List Building Advice

By Everyday Ace, in X-Wing

This is my first list for a local tournament and I would like some advice from experienced players.
I will certainly be facing both swarms, big ships and aces, so I have to be able to answer different challenges.
Here is my list:

A-wing Jake Farrell (24) - 28

A-wing test pilot (0)

Chardaan Refit (-2)

PtL (3)

Autothrusters (2)

Wired (1)

B-wing Nera Dantels (26) - 35

FCS (2)

Ion Tropedoes (5)

Extra Munitions (2)

Guidance Chip (0)

Y-wing Gold (18) - 25

R5 Astromech (1)

TLT (6)

Z-95 Bandit -12

The idea is, that Dantels B-wing is my answer to swarms and big ships with his tropedoes.

The Y-wing is steady damage all around, very enduring and the R5 Astromech is because Y-wings are very susceptible to crits.

Farrell is my surgical striker for killing already damages ships.
The Z-95 is my blocker, harasser, back-up and easy target, that can draw fire away from the more important ships.

What are your thoughts on this tournament list?

Run it and have fun!

You'll find out what works and what doesn't.

A nice list.

The classic Jake build uses Veteran Instincts instead of Wired. Allows him a PS bid over other aces and arc dodging with his boost barrel roll off focus ability. Nera will be focused down fast so use those torpedoes quickly.

Have fun.

First of all have fun, and take the list you feel most comfortable with.

My first tip is try to keep your list simple. If you have too many different abilities it can be hard to remember them all.

Now some comments about your list:

I don't like wired on Jake as he'll always be taking a focus token. I generally go with VI, but if you can find points elsewhere juke or outmaneuver could work.

On Nera I like deadeye. It allows her to get shots at higher PS targets, as mentioned she will most likely be shot down quickly. I would also probably switch the torps to plasma, or proton.

For the gold I would probably switch the droid to a R2 or R4-D6.

Another option would be to drop Nera down to a blue squadron pilot and drop all of the upgrades. You could then add another bandit. I took a similar list (VI Jake/stresshog/blue/2 bandits) to a pre wave 8 store champs and did quite well with it.

Again take what interests you, and have fun.

Echoing what Uumbuku said, Jake with VI instead of Wired is really nice. I have used VI Jake many times, and he can be an untouchable maniac. I would also be concerned that Wired won't be used to full effect because Jake wants to always take a focus. Yes, Wired provides a good back up for after the focus is used, but is it worth the opportunity cost?

Buuuut...Wired has been growing on me of late, so I can't say Wired couldn't be awesome on a PTL Jake. In the end, I think a Wired Jake is worth a try. But if it doesn't pan out like you'd hoped, there is another solid way to run Jake that should see you through okay.

If you are gonna run Jake without VI, I suggest running him with Juke or Lone Wolf (drop R5 astro). Juke helps the rest of your squad since he attacks first and forces defender to use their focus. He is also your endgame ship and Lone Wolf will pay off in spades there. He can solo Scouts with ease.

Also, I would suggest Nera with Proton torps and deadeye. She needs to do as much damage as possible cause she wont be around for long and Proton gives her two crits (one from proton ability and one from chips). Deadeye lets her shoot anyone she pleases (hint, Jake with Juke erasing a defenders focus and Nera melting them with protons :) )

Jake with VI. Just don't run Jake without VI. You need that anti-ace player at PS9. Sorry. No if ands or buts.

Take off R5 astromech. I don't even remember what it is, that's how little anyone uses it. Give Nera Crackshot so you ensure that Ion Torps goes through to deal splash damage.

In contrast you could also run Proton Torps just for damage.

Good that you have 4 ships. Keep that Z.

Thanks for helping me out :) Below is my updated list based on your suggestions. My concern now is whether the FCS is worth the points, when Nera have Dead eye. If I drop FCS, what should I use the points for?
My own suggestion is drop the Bandit, FCS on Nera and Lone Wolf on Jake and use the points to get a Chardaan Refitted A-wing and VI on Jake. Whats your thoughts?

A-wing Jake Farrell (24) - 29

A-wing test pilot (0)

Chardaan Refit (-2)

PtL (3)

Autothrusters (2)

Lone Wolf (2)

B-wing Nera Dantels (26) - 35

FCS (2)

Proton Tropedoes (4)

Extra Munitions (2)

Dead Eye (1)

Guidance Chip (0)

Y-wing Gold (18) - 24

TLT (6)

Z-95 Bandit -12

Total points - 100

Based on what Blail Blerg advices I could Change Jakes Lone Wolf to VI and change FCS on Nera to Advanced Sensors?

The A wing test pilot is a more maneuverable blocker than the z95. But you are sacrificing fire efficiency on Nera by dropping the FCS. Once her torpedeos are spent that 3 dice attack with target lock is still the most potent attack in your list. Still B wings like Y wings are fat 1 agility targets these days and she probably won't last long. I say go the A Wing.

I'd keep FCS; you want the mods for your normal attack, and it helps when you roll all blanks with a torpedo. If you absolutely needed two more points for something, I think it's a better deal to drop Extra Munitions or drop the Protons to Flechette Torps than it is to drop FCS.

Personally I'd drop Lone Wolf to put VI or Crack Shot on Jake -- until you get very good it you'll find it hard to keep Jake at range well enough to use Lone Wolf. With the spare point, I'd prefer to put R4-D6 on the Y-wing, which gives it some increased survivability against the other ordnance carriers out there.

Then think about how you're going to fly them.

Nera's going to be the primary target due to her torpedo turret. She and the Y have poor agility, and the Y has a range 1 bubble. You want the Z blocking at least one range band from Nera so she can get her torps off; and keep the Y-wing covered by Nera so the TLT can reach out and Nera can cover the donut hole. Jake, as you've indicated, needs to speed around to the flank and rear of the enemy.

