Need Simple List for a Friend

By Boba Rick, in X-Wing

A buddy of mine will be going to the local regional tournament soon with me and it will be his first tournament. The local regional was MY first tournament too, and I had a blast and won two games (out of 5).

I'm really hoping he has a similar experience. I need help getting him setup with a fun list that is somewhat competitive.

Also, any tips on HOW to fly it would be very greatly appreciated.

Give him a RAC and Kylo-Recon Spec-Weapons Guidance. Fun easy, and very powerful.

3 minutes ago, Boba Rick said:

A buddy of mine will be going to the local regional tournament soon with me and it will be his first tournament. The local regional was MY first tournament too, and I had a blast and won two games (out of 5).

I'm really hoping he has a similar experience. I need help getting him setup with a fun list that is somewhat competitive.

Also, any tips on HOW to fly it would be very greatly appreciated.

How new is he? Is he still at the stage of forgetting triggers and whatnot? Whatever he flies, I recommend turrets because they aren't punished as badly for mistakes. Maybe this with the following advice:

  • Don't forget to use Long-Range Scanners at the very beginning on your primary target
  • Drop bomblets if it looks even close to hitting an enemy
  • Burnout SLAM, hopefully with something like a 3-bank/3-bank, if Rey gets caught in a kill box
  • Don't overcommit on jousting with Rey, sometimes it's okay to kite with her to get out of a jam for next turn. Plus the 3-sloop is very predictable
  • Keep Miranda alive at all costs

Rey (45)
Expertise (4)
Finn (5)
Kanan Jarrus (3)
Burnout SLAM (1)
Smuggling Compartment (0)
Tactical Jammer (1)
Millennium Falcon (TFA) (1)

Miranda Doni (29)
Twin Laser Turret (6)
Sabine Wren (2)
Bomblet Generator (3)
Long-Range Scanners (0)

Total: 100

View in Yet Another Squad Builder

I recommend a list with no more than three ships. If you have 4+ ships and you haven't flown very much, you tend to bump into yourself a lot, losing a lot of action economy, losing the superior positioning you were hoping for. Definitely 2-ship lists are good suggestions--I like both lists suggested above. PWT and TLT also good, so they don't have to worry too much about not knowing what maneuvers are on their opponents' dials.

I have also found it to be helpful in giving new players less upgrades--or at least, simpler upgrades (that are on all the time, like VI, FCS) is helpful. Can't tell you how many times I've heard a new player say, "Oh yeah I forgot I had that equipped" or "I forgot to do that." This is especially true when an upgrade rearranges the typical turn order, so they often forget to de-cloak their Cloaking Device at the start of the Activation phase, or the ability to action before maneuvers with Advanced Sensors, or the Adaptive Aelirons boost-before-maneuver. These are important for the player to learn how to use early on--but not when their first few games are at Regionals. ;)

I've always found B-Wings and Y-Wings with turrets to be a great way to introduce people to the game, but B-Wings are kind of weak in the current meta. So maybe go Kihraxz & Scum Y-Wings. TLTs, Unhinged Astros (maybe R5-P8 on one of them if you have it), Seismic Torps, and Talonbane & his upgrades from the new Guns for Hire expansion, when it's released--that's my suggestion.

6 minutes ago, Ziusdra said:

when it's released

If it's ever released.

I flew against a beginner in a league match and he brought all 4 Rebel ships with almost 0 upgrades. While this isn't terrible for a learning experience, it was a terrible time. I wrecked him with Vader, Quickdraw, and Deathfire. He brought an Auzituck, 2 A-Wings, and Kanan in the Ghost. From that, I think that if you were to give him a couple of generic X-Wings, 1 "Ace" (Luke, Poe, Wedge, etc.) and another generic of choice, he'd have an easy time flying. Fewer gimmicks, the better.

Imperials, I'd say run Vader ('cause why not), mini-swarm (4 fighters, 3 /fo, 3 bombers) or pocket aces. Kinda stressful for a beginner if they don't have a solid grasp of maneuvering, but that's what I was starting with.

Scum, I honestly don't know. Thug life? Maybe 2 TLT Thugs, mix in some other stuff? Maybe a HWK instead of one of the thugs? I'm not much of a Scum player, so I don't really know.

In short, I think turrets and/or jousters would be easy to fly.

4 Zeta Specialist Tie SFs with FCS or Collison detector & LWF (I guess TIE mkII and Primed Thrusters with Collison detector could work too).

