How to counter a tough Poe, Biggs and Skywalker list

By clanofwolves, in X-Wing Squad Lists

I'm fairly new at this game but my experience grows every week. I do have a possible upcoming dilemma: how to counter a list of Poe, Biggs and Skywalker. As I've been in this game for a few months now, I have been focusing on learning to fly different ships in groupings, avoiding obstacles and learning how modifications work with different ships. I was originally attracted to the Aces (Imps and Rebs), but I'm not sure my strength (whatever abilities I have gained to date) lies in flying Aces; though my spacial skills in general are seemingly above average (I'm an architect when I'm having to do something for a living haha). I do have quite the collection through wave 7 and I can put together almost any setup pretty easily.

So a friend I'm learning with has a friend who plays and has a favorite combo which he keeps wiping the proverbial floor with anyone he plays. He wants to play me Friday PM. I certainly look forward to it and don't really care win or loose as long as it's fun and I learn more about the game. However, being a typical guy, I want to practice with and field the best counter group as possible.

Advice from the experts? What would you guys fly?

Without knowing the exact list it will be a bit trickier but we can make some educated guesses.

Poe will probably be running with R5-P9 to regenerate shields and either Integrated Astromech or Autothrusters for damage mitigation. Luke I would guess will be running with R2-D2 and IA. Biggs will probably be running a 1-point Astromech and IA. Not sure what Elite traits he will take but expect to see popular favourites like Veteran Instincts, Push the Limit or Predator.

This is a jousting list whose primary mechanic is to keep damage off Poe and Luke by forcing them to target Biggs until he goes down. By that point he will be hoping to have done enough damage that his opponent no longer has the firepower to cut through Luke and Poe's shields faster than their droids can regenerate them.

The first question is what faction do you want to use to fight with as this will affect the options you take. Since you mention your collection goes up to Wave 7, I will leave Scum out for now as I assume you haven't got their latest toys like the JumpMaster.

Empire

Jousting lists excel at flying straight at the enemy with all guns blazing. The Empire's strengths lie more in its arc-dodgers. High PS pilots with Boost and/or Barrel Roll can mess with your opponent's by adjusting your moves to either dodge their fire arc or bring them into yours. Basic Tie fighters can do this but Tie Interceptors are the masters. 2 Pilots in particular stand out as being useful, Soontir Fel and Carnor Jax. They are PS 9 and 8 respectively so they will be able to challenge Luke and Poe in that area unless your opponent has bought them PS-boosting EPTs.

In both cases the best loadout for the Interceptors is Push the Limit, Royal Guard, Stealth Device and Autothrusters. This gives you ships that can perform 2 actions per turn which increases the chances of your opponent not being able to shoot you at all. Stealth Device and Autothrusters help you to avoid damage when your opponent does manage to get you in arc. Soontir Fel has PS9 which is better than you opponents and also has a special rule that gives him an extra Focus token when he is stressed. Carnor Jax is only PS8 but his special rule allows him to prevent enemy ships from generating Focus tokens while he is close to them. This can really mess with Poe as it shuts down his special rule and prevents his astromech from regenerating his shields. This maneuverability can also interfere with Biggs' special rule. He can only take attacks meant for others if able to do so. If you position your ships so that Biggs is outside your firing arc, you cannot shoot at him leaving you free to target Poe and Luke.

Another option for dealing with regenerating ships is to use missiles and torpedoes as these can dish out sufficient damage to cut through enemy shields in one go and start dealing damage to their hulls (which they cannot regenerate). The best ships for this are probably Tie bombers or Punishers with 1 or 2 missiles/torpedoes, a bomb of some sort (cluster mines or Conner nets are good), Guidance Chips and Extra Munitions. Most bombers lower PS than your rebel opponents which can make getting target locks tricky. The EPT Deadeye is useful although not many bomber pilots can take elite traits and those that can tend to be overpriced. The situation here will improve once Imperial Veterans comes out with the new Gamma Squadron Veteran pilots. Your ideal plan should be to fire your first volley of missiles at range 2-3. On the next turn you will be moving into close range where you cannot fire missiles so drop a bomb in front of your opponents and them shoot them with your regular weapons. Next turn, turn around and launch a final missile volley to finish them off.

