Help Wanted for Build Decent Squad for Beginner

By slowreflex, in X-Wing Squad Lists

Hi,

I just started playing. I currently have the Force Awakens Core Set, Rebel Aces Expansion, and VT-49 Decimator Expansion. Would like to make one Imperial 100pt Squadron and one Rebel 100pt Squadron. Don't mind spending a little bit more money, but nothing crazy (like buying an expansion for one or two cards). Just want something half-decent to learn the game. Would appreciate any guidance. :)

Thanks.

Hello again, slowreflex! I think one reason you may not have gotten any responses here is you have a limited number of sets. A lot of people tend to have most of The Stuff ™, so it can be hard to give advice without looking up specifically what came with each set. Secondly, if you build what you think is a good squad then ask for opinions on that, rather than asking for a squad from scratch, you may get more responses (people love to tell you you're wrong ;)). That said, let me take a stab at it...

Rebels:

Poe Dameron (31)

+ Proton Torpedoes (4)

+ BB-8 (2)

+ Weapons Guidance (2)

+ Wired (1)

Dagger Squadron Pilot (24)

+ B-Wing/E2 (1)

+ Kyle Katarn (3)

+ Enhanced Scopes (1)

Jake Farrell (24)

+ Proton Rockets (3)

+ Intimidation (2)

You options are pretty limited with so few sets, but this is the best I could do. Poe can stay on target with BB-8. Between his ability, Weapons Guidance, and the Proton Torpedo he should be able to deliver 4 hits to something pretty easily. Wired helps when using his sweet Talon Roll. Jake can also deliver quite a punch with his Proton Rockets, especially if you can grab a Target Lock beforehand for re-rolls. Intimidation lets him also perform a blocking role, which he can be pretty good at with Boost and Barrel Roll. The Dagger moves at PS0 with the Scopes, so it can block, too. Kyle gives you a Focus after clearing a stress from one of the B-Wing's great red maneuvers.

Imperial:

Rear Admiral Chireneau (46)

+ Proton Bomb (5)

+ Ysanne Isard (4)

+ Fleet Officer (3)

+ Ruthlessness (3)

+ Moff Jerjerrod (2)

"Epsilon Leader" (19)

"Zeta Ace" (18)

This one was a little easier since the VT-49 is so expensive. RAC has a great ability, combined here with Ruthlessness and Proton Bomb to dish out even more damage. Moff and especially Ysanne help keep him alive a lot longer. The Fleet Officer can hand out extra tokens to your TIE/fo's if you keep them close (RAC can use his own ability to modify his attack). Normally the stress would prevent you from getting Ysanne's free Evade, but "Epsilon Leader" has the same timing, so you can remove RAC's stress first, then perform Ysanne's Evade. "Zeta Ace" can be a blocker or just extra squirrely.

Things to look for to enhance the ships you already have:

Elite Pilot Talents like Veteran Instincts and Push the Limit are popular among a lot of pilots (and I'll let you discover the combos with the latter on your own ;)). Cannons and especially other Sensor Upgrades would open up a lot of options for your B-Wing. Look for more Crew for your VT-49, since you can combo up to 3 of them at once! And a TIE/fo expansion or two would give you even cooler pilots there, plus the ability to form a small swarm.

Have fun!

ObiWonka is spot (imo). I play casual with friends and I've only bought into imperial ships, and therefore only the cards that come with them. This limits competitive builds but still provides enough scope for fun builds, especially as my friends only invested in rebel and scum separately.

Half the fun for me is coming up with the builds that work. It also depends on what/who you're playing against. Clearly if you're against someone with every upgrade then it may not be a very fun game.

When you are new, with limited sets, don't hesitate to proxy cards. I find it hard to build a rebel list without a shield regeneration bot from the Rebel transport.

For cheap buys, I recommend both the Tie and Tie FO pack, they are useful with the included cards and you will certainly want them eventually if you stick with the game.

When you are new, with limited sets, don't hesitate to proxy cards. I find it hard to build a rebel list without a shield regeneration bot from the Rebel transport.

For cheap buys, I recommend both the Tie and Tie FO pack, they are useful with the included cards and you will certainly want them eventually if you stick with the game.

Will look at those packs. Am definitely trying to figure out what to buy next. Have just bought a playmat, which I know isn't a necessity, but I got tired of drawing out the borders. Not a fan of proxies, I'm just weird like that.