It’s a pretty forgiving list, with two arcs, decent durability, option to fire twice from each ship and no complex or crazy rule interactions. I’d think that just 1or 2 practice flights to see it all interact would be enough. If you want to run a variety of the below builds, great, but I’d recommend picking one and using 4 of the same

Build 1: Zeta Specialist (25) Special Forces TIE (23), Fire-Control System (2), Special Ops Training (0)

Build 2: Zeta Specialist (25) Special Forces TIE (23), Collision Detector (0), Special Ops Training (0), Lightweight Frame (2)

Build 3: Zeta Specialist (25) Special Forces TIE (23), Collision Detector (0), Primed Thrusters (1), Special Ops Training (0), Twin Ion Engine Mk. II (1)

Edited by Lobokai
Added builds for clarity

3 x7 crackshot defenders. Fun. Challenging. Capable of reaching top 8. Not giving in to turret and bomb mania.

FIVE...

15 minutes ago, MaxPower said:

3 x7 crackshot defenders. Fun. Challenging. Capable of reaching top 8. Not giving in to turret and bomb mania.

I know it’s not considered as “good”, but another option is 3 TIE/D with Ion Cannons. I really like it, and new players seem to forget the extra evade action more often than they forget the extra attack - you’ll just have to explain that the ion attack has to come first, and what maneuver the enemy ship does when ionized.

I have three options I quite like, but the complexity of the lists is a little more intermediate than beginner. If you think your friend can handle it, then one of these three might do the trick.

1) First Order Aces (99)

•"Backdraft" (34) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Sensor Cluster (2), Special Ops Training (0), Lightweight Frame (2)

•"Quickdraw" (36) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Pattern Analyzer (2), Special Ops Training (0), Lightweight Frame (2)

•"Omega Leader" (29) - TIE/FO Fighter
Juke (2), Comm Relay (3), Hull Upgrade (3)

the two SFs are all for charging the enemy head on. Backdraft gets pretty interesting as he prefers things in his back arc, so last minute hard turns can mess with people's heads. PS 11 Quickdraw will get the drop on just about any other ship out there and her ability makes target priority wonky. Omega Leader acts as a bit more of a flanker and sometimes bait.

2) Defending the First Order (100)

•Countess Ryad (36) - TIE Defender
Predator (3), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

•"Quickdraw" (35) - TIE/SF Fighter
Adaptability (0), Fire Control System (2), Pattern Analyzer (2), Special Ops Training (0), Lightweight Frame (2)

•"Omega Leader" (29) - TIE/FO Fighter
Juke (2), Comm Relay (3), Hull Upgrade (3)

So similar strategy as the first list, but replaces Backdraft's damage output and unusual flight pattern with Ryad for more beef. This Ryad build is pretty self reliant and can still deal some good damage.

3) Scum Lance (99)

•Asajj Ventress (49) - Lancer-class Pursuit Craft
Push The Limit (3), •Latts Razzi (2), Shadow Caster (3), Engine Upgrade (4)

Syndicate Thug (25) - Y-Wing
Twin Laser Turret (6), Unhinged Astromech (1)

•Torkil Mux (25) - HWK-290
Twin Laser Turret (6)

The old archetype of Ventress with 2 TLTs is still solid. While I prefer Gyroscopic Targeting on a Lancer, the Engine Upgrade will let the Ventress/Latts combo to get in range more. While it is simpler to just go with two Y-Wings, I throw in Torkil because his ability can combo nicely with the Shadow Caster title. The whole point of this list is to let the enemy come to you as you skirt the edges.

If it didn't cost $225, I'd say 5 bombers with unguided rockets and lightweight frame.

These are great suggestions, I'm leaning towards Defenders - they seems perfectly forgiving for this case.

What about:

TIE Defender: •Colonel Vessery (38)
Stealth Device (3)
TIE/x7 (-2)
Juke (2)

TIE Defender: •Countess Ryad (36)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Push the Limit (3)

Total: 74/100

The rest could be a TLT Agressor or Omega Leader.

3 minutes ago, Boba Rick said:

These are great suggestions, I'm leaning towards Defenders - they seems perfectly forgiving for this case.

What about:

TIE Defender: •Colonel Vessery (38)
Stealth Device (3)
TIE/x7 (-2)
Juke (2)

TIE Defender: •Countess Ryad (36)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Push the Limit (3)

Total: 74/100

The rest could be a TLT Agressor or Omega Leader.

I think defenders are perfect. I would drop stealth from Vess and add a delta x7 (99 pts).

