Strong lists with no upgrdes

By Shiftydaz, in X-Wing

In trying to introduce new players I like to keep things simple and to that end I try not to introduce too many things to remember (upgrades) are there any builds now that can be fun AND competitive without upgrades. I know tie swarms were a thing and 4BZ had some play.

In messing around with a squad builder on what I own (no multiples aside from x wing, tie fighter, tie fo and tie interceptors) I found that baseline aggressor, firespray and YV666 equals 100 points. Is 3 large ships with no upgrades useable?

Does anyone else have suggestions for non upgrade lists, any faction I'm open to ideas and opinions.

Cheers.

You will have a hard time with no upgrades on 3 large ships. Especially without things like Engine Upgrade on the YV-666 and an Aggressor naked is very weak.

This might work

Kihraxz Fighter: · Talonbane Cobra (28)

M3-A Interceptor: · Serissu (20)

G-1A Starfighter: · Zuckuss (28)

Z-95 Headhunter: Binayre Pirate (12)

Z-95 Headhunter: Binayre Pirate (12)

Edit, sorry missed the parts about no duplicates. Still I like the build for no upgrades, assuming your facing a list under the same constraints.

Edited by Shot in the Dark

Without multiple ships it becomes much harder to find competitive squadrons without upgrades in them. Remember, even alternative pilots can be seen as upgrades when they add more abilities to a squadron or even just the ship. I'd be citing a number of different types of swarms and 3 Firespray used to be viable.

Just because you are trying to avoid introducing too many things that is no reason to shy away from upgrades. When you do use upgrades you can keep them simple in the "always active" variety or at least in the "pretty clear when they can be used" variety.

Although it is only 50 points and uses a lot of upgrades Chewbacca can be an interesting ship to use. As a YT-1300 with the PWT he's sure to get attacks. Chewies ability also means he shouldn't need to worry about critical hit effects provided the opposition doesn't include things to get around dealing face-up cards. When it comes to upgrade you put on a Gunner so he can shoot again if he misses. If you make Dash the other crewman he can still shoot even if he lands on rocks and doesn't need to worry about rocks when firing. This is currently at 49 points but there are a lot of options (especially if you do without Dash) that do not require much effort to use.

BBBB

or TIE swarm

What about Han in the Falcon,a Lothal Rebel VCX, and a Green Sqd. A-Wing for a 100 point list for newcomers? While its kind of a mish- mash of a build, I think it would be good for newcomer for a variety of reasons.

1.It has a variety archetypes of ships for the new player to try to see what they like to fly. (PWT, arc dodger, etc.)

2. It has alot of health so even if mistakes are made by a new player they wont be discouraged by getting destroyed too early on.

3. Its a mix of high and low PS toget the new player used to both ways of play. ( moving first, attacking last and moving last and attacking first.)

What about Han in the Falcon,a Lothal Rebel VCX, and a Green Sqd. A-Wing for a 100 point list for newcomers? While its kind of a mish- mash of a build, I think it would be good for newcomer for a variety of reasons.

1.It has a variety archetypes of ships for the new player to try to see what they like to fly. (PWT, arc dodger, etc.)

2. It has alot of health so even if mistakes are made by a new player they wont be discouraged by getting destroyed too early on.

3. Its a mix of high and low PS toget the new player used to both ways of play. ( moving first, attacking last and moving last and attacking first.)

I like this idea, I think survivability is a key thing for new players, nothing worse than being heavily punished for a mistake which all new players will do. This also allows practise at moving big ships, keeping in arc but with turret means even with mistakes you will always be able to shoot.

I highly recommend using 0 to 2 upgrade cards for beginners. For more damage output use predator, crackshot or push the limit.

In trying to introduce new players I like to keep things simple and to that end I try not to introduce too many things to remember (upgrades) are there any builds now that can be fun AND competitive without upgrades. I know tie swarms were a thing and 4BZ had some play.

In messing around with a squad builder on what I own (no multiples aside from x wing, tie fighter, tie fo and tie interceptors) I found that baseline aggressor, firespray and YV666 equals 100 points. Is 3 large ships with no upgrades useable?

Does anyone else have suggestions for non upgrade lists, any faction I'm open to ideas and opinions.

Cheers.

I was thinking of running that exact upgrade-less list. It's got a lot of HP to chew through, but can be vulnerable to blocking since they are all large. I would say to not use IG88B, obviously.

If you use 0 pt upgrades as 'no upgrades' Slave One title allows Long Range Scanners to be used (when Imp Vets comes out) for a bit of early action economy. And don't forget the auxiliary arcs on the YV and Firespray cover A LOT of the board with just those two ships.

Also try to use pilots that syngergize, like Dutch and Garven (Dave), although turret-less Y-wings can be difficult to use.

Maybe for novices you should go for all generics so they can get used to the dials and the native actions before worrying about pilot abilities and upgrades.

Cartel Marauder X5

garven, esege, jake, kyle w dorsal turret (or autoblaster at 99)

3 imperial Bounty Hunters.

