Noob to X-wing

By Darth Vilgore, in X-Wing Squad Lists

I'm brand new to Xwing. Have dropped about 200+ dollars on the following

T-65 core

YT1300

Z-95 (Alliance)

A-wing

Rebel aces

Tie Advanced

Imperial aces

Inquisitor

I have only played against myself

The one and only game my wife will ever participate in

And my friend John who just picked up his own T65 starter pack.

The shop I purchased this stuff at has a league night on Sunday. But I'm the Dad of a toddler. Makes it difficult at best to make it to play with others.

I've been lurking on the forums for about a week, watch some covenant videos trying to get a feel for this game.

I don't know what faction (if any) I'm gonna lean to more yet.

I'm wanting a pair of Arc-170s when they release. Just because I like Arc 170s.

So far I practice formation flying when I can. My builds are noobish. I think they are awesome....because I haven't played against awesome.

I'm more of a casual player than a tournament player.

I mostly wanted to introduce myself and ask a few questions.

Do I have enough material to make a decent squad?

Ship recommendations that would compliment what I have?

Thanks.

"Xwing here. What is it, noob?"

Imo the two easiest things to start playing with are

Kwing (miranda Twin Laser Turret, anything else is optional)

Imperial veterans (tie/x7 defenders with crackshot). Possibly augment with the tie defender expansion as you get two x7 titles in the box

Very simple forgiving and incredibly powerful ships perfect for beginners of each respective faction. Goes well with/will carry almost any list

Also love ARCs :D but theyre a bit more demanding ito player performance and upgrade card stock (and they really LOVE Biggs)

Edited by ficklegreendice

Welcome, Vilgore.

I tend to be mostly a tournament player, so it's kind of hard for me to gauge what is a "decent squad" from a casual perspective. Do you mean squads for wailing on your friend John?

Looks to me like you have the pieces to fly this one:

"Mauler Mithel" (17)
Veteran Instincts (1)
Academy Pilot (12)
Carnor Jax (26)
Push the Limit (3)
Hull Upgrade (3)
Shield Upgrade (4)
Royal Guard TIE (0)
The Inquisitor (25)
Push the Limit (3)
Hull Upgrade (3)
TIE/v1 (1)
Total: 98
It's not exactly tournament Tier 1, but it'll fly, give you plenty of good experience, and has tools to win games if flown well.

Oh, and you also have the parts to run this, and there's nothin' wrong with it:

Han Solo (46)
Push the Limit (3)
Kyle Katarn (3)
Luke Skywalker (7)
Engine Upgrade (4)
Millennium Falcon (1)
Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Veteran Instincts (1)
Hull Upgrade (3)
A-Wing Test Pilot (0)
Total: 98

I already wail on John LOL

Want to play locally is my aspiration. A solid league night showing if I get a baby sitter on a Sunday night.

Will try it your list CB. Thanks.

Battle Report:

I tried both squads that CB designed. They played GREAT (against myself).

Early in the match as both sides are rushing each other the TIEs move in on the port forward side of the Falcon. Jake Farrell's A-wing boosts hard up the starboard and sets itself up for a wide arc behind the Ties in the next round.

In the next round the Falcon then does something unpredictable. Han flies it into an asteroid field. It takes one shield point of damage, but complete disrupts the TIEs attack plan. They are now shooting past the rear of the Falcon instead of setting up Mithel and Carnor Jax into a one range bonus position.

The Falcon unloads on Mithel and puts a hurting on his TIE. The A-wing comes around and brings the Academy Pilot down to 1 hull point. Next round the A-Wing shoots it's proton rockets at the Inquisitor. Shields are dropped. Next round the A-Wing would clean up Mithel without a fuss.

The wounded TIE performed blocking on the Falcon as much as possible. Trying to cut it off and take away its actions and prevent a Falcon attack on itself. It worked for three rounds.

In the meantime Jax continued to dodge shots from The Falcon and A-Wing. But once him and the Inquisitor were able to team up on the A-Wing they were able to smoke it in short time.

The entire game changed at this point. The three remaining imperials were just hammering the Falcon. Jax stayed close for bonus, and disruption. Inquisitor stayed at range 3, and that wounded TIE was poppin shots.

It was difficult at best to put a shot on Jax. The Falcon had taken a severe beating by the time Jax finally fell. The Falcon had 4 hull points and was about to cross another asteroid.

Critical damage from the asteroid left the Falcon with 3 hull points and a damaged engine. By a turn of good luck the Falcon was able to boost into a position to line up a shot on the inquisitor. Had the Inquisitor taken an evade instead of a focus He may have been able to finish off the Falcon. But he was expecting to be on the attack, not defense.

With the Inquisitor's TIE scrapped it only left that pesky academy pilot. I knew that Rebels should have eliminated him early instead of treating him as a target of opportunity. Luck was with the Falcon as the TIE rolled double blanks on its attack three times in a row through the fray.

The Falcon was able to one shot it to end the game.

Summary. Both sides flew really well. I gained a good amount of experience from one game. I could appreciate the synergy that the ships offered each other. And can now truly appreciate how awesome Jax is to fly.

I do have a few card interpretations that I would like some experienced clarity on.

Han Solo.

When attacking, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible.

My interpretation: I can roll all of my dice until I get a result that I want to "declare". My reasoning is that the card does not say reroll once. Is says "When attacking".

Luke Skywalker.

After you perform an attack that does not hit, you may immediatly perform a primary weapon attack. You may change one ( O ) result to a * result. You cannot perform another attack this round.

My interpretation: If I score 2 hits and a critical with the dice from Han, but the opponent evades all the dice, then a "Hit" did not occur. Luke would get an attack as stated.

Inquisitor

When attacking with your primary weapon at Range 2-3, treat the range of the attack as Range 1.

My Interpretation: The Inquisitor gets a bonus die to attack. The defender does not receive a bonus die to defend at range three. Obstacles bonuses remain. My reasoning for modifying opponents defense dice is because of the verbiage to treat a primary weapon attack as range 1. It does not say the alternative of one bonus attack die..

Console Fire

Ship At the start of each combat phase, roll 1 attack die. On a * result, suffer 1 damage.

Action: Flip this card facedown

My interpretation: This even would occur as soon as movements and actions are complete, before the highest skilled pilot declares an attack as this would be the beginning of the combat phase.

The alternative interpretation is that it happens at the beginning of the combat phase for the ship the card is assigned.

Thanks for your help

Han Solo.

When attacking, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible.

My interpretation: I can roll all of my dice until I get a result that I want to "declare". My reasoning is that the card does not say reroll once. Is says "When attacking".

Thanks for the report, Vilgore. Glad you had fun testing the squads out.

During a single attack, each die (offense or defense) may only be re-rolled once. You may not use Han's ability and a target lock to re-roll the same die during the same attack. Remember, you may modify a die multiple times (for example, re-roll with target lock, then modify with focus), but you may only re-roll it once. If your first attack misses, Luke's ability will trigger a second (and final) attack, meaning that you're free to re-roll any of those dice once also.