a 2 bank (white move) you can push the limit after wards so that she ends with a stress token. Or, if you don't need a stress token (or don't want one for a particular reason) then you can dial in a green move and use advanced sensors + push the limit to take 2 actions before revealing your dial, and then clear the stress when you reveal the green move. So you have total control over her ability. It also makes for a very interesting pilot to fly because barrel roll before or after revealing your dial really changes her positioning in a meaningful way. I also like to run her with engine upgrade, for even greater positional control, but its not essential.

Some people like to run her with Sensor Jammer + Elusiveness, which is not bad, but you have less control over using her ability, and if your opponent consists of low pilot skill, you will never get stressed before she shoots, so you can't use her ability on her own attacks in such a case, which is kind of unfortunate.

Biggs: The general consensus is to keep him cheap. You know he's gonna die, no matter what you do, because your opponent has to shoot at him. That's not to say he isn't bad, because in fact, his ability is great. However, if you spend too many points on him, it limits how much power you can put in the rest of your list. If you take Biggs, you should also consider throwing in heavy hitters that can really take advantage of the fact that they won't get harmed until Biggs is dead. For example, throw a Heavy Laser Cannon on Ibtisam or bring along Wedge. Another cool trick is to put R2-D2 on another ship (like Wedge) and then fly it out front with Biggs too far away for the first round of shooting. Then your opponent will shoot at Wedge and hopefully knock off a shield or two which you can then regenerate with R2-D2 because next turn Biggs enters the scene and now your opponent must shoot at Biggs and wasted his first couple of shots on Wedge. Be careful though, this can backfire if Wedge takes too much damage in one turn! (ideally only 1 heavy hitting ship or two low attack ships should be able to shoot Wedge).

Rookie Pilot: right now, the rookie is in a bad place competively speaking. Once integrated astromech comes out, he should be much better. By all means though, give him a try. You will find him utterly useless against certain types of enemy ships (like large-based ships that have engine upgrade or TIE interceptors & phantoms for example).

Bandit: a cheap filler ship. Always a nice way to spend 12 pts.

Hope that helps!