Thinking about playing in my 1st tournament

By bamhvac, in X-Wing Squad Lists

Hello all. New to the game here, as in i bought it 2 weeks ago. Thinking of playing in a free tournament this weekend. Would like some thought and opinions on my possible squadron. Please understand i am limited on the pieces i have.

Inquisitor
-hull upgrade
-tie/v1
-thread tracers

Valen Rudor
-hull upgrade
-tie/v1
-thread tracers

Red Line
-twin ion engines
-cluster missles
-concussion missles
-extra munitions
-proton torpedoes
-enhanced scopes

And go!

Edited by bamhvac

Hi, welcome to X-Wing!!

I think it would be extremely useful to all of the list wizards on the forums if you could post what you actually own so that they can make suggestions based on that.

Are you open to buying maybe one or two more packs if it would help round out your collection?

More importantly, pick the ships you would like to fly most and just go for it. As it's your first tournament make sure you limit your expectations to just having fun. This community is full of friendly people who will be more than happy to help you out so just enjoy!!

J

Thank you! Here is what I own.

Original core set

2 tie advanced prototypes

1 tie advanced

1 tie punisher

1 imperial aces set

1 t-70 expansion

1 t-65 expansion

Welcome to the community.

This is the best list I'm able to make with your set of expansions:

The Inquisitor (25)
Push the Limit (3)
Twin Ion Engine Mk. II (1)
TIE/v1 (1)
Carnor Jax (26)
Push the Limit (3)
Hull Upgrade (3)
Shield Upgrade (4)
Royal Guard TIE (0)
"Dark Curse" (16)
"Mauler Mithel" (17)
Determination (1)
Total: 100
I'd fly Mauler and Dark Curse very aggressively (Dark Curse because he's hard to damage so get him into position where he can get 3 attack dice, and Mauler because he's begging to be in R1 and might act as a decoy for your more expensive aces).
Inquisitor should operate as a flanker and you should use your tokens defensively if the enemy fleet points in on him. Otherwise, treat him as a workhorse. You won't have autothrusters, but this Inquisitor should be very wiley with PtL and that dial.
Carnor Jax is your king piece, and you'll need to keep him out of the hailstorm as best you can while carefully trying to get him into range against the ships who are super weak to his ability (Defenders, Dengar, U-Boats, Imperial Aces, etc). When Carnor Jax is in position, you really need to be ready to rock and roll with your other 3 ships to capitalize on your opponent's inability to use tokens.
Good luck, have fun!

What about this?

TIE Phantom: · "Whisper" (32)

Deadeye (1)

Fire Control System (2)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE Interceptor: · Carnor Jax (26)

· Squad Leader (2)

Hull Upgrade (3)

Royal Guard TIE (0)

Shield Upgrade (4)

TIE Avanced Prototype: · Valen Rudor (22)

Determination (1)

Twin Ion Engine Mk. II (1)

TIE/v1 (1)

What is Deadeye doing for you? "Whisper" doesn't have any secondary weapons.

Carnor Jax - Stealth Device/Autothrusters is 'better', but Hull & Stealth turning him into a really manouvrable Khiraxz/X-wing analogue is not a bad option. Squad Leader, though..... Carnor is your highest pilot skill, most powerful ship. I doubt you'd ever voluntarily give up his action for anyone else.

Valen Rudor......Determination affects critical hits. Vudor only has 2 hit points that aren't shields; the odds of taking a pilot critical in those two hits is pretty low. Also, Twin Ion Engines MkII aren't really bad but a TIE advanced prototype already has a shedload of green on its dial.

Deadeye was just filling out to 100 and i guess i don't really know what that card has to do with secondary weapons. Still learning here. I am retooling this list.

Deadeye was just filling out to 100 and i guess i don't really know what that card has to do with secondary weapons. Still learning here. I am retooling this list.

Dead Eye is used to replace the need for a target lock to fire missiles and torpedoes. For 1 pt Veterans Instinct is pretty much the required EPT for whisper! It gives her the chance to fire first against most targets and she usually has Advanced Cloaking Device also so after she fires she is re-cloacked. I know you are light on cards, and are green to squad building, so don't sweat it!! I think.... If you can afford it, buy a Firespray and a Decimator and I think you could run this:

Decimator/Whisper (99)

Rear Admiral Chiraneau (60) - VT-49 Decimator Adaptability (0), Seismic Charges (2), Rebel Captive (3), Mara Jade (3), Dauntless (2), Engine Upgrade (4)

"Whisper" (39) - TIE Phantom

Veteran Instincts (1), Fire Control System (2), Advanced Cloaking Device (4)

It would be a way to run whisper and be competitive, Plus with just two ships two fly it should be easy to learn. The key is not to forget the stress givers, save the bombs for clusters chasing the decimator and keep whisper cloaked.

