The most skill-friendly build at the moment?

By Sixter, in X-Wing

It must surely be Commonwealth Defenders (Palp Shuttle, Ryad/PtL, Vessery/Juke). It just seems really hard to play this build badly. Of course its hard to get a number of wins with any build against a large field of good players but I think you are guaranteed a good chance in any game as long as you dont mess up.

It must surely be Commonwealth Defenders (Palp Shuttle, Ryad/PtL, Vessery/Juke). It just seems really hard to play this build badly. Of course its hard to get a number of wins with any build against a large field of good players but I think you are guaranteed a good chance in any game as long as you dont mess up.

I would say Poe and other T-70s are relatively easy. ARCs maybe too (comparable). Repositioning in general is easier than planning in advance

Edited by IG88E

4x TLT still exists

D'oh! Ninja'ed.

Yeah, 4 x TLT's.

Quad TLT or Triple x7 I would say. I might give the edge to x7. It asks you to do little other than joust the opposing squad, knowing with it's token stack, non-red K, 3 agility and 6 health, it simply wins by pointing its guns at things and k turning and pointing your guns at it again. TLT on the surface is even simpler- just fly around the board. But, at higher levels of play, you need to know when to break off the formation to protect the range 1 bubble. Actually, on second thought, that's about all you need to do. So, ya, maybe TLT still wins out pretty handily haha.

Palp Defenders which you mention can still be outsmarted, especially with amateur Palp piloting, but it's certainly one of the easier lists.

A basic understanding of Dengaroo will net you a lot of wins as well. One of the crazy things about this list (and why it performs so well) is it has a high floor and a high ceiling. At it's floor, it's simply an obnoxiously powerful build, which will crush lower level competition but lose to great tactical piloting. At it's ceiling, it's near unbeatable outside of 2 or 3 match ups.

Trip x7 is easier than palp x7s. There's a lot of nuance and room for error in when to use palp.

Is Poe (or any T70) that easy? If I make mistakes, I'd assume damage output drops rapidly, and built-in defence is unimpressive.

Are there any reasonably safe rebel builds at all (apart from 4TLT)?

Triple x7 for sure. My almost 7 year old did amazing with it at a summer tournament, but I wouldn't let him run palp defenders without setting his expectation that he would not do as well.

It may not be easy mode if you fly them badly though, defender pilots can be utterly predictable. Be careful of the ones that are not though!

Most people make the idiot mistake of not flying at 3 4 5 speed 99% of the time. I've played like 20 games of x7 defenders and only 1 game have I needed to go less than 3 speed.

Dengaroo. You're autopiloting one ship and getting 2 attacks + another roll for damage a turn from the other, almost complete dice mitigation, and the best dial in the game.

Dengaroo 100%.

Dengaroo.

Cool, can we get a sneak peek at the card you're designing for winning Worlds?

Dengaroo.

Cool, can we get a sneak peek at the card you're designing for winning Worlds?

Low skill floor =/= low skill ceiling.

Dengaroo is really easy to pick up. It also, apparently, has high potential through skill.

The two are not mutually exclusive, smartass.

Edited by Razgriz25thinf

Dengaroo.

Cool, can we get a sneak peek at the card you're designing for winning Worlds?

Wait razgriz is nand something?

Dengaroo is really easy to pick up.

Agree to disagree, then.

Dengaroo is really easy to pick up.

Agree to disagree, then.

It IS fairly easy to pick up, IF you are in an environment that hasn't encountered it very much. It becomes a much more difficult game if they choose to ignore Dengar, or if they have a list that naturally counters it like Palp Defenders.

Also, there is a very important skill related element to it: the expendable abilities. If you use Counter Measures or Glitterstim too early or too late in a match, you've given the game away. Depending on the match-up, this decision turns your whole game around. For example, if you are facing a list with a high number of attacks, probably wise to spend that Counter Measures relatively early to avoid damage while you reduce the number of enemy ships. But if you are facing a ship like Omega Leader, then it's better to hold onto CM and just eat the damage until you can guarantee a good attack against OL.

I began playing Dengaroo in July, and did find it easy to pick up myself. There is a bit more to it than just jousting the enemy, though.

Dengaroo.

Cool, can we get a sneak peek at the card you're designing for winning Worlds?

Wait razgriz is nand something?

No. I'm not nearly good enough or meta-slavey enough to win worlds.

Super Dash with Kanan? That guy is pretty easy to fly - and good!

Personally the easiest one right now outside of 4×tlt is the ventress with 2×tlt. Played 3 of them at regionals and one one had to really try to win.

Trip x7 is easier than palp x7s. There's a lot of nuance and room for error in when to use palp.

It's also trickier than you might first expect to get proper use out of the shuttle. Once you commit that thing to a direction you won't be changing it in a hurry, so you need to accurately predict when and where the fight will take place if you want the shuttle taking part (which you should).

Triple Defenders by far is the biggest EZ mode in X-wing

Fat Han :P

No seriously if you can still win with that list in the current meta you got some skillz ;)

Are there any reasonably safe rebel builds at all (apart from 4TLT)?

Rebels probably have the best large ships in the game and build around these can give some fairly forgiving lists. Here is my Ghost-Dash list.

42 Lothal Rebel (35), FCS (2), ABT (2), Hera (1), Han Solo (2)

58 Dash Rendar (36), HLC (7), Outrider (5), PTL (3), Kanan (3), EU (4)

This list relies more on health points than green dice to survive which means you are less likely to suffer seriously from the odd poor agility. Dash with Kanan can zoom around the board with that awesome dial taking 2 actions per turn and still clearing the stress. You have a 360-degree 4-dice weapon that ignores defender's bonus agility at Range 3. You do have a bubble at range 1 where you cannot shoot but with all the white moves on a VT-2400's dial, your opponent will have a tough time guessing where you will land. Against lower PS opponents, you have both Boost and Barrel Roll to reposition if you opponent makes a lucky guess.

The Ghost on the other hand is an unsubtle brick that you throw at your opponent to cause as much damage as possible, as quickly as possible. Hera lets you pull red moves continuously, even when stressed. FCS provides free target locks for those big primary guns and Han lets you spend them like Focus tokens if you happen to roll lots of eyeballs. The autoblaster turret is there as protection in case any slippery aces try to get around your flanks or rear.

Basic strategy is charge the ghost straight into the middle of your opponent's fleet with all guns blazing. Pull any red moves you need to keep a target in your sights and keep shooting until it dies. Dash skirts round the edge of the engagement, preferably at Range 3 and snipes away with the heavy laser cannon. Hopefully by the time the Ghost goes down, enough damage will have been done for Dash to mop up whatever is left over.

There are no fancy tricks to this build, just plenty of guns and hit points. The Ghost is virtually immune to stress and Dash can point in any direction he likes while still shooting. Pretty effective list while still retaining a low skill floor.

I wouldn't say Dash is a forgiving ship to fly. He's VERY different from most ships in how e kites, and he takes a lot of skill to fly at top levels; knowing when to boost/BR and when not to, and knowing how you can move with them to keep range on one target whilst getting out of range/arc of others takes a huge amount of practice.