ObiWonka is spot (imo). I play casual with friends and I've only bought into imperial ships, and therefore only the cards that come with them. This limits competitive builds but still provides enough scope for fun builds, especially as my friends only invested in rebel and scum separately.

Half the fun for me is coming up with the builds that work. It also depends on what/who you're playing against. Clearly if you're against someone with every upgrade then it may not be a very fun game.

I also really enjoy theory-crafting a lot, but don't really know enough about the game yet to be very good at that. It will come in time. :)

Hello again, slowreflex! I think one reason you may not have gotten any responses here is you have a limited number of sets. A lot of people tend to have most of The Stuff ™, so it can be hard to give advice without looking up specifically what came with each set. Secondly, if you build what you think is a good squad then ask for opinions on that, rather than asking for a squad from scratch, you may get more responses (people love to tell you you're wrong ;)). That said, let me take a stab at it...

Rebels:

Poe Dameron (31)

+ Proton Torpedoes (4)

+ BB-8 (2)

+ Weapons Guidance (2)

+ Wired (1)

Dagger Squadron Pilot (24)

+ B-Wing/E2 (1)

+ Kyle Katarn (3)

+ Enhanced Scopes (1)

Jake Farrell (24)

+ Proton Rockets (3)

+ Intimidation (2)

You options are pretty limited with so few sets, but this is the best I could do. Poe can stay on target with BB-8. Between his ability, Weapons Guidance, and the Proton Torpedo he should be able to deliver 4 hits to something pretty easily. Wired helps when using his sweet Talon Roll. Jake can also deliver quite a punch with his Proton Rockets, especially if you can grab a Target Lock beforehand for re-rolls. Intimidation lets him also perform a blocking role, which he can be pretty good at with Boost and Barrel Roll. The Dagger moves at PS0 with the Scopes, so it can block, too. Kyle gives you a Focus after clearing a stress from one of the B-Wing's great red maneuvers.

Imperial:

Rear Admiral Chireneau (46)

+ Proton Bomb (5)

+ Ysanne Isard (4)

+ Fleet Officer (3)

+ Ruthlessness (3)

+ Moff Jerjerrod (2)

"Epsilon Leader" (19)

"Zeta Ace" (18)

This one was a little easier since the VT-49 is so expensive. RAC has a great ability, combined here with Ruthlessness and Proton Bomb to dish out even more damage. Moff and especially Ysanne help keep him alive a lot longer. The Fleet Officer can hand out extra tokens to your TIE/fo's if you keep them close (RAC can use his own ability to modify his attack). Normally the stress would prevent you from getting Ysanne's free Evade, but "Epsilon Leader" has the same timing, so you can remove RAC's stress first, then perform Ysanne's Evade. "Zeta Ace" can be a blocker or just extra squirrely.

Things to look for to enhance the ships you already have:

Elite Pilot Talents like Veteran Instincts and Push the Limit are popular among a lot of pilots (and I'll let you discover the combos with the latter on your own ;)). Cannons and especially other Sensor Upgrades would open up a lot of options for your B-Wing. Look for more Crew for your VT-49, since you can combo up to 3 of them at once! And a TIE/fo expansion or two would give you even cooler pilots there, plus the ability to form a small swarm.

Have fun!

Thanks for this. Will definitely try it. I've not done anything with Bombs yet. They just don't look great to me, but maybe I'm wrong.

I've been looking at the different upgrades to go for. I spent a lot of time looking at the squadrons that were used in the Hoth Open to see if there were any themes in the cards (besides just the ships). I will eventually buy every expansion, just because I'm like that, but what I'm trying to figure out is which cards I'll want move of that owning every expansion provides me with.

I'm being drawn to the Dark Side and Darth Vader in my theory-crafting. He just sounds too awesome. Was thinking of combining him with more of a tanky VT-49. Seems to be some good synergy (on paper) with Commander Kenkirk and Ysanne. I've been leaning towards something like one of these:

Darth Vader [TIE/x1, Proton Rockets, Veteran Instincts, Engine Upgrade, Advanced Targeting Computer] (38)

Commander Kenkirk [Veteran Instincts, Ysanne Isard, Gunner, Intelligence Agent, Advanced Proton Torpedoes, Tactical Jammer] (62)

Or thought maybe three ships would be better than two, so came up with this:

Tempest Squadron Pilot [TIE/x1, Advanced Targeting Computer] (22)

Darth Vader [TIE/x1, Advanced Targeting Computer] (30)

Commander Kenkirk [Ysanne Isard] (48)

Thanks again for your advice.

