Which of these builds would you want to fly?

By ParaGoomba Slayer, in X-Wing

I have a bunch of different builds I want to try out/fly more often. Looking for opinions on which would you fly, and any changes you'd make. Let's say, pick 2.

1.) 2x Lothal Rebel, 2x FCS/Autoblaster Turret, 1x Chopper crew, Biggs with R4-D6 and Integrated Astromech. Health Storm.

2.) Lothal Rebel with TLT, FCS, Gunner, Tactician, Tactical Jammer, Gold Squadron with Dorsal Turret, BTL-A4, R3-A2, Biggs with R4-D6 and Integrated. Potential triple stress with the Ghost, and Stresshog shenanigans. Biggs forces the opponent to taste it, not allowing U-Boats to wipe the hog or the Ghost prematurely.

3.) Patrol Leader with Vader, RAC with Palpatine and Predator. Yeah yeah, PGS suggesting double Decimator. Despite my hatred of stupid fat turrets I've rarely ever played them, and being able to autokill a Fel seems appealing. Also without any engine upgrade or defensive tech it seems bearable to play at least a few times.

4.) 3x Tansarii Point Veteran, 3x Mindlink, 3x Heavy Scyk, 3x Mangler Cannon, Contracted Scout with Mindlink, Intel Agent, and unhinged astromech. The scout is a blocker and feeds the Scyks focuses, the Scyks then all evade or TL if it's safe.

5.) 5x Sienar Test Pilot, 5x V1, 5x Guidance Chips, 5x Proton Rockets. Aaaaaaand it's gone.

6.) 5x Autothruster Alpha.

7.) Green Squadron Pilot with Crackshot and Adaptability (+1) and Homing Missiles and Guidance Chips, 2x Guardian Squadron, 2x Homing Missiles, 2x Extra Munitions, 2x Autoblaster Turret, 2x Intelligence Agent, 1x Prox Mine, 1x Seismic Charge. Rebel U-Boats, Biophysical came up with the idea to sub one out for a Green Squadron in order to fit more stuff on Rebel U-Boats.

8.) 3x Red Squadron Veteran, 3x Wingman, 3x Targeting Astromech, 3x Autothrusters, 2x Weapons Guidance. Do a Talon Roll in formation, grab Target Locks, clear stress in the combat phase, do it again next turn.

If you had to pick two, which of these builds would you fly and why?

1, because plonking 37 hp on the table is glorious. If I had a second Ghost I'd be flying that build now. I don't think any changes would be necessary here.


3, because Double Deci is as close as we're getting to playing ImpStars in this game. Though I'd trade Palp for Gunner on the Patrol and Captive on RAC. Palp's good but not at his best in this list, and Gunner-Vader really gives Fel the middle finger. Captive also annoys U-boats if you approach from their right side.


That being said, this is picking the best of a good bunch, because almost all of these are squads I'd like to fly at least once. I don't think all are competitive, but they would be fun to figure out. The only one I don't like is 6, but even then that's only because I personally don't find the ships interesting enough (and yet the Ghosts do interest me, despite being even less complex. Weird).

Edited by DR4CO

1) Nothing to really say about it other than it's good.

4) I think Mindlink Scyks are miles ahead of what they were before.

8) Just plain sounds fun.

Played against 1 in a tourney: nasty.

8 sounds like the most fun.

2.) Lothal Rebel with TLT, FCS, Gunner, Tactician, Tactical Jammer, Gold Squadron with Dorsal Turret, BTL-A4, R3-A2, Biggs with R4-D6 and Integrated. Potential triple stress with the Ghost, and Stresshog shenanigans. Biggs forces the opponent to taste it, not allowing U-Boats to wipe the hog or the Ghost prematurely.

8.) 3x Red Squadron Veteran, 3x Wingman, 3x Targeting Astromech, 3x Autothrusters, 2x Weapons Guidance. Do a Talon Roll in formation, grab Target Locks, clear stress in the combat phase, do it again next turn.

If you had to pick two, which of these builds would you fly and why?

Hi ParaGoomba! Hope things are well Sir ^_^.

I like the 2nd build, as it incorporates some of the things that I really like about the Ghost. Oddly enough, I find myself building the Lothal Rebel version of the Ghost most often as well (maybe for the same reason, best value "bang-for-buck" ratio). I will admit though, that I haven't been brave enough to try just the Ghost on it's on, without the Phantom - but I have been mulling it over and wondering how it would fare on it's own. I love the use of Tactical Jammer, as it hampers guarding other shipmates from enemies. The Y-wing is one of my favourite "future-builds" as I really like the twin shot potential with the same damage output (other than range 3 of course) right up to close range 3/3. My only question is what elite ability would you equip on Biggs via R4-D6? Or is this just to get integrated? If so, I guess you could always add Adaptability for no extra cost. The total stress output, very awesome - would not want to fight against that. The only tweak I might add, if possible, is R2 Astromech for the Y-wing, that way he can fly like an A-wing without caring about stress himself.