The Tie Phantom is another ship that may come in useful. With its extra movement when it de-cloaks, it is fairly easy to dodge the enemy, shoot and then recloak before they can retaliate. You need high PS for this to work though as it is an all-or-nothing tactic so you really need to take the highest PS pilot there is. Whisper with the Veteran Instincts EPT is the main choice here. I would add a Fire Control System to make the most of your impressive firepower. The Phantom also has a crew slot. Gunner will not be especially useful against lowish agility targets like X-wings but Rebel Prisoner might make your opponents think twice before shooting at the Phantom, even if they are able to. Poe in particular does not like Stress.

Lastly you have your support ships in the shape of the Lambda shuttle and the Decimator. While fairly shooty and durable, they have low agility which makes them vulnerable to massed firepower. These ships are unlikely to win you this particular battle by themselves but they do have the ability to carry 2 very important passengers who might just be able to make a difference, Darth Vader and Emperor Palpatine.

Darth Vader allows you to inflict an extra critical hit on a target after his ship has fired at it but at the cost of taking 2 damage to your own ship (as the unfortunate crew learn the price of failing the Dark Lord :o ). One the face of it, this sounds like a rather dangerous ability but is actually useful against regenerating ships as the best way to take them down is put as much damage on them as fast as possible. If you take a low PS Decimator or shuttle, there is a good chance that by the time it (and the rest of your fleet) has finished firing, you may have an unshielded target so the ability to put a critical hit onto it before it starts regenerating its shields is easily worth a couple of damage on your own ship. Similarly, if Biggs is down to his last point of health, using Vader to finish him off will prevent his special rule from diverting the full fire-power of one of your other ships, again, a worthwhile trade.

The Emperor is a very expensive crew member, only 4 points less than the cheapest ship in the game. His ability to change 1 dice you roll per turn to any other result is another big boost. If you are using fragile ships like Interceptors, the ability to gain an extra evade result when your green dice turn up blank can be a life-saver. Alternatively, a single extra critical hit can be just what you need to finish off an enemy Ace.

Darth Vader works best on a ship with a big pile of hull points so a cheap Decimator is a good vehicle for him. Palpatine is more expensive and this benefits from a cheaper ride such as the shuttle. Palpatine in a shuttle with 2 good pilots is the basis of the popular Palp-Aces style of list.

My advice would be probably a Palp-Aces list with Palpatine in a cheap shuttle with a Phantom and Interceptor to dish out the hurt to your enemy.

Wampa (Tie Fighter) is good wingman to Palpatine aswell, since he can do damage to a ship under their shields, which is especially good on shield regenerating ships. Lt. Colzet (tie advanced) might be something to bring aswell since he then can flip the damage card Wampa dealt face up, hurting them even more.

Omega leader is a good candidate aswell, since he really locks down your opponent, not making them able to use their tokens and modify dice if he has them target locked.

Edited by Whippoorwills

I'm impressed

Without knowing the exact list it will be a bit trickier but we can make some educated guesses.

Poe will probably be running with R5-P9 to regenerate shields and either Integrated Astromech or Autothrusters for damage mitigation. Luke I would guess will be running with R2-D2 and IA. Biggs will probably be running a 1-point Astromech and IA. Not sure what Elite traits he will take but expect to see popular favourites like Veteran Instincts, Push the Limit or Predator.

This is a jousting list whose primary mechanic is to keep damage off Poe and Luke by forcing them to target Biggs until he goes down. By that point he will be hoping to have done enough damage that his opponent no longer has the firepower to cut through Luke and Poe's shields faster than their droids can regenerate them.

The first question is what faction do you want to use to fight with as this will affect the options you take. Since you mention your collection goes up to Wave 7, I will leave Scum out for now as I assume you haven't got their latest toys like the JumpMaster.

Empire

Jousting lists excel at flying straight at the enemy with all guns blazing. The Empire's strengths lie more in its arc-dodgers.............to dish out the hurt to your enemy.

Fantastic detailed write-up!!! Lots of knowledge....lots!

What about (if you have the time and typing energy) a Rebel counter? And even a Scum counter all-be-it Jumpmaster free?...like using Y-wings and/or Z95's.

Edited by clanofwolves

Wampa (Tie Fighter) is good wingman to Palpatine aswell, since he can do damage to a ship under their shields, which is especially good on shield regenerating ships. Lt. Colzet (tie advanced) might be something to bring aswell since he then can flip the damage card Wampa dealt face up, hurting them even more.

Omega leader is a good candidate aswell, since he really locks down your opponent, not making them able to use their tokens and modify dice if he has them target locked.