You fly one in the middle of the board and two on either end. Let your opponent choose what one they want to focus on. First turn, 1 forward with middle, turn 2 the one who the enemy isn't going for towards the enemy and then 2 hard turn the one the enemy is hunting away from the enemy. Then, next round, go hard away with the near the enemy one and evade, go hard in with the far on one, and bump the evaded one. The one in the middle should bank towards the enemy. You should now now no blind spots. If you continue on this fashion by Kturning the evading Firespray. With 30 health you should stand a beating.

I know that you said no cards but...

Boba Fett with Adaptability ...making him a 9

Ruthless Freelancer in G-1A Starfighter

IG-88D with Fire-Control System sets you at 100 points and is fun to play..

You could drop the cards and the IG-88D for Kath Scarlet.. but that gives you 2 Firespray's still fun...

I put this together last night for poos and giggles. Though you might want to dial back the Scout for brand new players.

Trandoshan Slaver 29

Intel Agent 1

Ion Projector 2

Contracted Scout 25

Rage 1

K4 Sec Droid 3

Unhinged Astro 1

Ion Projector 2

Mandalorian Mercenary 35

Comes in at 99 points. Basic idea is to use the Trando & Scout as blockers when needed to pin down targets. Large bases help new players learn to block and is also more forgiving by hp. 3 die primaries with auxiliary arcs means positioning is less critical while learning. 2 die PWT is there for attacks of opportunity.

For players with less than 5 games I'd load the Scout as follows

Contracted Scout 25

Gunner 5

Unhinged Astro 1

Ion Projector 2

This setup brings the list to an even 100 points and is less to take in/remember versus the other Scout setup.

Take one decimator, add two defenders then play for an hour you'll end up with the delicious tears of your enemy.

Wish I could remember what the list was named by it inventor.

Play 50-60 point games with new players. It gives them a couple of ships or one large one.. it's a lot easier to learn to play with... We/I played for month's with a young one with 60 points

BBBB

or TIE swarm

I think he means BBBBZ. 4 Blue Squadron and 1 Bandit Squadron = 100 points.

Also, 4 Academy and 4 Obsidian for 100 point "8 Ball" swarm.

5 Kihraxz for scum.

No upgrades.

Can always introduce upgrades in the very easy to use variety. Comms on F/O. Juke is pretty easy also.

Omega Squad + Juke + Comms x4

Academy Tie

or

Patrol Leader + Vader crew

Bounty Hunter + Tactician

Royal Guard Interceptor

Cartel Marauder X5

This.

Chewbacca, Hera in the vcx, and either zeb in the shuttle, a y wing, or a green squadron pilot with refit.

BBBB

or TIE swarm

BBBBZ.

Or 5 k-fighters.

Or yeah, 8 TIEs, one of which is Howlrunner.

But it've very difficult to build a list of ships which are both all different and all without upgrades - if you're going to build without upgrades, you need raw efficiency, which in turn means 'find the most points-efficient ship and spam it'.

depends on what you mean by strong, if you consider strong for casual play, there are a great many possible lists with synergy that require few to no upgrade cards. Usually upgrade cards are a requirement if you want to reach 100 points as once you start buiding with named pilots and different ship chassis, you're likely to end up at less than 100. A few lists will do it naturally. (4 starvipers, 4 phantoms) but surprisingly few will do it naturally.

I recommend that you look at lists with 0-8 points of upgrades or so, and as long as you're not looking at the top competitive list archtypes like uboats, you'll discover there's pretty good balance.

Variety lists can be super fun to play as well.... Here are some imperial examples. They can be quite strong, but they do have their weaknesses. I'd take them to a store championship, but not regionals etc... Most are super fun to fy though

Nightstabber... (9 points of upgrades) 100 pts

Omicron Group Shuttle + Darth Vader (24)

Backstabber (16)

Nightbeast (15)

Simitar Squadron + Extra munitions + Proton Torpedos + Guidance Chips (22)

Lt Lorrir (23)

War Machine (-2 points in upgrades) 100 points

Delta Squadron Defender + Tie x7 (28)

Vader + Adaptability + title + Sensor Jammer (29)

Sigma Squadron (25)

Alpha Squadron (18)

Bangarang 99 points

Alpha Squadron X3

Epsilon squadron X3

If you are playing Casual with new players, than almost anything is "strong". I say use 4 X-wings or 6 Tie Fighters or anything with no upgrades. The only thing that isn't worth it with no upgrades is a HWK-290, really.

Here's an experiment....give the Scum players some generic Scyks and see how they fly them. I've found them not as terrible as people think. They aren't great, but they aren't really bad, either. Just....don't make a list of just them.

I think you would do better off with simple upgrades and thematic ships.

I have had great success introducing my coworkers to x wing by gradually increasing the difficulty. We started off with just Luke with R2D2, B-Wing with Gunner, Y-Wing with Ion Cannon Turret, and Jake F with Prockets versus a simple imperial squad PTL Soontir (no thrusters or stealth), VI Turr, Scimitar bomber with some missiles, and lvl 1 Defender. Now that they are more familiar with the game I have moved them up to actual 100 pt lists.