What is your favorite build for the namesake of the game? (Sad that it's not a good staple ship...)
Mine is
Garven
R2 Astromech
Integrated
Normally accompanied by
Dutch
Autoblaster
Targeting Astro
Plasm Torps
Guidance Chips
What is your favorite build for the namesake of the game? (Sad that it's not a good staple ship...)
Mine is
Garven
R2 Astromech
Integrated
Normally accompanied by
Dutch
Autoblaster
Targeting Astro
Plasm Torps
Guidance Chips
We'll build a,wall and make Palp pay for it!
Also r4d6 Biggs
Because he lets better ships get the job done ![]()
Wedge, Bb-8, PTL, and EU.
Vader Pilot with any Decimator that Palpatine is in. The EPTs and remaining crew slot shift slightly, and sometimes I consider Deci pilots who aren't RAC, but Palp in two crew slots and Vader flying alongside is my favorite in terms of power, reliability, but also flavor.
Rule of Two: Always two there are; no more, no less. A master and an apprentice. One to embody power, the other to crave it.
Kinda missed the point of this post... what's you favorite X-wing build. EG, specifically the X-wing ship
Kinda missed the point of this post... what's you favorite X-wing build. EG, specifically the X-wing ship
Got me. I thought you meant favorite build in X-Wing, not favorite X-Wing build.
Red Ace with R2-D2, Integrated Astromech, and Comm. Relay.
I don't know why but that build has always been my favorite. It's so not-an-X-Wing thing.
I've also been impressed by VI Wes Jansen. It's shame that PS and ability combo isn't on a more competitive chasis.
Just for funsiezs I have two Thematic builds that fits this criteria I think:
Attacks on DeathStar and StarKiller
DeathStar (100)
Wedge Antilles (35) - X-Wing
Squad Leader (2), R2 Astromech (1), Stealth Device (3)
Luke Skywalker (37) - X-Wing
Deadeye (1), R2-D2 (4), Proton Torpedoes (4), Guidance Chips (0)
Biggs Darklighter (28) - X-Wing
R2-D6 (1), Integrated Astromech (0), Wingman (2)
Starkiller Base (100)
Poe Dameron (37) - T-70 X-Wing
Veteran Instincts (1), Plasma Torpedoes (3), BB-8 (2), Guidance Chips (0)
Ello Asty (33) - T-70 X-Wing
Adaptability (0), Plasma Torpedoes (3), Guidance Chips (0)
"Blue Ace" (30) - T-70 X-Wing
Plasma Torpedoes (3), Guidance Chips (0)
Tosche Station Gang:
Four T-65B X-Wings, 100 points.
Eric J
Those Imperials. They take our jobs, they take our planets. Some of them are good people - I assume.
I have the best words.
My favorite X-Wing is the ARC-170 - more like the >X<Wing
My favorite X-Wing is the ARC-170 - more like the >X<Wing
the ARC-170 isn't an x-wing, though
it's got at least half a snowspeeder mixed in
Favourite?
Jek Porkins (26)
Wired (1)
R3-A2 (2)
Engine Upgrade (4)
Luke Skywalker (28)
Predator (3)
R2-D2 (4)
Engine Upgrade (4)
Tarn Mison (23)
R7 Astromech (2)
Fun? Yes. Three classic X-Wings. Competitive? Don't be ridiculous. Although! Luke built like this can be a burning ball of indestuctible rage when he lets loose. Porkins, normally just a burning ball. Of dead guy.
[EDIT] I think I can put VT on Tarn when I get my hands on the ARC-170.
Edited by ProcastinationWes
VI
R3A2
Integrated.
Escorting 3 Juke/Crack/Autothruster Greens.
Red Ace with R2-D2, Integrated Astromech, and Comm. Relay.
Yup, I love Red Ace and I have almost never lost her in battle. Just avoid too much focused fire in the early rounds and you should have your end-game clean-up machine.
So what do you guys fell like will bring back the X-Wing? I thought that maybe VT would, or even perhaps R3 (Juke now a viable possibility). But It's still so expensive and you can only really afford 3 in a list
Vts suck on X *don't do a whole lot; no integrated*
R3 just sucks in general and on anything. It's a horribly designed mechanic that crutches on high ps AND rng AND just doesn't do a whole lot
The real problem with the X is it simply has no defining characteristics. Its NOT a jack of all trades in this game because it does NOTHING outside of having a mediocre dial with a Crap action bar
To fix it you need to give it SOMETHING to stand out with other than its position as the games flagship
neither VTs NOR r3 will give you that something. VTs are barrel-roll (existed since the Tie Fighter, which was already mathematically superior to the X) and r3 is a crap situational evade. Neither of these things are game defining
You need something...like Biggs ![]()
Not exaggerating (this is almost objective fact) NOTHING in the game controls your opponent like Biggs.