Just food for thought.

Oh shoot, you won't have adaptability though. well you could put determination in there or take the extra initiative bid point

EDIT: you won't have rebel captive or engine upgrade either, my bad!! Take those out and slip gunner on one of the ships (it comes with Slave1), probably best on whisper, and add extra munitions for an extra bomb drop

Edited by JSwindy

Deadeye was just filling out to 100 and i guess i don't really know what that card has to do with secondary weapons. Still learning here. I am retooling this list.

Dead Eye is used to replace the need for a target lock to fire missiles and torpedoes. For 1 pt Veterans Instinct is pretty much the required EPT for whisper! It gives her the chance to fire first against most targets and she usually has Advanced Cloaking Device also so after she fires she is re-cloacked. I know you are light on cards, and are green to squad building, so don't sweat it!! I think.... If you can afford it, buy a Firespray and a Decimator and I think you could run this:

Decimator/Whisper (99)

Rear Admiral Chiraneau (60) - VT-49 Decimator Adaptability (0), Seismic Charges (2), Rebel Captive (3), Mara Jade (3), Dauntless (2), Engine Upgrade (4)

"Whisper" (39) - TIE Phantom

Veteran Instincts (1), Fire Control System (2), Advanced Cloaking Device (4)

It would be a way to run whisper and be competitive, Plus with just two ships two fly it should be easy to learn. The key is not to forget the stress givers, save the bombs for clusters chasing the decimator and keep whisper cloaked.

Just food for thought.

Oh shoot, you won't have adaptability though. well you could put determination in there or take the extra initiative bid point

EDIT: you won't have rebel captive or engine upgrade either, my bad!! Take those out and slip gunner on one of the ships (it comes with Slave1), probably best on whisper, and add extra munitions for an extra bomb drop

I prefer this one! I got really good results at a tournament with this list:

-Whisper

VI

FCS

Advanced Cloak

-Rear Admiral

VI

Issard

Rebel Captive

EU

97 Pts. You can always get init this way.

Edited by Epixca

-Whisper

VI

FCS

Advanced Cloak

-Rear Admiral

VI

Issard

Rebel Captive

EU

97 Pts. You can always get init this way.

I like that too, except he still won't have R.C. or E.U. But, as you can see Bamhvac it is a interesting list with many options based on play style.

Random though: Kenkirk with Issard and C-3PO LOL!! :)

When did Decimators and Phantoms get introduced into the conversation? OP didn't indicate that he had any of those things.

OP... go play test the list I recommended to you. Push the Limit is the best EPT you have access to, and Jax and Inquisitor with PtL can be formidable if flown well, even without autothrusters. Go get some practice in. Learn to crush face.

In time you will understand why Deadeye on Whisper and Squad Leader on Carnor Jax aren't really the things you want to be flying. Hopefully there are friendly and experienced players in your community who will help you on your journey.

Good times.

When did Decimators and Phantoms get introduced into the conversation? OP didn't indicate that he had any of those things.

OP... go play test the list I recommended to you. Push the Limit is the best EPT you have access to, and Jax and Inquisitor with PtL can be formidable if flown well, even without autothrusters. Go get some practice in. Learn to crush face.

In time you will understand why Deadeye on Whisper and Squad Leader on Carnor Jax aren't really the things you want to be flying. Hopefully there are friendly and experienced players in your community who will help you on your journey.

Good times.

I agree your list is optimal with what he has access to, I assumed he wasn't excited about it and was offering a suggestion I thought would be easy (fewer ships to focus on) to fly. Ofcourse its gonna cost at least $30 to play since he is missing the Decimator.

I introduced Phantoms to the mix. Ordered one last night....**** impulse buys on amazon. Thank you for all the responses. Honestly was looking for more opinions on MY LIST. How to optimize MY LIST. I get it you guys are very knowledgeable on this game and know all the ins and outs but, not everyone wants to play the same way with the same ships. Throwing out "you should go by these ships because I won with them" doesn't actually help me and it wasn't what I was asking. I came up with my initial list because that's what I wanted to fly not to have everyone rewrite it for me. I wanted suggestions to optimize my upgrades or if i should use different pilots. Hopefully you all won't take this the wrong way.

CBMarkham I see your points on Jax and The Inquisitor, appreciated.