Your 8th build, looks scary! Would be difficult to counter! I'll have to try it out, thanks!

2.) Lothal Rebel with TLT, FCS, Gunner, Tactician, Tactical Jammer, Gold Squadron with Dorsal Turret, BTL-A4, R3-A2, Biggs with R4-D6 and Integrated. Potential triple stress with the Ghost, and Stresshog shenanigans. Biggs forces the opponent to taste it, not allowing U-Boats to wipe the hog or the Ghost prematurely.

8.) 3x Red Squadron Veteran, 3x Wingman, 3x Targeting Astromech, 3x Autothrusters, 2x Weapons Guidance. Do a Talon Roll in formation, grab Target Locks, clear stress in the combat phase, do it again next turn.

If you had to pick two, which of these builds would you fly and why?

Hi ParaGoomba! Hope things are well Sir ^_^.

I like the 2nd build, as it incorporates some of the things that I really like about the Ghost. Oddly enough, I find myself building the Lothal Rebel version of the Ghost most often as well (maybe for the same reason, best value "bang-for-buck" ratio). I will admit though, that I haven't been brave enough to try just the Ghost on it's on, without the Phantom - but I have been mulling it over and wondering how it would fare on it's own. I love the use of Tactical Jammer, as it hampers guarding other shipmates from enemies. The Y-wing is one of my favourite "future-builds" as I really like the twin shot potential with the same damage output (other than range 3 of course) right up to close range 3/3. My only question is what elite ability would you equip on Biggs via R4-D6? Or is this just to get integrated? If so, I guess you could always add Adaptability for no extra cost. The total stress output, very awesome - would not want to fight against that. The only tweak I might add, if possible, is R2 Astromech for the Y-wing, that way he can fly like an A-wing without caring about stress himself.

Your 8th build, looks scary! Would be difficult to counter! I'll have to try it out, thanks!

I think R4-D6 is the 1 point Astro that allows you to take stress to reduce the amount of incoming hits about 2 down to 2. I forgot what the Droid that gives you an EPT is called, but not that one.

7 and 5, with 8 also being a list I would consider.

5) Imp version of 5, sounds fun.

7) A WINGS!!!!!!!!!!!!!!!!!!!!!

8) interesting build.

1, because plonking 37 hp on the table is glorious. If I had a second Ghost I'd be flying that build now. I don't think any changes would be necessary here.

3, because Double Deci is as close as we're getting to playing ImpStars in this game. Though I'd trade Palp for Gunner on the Patrol and Captive on RAC. Palp's good but not at his best in this list, and Gunner-Vader really gives Fel the middle finger. Captive also annoys U-boats if you approach from their right side.

That being said, this is picking the best of a good bunch, because almost all of these are squads I'd like to fly at least once. I don't think all are competitive, but they would be fun to figure out. The only one I don't like is 6, but even then that's only because I personally don't find the ships interesting enough (and yet the Ghosts do interest me, despite being even less complex. Weird).

8 seems to be the popular choice.

I agree that squad 1 and the double Deci are the best, although I think the second squad is also top tier.

For the casual game day tomorrow, I'll be bringing squad 4 and squad 8. Squad 4 I've flown once already and it worked spectacularly.

I'll try to fly a bunch of these.

Edited by ParaGoomba Slayer

Four and eight for me. I'll probably give both a go at our next club night.

I'm not really a huge fan of Rebel big ships, so I'm a bit biased. Also, I'm not a fan of the Emperor because I am bored of seeing him. I'd go for:

4) I want to see Scyks with Mindlink do well. I've used Tie Fighters with Fleet Officer (in shuttle) and a bunch of Tie Fighters (like Night Beast, Chaser, and Academies) and it was a lot more resilient then one would think from just looking at it. I've heard enough from people that have had good success with it. I like it mixed with the Scout. I would love to hear about it.

8) X-wings on the table! I just love X-wings. I want to see just generic X-wings do well. Fly smart. Fly well. Have luck...and win!

1 because it's a build I really want to try myself, although I might be inclined towards some other upgrade than the FCSes, maybe Tac Jammers on both and a Tactician on one. I would have run this by now if I had ANY of the components except Biggs, Adaptability and a single Autoblaster and FCS.

6 because Squints rule.

I'm not really a huge fan of Rebel big ships, so I'm a bit biased. Also, I'm not a fan of the Emperor because I am bored of seeing him. I'd go for:

4) I want to see Scyks with Mindlink do well. I've used Tie Fighters with Fleet Officer (in shuttle) and a bunch of Tie Fighters (like Night Beast, Chaser, and Academies) and it was a lot more resilient then one would think from just looking at it. I've heard enough from people that have had good success with it. I like it mixed with the Scout. I would love to hear about it.