Thanks, I'm looking at the Wampa and Lt. Colzet as possible build pieces. I don't have any knowledge of Omega Leader as I don't have any FA miniatures yet. Interesting....

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Wampa (Tie Fighter) is good wingman to Palpatine aswell, since he can do damage to a ship under their shields, which is especially good on shield regenerating ships. Lt. Colzet (tie advanced) might be something to bring aswell since he then can flip the damage card Wampa dealt face up, hurting them even more.

Omega leader is a good candidate aswell, since he really locks down your opponent, not making them able to use their tokens and modify dice if he has them target locked.

Thanks, I'm looking at the Wampa and Lt. Colzet as possible build pieces. I don't have any knowledge of Omega Leader as I don't have any FA miniatures yet. Interesting....

tumblr_inline_nyyl3duroW1t9w93y_540.png

If you buy the Tie/Fo expansion you'll get all the pieces needed for an effective Omega leader, including ship and pilot (juke and comm relay), so you don't have to buy the TFA Core set

Omega Leader works best if you can keep him alive into the later part of the game. In the early stages when both you and your opponent have other ships, his ability is not that potent as your opponent can just shoot at another target and minimize the restriction. However when you are both down to your last ship or two, Omega Leader's ability is huge as it can cripple an opponent's ability to use tokens.

Combining it with Comms Relay and Juke is really nice as it reduces your opponent's defenses and he cannot improve them again. This is a nasty ability against both Poe and Luke as they rely on being able to flip their Focus results.

Colzet + Wampa + Palpatine make a nasty combo. You could do something like this...

34 Colonel Jendon (26), Palpatine (8)

14 Wampa

25 Colzet (23), Tie/x1 Title (0), Advanced Targetting Computer (1), Twin Ion Engines Mk2 (1)

26 Omega Leader (21), Comms Relay (3), Juke (2)

99 Total

Colonel Jendon uses his ability to hand out his Target Locks as these benefit both Omega Leader and Colzet. Wampa uses Palpatine's ability to roll extra crits which allow him to deal damage cards through shields (remember he will naturally roll a few of his own in most battles which is handy). Colzet acquires a Target Lock but does not spend it which means his Advanced Targetting Computer grants him a free extra critical hit. In the end phase, he can then spend the TL to flip Wampa's damage cards into a crit.

Your last point can either be saved for an initiative bid or you can spend it on a Tactical Jammer for the shuttle. It is not a powerful upgrade but if it grants you an occasional extra green dice for your Ties, it will be worth it.

What about (if you have the time and typing energy) a Rebel counter? And even a Scum counter all-be-it Jumpmaster free?...like using Y-wings and/or Z95's.

:D

Well, since you asked so nicely. ;)

For Rebels, you could try this ordnance list I have been toying with. It packs a fairly hefty alpha-strike that should be able to kill Biggs in one turn. After that you will still have a couple of torpedoes left to take down Luke and Poe's shields allowing you to finish them off.

32 “Dutch” Vander (23), R5-P9 (3), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0)

31 Garven Dreis (26), R2-D6 (1), Integrated Astromech (0), Draw Their Fire (1), Plasma Torpedoes (3)

37 Esege Tuketu (28), Recon Specialist (3), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0)

100 Total

All ships are PS6 meaning you can move and fire in any order you want.

Normally I would would move Dutch last, take a target lock and share it with Esege. Garvin can take his own target lock (more on this later). Esege Focuses gaining 2 tokens thanks to Rec Spec.

In the firing phase, Garvin shoots first in order to maximise the shield damage of the plasma torps. If he needs a Focus token (or even if he doesn't) he takes one from Esege and after spending it, transfers it to Dutch.

Dutch fires next. If he needs a Focus token (unlikely since Protorps will automatically flip 1 Focus result to a crit for you) he can either spend his own or save it and spend Esege's.

Esege fires last and again, will only need to spend a Focus token if he rolls 2 or more Focus results as the Proton torpedoes will automatically flip the first Focus result to a crit.

Ideally, at the end of the first round of firing, you will have dished out 12 red dice (well modified) and hopefully have 1 or 2 Focus tokens left over for defense. If Dutch loses any shields and still has his Focus token at the end, he can spend it on R5-P9 to regain a shield.

Repeat on the second turn of firing except this time, Garvin should Focus since he will be out of Ordnance so he may as well maximise his ability to share with Dutch. He should probably stay close to maximise Focus sharing and also to protect against the odd critical hit with DTF.

