Pack your bags, you`re going to Miramar(your best30pt. non unique small base)

By Velvetelvis, in X-Wing

(maybe as 2 30pt ships though).

I think I like this the best. And probably 2 ships of the same type.

My thinking exactly. Ya gotta have a wingman. Its thematic and gives different tactical options like flanking, or concentrating fire, or the ole bait 'n switch.

Super fluffy! I love it.

I'm going to be teaching the game tonight to new people. Making the second round two ships the same feels like a great way to start slowly ramping up difficulty so it's not too much all at once.

After that...I think I'll introduce named pilots.

Sounds like a fun format for a side event after a big tournament. It would be fun to see this played in a larger group at GenCon or Adepticon.

Just remember: The hard deck for this hop is 10,000 feet. And you never leave your wing man.

It would be fun in a two on two format each at 25 or 30 points.

Edited by Chivenger

This could be fun.

Red Squadron Veteran — T-70 X-Wing 26

Wingman 2

Targeting Astromech 2

Integrated Astromech 0

Ship Total: 30

Red Squadron Veteran — T-70 X-Wing 26

Wingman 2

Targeting Astromech 2

Integrated Astromech 0

Ship Total: 30

K-turns & Tallon Rolls -- with modifiers -- for days!

Edited by jme

Sorry. non-unique. I did it wrong.

Edited by ToadPhxSquadron

I was on the all non-unique train yesterday, but man, the low number of non-unique astromechs makes that tough. And like a few folks mentioned above, Experimental Interface might be nice to have.

Maybe just no unique crew? It'd feel a bit strange to have (not)Maverick with Lando and (not)Goose with Dash. Kinda feels like it defeats the purpose of no unique pilots.

Seeing R2-D2 (astro) in every Rebel list would suck, though, as well.

Sigma Int Agent FCS Stygium.

When you hit, they stay down:

Cutlass Squadron Pilot (21)
Fire-Control System (2)
Extra Munitions (2)
Flechette Torpedoes (2)
Advanced Homing Missiles (3)
Guidance Chips (0)

And for the real fancy fliers out there:

Knave Squadron Pilot (27)
Fire-Control System (2)
R2 Astromech (1)

And for the real fancy fliers out there:

Knave Squadron Pilot (27)

Fire-Control System (2)

R2 Astromech (1)

WHOA!

tumblr_mfo7t8EGWd1qcs5k7o1_500_zpsf1e0e2

I brought this up to my gaming group and they were a bunch of nay sayers citing that the royal guard would dominate too much.

Is it really THAT much more powerful with PS 6 at this level?

This could be fun.

Red Squadron Veteran — T-70 X-Wing 26

Wingman 2

Targeting Astromech 2

Integrated Astromech 0

Ship Total: 30

Red Squadron Veteran — T-70 X-Wing 26

Wingman 2

Targeting Astromech 2

Integrated Astromech 0

Ship Total: 30

K-turns & Tallon Rolls -- with modifiers -- for days!

Those seem pretty good actually in the standard 100 point game.

What to run them with, hmmm.

This could be fun.

Red Squadron Veteran — T-70 X-Wing 26

Wingman 2

Targeting Astromech 2

Integrated Astromech 0

Ship Total: 30

Red Squadron Veteran — T-70 X-Wing 26

Wingman 2

Targeting Astromech 2

Integrated Astromech 0

Ship Total: 30

K-turns & Tallon Rolls -- with modifiers -- for days!

Those seem pretty good actually in the standard 100 point game.

What to run them with, hmmm.

I've kinda had A wings on the brain lately.

Edited by rubberduck

I brought this up to my gaming group and they were a bunch of nay sayers citing that the royal guard would dominate too much.

Is it really THAT much more powerful with PS 6 at this level?

Your group is needlessly afraid...they seem ...soontir-spooked.

I'm more afraid of the scum setups getting suggested here.

Actually I feel for a fast match that everything. Being thought up here is strong .the t70 seems solid here.

Dat findsman tho-

The khirakx builds seem like the scariest to me in the end.

Royal guard ptl AT stealth

Realistically this.

But for the sake of variety:

Storm Squadron Pilot - TIE/x1, Accuracy Corrector, Twin Ion Engine Mk.II, Proton Rockets = 27

Edited by DarthEnderX

Cutlass squadron punisher 21

Accuracy corrector 3

Concussion missiles 4

Flechette trips 2

Chimps 0

I brought this up to my gaming group and they were a bunch of nay sayers citing that the royal guard would dominate too much.

Is it really THAT much more powerful with PS 6 at this level?

It is quite **** powerfull. That's because it has 2 mobility actions and higher PS, making it an equivalent of Vader with VI in this set-up, only you don't have extra ships to block or killbox it with.

Only thing you're missing compared to Soontir is the tokens' turtling, which you won't need because of lack of other ships to shoot you - see above.

There are ways to deal with it, but for most other generics its a real pain in the butt.

