Hello everyone. I have asked the forums a lot for second opinions (or commented on builds). After a lot of trial and error I am confident that I have reached the end of my experiments. I wanted to post all of the builds that I have used, that have made it possible for me to be in the Top 10 in Tournaments (Regional or Local). I was thinking that it could help others, or at least give them an idea. I will start with my 3 ship list and go to 4.
XXX (99 points total):
Poe Dameron with Veteran Instincts, and R5-P9 (T-70)
Red Squadron Veteran with Predator and R2-D2 (T-70)
Red Squadron Veteran with Predator and BB-8 (T-70)
The reason Poe has VI is because you will run in to a lot of Corrans, Jax or Soontirs. With Pilot Skill 10, and initiative, that means you move last (all Jax and Soontir builds are 100 points). This makes them guess where to barrel roll or move, rather than telling em where to go. This also means you shoot first, giving you some sort of chance to take them out before they hurt the other X-Wings.
The other X-Wing's will get at least one re-roll. Yes you can do Push the Limit but, on an X-Wing but, I advise against it. X-Wing greens are not that good. You can be really good at the game and make it work but, in a Tournament, you need wiggle room. That wiggle room is Predator because without stress, you are free to do White Maneuvers. It also makes it so stress hogs don't shut you down.
One of the Red's has BB-8 so you could potentially arc dodge. Reveal a Green Maneuver, Barrel Roll, then move. It works like Navigator. With double regen, this build takes a hit.
XXE (99 points total):
Poe Dameron with Veteran Instincts, and R5-P9 (T-70)
Etahn A'baht with Veteran Instincts, R2-D2 and Fire Control System (E-Wing)
Blue Squadron Novice with R2 (T-70)
This build is all about Team Work. People say Etahn is the most useless E-Wing. I disagree. His Pilot Ability makes it so that everyone is rolling 1 hit to a crit (assuming he is in arc). The ability to make 2 X-Wings crit every turn is nasty. He is Pilot Skill 7 with VI so he isn't that far down the list. With Fire Control he does re-roll better than a Red with Predator. It's a fun build.
XXXA (99 points):
Poe Dameron with Veteran Instincts, and R5-P9 (T-70)
Blue Squadron Novice with R2-D2 (T-70)
Rookie Pilot (T-65 X-Wing)
Prototype Pilot with Chardaan Refit (A-Wing)
This is a build for those days when you just need a little more dice rolls, more hit points and potentially more blocks.
BXXA (99 points):
Ten Numb with Veteran Instincts, Fire Control System, and Mangler Cannon (B-Wing)
Rookie Pilot with R2-D2 (T-65 X-Wing)
Rookie Pilot (T-65 X-Wing)
Prototype Pilot with Chardaan Refit (A-Wing)
This is a bit of a weird build but, with the right tactics, it can be devastating. Ten Numb is being used like a mobile artillery piece is how you have to think of it. Because a B-Wing by itself rushing the enemy is dangerous, you keep him at about Range 2 from your X-Wings (making Lone Wolf useless). Ten Numb's pilot ability makes it so the enemy can't cancel a crit. With Mangler Cannon giving you a guaranteed crit (assuming you hit), that means you can tell Jax to GTFO with his Stealth Device.
The other benefit is if you fly Ten Numb and the X-Wing's in a triangle formation, that means TIE's will be forced to joust you due to you only giving them enough room to barrel roll 1 out of the way. With Ten Numb in the far back, you can guarantee his arc will reach the TIE that makes that mistake.
YXXX (99 points):
Horton Salm with Ion Cannon Turret, and R3-A2
3x Rookie Pilot, 1 with R2-D2 (T-65 X-Wing)
This build took a lot of creativity and theory crafting for me to make it happen. I realized that the World Champion used 2 Y-Wings to split the job. He used one to stress, and the other to Twin Laser Turret. I sat down and I was like how can I make 1 Y-Wing do the job of 2? Then it dawned on me, that Horton was the answer. His Pilot Ability means he re-rolls blanks. This is not restricted by Stress. Horton is free to Ion and Stress his target, while the X-Wings try to destroy the target.
When a ship is under the effect of an Ion, it means that it has to move with a 1 white straight. It can't clear stress in this condition. So that means if Horton Ions and Stresses, you won't have to Stress the target as much.
With 22 total Hit Points this build can take a hit should things go sideways.
