Fair Squad Point Total Question for Newbies

By daggertx, in X-Wing

Hi,

We are just starting out and we only have the below minis. What would be the best number of points to choose based on the list below to make it fair for both sides? Thank you!!

NEW Core Set

Tie Interceptor Exp

X-Wing Exp the Original

Hmm... 55-60 seems about right. You've got enough points for both sides to pick up some upgrades. You are going to have some trouble with stiff competition for upgrade cards unless you proxy, though.

I'd look into picking up Imperial Aces and the Old Core Set next. Imperial Aces adds a lot of Interceptor goodies and has the key Push the Limit card that supports both Interceptors and X-wings with BB-8, while the old core comes with the always good Tie Fighter and Biggs and R2-D2 for Rebels.

Imperial Aces and Rebel Aces on top of either core set can make a couple of decent lists, better if you're willing to proxy upgrade cards.

Yea I was thinking about getting the below:

Old Core

Imperial and Rebel Aces expansions

Maybe Y wing

and whatever one Darth comes in.

Darth crew comes in lambda shuttle, darth pilot comes in tie advance

Hi,

We are just starting out and we only have the below minis. What would be the best number of points to choose based on the list below to make it fair for both sides? Thank you!!

NEW Core Set

Tie Interceptor Exp

X-Wing Exp the Original

That means you have Poe and BB-8 Wedge

nice start.

add Falcon or K-wing to the collection. aside from Miranda Doni who's awesome, it comes with TLTs, invaluable upgrade for many lists.

and MILLENIUM FALCON is not oly THE iconic ship

but comes with 2 of the most important upgrades ever, Veteran instincts to deny the enemy his higher skill bonuses and Engine upgrade that is super-effective on many many ships

Edited by Warpman

Keep it 60 for starters. Also, K-Wing and Phantom expansions are essential if you're just starting out. Both are self-contained units and have all the cards you need to make them effective.

and whatever one Darth comes in.

Darth Vader the pilot is in the TIE Advanced expansion, but to play him to his utmost, you'll need the upgrade cards from the Imperial Raider Expansion, including the TIE/x1 Title and Advanced Targeting Computer. You could proxy those two cards, though without having to shell out the $99 msrp for the Raider (but the Raider itself is a great ship and comes with a TIE Advanced, too). Another Path to Darth Vader pilot is on ebay as an alternate art promo. The movie version is expensive, at $75+, but there is a recent version with painted art that was part of the Winter tournament kit that you could get for about $10 (this one is joking called the "disco" Vader as he is holding up his hand ala John Travolta dancing in Saturday Night Fever, with the TIE window in the background kind of looking like a disco ball).

Keep it 60 for starters. Also, K-Wing and Phantom expansions are essential if you're just starting out. Both are self-contained units and have all the cards you need to make them effective.

:( Sorry I can't resist. The K-Wing comes with Extra Munitions but doesn't come with enough mines if you wanted to deploy them all before they detonate.

I think the K-Wing and TIE Punisher were the first, because or Extra Munitions, that wasn't 'technically' complete in it's own expansion package.

I may be in the minority, but I have a hard time recommending Rebel Aces without first having 1 B-wing and 1 A-wing. Sure, that pack makes A-wings awesome, but you really want Fire Control System for the B-wing (comes in B-wing expansion) and Push the Limit for the A-wing (comes in A-wing expansion). Granted, you do get a couple copies of Push the Limit in Imperial Aces, so you could fly Jake Farrel's A-wing if you get both Aces packs. But the biggest issue I have with Rebel Aces for a beginner is that it comes with the A-wing title that lets you equip two Elite upgrades on your A-wings, but beginners usually have a limited supply of Elite upgrades to choose from, so the title doesn't add a whole bunch.

Also, I'd like to point out that nowhere in the original post did daggertx ask for advice on what to buy next. I'm not sure why we're all throwing out purchasing suggestions.

And finally, to address the question at hand, I agree that 60 points is a good place to start. Note, however, that you will be limiting the Rebel player by pretty much requiring him/her to fly 2 aces in order to fill those points. I suggest you move the points around. Try a few games at 60 points, then switch to 50 and build some new squads, then maybe switch it up to 70. The more you adjust the point limit, the more varied your games will be. The truth is, most people here probably don't play much besides 100-pt matches, so I don't think there is a whole lot of expertise on what is a fair squad point limit. I wouldn't go higher than 70, though, with your current collection.

I played my first matches with 60 points (1 core divided and 1 expansion each player). It perfectly fits two skillful rebel pilots vs a mini swarm.

Keep it 60 for starters. Also, K-Wing and Phantom expansions are essential if you're just starting out. Both are self-contained units and have all the cards you need to make them effective.

:( Sorry I can't resist. The K-Wing comes with Extra Munitions but doesn't come with enough mines if you wanted to deploy them all before they detonate.

I think the K-Wing and TIE Punisher were the first, because or Extra Munitions, that wasn't 'technically' complete in it's own expansion package.

Maxing out on bombs isn't the same as making it effective, though. You can do that with TLT and Advanced Slam. Miranda probably needs a crew selection from another expansion, although if you can find a Store Championship and nab Threepio that'd do nicely

Well to fully load up Luke and Wedge you would get 78 points for the rebels.

For the Imperials to fully load up Soontir Howlrunner and Mauler Mithel you would have 71 points max and that is not considering shared upgrade card poll so you would subtract 2 from one of these lists.

So yes 60 points is probably the best cost. Not to mention that it is the first round in escalation. Actually playing an escalation campaign might be the best thing for you only instead of after playing one 60 point round and moving to the next one try 60 points for a month or two then every month or every other month increase the point limit. You will get a standard collection that can hold its own in a store tournament in no time.

Thanks for the advice and debate, it has really helped.

:D

Seeing how the Rebels are limited to a squad of 2 X-wings, let them form a squad first. Then, the Imperial player may form a squad of equal value.

We normally play 65 instead of 60 points for small games. It gives a little bit more wiggle room for making interesting squadrons.