If you don't have 3 defenders, either bring OL (with stealth device on OL instead of Vess) OR a palpshuttle.

TIE Defenders are among my favorite easy lists.

1 minute ago, Boba Rick said:

These are great suggestions, I'm leaning towards Defenders - they seems perfectly forgiving for this case.

What about:

TIE Defender: •Colonel Vessery (38)
Stealth Device (3)
TIE/x7 (-2)
Juke (2)

TIE Defender: •Countess Ryad (36)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Push the Limit (3)

Total: 74/100

The rest could be a TLT Agressor or Omega Leader.

I'd go Omega Leader, but put the stealth device there, rather than on Vessery.

Another good card for Defenders is Expertise. It's probably a bit more simple than PTL or Juke. Expertise/Mk.II is more expensive, though, and only leaves 25 points. That could be a TLT Aggressor, or maybe a TIE Striker, but those can be trickier to fly. A Punisher with Unguided Rockets and LWF is also pretty reasonable.

20 minutes ago, gamblertuba said:

If it didn't cost $225, I'd say 5 bombers with unguided rockets and lightweight frame.

Awesome!

as for stuff you can use right outta the box the Outrider and either Falcon expansion can give you decent lists for newbies, with either or both starter sets. So you can have a list for 100-150 bucks.

TFA core, Upsilon shuttle, /fo and /sf expansion (or two) and you have a great setup for FO lists. Lots of ships at different point values, aces, etc.

8 minutes ago, Boba Rick said:

These are great suggestions, I'm leaning towards Defenders - they seems perfectly forgiving for this case.

What about:

TIE Defender: •Colonel Vessery (38)
Stealth Device (3)
TIE/x7 (-2)
Juke (2)

TIE Defender: •Countess Ryad (36)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Push the Limit (3)

Total: 74/100

The rest could be a TLT Agressor or Omega Leader.

If you take off Stealth Device from Vessery, the third ship could be an x7 Delta with a point to spare. Otherwise...the Aggressor would probably be the easier to fly/remember all the moving parts of. OL still a solid choice as well.

This OL/TIE/D list is a fun list that can do well:

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

Colonel Vessery (35)
Rage (1)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Countess Ryad (34)
Adaptability (0)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Total: 100

View in Yet Another Squad Builder

Omega Leader sets up the target lock for Vessery. Vessery or Ryad (both at PS 6) Tractor Beam a fool & drop that fool's agility, then shoot with their primary. I like Rage Vess because he can re-roll his attacks if OL isn't able to help him with that. Then Ryad can further T-Beam the guy after Vess has softened him up and hopefully finish the job.

Remember: you aren't required to move a ship around if you TB it; you can leave him right where he is, if that's going to keep him in arc of your ships.

Defenders are where it's at! I only have two, so I'm thinking OL or TLT. I'll run it by my friend and see what he thinks.

3 hours ago, Boba Rick said:

I'm really hoping he has a similar experience. I need help getting him setup with a fun list that is somewhat competitive.

What does he have to build with?

1 hour ago, Boba Rick said:

These are great suggestions, I'm leaning towards Defenders - they seems perfectly forgiving for this case.

What about:

TIE Defender: •Colonel Vessery (38)
Stealth Device (3)
TIE/x7 (-2)
Juke (2)

TIE Defender: •Countess Ryad (36)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Push the Limit (3)

Total: 74/100

The rest could be a TLT Agressor or Omega Leader.

From the sound of it, you have Imperial Vets, so Deathfire is my recommended addition here! Ol' McDibbs fits in just right here with the way I usually kit him out...

  • Deathfire (17) [26]
    • Cruise Missiles (3)
    • Guidance Chips (0)
    • Extra Munitions (2)
    • Cluster Mines (4)

It's easy to get off an easy Cruise Missile, he helps out Vessery with Target Locks, and grants some easy ordinance splash damage. Just make the Defenders a ways away from him (in front or have DF approach on a flank) so they don't eat his bombs because of maneuvering order!

2 hours ago, FTS Gecko said:

FOUR...

PS2 Scurrgs

2 hours ago, FTS Gecko said:

FIVE...

Thieves

Point Palm Exploding Heart Technique

Little Monkeys

(all also pretty adequate names for the squad)

1 hour ago, E Chu Ta said:

What does he have to build with?

I bought about every ship except any epic ships. 1 pack each.

I'm taking Asajj and two K-Fighters though, so he doesn't have that.