I don't proxy either (though to be fair after I got into the game I started owning everything shortly after it came out...), and besides half the fun is figuring out on your own what works and what doesn't.

Some expansions may not offer anything to the ships you already have, but they may be able to use upgrades you already have. But everything can be mixed-and-matched as long as you're the appropriate faction and have the right slot. Buy what sounds fun and build from there!

Bombs are tricky, because even then best players may not be good at flying against them. This can be to your advantage if you get good flying with them. Proton Bombs are expensive, but they can catch multiple ships. Flip through your Damage Cards to see the kind of fun stuff they can do. Blinded Pilot can stop an enemy shooting for a round, Direct Hit can blow up an A-Wing with just the one card, even if it has all its shields!

As for your squads, I like the first one better. More ships is almost always good, but some pilots pay for abilities that you really want to take advantage of through various upgrades. In the second squad, at the very least, Accuracy Corrector would be better on the Tempest, since it can have a hard time getting and keeping a TL against the right ship (because it moves before most).

In the first squad, Vader is perfect. On Kenkirk, I would trade Veteran Instincts (I know, didn't I just tell you it was a good card?) for Predator: combine it with a Focus action and you can get re-rolls and Focus for all your attacks. Going from PS6 to 8 is a pretty situational advantage, comparatively. Forget the Advanced Proton Torpedoes. They're almost never worth it. You must have a TL to fire them, you really want a Focus as well meaning multiple turns to set up, you'll already have 4 dice at Range 1 anyway, and since you're a Large turret ship you won't have your firing arc pointed at the enemy as often as you might think. With the 3 points we've saved so far, upgrade Gunner to Emperor Palpatine. He'll do wonders for you (like combining with Ysanne and Kenkirk's bonus Agility die for 2 evades/round!). Finally, if you want you can drop Tactical Jammer, Intelligence Agent, or both for an initiative bid. If you come up against another PS11 (usually also Vader) you'll have the option of making him move first, so your Vader can Boost & Barrel Roll out of the way after you see where he ends up.

I don't proxy either (though to be fair after I got into the game I started owning everything shortly after it came out...), and besides half the fun is figuring out on your own what works and what doesn't.

Some expansions may not offer anything to the ships you already have, but they may be able to use upgrades you already have. But everything can be mixed-and-matched as long as you're the appropriate faction and have the right slot. Buy what sounds fun and build from there!

Bombs are tricky, because even then best players may not be good at flying against them. This can be to your advantage if you get good flying with them. Proton Bombs are expensive, but they can catch multiple ships. Flip through your Damage Cards to see the kind of fun stuff they can do. Blinded Pilot can stop an enemy shooting for a round, Direct Hit can blow up an A-Wing with just the one card, even if it has all its shields!

As for your squads, I like the first one better. More ships is almost always good, but some pilots pay for abilities that you really want to take advantage of through various upgrades. In the second squad, at the very least, Accuracy Corrector would be better on the Tempest, since it can have a hard time getting and keeping a TL against the right ship (because it moves before most).

In the first squad, Vader is perfect. On Kenkirk, I would trade Veteran Instincts (I know, didn't I just tell you it was a good card?) for Predator: combine it with a Focus action and you can get re-rolls and Focus for all your attacks. Going from PS6 to 8 is a pretty situational advantage, comparatively. Forget the Advanced Proton Torpedoes. They're almost never worth it. You must have a TL to fire them, you really want a Focus as well meaning multiple turns to set up, you'll already have 4 dice at Range 1 anyway, and since you're a Large turret ship you won't have your firing arc pointed at the enemy as often as you might think. With the 3 points we've saved so far, upgrade Gunner to Emperor Palpatine. He'll do wonders for you (like combining with Ysanne and Kenkirk's bonus Agility die for 2 evades/round!). Finally, if you want you can drop Tactical Jammer, Intelligence Agent, or both for an initiative bid. If you come up against another PS11 (usually also Vader) you'll have the option of making him move first, so your Vader can Boost & Barrel Roll out of the way after you see where he ends up.

I should have checked my squadrons. I saved an old version. I didn't have VI on my improved one, but it was mostly the same. I didn't actually want high PS on it because I wanted it to block others. Trying to take on board what you've just said and I think my rules understanding probably needs some help. I thought the VT-49 was 360 degrees firing arc. Does that not apply to secondary weapons? I know people love Palpatine. Looks like he's one of those expensive purchases that might be worth doing. Lastly, what do you mean about dropping Tactical Jammer and Intelligence Agent for an initiative bid? I don't understand what you mean by initiative bid.

