X-Wing Minature "must haves" list

By clanofwolves, in X-Wing Squad Lists

OK, I have quite a few miniatures and me and a friend were attempting to make a "must haves" list of which ships and how many. Due to the amazing knowledge base I've found on this forum, I'd love to get some lists from the crack pilots on this forum to cross reference my list to insure it's great. Thanks in advance!!

In my opinion, Imperial Aces, TIE Interceptor, Slave I, and StarViper packs are must-haves. Between the four packs, you have all the upgrades and pilot cards you need to field two interceptors in their deadliest form (Soontir Fel + Carnor Jax).

What faction are you looking to run and what expansions do you have already? That would help give us an idea of what to suggest.

Must have sets:
Core set
Force awakens core set
Most Wanted
Imperial Aces
Rebel Aces

You want both kinda TIE's and X-wings + the core cards and damage decks.

The other aces packs gives you PTL, the all essential interceptors, Jake Farrel(a-wing) and a B-wing. Most wanted is a must for playing Scum.


Must have ships:
Slave 1 (two factions, some key upgrades. really good one)
TIE interceptor (Soontir fel)
Starviper (Autothrusters and actually a really cool ship).
K-wing (TLT, and other nice stuff)

After this there is a large chunk of should own ships. But I think these are essential to building decent lists for all three factions.

The Y Wing is a rebel must have in my opinion. When coupled with the Most wanted box (another must have) you can use it with two factions. You also get two cards i see as "toolbox" as they can be used in a fair few situations and those are the Ion Cannon Turret and the R2 Astromech.

I agree the TIE Interceptor for Soontir Fel is a must for imperials.

Also, I hope that you will be posting a copy of your cross referenced and completed list as i believe this will prove invaluable to new pilots and to those looking to expand their collections.

Edited by GeryonAndOn

The Y Wing is a rebel must have in my opinion. When coupled with the Most wanted box (another must have) you can use it with two factions. You also get two cards i see as "toolbox" as they can be used in a fair few situations and those are the Ion Cannon Turret and the R2 Astromech.

I agree the TIE Interceptor for Soontir Fel is a must for imperials.

Also, I hope that you will be posting a copy of your cross referenced and completed list as i believe this will prove invaluable to new pilots and to those looking to expand their collections.

Hear, hear! (Or here here if you like/must)

That would be very useful to many, including me. ;-)

I'd say the inquisitor is now a must have, I still haven't bought the raider so unable to field vader.

The inquisitor has opened up a lot more options for my imperial squad building

What faction are you looking to run and what expansions do you have already? That would help give us an idea of what to suggest.

As far as faction, we both want the ability to play both factions (Imps and Rebs), especially when inviting friends to play that haven't yet gotten the 'plastic crack' bug. So, with that in mind, a list that allows a good variety of solid builds with the cards that make them work is what I'm hunting.

I already have a fairly solid collection I think, but I'm making sure it is and why/why not..... thanks!!

The Y Wing is a rebel must have in my opinion. When coupled with the Most wanted box (another must have) you can use it with two factions. You also get two cards i see as "toolbox" as they can be used in a fair few situations and those are the Ion Cannon Turret and the R2 Astromech.

I agree the TIE Interceptor for Soontir Fel is a must for imperials.

Also, I hope that you will be posting a copy of your cross referenced and completed list as i believe this will prove invaluable to new pilots and to those looking to expand their collections.

Hear, hear! (Or here here if you like/must)

That would be very useful to many, including me. ;-)

I will DEFINITELY post the final list that I compile with details on the what/why for sure!!

I'd say the inquisitor is now a must have, I still haven't bought the raider so unable to field vader.

The inquisitor has opened up a lot more options for my imperial squad building

Vader Pilot is in regular Tie Advanced and the crew is the Lambda shuttle (very underrated ship btw) not the raider.

I'd say the inquisitor is now a must have, I still haven't bought the raider so unable to field vader.

