Does 150 or 200 pts make the t65 or t 70 x wing more viable?

By thebigeb2589, in X-Wing Squad Lists

I have been playing competitive for 2 years now and my new job has created a less open schedule which means less competition and more casual games. I played my first 150pt game the other day and I loved it. Since there is no money or prizes I've been looking at ships I've always wanted to fly bit competitively couldn't. I was wondering, in a non epic game with higher point caps like 150 or 200 is there an effective way to load out an x wing or x wings that makes them usable? You wouldn't waste the points on say a shield upgrade on a bunch of x wings in a 100 point pinch but maybe you would in 150? Idk what are your thoughts? How would you do a 4 or 5 x wing ship list if there was no real point cap?

ner, they're still not efficient

though I guess, relative to 100 points, they can't get less viable

but you'd never waste a shield upgrade while Integrated Astromech exists

Edited by ficklegreendice

Torps for everyone. No idea if it makes sense or not but I really want my X-wings to have ordnance. :P

The problem with generic X-Wings is that they get wrecked by arc dodgers. In 200pt games, aces are less valuable because the 1 extra evade token that they can generate (or whatever) is worth less if they die in round 1 regardless and can't generate it once per round for an entire game. Likewise, it's much harder to dodge arcs and avoid bumping when there are that many ships on the table. X-Wings are fine in 200pt or 300pt games. Not sure about 150pt games.

Don't use Shield Upgrades, just plug an integrated astromech into each one. Maybe put a stressbot on the one in the back, just in case your opponent isn't convinced that he shouldn't be using PtL pilots in this game. You're using integrated astromech, and it's only one point more for a little bit of insurance.

You can also throw one of these babies in the back of any X-Wing squad:

Bandit Squadron Pilot (12)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
Total: 13
The Z-95 illustrated above has a similar dial and thus can fly alongside the X-Wings with ease. As long as you use a Z-95 with the same pilot skill as the X-Wings, you can have it shoot first with a very accurate tracer thread and set-up the rest of the X-Wing wingmates for double modified attacks against the primary target (assuming they themselves took focus actions). Even if it gets shot down first, it's nice that your opponent is focusing their fire on a ship with 2 attack dice that's worth about half as many points as your big guns.

Most generics become more valuable as points increase as specific pilot abilities tend to be less impressive against vast numbers of opponents. Regen and token stacks don't hold up to the kind of concentrated pummeling that can be dished out in larger games.

Having said that, the poor old T65 is starting from a low baseline so even a relative improvement will not turn it into a list winner. The T70 generics on the other hand start to look a bit more positive. Red Squadron Veterans with autothrusters and something like Crack Shot are decent when fielded in numbers. ATs are a good choice in larger games because their defense works against every attack unlike tokens etc which can be expended.