Omega leader + Juke + Comm Relay is a really nice little package and unusually for this game comes in a single purchase! In my (very short playing experience) he tends to get left alone in favor of other targets at the start (I fly Vader too) which means he usually gets a little damage in and he can last a lot longer than your opponent expects him to.

Scum are a faction I am least familiar with so these are just ideas rather than solid lists. Agressors are pretty good ships 2 of those paired up so they can share pilot abilities make a good basis for a strong list (the so-called Brobots).

Another possibility is to build a list around Bossk. His pilot ability allows him to turn critical hits into 2 normal hits. This is particularly good against regenerating ships as the ability to batter down shields quickly is often more important than trying to land a luck crit on them.

N'dru Suhlak is another pilot who is good for battering through opponent's defenses due to his bonus attack dice. I would recommend Cluster Missiles, Lone Wolf, Guidance Chips and Glitterstim. This is an awesome combination that allows him (just once) to make 2 attacks in one turn, each with 4 dice, rerolling 1 dice per attack and flipping all Focus and one blank result to hits. He probably won't live long but if he gets to fire, this pocket monster can potentially erase an X-wing in one volley. The cluster missiles being 2 separate attacks is normally a penalty but it actually works to you advantage if you opponent has given Biggs the R4-D6 droid to reduce damage. This prevents Biggs from taking more than 2 damage from a single attack but since cluster missiles count as 2 attacks, this guy can get 4 damage on Biggs, even if he has the droid. If he does not then Biggs will almost certainly be toast (as will Luke if you can get a shot on him).

Edited by Karhedron

I played the following a few times and it can be quite effective against regenerating aces:

Chiraneau (Veteran Instincts, Palpatine, Engine Upgrade)

Wampa (Hull Upgrade)

Colzett (X1 title, Advanced Targeting Computer)

100 points

Colzet + Wampa + Palpatine make a nasty combo. You could do something like this...

34 Colonel Jendon (26), Palpatine (8)

14 Wampa

25 Colzet (23), Tie/x1 Title (0), Advanced Targetting Computer (1), Twin Ion Engines Mk2 (1)

26 Omega Leader (21), Comms Relay (3), Juke (2)

99 Total

Interesting for sure; I haven't ventured into the Lambda realm yet (I have one though; purchased a large used set from a retired player)....I want to try it; flying it will be difficult I'm thinking. But Colzet...that ship has a cool ability (I've never flown that one either).

swx30_preview2.jpg

OK, while practicing with some of these lists, I feel the least comfortable with the Imperial Aces (although I love to fly them, but I don't have huge confidence in them quite yet against jousters; might get out of arc some, but in my practice runs, I'm creating too much stress). I'd rather keep learning flying the Aces clean and sweet during beer games, not grudge matches (friendly and light-hearted as they are haha).

So, thinking that I need to really put hurt on them quickly to take advantage of their 2 evade dice, I am also practicing with a Rebel list that seems interesting and might be an easier initial game that has any "bragging rights" attached to it. What about this (feel free to say "no" or "how about this modification"....thanks! I'm still a novice):

48 Corran Horn – E-Wing (35), R2D2 (4), Push the Limit (3), Engine Upgrade (4), Fire Control System (2)

28 Gray Squadron Pilot – Y-Wing (20), R3A2 (2), BTL-A4 Y-Wing Title (0), Twin Laser Turret (6)

12 Bandit Squadron Pilot – Z95 Headhunter (12)

12 Bandit Squadron Pilot – Z95 Headhunter (12)

Stressbot can potentially hurt Poe but you will still have to find a way to get around Biggs before you can start dealing him any damage. I quite like Corran as his double-tapping could come in very handy against regen lists (and adds a dash of regen of your own ;)).

You can probably afford to save 2 points by dropping the grey squadron pilot to a gold. The pilots you are fighting are all higher PS so the extra points in being PS4 rather than PS2 probably won't make any difference unless one of your opponent's ships is running Predator.

One upgrade you may want to look at is Ion weaponry. If you can ionise Biggs he will be stuck doing a straight white 1 move. His ability only works at Range 1 so your opponent will find all his ships affected. Luke and Poe will either be stuck next to Biggs or they will have to move off an lose his protection.

Another weapon worth considering is the Assault missile. Again this will enable you to penalise your opponent for running his ships close to Biggs. Not quite sure what you would drop to pay for these change though. :unsure: What role do you have in mind for the Headhunters? They make excellent, cheap missile boats and could be used with the assault missiles mentioned above.