Two of my most frequently used lists involve red squadron pilots.
My favorite is a swarm. I use two naked red squadrons and three greens with crackshot.
My next list uses two reds and two greens but everyone is loaded up. I gave the reds an engine upgrade and they also have R5s om them. Doesnt seem like much but they gdt the job done!
The real problem with the X is it simply has no defining characteristics. Its NOT a jack of all trades in this game because it does NOTHING outside of having a mediocre dial with a Crap action bar
Agree. If the X-Wing wants to get into its own game, it's gonna need to have a specialized role (short of overhauling the entire ship), and that role is going to have to be useful in our current meta.
The fix probably has to come in the form of a title, although it could be an astromech. The trick will be to give it an astromech that helps the X-Wing specifically but doesn't offer a greater benefit to like, TLT Y-Wings or ARCs something. Maybe an X-Wing specific astromech. If they want to be jousters and they want to be cheap, efficient, generic jousters, maybe an Astromech that has some kinda drawback (like giving you a stress token) but increases your attack dice to four? To actually make them threatening jousters who can overwhelm green dice through numbers?
Snapshot is going to be fun. Still pretty sure it will let you shoot at something in arc, before it gets its actions. That'll mean you can zap things before they token up or arc dodge. Honestly, that would have been a great X-Wing only astromech specialty. Let your generic X-Wings zap at TIE Fighters and other aces before they could token up or get outta the way. Really give them a fair chance against the more maneuverable imperial ships and get back into the dog fight. As it is, that extremely interesting EPT will probably be a one use and then discard, which means it'll have to go on more expensive pilots who want to retain their EPT slots, and generics will remain unused.
I'd also be down for generic Rebel Regen droids. Picture a 1pt rebel regen droid that let you recover a shield as an action, but the cost was ionizing your ship. You couldn't use it in conjunction with the better Rebel Regen droids, and it'd make you horribly easy to beat up in subsequent rounds, but it's actually not bad if you have a squad of other X-Wings who are protecting you while you Regen. It means the enemy has to either finish the job or let you get away and recover, which kind of places the pressure on the opponent to finish the job quickly, rather than just dancing around arcs until they find a better spot to engage.
There's a lot that can be done to fix the X-Wing. Right now we're just waiting until they do something and we'll hope it's something worth while.
Edited by CBMarkhamWedge -
Predator
R2-F2
Integrated Astromech
Poe - R2D2, Wired, Int. Astro.
I know there are better EPTs available, but I get a lot of mileage out of Wired for 1pt.
Edited by EyegorWedge R2 astromech, Push the Limit, vectored thrusters (35)
Luke R2D2, Veteran Instincts, Integrated astromech (33)
Wes R3-A2, Veteran Instincts, integrated astromech (32)
Prototype Pilot, chardaan refit, auto thrusters (17)
Dagger squadron pilot, fire control system, flechette cannon, E2 mod, jan ors (31)
Red squadron pilot, r2-d2, integrated asreomech (27)
Gray squadron pilot, r7-t1, auto blaster turret (25)
Either list could be made more competitive with Biggs, but I like them anyway. I tried a Wes, wedge, Biggs list with bat wedge (bb8, ptl, eu). And it was Ok but without 2 hard greens wedge still is no soontir. I like my cheaper but still effective build for wedge above.
Edited by DosierePoe - R2D2, Wired, Int. Astro.
I know there are better EPTs available, but I get a lot of mileage out of Wired for 1pt.
Wired is a nice 1 pt EpT. How much mileage are you getting out of it with this build though? The only way to stress yourself is with a red maneuver, which means you're not using r2, which also means no focus for Poe. Is it just so that when you do need to do something other than a green you're still getting some dice mods? Just curious, because this is a combo I would never have thought to use.
Poe - R2D2, Wired, Int. Astro.
I know there are better EPTs available, but I get a lot of mileage out of Wired for 1pt.
Wired is a nice 1 pt EpT. How much mileage are you getting out of it with this build though? The only way to stress yourself is with a red maneuver, which means you're not using r2, which also means no focus for Poe. Is it just so that when you do need to do something other than a green you're still getting some dice mods? Just curious, because this is a combo I would never have thought to use.
You hit it perfectly. It is only there so that when I T-roll or K-turn I still have some modification available. That and the fact it applies to both attack and defense is nice. As I said, I'm pretty sure it is sub-optimal but it works for me in the casual scene. Especially in the end game if it is 1v1, I will straight up joust. Make a firing pass. Run for a few turns to regen, flip and do it again. Wired is there for the flip.
One trick I've made work a couple times is to flip, then dial in a white maneuver next turn. My opponent expects a green so they are a little off guard and I still have some mod available.
Edited by Eyegor