The inquisitor has opened up a lot more options for my imperial squad building

Vader Pilot is in regular Tie Advanced and the crew is the Lambda shuttle (very underrated ship btw) not the raider.

I think he means that the TIE Advanced isn't any good without the specific upgrades from the Raider set.

Good topic. I often think about what's the least that it would take to get new players in - without sending them into bankruptcy.

1) Both core sets, or TFA if you only get one.

2) Aces and most wanted box sets (good ships individually, and a good bang for your buck when boxed together).

3) Another angle is to recommend the ships that play two factions (Y, Z, Slave-1, HWK, etc.) which lets you flex the play style by including scum variations.

4) I'm still a fan of the B-wing for Rebel, and Tie FO for Imperial, since they both do what the faction is good at.

5) Another approach is to get something big, that can take damage and lets you learn as you grow, which, based on step 3 above, places the Slave very high up on my recommended list.

6) Often overlooked: Make local friends who will loan you ships and cards to try out for the game!

I'd say the inquisitor is now a must have, I still haven't bought the raider so unable to field vader.

The inquisitor has opened up a lot more options for my imperial squad building

Vader Pilot is in regular Tie Advanced and the crew is the Lambda shuttle (very underrated ship btw) not the raider.

I think he means that the TIE Advanced isn't any good without the specific upgrades from the Raider set.

This is what I meant.^^^^^^

With much thought and discussion, here's a beginning rough draft (please add, comment, subtract, etc):

!!!THANKS!!!

  1. X-wing
  2. T-70 X-wing
  3. Rebel Aces
  4. YT-2400 (Experimental Interface/Stay on Target/Lonewolf)
  5. StarViper (Autothrusters/Accuracy Correctors)
  6. Millenium Falcon (Engine Upgrade)
  7. Most Wanted (Y-wing with the upgrades)
  8. IG-2000 (Mangler Cannon/Accuracy Correctors)
  9. Kihraxz (Crackshot/Lightning Reflexes)
  10. Punishing One (Guidance Chip/Rage)
  11. Lambda Shuttle (Multiple Crew/Sensor Jammer)
  12. TIE Bombers (Seismic Charge/Adrenaline Rush)
  13. TIE Fighter's (make sure to get Howlrunner)
  14. TIE F/O (Comm Relay, Juke)
  15. TIE Interceptor (The Baron)
  16. Imperial Aces (Interceptor Upgrades)
  17. TIE Phantom (Whisper, Cloak, Tactician)
  18. Imperial Veterans (Defender and Bomber Upgrades)
  19. 1x TIE Advanced (Vader)
  20. TIE Advanced Prototype (Inquisitor)
  21. 1x Imperial Raider (Tie Advanced upgrades)
Edited by clanofwolves

Well, if you have a compiled list of 24 "must have" ships and upgrades, there's little else you need from my shallow wisdom. Might as well finish out now, and buy the whole product line.

Well, if you have a compiled list of 24 "must have" ships and upgrades, there's little else you need from my shallow wisdom. Might as well finish out now, and buy the whole product line.

Yeah, the "must haves" list grew a bunch when I received feedback from sources. This list is a broader list than I imagined; it dovetails nicely into your signature quote about closet space haha!

Well, if you have a compiled list of 24 "must have" ships and upgrades, there's little else you need from my shallow wisdom. Might as well finish out now, and buy the whole product line.

Yeah, the "must haves" list grew a bunch when I received feedback from sources. This list is a broader list than I imagined; it dovetails nicely into your signature quote about closet space haha!

Yeah, I thought there was hope for you with you planning ahead, and going easy. But alas.

I figured I was in too deep when I bought a Star viper just to round out my Tie Interceptors, now with Autothrusters. I have no intention of playing Scum. But in the last month or so, I got a deal on Hound's Tooth, then went ahead and got the Most Wanted - you know to have the Y wing upgrades in case I play rebel some day. And then, I got another K-wing for the Connor nets for the Punisher I'd like to run. Oh, and since I've got a few Scum ships now, I just bought Mist Hunter and and M3 Interceptor yesterday on a Fourth sale. Mangler cannons get so much hype these days.