Edited by Karhedron

Stressbot can potentially hurt Poe but you will still have to find a way to get around Biggs before you can start dealing him any damage. I quite like Corran as his double-tapping could come in very handy against regen lists (and adds a dash of regen of your own ;)).

You can probably afford to save 2 points by dropping the grey squadron pilot to a gold. The pilots you are fighting are all higher PS so the extra points in being PS4 rather than PS2 probably won't make any difference unless one of your opponent's ships is running Predator.

One upgrade you may want to look at is Ion weaponry. If you can ionise Biggs he will be stuck doing a straight white 1 move. His ability only works at Range 1 so your opponent will find all his ships affected. Luke and Poe will either be stuck next to Biggs or they will have to move off an lose his protection.

Another weapon worth considering is the Assault missile. Again this will enable you to penalise your opponent for running his ships close to Biggs. Not quite sure what you would drop to pay for these change though. :unsure: What role do you have in mind for the Headhunters? They make excellent, cheap missile boats and could be used with the assault missiles mentioned above.

Again, nice reply; you should become the official meta editor for novices like me. Cool beans; OK, so what other mods save the easy one? How do I get the other points in and what do I take out? Drop the Bandits and put in another Gold? I'm feeling like this will eventually be my go-to on this game (learning in bunches):

Rebel Stress Hog

48 Corran Horn – E-Wing (35), R2D2 (4), Push the Limit (3), Engine Upgrade (4), Fire Control System (2)

26 Gold Squadron Pilot – Y-Wing (18), R3A2 (2), BTL-A4 Y-Wing Title (0), Twin Laser Turret (6)

12 Bandit Squadron Pilot – Z95 Headhunter (12)

12 Bandit Squadron Pilot – Z95 Headhunter (12)

Hmm, its a tricky one. You cannot easily trim much off Corran without eating into his effectiveness. May you could remove the EU without affecting him too much but it still leaves you a bit short.

Maybe rather than trying to shoe-horn the points in to upgrade both headhunters, replace them with something that does a similar job but is slightly higher spec - the A-Wing!

Granted it can only carry one missile but the PS3 Green squadron pilot has an EPT slot (2 if you take the Prototype pilot upgrade). This means you can give him Deadeye which allows him to fire that missile using a Focus token. This is useful on low PS ships as it gets around the problem of trying to gain a Target Lock on a higher PS ship that moves after you do.

48 Corran Horn – E-Wing (35), R2D2 (4), Push the Limit (3), Engine Upgrade (4), Fire Control System (2)

26 Gold Squadron Pilot – Y-Wing (18), R3A2 (2), BTL-A4 Y-Wing Title (0), Twin Laser Turret (6)

26 Green Squadron Pilot - A-Wing (19), Assault Missile (5), Guidance Chips (0), Prototype Pilot (0), Deadeye (1), Crackshot (1)

Crack shot is there to help you force through an extra point of damage at a crucial moment. With this list, you have a decent chance of killing Biggs with your opening salvo and as a bonus you can splash some damage on anyone at Range 1 of him for protection.

Another useful idea is to consider replacing EU on Corran with a Proton Torpedo and guidance chips. He has a decent chance of getting 4 hits with that baby, at PS8, he should have no trouble getting a Target Lock on Biggs (and possibly Luke and Poe if you get initiative).

With Corran and the A-wing both firing their ordnance in the opening round, they have a good chance of killing Biggs between them and doing some splash damage on Luke and Poe. The Y-wing can then use it's TLT to target whichever ship looks easier to punch through the shields of.

The only risk is if your opponent takes R4-D6 and Integrated Astromech on Biggs (a definite possibility) as this will reduce the damage that each attack does. In this case, you may need your TLT to finish off Biggs. You might even decide to hang onto Corran's torpedo for later and just trust to your primary weapons until Biggs is dealt with.

48 Corran Horn – E-Wing (35), R2D2 (4), Push the Limit (3), Engine Upgrade (4), Fire Control System (2)

26 Gold Squadron Pilot – Y-Wing (18), R3A2 (2), BTL-A4 Y-Wing Title (0), Twin Laser Turret (6)

26 Green Squadron Pilot - A-Wing (19), Assault Missile (5), Guidance Chips (0), Prototype Pilot (0), Deadeye (1), Crackshot (1)

This is the list I'm gonna try and fly to X-wing flaming victory!