This sounds like a lot of fun. Anyone interested in a top gun tournament on vassal?

This sounds like a lot of fun. Anyone interested in a top gun tournament on vassal?

Would if I had Vassal.

This could be fun.

Red Squadron Veteran — T-70 X-Wing 26

Wingman 2

Targeting Astromech 2

Integrated Astromech 0

Ship Total: 30

Red Squadron Veteran — T-70 X-Wing 26

Wingman 2

Targeting Astromech 2

Integrated Astromech 0

Ship Total: 30

K-turns & Tallon Rolls -- with modifiers -- for days!

Those seem pretty good actually in the standard 100 point game.

What to run them with, hmmm.

Haha, I've been thinking that, too. Leaves 40 points, of course, plenty for a big ace -- maybe a fully-kitted Poe? Wedge? Budget Corran?

Maybe even squeeze a flechette/plasma alpha-strike in there. Sucks what X-wings have to give up for guidance chips, though.

Edited by jme

Played some Top Gun at the club tonight. Definitely a fun and challenging format. One thing to think about though is banning Ion weapons. With just one ship apeace you really have little or no chance to break away if your 1 Agl ship gets ioned.

Played some Top Gun at the club tonight. Definitely a fun and challenging format. One thing to think about though is banning Ion weapons. With just one ship apeace you really have little or no chance to break away if your 1 Agl ship gets ioned.

Yep, that is why this is probably a little better as pairs of 30 point ships. That way you cover for your wingman.

The more I tinker with the two 30-point ships idea the more I like:

60 points total, 2 non-unique ships of the same class (type, whatever).

This allows one ship to go over 30 while keeping the other under, be it for missiles, a more expensive EPT/Astromech/Illicit on the leader, etc.

Also, I kind of don't want the two ships to be identical: I love the callsigns things, and sort of like the feel of "'Dewback' has Advanced Torps and 'Rancor' has Autothrusters". Buuuut I also have a tendency to make things more complicated than they ought to be.

Also, in the two (same)ship variant, what do you folks think about allowing three TIE/lns, TIE/fos, & Headhunters? You really can't really get those ships up to around 30 pts using non-unique pilots. Is 3 ships too unbalanced in this format? Do we just leave out those ships that can't make it that high?

Edited by jme

I think for me, I might allow three 20 point ships as an option just so Z's and Ties are not excluded.

I would imagine though, that the Air Force does similar things in their war game training. Two F-22's are going to eat Two F-16's for breakfast. If they really want to test the pilots and fighters abilities, they are going to put 4 or more of those F-16's up there in that scenario.

On the other hand, its pretty good training to fly against superior opponents once in a while just to see how good you really are. Two Bandits taking out two Royal Guards would be proof of superior piloting and tactical skills.

Edited by pickirk01

Good example.

It also makes me think back to the movie -- those engagements were two-on-two, but Viper & Jester were far more experienced pilots. How about a "slot-less" upgrade specifically for those cheaper ships, say 6 points for +5 Pilot Skill, or something? So yes, you're only facing two TIE/lns, but they're freakin PS9 (with PtL & Stealth Device, or whatever). Probably still not enough to close the gap, especially since once to you get PS6 you're above most everything, anyway.

Edited by jme

This has been a fun thread to follow and not to hijack the OP, but are we at any consensus on a "Top Gun Variant?"

Here is what I like so far from what I have read:

Choose either 3 ships or 2 ships. Small bases only. No unique pilots.

If 3 ships is chosen, each ship may not exceed 20 points.

If 2 ships is chosen, each ship may not exceed 30 points.

Each ship may only have 1 unique upgrade card assigned to it.

Each player places 4 Obstacles following all the normal rules for placement.*

Place one "power up" from the Imperial Aces set on each obstacle, following all of their rules.*

*I was thinking about this earlier when just the 1v1 was purposed. I was thinking 4 people to 3'x3' playing area and each person placing 2 obstacles, for a total of 8, thus MAYBE mitigating some of the "obvious" dominate builds. I was also thinking about the "power ups" or whatever you call them from the Imperial Aces set as a "Video Game-esk" feel to the whole affair and also helping turn the tide against stronger ships.

What do you all think? Are we getting close a "Top Gun Variant" here?

Oh, and to kinda stay on task here, this is my squad:

30 points
Black Sun Ace #1
Kihraxz Fighter
talent.png
Outmaneuver
modification.png
Engine Upgrade
30 points
Black Sun Ace #2
Kihraxz Fighter
talent.png
Outmaneuver
modification.png
Engine Upgrade

And to stay true to the OP, and because I want to be "that guy":

29 points
Tansarii Point Veteran
M3-A “Scyk” Interceptor
talent.png
Push the Limit
title.png
“Heavy Scyk” Interceptor
modification.png
Stealth Device
cannon.png

“Mangler” Cannon

Call Sign: Meltdown

Edited by Jut