New Player - Feedback/advice on a few rebel lists

By namdoolb, in X-Wing Squad Lists

Recently got introduced to this game by a friend, and... I'm in.

I don't have a huge amount to work with, that will be corrected as soon as disposable income allows.

I have access to; 1 A-wing, 1 B-wing, 1 E-wing, 2 Z95's, and 1 HWK. No core set yet(I tried to prioritise getting a playable squad since I'm currently only playing casual against a small circle of opponents), The Force Awakens core set is my next purchase, but that will have to wait until after Christmas because... Monetary expenditure.

My principal opponent (at this time) plays imperial, he's currently got his hands on 3 Tie's and one each of Interceptor, bomber, advanced, and defender. But he's acquiring new ships a lot faster than me, I fully expect to see 1-2 new ships the next time I face him.

But without telling you all my life story, here's the lists I've been brainstorming:

a) 99pts

Corran Horn

-Adv, Proton Torpedoes

-Push the limit

Kyle Katarn

-Recon Specialist

-Moldy Crow

-Blaster turret

2x Bandit Sq Pilot

Actually got to play this list, and it seemed to perform really well. I'm not sure if it was more luck than judgement though, since my opponent made some pretty poor moves in the early game which cost him a few ships. Pretty sure it was unrecoverable after that.

I do really like the idea of handing focus out to Corran for the adv torpedo shot though, that was fun... And should total pretty much anything if it goes off, right?

b) 98pts

Corran Horn

-Flechette Torpedoes

-Outmaneuver

Ibitsam

-Push the limit

Arvel Crynyd

-Cluster missiles

Managed to fly this list to a narrow victory. Definitely felt a distinct numerical deficit, not sure I like a 3-ship list.

c) 100pts

Tycho Celchu

-Outmaneuver

-Cluster Missiles

Rebel Operative

- Ion Cannon Turret

Blue Sq Pilot

2 Bandit Sq Pilot

Not played this list yet, don't know how it will perform. Obviously the intent is to use Tycho as a flanker, whilst the main force engages, with the hwk running slightly behind as an annoyance for the enemy

Thanks for reading all the way down to here :-)

I honestly don't remember all the cards that come with each ship, so I can't really make a useful list suggestion.

Here's some things that work well, however:

system slot on an e-wing: all the cards that fit in this slot are good. You should generally try to use it no matter what e-wing pilot you pick. FCS is good on Corran Horn because he can shoot twice in the same turn sometimes. It also has synergy with the R7 droid. Advanced sensors is always useful for expanding your movement options and keeping your ships with tokens. Sensor Jammer only comes with the shuttle, so you will probably not get this card unless you trade for it (assuming you won't play imperial). However, its a strong card (although often misunderstood and perhaps not exploited properly). I wouldn't worry about it though if you are a new player.

push the limit on an a-wing: If you have a pilot that can take an elite card, this should be your first choice. I'm not saying its the only thing that works, but it certainly is the 'gold standard' of elite choices for an a-wing. Fly with it. Learn how useful it is and why. Then you can better appreciate the effectiveness of other elite cards in comparison to it.

z-95's: keep them cheap. The generics are typically the best, although I can see value on Airen Cracken in certain kinds of synergy lists.

B-wing: again, the system slot is invaluable on this ship. FCS in particular is a strong choice because b-wings don't typically die in one turn of shooting, so you almost always get some value out of the free target lock before the b-wing bites it.

HWK: this ship is somewhat crap for the rebels. The best choice of pilots are Roark for the pilot skill boost (mainly good if you have a lot of generic ships alongside him) and Jan Ors for the firepower boost. Unfortunately, the stress cost really hurts her, because once limited to green moves, its fairly easy for an opponent to kill her quick. For that reason, I don't recommend using her if you are new to the game (some judicious flying and knowing when to use her ability and when not to is required to do well with her). As for upgrades, the blaster turret is only worth considering if you have moldy crow (effectively making it a 7 point turret) and the ion turret is better if you have another ion weapon elsewhere in your list (because one by itself can be of questionable value). Best of all is probably the twin laser turret because of the crappy dial, being able to shoot stuff at range 3 really helps the HWK out. But twin laser turret only comes in the k-wing expansion :(

That's all I got for now...

Edited by blade_mercurial

It is hard to remember what it is like to fly without many options in cards and ships. blade_mercurial has some really good things to say there. And honestly, at this point, you are more hampered by not knowing what your ships can do and where they are going to end up.

This is really one of those cases where you should just pick what you want to fly, go with the best choices you have from your available cards and fly it. There are still some days where I want to fly something and don't have all of the needed optimal cards. Yes, you can proxy, but you can also limit yourself to what you have available and make yourself learn to see opportunities. Right now you should focus mostly on your flying. Keeping your ships together, avoiding obstacles, avoiding being blocked. Trying to figure out your opponents dials so you can make the best guesses about what he is going to try. As you progress, you will start seeing things involving range and which placements will give you more protection than others, but that doesn't come to most people initially. If you do limit your playing to the cards you have available, you'll be even more excited when you get a new ship and have some additional options in cards.

Have you decided on a list builder yet? If not, you should explore your options and start adding your collection. Many allow you to see what you could do with lists if you had everything, and also see what you can do with just what you have. I have an unashamed love for (Yet Another) X-Wing Miniatures Squad Builder, but I know others like different aspects of some of the other list builders.

Looking at your ships, I would say your biggest hurdle is going to be any kind of formation flying... those ships go from very maneuverable to not quite so much. This is not a bad thing, just be aware of it and think of tactics that work in your favor after the initial engagement. Things like sticking the b-wing in close range and using the a-wing and e-wing's maneuverability to come around for different arcs. Certainly doesn't mean you cannot fly them together, just really take a look at the dials ahead of time and figure out how you can use them to help each other and when not to. Don't plan on tactics that require talents or abilities on another ship to make one of yours work unless you are willing to just limit yourself to the worst dial (and if you do that, you will really have to commit to it).

Mostly... have fun flying and try to learn a little something new each game...

Hi

Try using a squadron builder (I orefer this one - http://xwing-builder.co.uk/build- but then I am biased)

You can save your collection and then play around with all the permutations of your cards. You can also see what other upgrades you might want and which sets they come from. And if you're friend is cool with it, you can print off your squadron and play with stuff you don't have yet to see how it works for you...

As for your lists, I like the first best. But you should swap Advanced Proton Torpedoes out for R2-D2 and Fire Control System. That's a classic setup that was even in the final of Worlds last month.

vs

With your cards you could make a solid E'tahn Abaht list. Run Etahn with advanced sensors and push the limit, and fly alongside a b wing and two Zs.

That's certainly a lot to think on.

Having played a little with PTL I can see why most good builds seem to want it. The tricky bit is rationing 1 PTL card between the (currently) 3 ships that want it.

Those squad builders are interesting, and I'll be checking them out. Should be very good for theorycrafting, although currently about 50% of my squadrons get built on the fly at the gaming table. (the joys of casual game nights).

Flying formation is proving to be an interesting exercise. Approaching in formation, even turning in formation isn't too bad. Keeping formation after the first pass,... That I can't do.

Thanks for the advice, I'm going to keep flying and will definitely try those things out when I get chance.