8) X-wings on the table! I just love X-wings. I want to see just generic X-wings do well. Fly smart. Fly well. Have luck...and win!

I've flown #4 against Dash with Kanan crew and Miranda once. I blocked Miranda and killed her, then Dash fell. His unmodified red dice got pounded by the Scyk's 3 agility with focus and evade, albeit my dice were above average (them regionals dice mane).

I've come up with 2 more squads.

9.) 4x Ruthless Freelancer, 4x FCS. Yep.

10.) Inquistor with V1, PtL, Autothrusters, Omega Leader with Juke, Comm Relay, Engine Upgrade, Captain Kagi with Palpatine and Countermeasures.

4) I want to see Scyks with Mindlink do well. I've used Tie Fighters with Fleet Officer (in shuttle) and a bunch of Tie Fighters (like Night Beast, Chaser, and Academies) and it was a lot more resilient then one would think from just looking at it. I've heard enough from people that have had good success with it. I like it mixed with the Scout. I would love to hear about it.

So as always on casual Tuesday, I plonk down some fun concept squadron and have to face something obnoxious like a Super Dash or RAC with Vader and gunner.

Flew squad #4 against a RAC a few times. Even with a Scyk's token stack, I'd end up losing my one shield and then my opponent using RAC would Vader and hope for a direct hit. Even if he did not kill the Scyk with the crit, he could kill it any time he wanted.

If you don't face Vader crew, it's a decent squad. If you face Vader crew, it's pretty much an autoloss. Also, dropping Intel Agent and Unhinged from the Scout for Feedback Array. Unhinged never triggered, and Intel Agent weirdly never mattered because the Scout would get stuck somewhere unable to barrel roll. Being able to just automatically kill Fel by getting him in range 1 3 times is nice.

No, what you really want is Expose + Stealth Device + Experimental Interface Soontir Fel.

Give me number 4, but drop that R2 Agromech for a Feedback Array. The Scyks can chew on anything the primary turret of the Scout camp threaten. Feedback Array lets you threaten aces through both blocking and autodamage.

Number four for sure. I have been fooling around with some 4 scyks lists and they are fun. Mindlink is great I think, like a cheap PTL. Hadn't thought of dropping one for another ship so I'm curious how it helps out.

Number 5 just to see if you manage to make it work. I tried it out and it didn't work for me, that is to say it still may be ok I just stink at flying it.

9.) 4x Ruthless Freelancer, 4x FCS. Yep.

Wow! Another nasty/powerful/awesome squad! I just picked up my second G-1A Starfighter the other day because I love this ship so much :wub:. I really think that this is one of the best all round ships in the game with so many options to modify it to suit. Nice squad build!

(The only sad thing is that you're trying to break the bank here and now I think I have to buy two more :wacko:!)

Omega Leader with Juke, Comm Relay, Engine Upgrade

Been wondering a lot about this build - I usually use Stealth Device, but I KEEP finding myself in situations where boost would be so much more useful.

How do you find it?

4.) 3x Tansarii Point Veteran, 3x Mindlink, 3x Heavy Scyk, 3x Mangler Cannon, Contracted Scout with Mindlink, Intel Agent, and unhinged astromech. The scout is a blocker and feeds the Scyks focuses, the Scyks then all evade or TL if it's safe.

I love mindlink

and it really does make the m3-a scary.

Omega Leader with Juke, Comm Relay, Engine Upgrade

Been wondering a lot about this build - I usually use Stealth Device, but I KEEP finding myself in situations where boost would be so much more useful.

How do you find it?

Haven't tried it yet.

So #8 is in reality awful. It dies to alpha strike lists, it dies to Brobots, I imagine it would die to Jumpmasters unless played spectacularly.

The problem is that being able to Talon Roll and grab a target lock isn't actually all that powerful, and you only have 3 ships. Contracted Scouts can do a white 2 Segnor's and do a better job, no wingman targeting Astromech hoops to jump through.

Thinking of trying either squad 2 or squad 10 tomorrow, idk.

Well, I don't have enough of the ships to run any of those lists but I'd run 4 and 5.

4 because I like the M3-A Interceptor and Tansarii Veterans with Mindlink do surprisingly well.

5 because ehh, I've not got any TAPs so why not jump in the deep end and fly or die :D

So build #2 was flown last night. Missing the second TLT shot allowed me to fire off a Gunner shot. This then dropped a third stress on something, and usually ended up getting 4-5 hits. Using FCS to reroll the second TLT's hit results forced a few misses, so gunner ended up being worth it even against 1 agility because it was easy to miss against them with FCS.

Trying build #10 out next, and keeping build #2 in my box with it.