Brand new to the game and could use some help.

By Kehl_Aecea, in X-Wing Squad Lists

Okay, so, I'm brand new to the game... like... days old. I bought a sizable number of fighters and other ships and I feel like my mindset might be holding me back from really getting the most of the game. So, basically my mindset is to keep all the ships solidly inside the Galactic Civil War era, but I DID buy the TFA core set damage cards for cheap since I know those are the new standard. ANYWAY, like I mentioned, I have a solid number of ships for both Imperials and Rebels, but I'm struggling. For some context, I played a 100 point game against my friend. The ships he played were two standard TIE Fighters, TIE Advanced Prototype, and a Decimator. I was running with two Z-95 Headhunters, the Falcon, an A-Wing (refit card equipped) and an X-Wing. I got slaughtered. What's a decent tactic to counter the INSANE hull of the Decimator? Really, just looking for tips and tricks in general especially for the Rebel faction since those are the ships I feel I'll be using the most.

The Rebel ships I own: 2x Y-Wing (single pack and from Most Wanted), 4x Z-95s (2 Most Wanted, 2 single pack), 2x X-Wing (Core and Single pack), 2 B-Wing (single and Rebel Aces), 2x A-Wing (single and Rebel Aces), Millennium Falcom, Ghost set, and YT-2400

As for Imperial ships: 4x TIE Fighters (Core, single, Imperial Assault Cruiser) 1x TIE Interceptor, 1x, TIE Advanced Prototype, 1x TIE Bomber (Imperial Veteran set), 2x TIE Defenders (single and Imperial Vet), Slave 1, and the mentioned Decimator.

I'm probably going to grab a second TIE Bomber and the Imperial Ace set, but are there other ships I should focus on getting? (if not for the ship itself, the upgrade cards it comes with)

i have a really good strategy, KISS (keep it simple stupid). don't waste a lot of points on ordnance. it is better to have more ships with less upgrades than less ships with more upgrades. also you dish out more damage if you fly in formation and focus your fire on one ship per round.

also run your tie defender with Countess Ryad with Tie/d, tractor beam, and as many academy pilots as possible.

26 minutes ago, Gold_SquadronPilot said:

also run your tie defender with Countess Ryad with Tie/d, tractor beam, and as many academy pilots as possible.

First: NOPE, if you are using Tie/D put it on Vessery!!!!

Second, OP: when up against a Deci, just smoke it first if you are scared of it. I think your biggest issue was3 ships with only 2red dice. Z's are great for blocking and maybe a missle with Guidance chips to open up with. I personally Hate Z's. What pilots and upgrades were involved? I am assuming all low end pilots and no upgrades which will make any 2 red dice ship struggle to push damage. In the list you ran I wonder if you were using a No name Falcon too, that thing is nearly useless without a pilot for 3reds and extra hull/shields. I assume you were trying to keep the game simple without a bunch of abilities and upgrades, which is fair....The math was just way against you from the start. But given the same fight: His ships are mostly more maneuverable and more evasive, your goal would be to try and block with your lowest PS to keep him from getting focus and TL's While you use them for modified shots. I would also run a B-wing or X-wing in replace of the YT-1300 if I am right and you used the No namer.

Thirdly: If you can get a K-wing it will really help those Y's with TLT's, but it is hard to come by currently. Imp aces adds a lot of fun with learning to arc dodge. Keeping with your time-line intentions the rebel Tie and tie phantom are great ships to add.

For rebels, to fit all of those ships in your list, were you using the lowest PS Falcon? That is an occasion were you are better off dropping a z-95 or something to raise that up to a named pilot. Much better bang for your buck that way.

And it has been out of vogue lately, but the BTL-a4 title for the y-wing that came in your Most Wanted set can add some really decent extra punch so your y-wings can really double down the damage on a zero agility Decimater.

If you are looking for future purchases, consider the K-wing. It is an obscure ship story wise, but gameplay wise, is a fantastic addition to the rebels. The lowest PS pilot is the best bomber in the game right now, made better by the Sabine Wren crew card that came with your Ghost. The highest PS pilot is one of the tankiest and most difficult to kill. The ship also comes with two copies of Twin Laser Turret, which is widely considered the best (re:broken) turret, which your y-wings will love.

A little further down the line, I would consider getting the Rebel Transport. It will allow you to play Epic, which you already have enough ships for a good 300pt game easily. It also has a lot of really good x-wing pilots and astromech droids.

Anyway, have fun and fly casual!

1 hour ago, JSwindy said:

First: NOPE, if you are using Tie/D put it on Vessery!!!!

Second, OP: when up against a Deci, just smoke it first if you are scared of it. I think your biggest issue was3 ships with only 2red dice. Z's are great for blocking and maybe a missle with Guidance chips to open up with. I personally Hate Z's. What pilots and upgrades were involved? I am assuming all low end pilots and no upgrades which will make any 2 red dice ship struggle to push damage. In the list you ran I wonder if you were using a No name Falcon too, that thing is nearly useless without a pilot for 3reds and extra hull/shields. I assume you were trying to keep the game simple without a bunch of abilities and upgrades, which is fair....The math was just way against you from the start. But given the same fight: His ships are mostly more maneuverable and more evasive, your goal would be to try and block with your lowest PS to keep him from getting focus and TL's While you use them for modified shots. I would also run a B-wing or X-wing in replace of the YT-1300 if I am right and you used the No namer.