And guess what, I wonder what I can put in my Battlefoam tray that still has a space for a second Falcon and X-Wing? How interesting, a new box set on the horizon will fill that nicely.

Thanks.

Don't follow me, as they say.

There's one expac missing on your list that I think matters A LOT to form any competitive squadron, more so a Scum one: Hound's Tooth

The sheer amount of competitive pieces on the ship is worth the purchase for any faction. Scum wins out by actually using the ship, specially with wave 8 stuff.

  • Crack Shot
  • Lone Wolf
  • Stay On Target
  • Heavy Laser Cannon
  • Engine Upgrade
  • Glitterstim
  • Bossk (crew)
  • K4 Security Droid
  • Outlaw Tech

All of which are usable throughtout the factions, save the last 4. I'd say it easily supplants the Millenium Falcon and Outrider, at least. The only reason to get a MF nowadays is if you plan on flying the ship.

Also, the list is missing:

  • Slave-1 (VI, Gunner, Seismic Charges and Proximity Bombs)
  • Predator on Kihraxz as a must-have.
  • Dengar (crew) on Punishing One
  • Mist Hunter for 4-LOM and Zuckuss crew

As a new player myself, I've trimmed down my purchases as much as I can. My initial purchases are:

Core Set

Rebel Aces

Imperial Aces

That got me a solid wing from two factions that might not be the most competitive, but can at least hold its own. I then added:

Tie Fighter

Tie Phantom

Because I love stealthy ships and baseline TIEs really work best in swarms (with Howlrunner). I still want another fighter, but it might be an FO. After that, I added

StarViper

Millennium Falcon

I'll be honest, the Viper's going to sit on a shelf until I feel like picking up Most Wanted, which might be a while; I bought it strictly for Autothrusters. The Falcon I picked up for three reasons: I'm tired of getting shot up by large based PWTs and decided to try it myself, Veteran Instincts, and I needed to spend an extra $20 for free shipping. Besides, it's the Falcon!

Since I'm focusing on my TIE swarm at the moment, I still want the TIE Interceptor, TIE Bomber, and TIE Punisher, in that order. I also need a TFA Core Set for the updated damage deck.

Anyway, I hope my purchase order helps you. Rather than try to get everything, I'd say pick a particular playstyle (fast evasion, slow tankbeast, glass cannon) and buy what you need to make it work.

Following this with great interest as I'm just starting out myself. I've decided that I want to go TIE swarm in play style and I really want to play Vadar. It's the Dark Lord that has painted me into a bit of a corner. So far I've gone with

New starter because it's the one they had plus it has the new damage deck.

TIE advanced to pick up Vadar.

Next is a TIE/fo that will complete my first (but quite bad) 100 point list.

Marek Steele, Wired, Concussion Missiles

Omega pilot

Omega Ace Juke, Comm Relay

Omega Leader, Squad Leader, Weapons Guidance

Now it's not great but it's 99 points using just those three purchases.

Here is where it all goes bad. The TIE Advanced needs TIE/x1 and Advanced Targeting computer. These are in the Imperial Raider expansion pack and all of a sudden I'm looking at doubling my spending for a ship I will simply never use, ever.

I don't suppose the experts here know a way around this? My guess is either suck it up or don't play the TIE Advanced.

OK, after more thoughts, discussions, reading (your comments and others thoughts which is the MOST important detail since that’s where the experience is) I’ve updated the must have list into a more digestible and flexible list that starts with how to get started and then give some directions. Let’s see what you think guys:

Starting point in X-wing:

  • X-wing classic starter set (rules, dice, damage cards, 3 ships, classic Skywalker, etc.)
  • X-wing FA set (new ships with additional dice, Poe, cards)
Now that we have a great starting point and 6 ships, I think there are two directions to go:
  • Cinematic Enjoyment: purchase ships that you want and enjoy the details of as it is the reason any of us play the game as specific as this one; ie. get Vader, Fett, Han or whichever ship you simply want. This will be fun and give you more reasons to play which, really is the reason for the “plastic crack” in the first place. With this choice, follow your heart! But, be warned, it'll lead to "2" below in most scenarios.
  • Competitive Enjoyment: Even if you go "1" above, we’ll all go somehow into this realm if we play others just because we want to win some. In this route, to keep the $$ down, you’ll need to pick a faction to focus on (which gets sticky when wanted upgrades are needed and they fall on the other side of the fence, so-to-speak). With this in mind, I’ll try to break down the lists in what I’ve learned from sharp gamers like you guys, to be a stab at “what to get first, then next, then next, etc”:

Rebels (assuming you have the two starter sets above):

  • Rebel Aces (great ships, nice upgrades)
  • Y-wing (maybe more like 2 or so because....#3 below makes the Y's put out the pain)
  • Most Wanted (Y-wing upgrades, Y-wing and two “scum ships new crack”)
  • X-wing (gets you Wedge, you can skip this one actually and move to #5)
  • YT-2400 (Experimental Interface/Stay on Target/Lonewolf) (could be #4)
  • Millenium Falcon (Engine Upgrade, 360 deg hit monster) (could be #4)
  • StarViper (Autothrusters/Accuracy Correctors “scum ship new crack”)
  • IG-2000 (Mangler Cannon/Accuracy Correctors “scum ships new crack”)
  • Ghost (the Rebel’s new super-weapon for beginners)
  • K-wing
  • HWK-290
  • E-wing
  • Then you can add straight up Imperial/Scum ships to get upgrade cards, which starts to get your faction really washed or balanced out, but much stronger:
  • TIE F/O (Comm Relay/Juke)
  • Kihraxz (Crackshot/Lightning Reflexes)
  • Punishing One (Guidance Chip/Rage)
  • Lambda Shuttle (Multiple Crew/Sensor Jammer)
  • TIE Bomber (Seismic Charge/Adrenaline Rush)
  • HoundsTooth (lots of cards, most all above, but more of them)

Imperials (assuming you have the two starter sets denoted above):

  • TIE Fighter (this gets you Howlrunner, the swarm master)
  • TIE Interceptor (The Baron of course with other pilots which make the enemy look silly)
  • Imperial Aces (great ships, nice upgrades)
  • StarViper (Autothrusters/Accuracy Correctors)
  • TIE Phantom (maybe more than one of these amazing ships? plus you get great upgrade cards)
  • Imperial Veterans (very nice ships and upgrades which make the previous released ships really good, for numbers add the Defender(s) and Bomber(s) as needed)....if they ever release it.
  • Inquisitor’s TIE Advanced Prototype (great ship, maybe even a #4)
  • Lambda Shuttle (Multiple Crew/Sensor Jammer)
  • VT-49 Decimator
  • TIE Advanced ship(s) and The Raider (Big $$$ for the Raider, but it makes the Advances really nice ships plus Palpatine; however, if you just get one Advance for Vader, then skip the Raider)
  • Firespray (great ship, flexible and easy to maneuver, nice upgrades, Boba)
  • TIE Bomber (Seismic Charge/Adrenaline Rush; and you can use the upgrades from #6 above)
  • TIE Punisher (lots of weapon upgrades)
  • Then you can add straight up Rebel/Scum ships to get upgrade cards, which starts to get your faction really washed or balanced out, but much stronger:
  • Millenium Falcon (Engine Upgrade)
  • YT-2400 (Experimental Interface/Stay on Target/Lonewolf)
  • IG-2000 (Mangler Cannon/Accuracy Correctors)
  • Kihraxz (Crackshot/Lightning Reflexes)
  • Punishing One (Guidance Chip/Rage)
  • HoundsTooth (lots of cards, most all above, but more of them)
So, I’m feeling like this direction gives the player lots of flexibility. There are still ships and cards not denoted above, but it’s another starting point.

What do you guys think??

Edited by clanofwolves