Fortressing. One of the MOST hated strategies in X-Wing by most. Usually it isn't the best way to approach a situation, but sometimes it is, and those times are the most frustrating for some.
Well, I for one love fortressing. Ships should be able to stand still. It's space, anything with controllable velocity should be able to stop. Star Wars is just weird because there is no difference between space and atmosphere apparently... By I digress.
I spend a good amount of time thinking about fortressing, and it probably makes me a bad person, but whatever. Here are my thoughts and a few lists to go along with them.
1. Biggs Fort
Biggs, the best (and only relevant) X-Wing pilot in the game. So many rebel lists are based around him. One in particular, Kanan/Biggs, always intrigued me. The ghost is essentially a giant wall in front of Biggs, but it doesn't really act like one in terms of blocking shots, unless of course you equip Tactical Jammers. But then you gotta spend all game trying to position your Ghost in between Biggs and the enemy and keep Biggs at range 3. Which is virtually impossible to do all game. Unless...
Biggs w/ IA, R4-D6
Kanan w/ Tac Jammers, Advanced Sensors, Recon Specialist, Rey
U-Wing w/ Tac Jammers, title, FCS, Hera, Chopper
I had a chart that explained the first few turns to set up the fort but I don't know what I did with it. I'm sure you could figure it out though. Essentially, U-Wing needs to get out in front, do stops forever, Kanan gets right behind it and bumps forever, Biggs chills in back. Shoot whatever is in front. Kanan will have 3 focus a turn (or at least that's the plan), Biggs will have 3 evade, and you got a good bit of reds going out. Alas, this list is kinda meh though. Not too many mods going around. 3 evade isn't that great with no focus. There are ways to change it up to get Biggs some mods, but I could never settle on an exact setup I liked. Feel free to toy with it if you want. Using to U-Wings also works, and gets you a good bit more points to play with.
2. Starkiller Base
Anyways, on to the next list, the Imperial Fortress! While the Empire doesn't exactly have a Biggs to set up behind your fort, it does have a few more ships that make for decent walls.
Epsilon Leader
Lt. Dormitz w/ FCS, Gunner, Pattern Analyzer, Hyper-Wave Comm Scanner
Starkiller Base Pilot w/ FCS, Inspiring Recruit, Gunner, Pattern Analyzer
Set up is pretty easy here, Dormitz places at PS1 diagonal and about range one from the edge of a board, the generic places parallel to Dormitz forming what looks like a dog-eared corner, Epsilon places directly behind them. The shuttles dial in stops every round, do whatever action they feel is necessary, the TIE does a 1 turn and clears the shuttles' stress, and all is good. Remember, the Empire moves for no man!
This set up gives you a nice field of fire compared to the rebel list, and 4 dice primaries with Gunner and target locks is quite intimidating. Just shred what gets too close and call it a day. Only sad thing is there is no Biggs, so your opponent can kinda just shoot at whatever. That's why you gotta kill them first! And if they refuse to engage, you have a hell of a final salvo.
And thus ends my long winded post about fortressing. I don't have a scum list to put here, but they don't really have any stand out options other than making a YV stop forever with some strange wingman combo. These lists are already janky enough without that...
Hope you enjoyed the read, and please don't take it too seriously. Both of these lists are probably terrible and they would probably implode in a tournament setting. So please don't shout to the heavens that fortressing will destroy the game.
Edited by Caboose2900