EDIT: I know what you mean by initiative bid now. My brain wasn't working. :)

I thought I'd at least try Tactical Jammer and Intelligence Agent to block and prevent damage to Darth. Sounds like it might be fun. Maybe not the best for competition day though.

EDIT2: Actually, moves are already locked in when Intelligence Agent works, so maybe not so great for this situation. I've adjusted things to the below:

Darth Vader [TIE/x1, Proton Rockets, Veteran Instincts, Engine Upgrade, Advanced Targeting Computer] (38)

Commander Kenkirk [Predator, Ysanne Isard, Emperor Palpatine, Anti-Pursuit Lasers] (61)

Edited by slowreflex

The VT-49 (and any other turret) can fire 360 degrees, but a "firing arc" is the printed wedge of roughly 90 degrees at the front. That is the only area secondary weapons can be fired from unless otherwise noted (see Turret Upgrades, Nera Dantels, etc). A couple ships, the Firespray-31 and YV-666, also have "auxiliary arcs" which count as firing arcs for things like Autothrusters and Tactician, but still don't allow you to fire secondary weapons from them.

The VT-49 (and any other turret) can fire 360 degrees, but a "firing arc" is the printed wedge of roughly 90 degrees at the front. That is the only area secondary weapons can be fired from unless otherwise noted (see Turret Upgrades, Nera Dantels, etc). A couple ships, the Firespray-31 and YV-666, also have "auxiliary arcs" which count as firing arcs for things like Autothrusters and Tactician, but still don't allow you to fire secondary weapons from them.

Thanks, I didn't know that. I hadn't used any secondary weapons on it yet though, but it's good to know that as I would have done it wrong.

If you are looking for more Rebel ships, I'd grab a HWK-290.

"But why Kreen? That's said to be one of those bad ships"

Well, yes, but it also has a lot of cool synergies. If your list is already able to hold its own (say, if you have Jake Farrell and Poe Dameron together) then throwing in Kyke Katarn means that those two can take other actions, and still get the focus token that they want.

Or, if you ever get a big ship like the Ghost that really wants to fire first, fly it alongside Roark Garnet, and watch the Ghost's PS Jump to 12 during the combat phase.

Finally, you could start looking into some Scum lists. If you don't want to get Most Wanted, then any two of the large base ships should work as a starter. They'll give you good options with powerful pilots (whether you do two of a kind or not. If you do do two of a kind, might I suggest two Aggressors, ad you can then put together a BroBots list, which is one of the ever popular strategies, or one Jumpmaster and one YV-666, as then you will have a good collection of upgrades and pilots).

Good luck with the purchases, nay the force be with you, and remember to fly casual!

If you are looking for more Rebel ships, I'd grab a HWK-290.

"But why Kreen? That's said to be one of those bad ships"

Well, yes, but it also has a lot of cool synergies. If your list is already able to hold its own (say, if you have Jake Farrell and Poe Dameron together) then throwing in Kyke Katarn means that those two can take other actions, and still get the focus token that they want.

Or, if you ever get a big ship like the Ghost that really wants to fire first, fly it alongside Roark Garnet, and watch the Ghost's PS Jump to 12 during the combat phase.

Finally, you could start looking into some Scum lists. If you don't want to get Most Wanted, then any two of the large base ships should work as a starter. They'll give you good options with powerful pilots (whether you do two of a kind or not. If you do do two of a kind, might I suggest two Aggressors, ad you can then put together a BroBots list, which is one of the ever popular strategies, or one Jumpmaster and one YV-666, as then you will have a good collection of upgrades and pilots).

Good luck with the purchases, nay the force be with you, and remember to fly casual!

Thanks. Scum definitely interests me, but I thought I'd focus on Rebel and Imperial first. I'm competitive, but I play for fun more. I will happily take some weird strategies into competitive events just because it seems cool to me on paper. So the Fly Casual mantra sounds pretty cool to me.

Definitely pick up a TIE/fo expansion. I can't think of a better way to spend 26 points than Omega Leader + Comm Relay + Juke, and it slots pretty neatly into basically any Imperial build. A TIE Phantom might be a good idea, too - you can't quite get the run-of-the-mill Phantom builds out of the box, but you get most of the essentials plus Tactician, which is one of those cards that can be used in all sorts of situations.