Edited by Hawkstrike

Thank you all for your suggestions and advice. It has been a great help considering the different building possibilities . Even the suggestions I have not used. My tournament list will be:

A-wing Jake Farrell (24) - 28

A-wing test pilot (0)

Chardaan Refit (-2)

PtL (3)

Autothrusters (2)

VI (1)

B-wing Nera Dantels (26) - 35

FCS (2)

Proton Tropedoes (4)

Extra Munitions (2)

Dead Eye (1)

Guidance Chip (0)

Y-wing Gold (18) - 25

R4-D6 (1)

TLT (6)

Z-95 Bandit -12

Total points - 100

And Hawkstrike you are absolutely right about the strategy, but I had not considered the Y-wings donut hole, so instead of flying the Y besides Nera, as I planned, I will fly it in Neras firearc as you suggest - Thanks :)

Edited by Everyday Ace

Good luck! Let us know how it goes and what you learn.

Based on what Blail Blerg advices I could Change Jakes Lone Wolf to VI and change FCS on Nera to Advanced Sensors?

FCS is probably better.

And I really would drop the driod on the Ywing. You dont really care if it dies. I'd rather have 1 point of initiative for PS9 jake for ace matchup.

I am considering the droid, but I have another question. If I come up against Soontir Fel and I can choose if I want the initiative, what should I choose? On one hand it is good to shoot first, but on the other Farrell and Fel both has initiative 9 and Fels moves are hard to predict, so I think it might be better to move last. What would you advice?

I am considering the droid, but I have another question. If I come up against Soontir Fel and I can choose if I want the initiative, what should I choose? On one hand it is good to shoot first, but on the other Farrell and Fel both has initiative 9 and Fels moves are hard to predict, so I think it might be better to move last. What would you advice?

Make Fel move first. It really cuts down on his PtL, boost, barrel roll shenanigans, plus if he has to shoot first he's less sure about whether or not he can afford to spend his Focus on offense or should save it for defense.

Move last vs Fel. Always.

Ok got rid of the droid, so I got 99 points

I had a few practicegames today. One against 5 Black squadren Tie fighters and Howlrunner all with Crackshot and another against the IG-twins. In both games it became clear, that my list lack damage potential. The Ywing is doing ok and when it was shot it was also ok, because my opponent used a lot of firepower on it and it spared the other ships in my list. Nera did really good. Did not go down in any of the games and ok damage with the protontropedoes. The Bandit also did ok, but I must train my blocking skills :) Farrell did not do well. He does keep himself safe, but his damagepotential is just too little to matter. So my conclusion is, that Farrell is history in my list. I need an ace, that can actually to some damage or maybe just take a Y or Bwing more

My new list suggestion is below. What do you think?

T-70 X-wing Poe (31) - 36

R5-P9 (3)

Autothrusters (2)

B-wing Blue (22) - 28

FCS (2)

Proton Tropedoes (4)

Guidance Chip (0)

Y-wing Gold (18) - 24

TLT (6)

Z-95 Bandit -12

Total points - 100

Its decent: Poe really wants PS9 or 10. Thus, add Adaptability for 0pts to PS9.

That could be the only change and the list would be fine.

The Bwing doesn't really need torps although they are nice. But I kind of like FCS.

If you drop the torps though, that gives you 4 points: 1 point for VI PS10, you win vs Soontir. 1pt for R2D2 which is easier to manage than the droid you have. And two points... for whatever you want.

This reduces your firepower a little bit.

Another option is to use Biggs. In this case, you lose firepower (cuz Biggs dies), but you rely on PS10 Poe to outhink your opponent.

Here is another possibility, with lots of killing potential, high PS and maneuverability but significantly less durability and no 360 firearc. Which list is better?



T-70 X-wing Poe (31) - 37


R5-P9 (3)


Autothrusters (2)


VI (1)



B-wing Ten Numb (31) - 38


FCS (2)


Mangler Canon (4)


VI (1)



Z-95 Bandit -12



Z-95 Bandit -12



Total points - 99



This list could also be with the twin laser Y-wing in stead of 2 Bandits - is that better?


Edited by Everyday Ace

Four ships represents more bulk and twice the blocking potential. Nowadays that TLT isn't the best thing in the game anymore I recommend for your list 4 ships.

You do not need any bid for PS10 because rarely do people pilot skill to 10. Thus you can take r2d2

I think I prefer the Ten Numb build. Two PS10 aces with good concentrated fire. 4 ships. About 3 ships worth of good firepower.

Comparably, your Poe B Y Z definitely is more firepower, but might be more dependent on you using the B and single Z well. I give it near 3.5 to 4 ships of firepower.

Just so you know: The World Champion list was Poe VI R2D2 Auto, Y TLT, Y TLT (BTL-A4, R3-A2) and a Z.

However, for new players, I recommend simply not using BTL nor R3-A2.

Edited by Blail Blerg

Ok if I use the build above I will exchange R5-P9 on Poe and the extra point for R2-D2.
And some great news - I got some try-out games tomorrow :)
Then I got another idea of how to build Ten numb, which led me to the list below. It takes away Ten Numbs sure critical and PS 10 and it keeps R5-P9 on Poe, but it gives Ten Numb a lot of battlefield control and with target lock close to a sure critical and what is also important - it gives the defender problems even when my critical only removes a shield :) Is it better?

T-70 X-wing Poe (31) - 37

R5-P9 (3)

Autothrusters (2)

VI (1)

B-wing Ten Numb (31) - 39

FCS (2)

Ion Canon (3)

B-wing/E2 title (1)

Tactician (2)

Z-95 Bandit -12

Z-95 Bandit -12

Total points - 100

Edited by Everyday Ace