Imp Aces, crack swarm or ordinance pretty strong against this kind of list.

I do have a possible upcoming dilemma: how to counter a list of Poe, Biggs and Skywalker.

Advice from the experts? What would you guys fly?

I'd be disappointed if I didn't get Biggs off the table in the first big round of shooting.

That would more than likely leave me five ships to take care of the two remaining aces, assuming I lost one also.

Kevin

I do have a possible upcoming dilemma: how to counter a list of Poe, Biggs and Skywalker. Advice from the experts? What would you guys fly?

Against this list I'd keep flying what I've been flying the most lately: 2B4Z.I'd be disappointed if I didn't get Biggs off the table in the first big round of shooting.That would more than likely leave me five ships to take care of the two remaining aces, assuming I lost one also.Kevin

I'm assuming your saying you run squad B-wings and squad Z's? What's that look like?

Edited by clanofwolves

I do have a possible upcoming dilemma: how to counter a list of Poe, Biggs and Skywalker. Advice from the experts? What would you guys fly?

Against this list I'd keep flying what I've been flying the most lately: 2B4Z.I'd be disappointed if I didn't get Biggs off the table in the first big round of shooting.That would more than likely leave me five ships to take care of the two remaining aces, assuming I lost one also.Kevin

I'm assuming your saying you run squad B-wings and squad Z's? What's that look like?

I posted some of the following in the Rebel Swarm post, but I'll repost it here.

The build is:

Dagger (x2)

Tala (x4)

Depending on asteroid placement, I fly the build in two groups of three (2ZB, with the B in back), that are usually no

more than a base width apart. The idea is you still want most, if not all, of the ships to ultimately be able to shoot at the same

target when the shooting starts. I might split the two groups a little more, but that's only if I need to get around the first asteroid.

The PS4 pilot skill is high enough that a ship is usually going to get its shot during the combat phase even if it has been destroyed by another generic ship, and also that it might just take a ship or two off the board before it even gets the chance to shoot.

There are lists that can definitely be trickier to fly against: arc-dodgers, aces, and Dash come to mind.

You have to be careful when flying against ships that are trying to flank you. I've found that I've been able to mitigate a little of that by sometimes being willing to take unexpected maneuvers. If I have a fairly good idea where one of my targets is going to end up, I'll completely ignore another to get

all of my ships faced towards where I think my opponent will end up with that target ship. This sounds fairly basic, but if you're willing to take a few

calculated risks you can have a lot of stuff shooting at the same target.

As far as facing other jousting lists, I have no problem facing them. I don't always win, but I almost welcome it. Because I know they're also going to b

trying to come at me, which makes my flying easier.

Two to four Zs at range one can put out a fairly significant amount of damage, especially when backed up by two Bs.

As far as blocking, I'll typically not block with any of the Zs if I think I can get everyone shooting at the same target.

That said, the nice thing about running four Zs out in front of the Bs is that you can send one, or possibly two, out for blocking once you get close to

your opponent. I'll do this, but I'd rather have them shooting at range one than to have a prospective target running into them. The choice to block or

not is situational, and if I can muck things up I'll certainly do it. A target without a token is still a good thing, even if one of the Zs can't shoot at

it.

In last Saturdays tournament, I faced two Dash builds, a 4BZ list, and a Chewie/Jansen/Tala list.

The only game I lost to was one of the Dash builds, and one of the reasons for that was having two fully healthy and focused Zs one-shotted by the HLC during the game. For whatever reason, the HLC is one of the few weapons I mentally don't like facing. I can beat it, but my Zs seem to be a little more susceptible to them. :)

A swarm may not be what you're looking to fly, and it does take a little practice to maximize what you're pointing at during the game.

But it can put out a significant amount of damage.

And as a minor aside, it really looks good on the table, and I think it can have a small psychological effect on your opponent.

It's a lot of ships to fly at. :)

Kevin

Edited by underling

48 Corran Horn – E-Wing (35), R2D2 (4), Push the Limit (3), Engine Upgrade (4), Fire Control System (2)26 Gold Squadron Pilot – Y-Wing (18), R3A2 (2), BTL-A4 Y-Wing Title (0), Twin Laser Turret (6)26 Green Squadron Pilot - A-Wing (19), Assault Missile (5), Guidance Chips (0), Prototype Pilot (0), Deadeye (1), Crackshot (1)

This is the list I'm gonna try and fly to X-wing flaming victory!
Edited by clanofwolves