Fair enough, did not intend to offend!! IMO the first list is interesting. I think this may be more affective. Nice power available, and you don't want to totally fill up the Punisher, it will likely be the first target and you dont want too many points on it. May also add fcs instead enhanced scopes now that the phantom is coming.

(99)

The Inquisitor (32) - TIE Adv. Prototype

Push The Limit (3), Adv. Homing Missiles (3), TIE/v1 (1), Guidance Chips (0)

Valen Rudor (29) - TIE Adv. Prototype

Push The Limit (3), Adv. Homing Missiles (3), TIE/v1 (1), Guidance Chips (0)

"Redline" (38) - TIE Punisher

Enhanced Scopes (1), Extra Munitions (2), Proton Torpedoes (4), Cluster Missiles (4), Guidance Chips (0)

Thank you for all the responses. Honestly was looking for more opinions on MY LIST. How to optimize MY LIST.

Hopefully you all won't take this the wrong way.

CBMarkham I see your points on Jax and The Inquisitor, appreciated.

No worries, friendo. That's on me. I saw the list of what you owned (which was solicited by a smart forum goer) and thought that it was a "Help me make the best list with what I own" thread, and not a "What do you think of this list and what improvements can be made and why?" type thread.

It's always important to fly what you wanna fly, because X-Wing is about having fun the way you want to with your plastic toy spaceships. I misunderstood the underlying question. No hard feelings, obv. Hope all your upcoming games are loads of fun.

JS that is what I was looking for. No hard feelings for anyone. Sorry if I came across ugly there. I could have worded my OP better. Thank you very much!

Fair enough, did not intend to offend!! IMO the first list is interesting. I think this may be more affective. Nice power available, and you don't want to totally fill up the Punisher, it will likely be the first target and you dont want too many points on it. May also add fcs instead enhanced scopes now that the phantom is coming.

(99)

The Inquisitor (32) - TIE Adv. Prototype

Push The Limit (3), Adv. Homing Missiles (3), TIE/v1 (1), Guidance Chips (0)

Valen Rudor (29) - TIE Adv. Prototype

Push The Limit (3), Adv. Homing Missiles (3), TIE/v1 (1), Guidance Chips (0)

"Redline" (38) - TIE Punisher

Enhanced Scopes (1), Extra Munitions (2), Proton Torpedoes (4), Cluster Missiles (4), Guidance Chips (0)

The Punisher being targeted first is what i was thinking when i made this list. Was planning on a split start with the Punisher on one side and the TAPs on the other. If they go for the TAPs instead I try to outfly them and flank with my Punisher and all that ordinance.

Also I see you really like PTL and I have stayed away from it due to the stress token recieved. Am i just overly concerned with stress tokens? Is your thinking these smaller fighters have so much green movement it doesn't matter that much?

Certain ships can definitely shrug off that stress relatively easy, on account of their "green-heavy" dials. In that sense, Ptl on TIE Adv. Prototypes or TIE Interceptors is (not only) pretty effective but (almost) mandatory to really help with your boost/barrel roll or token stacking.

The new Protectorate Starfighters can also benefit from it substantially.

Having said that, the new Black Market Slicer Tools seems to have been tailor made to act as a deterrent in an over-reliance on PTL and other stress-inducing mechanics. Granted it's still a 50-50 chance of it not doing anything, but on ships like Soontir or Fenn, even those odds can be a bit too risky.

"What do you think of this list and what improvements can be made and why?" type thread.

This is exactly what I was looking for. I am trying to pick your brains. I want to know the thought process to further my own game play.

Edited by bamhvac

PTL is huge for the Tie Adv. Prototype. Other skills can be useful, but with their abbility to reposition with boost or barrel roll and then PTL for a TL and get a free evade that stress is no issue except for playing against opponents throwing extra stress at you or using BMST. The next round you just stick to a green move, clear the stress, boost, BR, focus (depending on situation) then PTL for TL and a free evade. Rinse repeat.... This list may struggle some against High PS ace lists but, casually I'm sure it could be fun. Don't seperate too much, you will want concentrated fire to nuke something 1st round of combat if possible for the early lead. Those Homing missles are designed as ace killers to sneak in under shields.

So did i miss something with the missiles? They count as direct hull damage and bypass the shields?

So did i miss something with the missiles? They count as direct hull damage and bypass the shields?

yes, re-read the card. You get to hang on to TL when you fire also, mean you can modify those die. Gamble, but useful! Chance to one shot several high agi ships like E-wing, A-wing, Whisper, Tie adv. Pro. Really a bad day for fel if it gets him....