Help the Noob

By Piscopas, in X-Wing Squad Lists

Played a handful of small games, but I'm up against a real opponent tomorrow (not just other novices or my son). Also, I'm working with a small collection (Both cores, and a handful of Wave 1 & 2 ships). I've thrown together this list, but I'm wondering if I'm missing out on better combos/strategies. My opponent has agreed not to build a tournament-level list since I am such a beginner. That said, tear my list apart!

Wedge Antilles with R2-D2 & Wired

Horton Salm with R5-D8 & Ion Cannon Turret

Tycho Celchu with Concussion Missiles & Push The Limit

any chance you could pick up a single K-wing on your way there?

Miranda with just Twin Laser Turret is a formidable additional, and the fact that the pack comes with two TLTs makes Horton very very happy

then you can sub out Wedge for Luke (more defensive; synergizes more effectively with r2d2)

Horton (TLT) [29]

Miranda (TLT) [34]

Luke (r2d2) [32]

[total: 95]

fill out luke and horton as you wish

Edited by ficklegreendice

It's possible. I'm not sure what the shop has in stock at the moment. I am certain that the one closest to my house doesn't have any in stock.

See if you have this or can borrow or sub for the one you are missing.

I would think Wired on Wedge wouldn't get you a as much as Predator because you are going to want to clear the stress to recover shields. Tycho swims in stress I would maybe ever swap in Rage for Push if you can get it. Also, if you can get the title for the y-wing the two shots per turn is nice once with the primary and a Ion shot in the same round make for nice control when you can get it.

The TLT would be a great option for Salm.

99 points

PILOTS

Tycho Celchu (28)
A-Wing (26), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Wired (1)

Wedge Antilles (40)
X-Wing (29), R2-D2 (4), Predator (3), Shield Upgrade (4)

“Dutch” Vander (31)
Y-Wing (23), R5-D8 (3), Ion Cannon Turret (5)

if you do end up picking up a K, though, remember to place it on 3 pegs (Steal from your core tie fighters) instead of two

it deserves no less (and the wings will clip basically any other model that even thinks of approaching it)

13754369_10157156793210142_4285215408552

note: you don't need magnets unless you're flying more than one

two Ks in the same area code will bump models

Hah, if I'd been paying attention to user names, I may not have clicked this thread... then again, that may have made me click it!

For what you've got, I think that's a pretty darn solid list. I'm pretty sure PSC has a decent selection at the moment, but I wouldn't say you need to pick anything up (but want is a different matter). Since I've (accidentally) seen what you've got, here's what I was planning:

Kath Scarlet (38)
+ Slave-I (0)
+ Tactician (2)
+ Long-Range Scanners (0)
Maarek Stele (35)
+ TIE/x7 (-2)
+ Predator (3)
2x Academy Pilot (12)
It's a semi-randomly generated list (randomized pilots, plus upgrades to taste). Decent, but certainly not top tier competitive. Looking forward to seeing your painted ships in person!

Well, the verdict is in. The list went 0-2. The first game I tried to focus fire on the Firespray first. I was able to hurt it, but not finish it off. Only killed one Academy Pilot, and was too aggressive around the asteroids. In the second game, I tried to take on the TIEs first, and Maarek just soaked all the damage. Killed one Academy Pilot and knocked the other down to one hull point, but he dodged everything else I threw at him.

Horton -- Survived a few hits. Would probably do better with a different Astromech (maybe the one that gives more green maneuvers?) and the turret did not sync well with Horton's ability.

Wedge -- Hit hard, but died first in both games, even with R2. I think he performed okay...

Tycho -- When he wasn't running over asteroids, or getting blocked, he was too close to get off his Concussion Missiles. I think I just flew poorly.

Lessons were learned (these were my first 100 point games) and my opponent was a really nice guy (helping me remember abilities/rules, and giving pointers). I'm looking forward to the re-match!

If you're interested in taking this list further, here's something to aim toward to improve the list without changing it too much.

Wedge Antilles (29)

+ R2-D2 (4)

+ Wired (1)

+ Integrated Astromech (0)

Tycho Celchu (26)

+ A-Wing Test Pilot (0)

+ Proton Rockets (3)

+ Push the Limit (3)

+ Autothrusters (2)

+ Rage (1)

Horton Salm (25)

+ Twin Laser Turret (6)

+ R5 Astromech (1)

Wedge just adds Integrated Astromech (from the T-70 expansion or the upcoming Heroes of the Resistance), which sacrifices R2-D2 when it means living one more turn and getting off one more shot, and it's free.

Tycho gains Rage (Punishing One expansion) to really increase his action efficiency and even allows both Focus and re-rolls on his Proton Rockets (Rebel Aces expansion) even if you have to Boost into Range 1 (and you were there often anyway, so why not get 5 dice?). Guidance Chimps (also Punishing One expansion) make the missiles even more incredibly accurate and deadly.

Horton gets the much more syngeristic TLT (K-Wing expansion), and the R5 allows some pseudo-regeneration and also operates under stress; alternatively R2 Astromech as you noted for the green maneuvers, but with a big 360 turret you shouldn't have to worry about stress or K-turns very often.

Wow! Those ships look so much more dangerous with these upgrades. Those are definitely some builds I'd like to play around with, because I was really having trouble generating enough damage, except for Wedge. I'll keep these in mind for future squads.