So I'm just starting out X-Wing, I have a slave one, an interceptor, 2 ARC 170's, and the core set. What would you guys suggest for a list? Id prefer to play rebels, but it doesn't matter that much.
X Wing beginner needs help
Which core set do you have?
2 minutes ago, hey_yu said:Which core set do you have?
Core set one, not the Force Awakens one
The following is a nice, forgiving list:
Norra Wexley (39)
ARC-170 (29), R2-D2 (4), Veteran Instincts (1), Recon Specialist (3), Alliance Overhaul (0), Vectored Thrusters (2)
Shara Bey (34)
ARC-170 (28), Veteran Instincts (1), Gunner (5), Alliance Overhaul (0)
Biggs Darklighter (27)
X-Wing (25), R3 Astromech (2)
Biggs is a general protector, so use him as a shiled and try to keep the ARCs fairly close to him. Shara is your anti-ace gun - with gunner she can strip their defensive tokens and attack again. You should have Shara target lock as a spotter for Norra, since she can use that target lock to feed her ability. Norra has shield regeneration (an enormously powerful ability, and R2-D2 is still the best at it), and she's the beef of your list - PS9, high firepower and arc-dodging capabilities. Try to keep Norra alive until the 1v1 endgame, where she dominates quite handily.
I don't think you have recon specialist in Slave 1, sadly. I like the list otherwise.
Norra can manage with just her own target lock and Alliance Overhaul out of the tail arc, or else use Shara's Target Lock and her own focus out of the front, so it should work. You won't be able to use her ability defensively, but meh. Blow the other guy up and trust R2 to keep you alive and you'll be okay.
As an alternative Imperial list:
- Kath Scarlet - Marksmanship, Gunner
- Turr Phennir - Veteran Instincts, Stealth Device
- Academy Pilot x 2
The TIE fighters are your general-purpose combatants - get in close with them and block where you don't want your opponent to move, or put them in the way to force your opponent to collide and lose his actions, or use them to guard the big blind spots on the Firespray's flank.
Kath is a 'control' unit. Marksmanship is generally not an amazing upgrade - because it's not really that much better than just using a focus token but costs you points to buy - unless you either (a) specifically use the criticals generated in some way or (b) can attack multiple times per turn. With Gunner, Kath does both - attack, turn one focus to a critical, and if your opponent dodges the shot they take a stress token and you get a second shot - which you get to trigger marksmanship on again and potentially stress them again. As it works with her primary weapon (as opposed to missiles or cannons) she can do this out of her rear arc, too, so lining up a 'double-stress' volley that can really mess up an ace who desperately needs actions to work is surprisingly easy.
Speaking of 'an ace who desperately needs actions to work', that's Turr. He's PS9, so goes last and shoots first a lot of the time. You'll lose him repeatedly getting the hang of his tricks, but once you know what you're doing he's very satisfying. Zoom in to range 1, focus, shoot someone, then boost or barrel roll out of arc. With the stealth device, you're agility 4 until you get hit - and with a TIE intereceptor, hit=dead a lot of the time, so that basically means agility 4 for most of the time he's on the board.
Edited by Magnus Grendel40 minutes ago, Magnus Grendel said:I don't think you have recon specialist in Slave 1, sadly. I like the list otherwise.
- Kath Scarlet - Marksmanship , Gunner
- Turr Phennir - Veteran Instincts , Stealth Device
- Academy Pilot x 2
Recon specialist actually comes in the ARC, but I didn't know it either until I had to build a list with such a small pool of crew.
I really love that Kath build, it's just a pity she can't take Bistan as well as gunner...
13 minutes ago, Astech said:Recon specialist actually comes in the ARC, but I didn't know it either until I had to build a list with such a small pool of crew.
....Learn something new every day. The only thing I knew was in there was Tail Gunner. That pack has a lot of cards in it, doesn't it.
13 minutes ago, Astech said:I really love that Kath build, it's just a pity she can't take Bistan as well as gunner...
With a less restricted pool of cards, I'd probably reach for Experimental Interface; that way you can keep an evade token up to defend yourself.
Kath's (imperial) ability gets overlooked a lot (because she's admittedly not as good as the scum version) but she can do surprisingly well if you're strict about keeping her cheap. I've seen her with A Score To Settle, Slave 1, Long Range Scanners and Agent Kallus. She's very much 'kill that one guy in particular' in that pretty much all her abilities involve nominating one ship on the opposing side prior to turn 1 and focusing on that ship, but in a one-on-one duel she's amazing value for points!
Edited by Magnus Grendel
3 minutes ago, Magnus Grendel said:....Learn something new every day. The only thing I knew was in there was Tail Gunner . That pack has a lot of cards in it, doesn't it.
It also comes with vectored thrusters, R3 Astromech, Adrenaline Rush, Seismic Torpedoes, X-wing Envy and a unicorn.
Thanks for the help, I forgot to mention, I have two of the core set ones, if that changes anything.