Thirdly: If you can get a K-wing it will really help those Y's with TLT's, but it is hard to come by currently. Imp aces adds a lot of fun with learning to arc dodge. Keeping with your time-line intentions the rebel Tie and tie phantom are great ships to add.

I dont have Col. Vessery. I used that list and it worked like a charm. The game lasted 4 rounds.

Yeah, I've been looking at ships like the K-Wing and E-wing solely for their upgrade cards... I know they're great ships, but... in my mind, they're Legacy New Republic ships and I can't get my brain around that if I see them flying with Rebellion/Empire era ships.

Next time I go up against my friend, I'll actually have the Y-Wings... I just got the first one in the mail and I'm waiting for my local game shop to get in the Most Wanted set and my GOD the BTL-A4 card will be a FANTASTIC card to use!

I can't remember all the pilot cards I was using, but yeah, things did NOT go my way... regardless, I'm still LOVING this game and I'm itching to play it again and SOON.

I mean, I'm already planning on doing something I said I WOULDN'T do and pick up the CR-90 and Imperial Raider... >_>

I also have plans to 3D print a not-quite-in-scale-but-it's-huge-so-it-won't-really-matter Nebula B Frigate for a campaign idea I have bouncing in my head... (it's actually based off an old X-Wing Alliance Mission idea I had that I never could get to work right)

PS> Just a quick edit: Thanks everyone for the input! I swear, this is the most helpful forum I've joined in a LONG **** time ^_^

Edited by Kehl_Aecea

Try a control list, if you dont have R3A2 (rebel transport) can go with R2 Astro on each Ywing, so they can clear stress after a kturn:

Blue Squadron Pilot (22)
Fire-Control System (2)
Flechette Torpedoes (2)
Guidance Chips (0)

Blue Squadron Pilot (22)
Fire-Control System (2)
Flechette Torpedoes (2)
Guidance Chips (0)

Gold Squadron Pilot (18)
Ion Cannon Turret (5)
R3-A2 (2)
BTL-A4 Y-Wing (0)

Gold Squadron Pilot (18)
Ion Cannon Turret (5)
BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

This should stop the decimator in its tracks and let you focus it down. Fletchettes on Bwings vs a Decimator Guarantee a crit, so wait for shields to be gone first.

Any time I teach someone who is brand new how to play X Wing, I always try to keep it simple. I suggest you try doing something similar to the following. It will give you a good understanding of the game, how to fly, what works with what, the importance of Pilot Skill, etc. It sounds like you've already got a good grasp of basic mechanics, but I feel that I get better every time I teach someone by going through these steps with them.

First, fly it simple. 50 point list. All generic pilots. Only upgrades allowed are turrets for ships like the y wing and the HWK. You could probably skip this step.

Next, keep it simple. 100 points. All generics. Titles, cannons, turrets, torpedos, missiles allowed. I'd play one game like this. It allows you to start to feel the differences between each ship and helps with flying in formation.

Next, start to spice it up. 100 points again. Use unique pilots or generics. Titles and weapons still allowed. Try to use pilot skills that compliment each other. One of my first combos was "Dutch" Vander with ion cannon and Wedge Antilles with advanced proton torpedos. This allowed me to focus with wedge and get a target lock from dutch vander for one huge missile hit. I lost, but I was starting to think about combos and synergies.

After this, I strongly encourage the person I'm teaching to fly with high PS arc dodgers to understand how they work. I'll usually use a generic swarm against their high ps list.

It's all good practice. If you simplify the game to guns and maneuvers you rely solely on fundamentals. This helps so much when you play the game at full speed. Who cares if you found a way to get a PS 13 ace who has 6 red dice and 5 green dice. If you fly that ship on an asteroid it's every bit as dead as that generic x wing who flew on the same asteroid.

Okay, definitely going to try out a few of these exercises by myself tomorrow (in coming blizzard, so I won't have much to do anyway). I'm definitely going to grab the U-Wing and a couple TIE Strikers. Any "must haves" I should look into?

24 minutes ago, Kehl_Aecea said:

Okay, definitely going to try out a few of these exercises by myself tomorrow (in coming blizzard, so I won't have much to do anyway). I'm definitely going to grab the U-Wing and a couple TIE Strikers. Any "must haves" I should look into?

TIE F/O. Comes with Omega Leader, Juke, and Comms Relay. Everything you need for one of the best pilots in the game.

Nice, but until there are more ships for the First Order and Resistance, I'll be getting these specifically for those two cards. Not terrible though :)

There are actually a decent number of first order ships already. Upsilon, TIE S/F, and TIE F/O can actually make a decent list by themselves, for the record. And they fly well against three T-70s. But, that does involve a lot of expansions that you don't yet, so...

Everyone does keep saying to KISS, but I actually prefer a trial by fire. Take pilots and ships that you think will be fun. Put them in a list with upgrades you think work, or that Google says does. Fly it. If your friend does the same thing (perhaps avoiding ships like the Defender x/7 title and the Decimator for now, as they tend to ruin fun for new players), then you should have a much more balanced game.

As for your campaign? See if anyone at your game store is running Heroes of the Aturi Cluster. If not, it might be something worth checking out for a Campaign Themed X-Wing game.

Or, if you to run it as a GM, you can try mixing X-Wing with Edge of the Empire or Age of Rebellion, something that there are a few articles about online, or I can advice on (I've got a long running game that has been doing so, and it works beautifully).