How do you build a 200 point squad?

By Bojanglez, in X-Wing Squad Lists

Next week a few pals and I are trying out 200 point lists as a change and I'm curious how others approach this. With a standard squad I either attempt synergistic combos or go for idiosyncratic, stand-alone ships but am wondering:

A) is it feasible to try a 6-8 ship synergistic build

B) should I focus on mini-squads (i.e., 2x100 lists or 3x70 lists)

C) other

Thanks in advance for any tips or suggestions!

I think you should apply the same rules as when building epic squad.

1) One-time use abilities become less relevant and vice-versa, multi use abilities are better. Example: palpatine gets worse, luke skywalker gets great.

2) Abilities that buff multiple ships at the time gets better. Eg: howlrunner, serrisu, kanan (in a way)

3) Fat ships can melt easily under focused fire. Eg. decimator will just burn.

4) Arc-dodging is less relevant, as you have more arcs to dodge

5) generics are great pick, as you can spam them more efficentely.

6) Agility matters more than health. In normal mode, naked b-wing is better than naked x-wing. More points and sudenly x-wings rules and b-wing sucks. It's just the matter of number of attacks the ship will have to defend each turn.

I suggest using defenders, howlrunner, some blackcracks. If you're a rebel, go for t-65s, that's the best way to use them.

4 Brobots. But that's a bit dull/overpowered.

4 X-Wings, plus 4 TLT Y-Wings...

Or 10 Kihraxz...

Or, if you'd rather have fun than play to win at all costs, go for a themed squadron.

Yeah, this is purely about fun, not competitive. Thanks for the suggestions!

A few friends and I play 200 a lot, usually 2v2 each bringing 100pts to the table. Synergy is something to look for, but more ships with more greens tends to do better in our experience. Also, piloting is huge, leaving a a ship out front going for a block with no other targets usually gets it smoked. Personally, I really like bringing tie/tie fo/named pilots with a few defenders.

(200)

"Howlrunner" (23) - TIE Fighter

Swarm Tactics (2), Stealth Device (3)

"Omega Leader" (29) - TIE/FO Fighter

Juke (2), Comm Relay (3), Stealth Device (3)

"Omega Ace" (26) - TIE/FO Fighter

Push The Limit (3), Stealth Device (3)

"Zeta Leader" (24) - TIE/FO Fighter

Wired (1), Stealth Device (3)

Colonel Vessery (34) - TIE Defender

Veteran Instincts (1), TIE/x7 (-2)

Countess Ryad (36) - TIE Defender

Push The Limit (3), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

Valen Rudor (28) - TIE Adv. Prototype

Push The Limit (3), TIE/v1 (1), Autothrusters (2)

We have also have ran blockers in front of ordinance boats, fun the first rounds, but depending on the left over enemy ships, can be difficult to finish with.

More ties and heavy hitters, or A's with Poe and Horn and Miranda all set for regen.... lots of fun options, but as interesting as it sounds, don't go big fat ships with lots of points, they typically get focused down too fast.