KKKK:
2x Cartel Marauder (Kihraxz Fighter)
Black Sun Ace with Body Guard (Kihraxz Fighter)
Talonbane Cobra with Push the Limit and Stealth Device (Kihraxz Fighter)
This build is a true mind f***. The Black Sun Ace boosts Talonbane to 4 Agility. The enemy has to make the choice to gamble with the dice, and get rid of Talonbane before they lose a ship. Or they can go after the Black Sun Ace without a focus. With a 4 ship build, it doesn't matter if I lose Black Sun Ace. As long as Talonbane is alive, that is my primary focus.
Kihraxz don't have a good Green Dial but, I need that PTL to make this build scary. When they know they are jousting a Talonbane with a Target Lock, and Focus, they know they are about to get hit hard. The other reason is because if Talonbane can destroy a ship in that turn, it will be worth it. It's not like it will take me awhile to get everyone turned around anyways for the next pass.
When the Attanni Mind Link comes out, I am thinking of switching one of the Cartel Marauder's out for Kaa'To Leeachos (scum Z-95 that steals Focus Tokens). The other Cartel I will switch out for another Black Sun Ace. With Talonbane, 2 Black Sun Aces, and Kaa'To all getting a Focus, I will just Target Lock re-roll them death.
I will also change Talonbane upgrade cards to Cloaking Device, and Shield Upgrade. This way he rolls a crap ton of agility should he need to run away, and has 1 more HP to work with. You could switch Shield Upgrade to Stealth device to stack the Agility. Rolling 7 defense dice at Range 3 is just silly.
VXX (99 points):
Kanan Jarrus with Sensor Jammer, Dorsal Turret, Gunner and Recon Specialist (VCX-100)
2x Rookie Pilot, 1 with R2-D2 (T-65 X-Wing)
This is the final build in my lists. This is experimental due to the VCX-100 (Ghost) not being out yet. This build is designed to give 2 possible defense on the VCX-100. Kanan's pilot ability makes a target roll one less attack. With Sensor Jammer, that will hopefully make it so they are hitting for 2 less on one ship. To make this happen, you do need Recon Specialist so you have an extra Focus to burn on the attack (then use the other on the Pilot Ability).
Escorting it is 2 X-Wings. Yes I know it doesn't have the Shuttle, and the Shuttle is so good and all this other crap. I disagree. The Shuttle while it does have the potential to Arc Doge, and it does get a turret.. Look at it's stats. It has the same HP as an A-Wing but, 1 less Agility. After flying X-Wings for so long, I know that 2 Agility will hurt you. All it takes is one mistake, or crappy dice roll for your enemy to destroy that ship. True the same applies to other ships but, at least with a higher Agility ship you have a better chance of getting out of it. In the absence of Agility, HP is the answer.
So I designed it with 2 X-Wings. One has regen so it can continually take hits. The other one is there to be another meat shield. Sure you can exchange the non regen one for a Shuttle but, it won't give you a lot of points to work with.
This is all I have. Feel free to comment, and share your ideas, or comment on how I can do better.
XXX, XXXA, BXXA, YXXX builds and more
I sat down and I was like how can I make 1 Y-Wing do the job of 2? Then it dawned on me, that Horton was the answer. His Pilot Ability means he re-rolls blanks. This is not restricted by Stress. Horton is free to Ion and Stress his target, while the X-Wings try to destroy the target.
When a ship is under the effect of an Ion, it means that it has to move with a 1 white straight. It can't clear stress in this condition. So that means if Horton Ions and Stresses, you won't have to Stress the target as much.
Maybe ditch R2-D2 and use the spare point to give 1 of the Rookies Ion Torpedoes?
way too mutch lists to comment i think ... and body guard is unique !
It is easy to keep Horton and Ten Numb at Range 2 from what I saw. It's why I never ran Lone Wolf on Ten Numb. I knew I would always be at range 2 of the enemy, and allies.
Every Tournament player will agree Torpedoes are useless. If you are using Munitions, you use Missiles. I wouldn't ditch R2-D2 for that reason, and because if you are going Rebels (especially X-Wings), you should run Regen.
As for the 2nd comment; Sorry about the long list. I have spent a lot of time asking for tips or advice in the forums. I wanted to return the favor by giving the community, the entire list of what got me through the Tournaments. All of my experiments are a result of the questions I asked in this very forum.