2 beginners first game

By Coldhands, in X-Wing Squad Lists

Hi all!

Just a quick question: made 2 list for my friend and myself to play our first game. I know it should be simple and etc, but you know, it wouldnt be the same... We wanted to stick with the vanilla stuff, leaving scumm and their madness for the moment(I read a lot of QQ about them). So the question is, is this two list 'fair' to play against each other, or does one of the side have advantage?

100 points

Tomax Bren (28) TIE Bomber (24), TIE Shuttle (0), Cool Hand (1), Fleet Officer (3), Weapons Engineer (3)

Darth Vader (34) TIE Advanced (29), TIE/x1 (0), Engine Upgrade (4), Advanced Targeting Computer (1)

Colonel Vessery (38) TIE Defender (35), Ion Cannon (3), A Score to Settle (0), TIE/D (0)

Tomax should support the 'big guys' with tokens, Vader to grant Vessery the locks, Vessery seems to be able to dish out a lot of pain.

VS:

100 points

Jake Farrell (29) A-Wing (24), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Autothrusters (2), Intensity (2)

Garven Dreis (27) X-Wing (26), R2-D6 (1), Integrated Astromech (0), Adaptability (0)

Keyan Farlander (44) B-Wing (29), Advanced Sensors (3), Advanced Proton Torpedoes (6), Extra Munitions (2), Stay on Target (2), B-Wing/E2 (1), Intelligence Agent (1)

All 3 are on same PS, to have felibilty in their moving-shooting order. Garven plays some sort of support ship role, Farrell and Keyan will like its extra token. Jake seems to be quite adept at arc dodging, Keyan will hit very hard what he locks on.

For me without any experience, they seem okay, but obviously you know better. So please, enlighten me:)

Hi. First up, you've made a (very good) choice to play mostly high health ships, which is very god for new players. More hull means you can make more mistakes before dying.

In answer to your question, the imperials have a huge advantage. You've given them an arc-dodger (Vader) with higher PS than any of the rebels, so Vader alone might be able to beat the whole list (in the hands of a skilled player). Vessery is far better than Keyan (despite Keyan's tricks), and Garven is pretty much wasted points.

In addition, Jake is a pretty harmless mosquito. His 2 attack dice will bound off of Vessery and Vader, and only do minimal damage to Tomax.

For a first game though, don't even worry about it. Fly casual and view it as a learning experience, not a competitive game.

I feel like cool hand and fleet officer aren’t going to play well together. Maybe adrenaline rush instead?

for your rebel list, Jake is fun, but isn’t going to do a whole lot of damage. I say keep Jake because you can learn some cool things about flying from him. Maybe run Luke and Biggs with him though. Biggs keeps Luke and Jake alive, and even after he goes, Jake can be hard to hit, and Luke’s ability will keep him alive for a while.

With Tomax, cool hand can be used once a turn and makes a pretty nice combo with fleet officer. That being said, if you guys are both new, you probably want to start with 3 ship lists with mostly generics and minimal upgrades so you can get a hang of flying and normal gameplay, before jumping into unique pilot abilities and lots of upgrades that change how you play. For an imperial list, I'd suggest something like 2 TIE/fos and a Defender, or 2 /x7 defenders with an ace if you already have a bit of a grasp of the game. Likewise for rebels, I'd suggest something like 2 T-70s and a K wing. That would be pretty comparable to the /x7s and an ace list and kind of shows each side's strengths.

Rebels

Jake Farrell (24)
Veteran Instincts (1)
Proton Rockets (3)
Intensity (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Wedge Antilles (29)
Expertise (4)
R2 Astromech (1)
Vectored Thrusters (2)

Keyan Farlander (29)
Rage (1)
Inspiring Recruit (1)
B-Wing/E2 (1)

Total: 100

View in Yet Another Squad Builder

Imperials

Darth Vader (29)
Adrenaline Rush (1)
Advanced Targeting Computer (1)
TIE/x1 (0)

Colonel Vessery (35)
Intensity (2)
Ion Cannon (3)
TIE/D (0)

Tomax Bren (24)
Cool Hand (1)
Fleet Officer (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Total: 100

View in Yet Another Squad Builder

Now both sides have PS9. Vessery is most dangerous, but is lowest ps on table. Switch off with initiative, one game rebels, other game imperials to see how it plays out for each sides aces and why its important for arc dodgers like Vader.

As i only play with some friends my experience is not to be taken seriously, but i used exactly that Vessery in my last game, and i don't find Intensity more than a one trick pony, as TIE/D doesn't have much action economy, and i don't disengage much with TIE/Ds having the white 4k.

In fact, i only used it once, and never recharge it.

But as i know that @wurms has a lot more experience, is really Intensity useful on TIE/D?

I put it on my squadron to try it for the first time. I know it's pretty fun on EU Vader.

On ‎08‎/‎10‎/‎2017 at 11:05 AM, Coldhands said:

Just a quick question: made 2 list for my friend and myself to play our first game. I know it should be simple and etc, but you know, it wouldnt be the same...

I would definitely stick with simple stuff for your first couple of games. Trust me, it's still a challenging game with 70-odd points of generics if you've not played before.

Thoughts on the lists:

  • Weapons Engineer is largely pointless. Tomax isn't going to be using a target lock action - he's going to be triggering fleet officer 9 turns out of ten. A Systems Officer would give you a free lock acquisition on vader whenever bren moves to within range 1 of him with a free action, which is probably better and a point cheaper.
  • Vader doesn't have an elite upgrade. At the very least, give him trick shot or adaptability.
  • Vessery should hit like a [censored] with a score to settle plus his ability, but he should go down pretty fast too - he doesn't get evade tokens (unlike a TIE/x7) and a score to settle works both ways.
  • Jake Farrel's ability is nice, but against two agility 3 aces he's not likely to achieve much without some missiles. Given his manoeuvrability, proton rockets or cruise missiles both work well.
  • Garven is Garven. Nice, but vulnerable to Vader (he won't have had a shot to pass over his token until after vader does whatever he's doing).
  • Keyan.....yeah. Advanced Proton Torpedoes are expensive and not that amazing simply because catching someone in range 1 with both a focus and target lock is hard. I've seen it done with Dengar/Expertise/K4 security droid, because he can do silly speed 3 banks or speed 2 hard turns and barrel roll and still fire advanced torpedoes. I'd rather pack normal torpedoes and maybe guidance chips.
57 minutes ago, Malasombra said:

As i only play with some friends my experience is not to be taken seriously, but i used exactly that Vessery in my last game, and i don't find Intensity more than a one trick pony, as TIE/D doesn't have much action economy, and i don't disengage much with TIE/Ds having the white 4k.

In fact, i only used it once, and never recharge it.

But as i know that @wurms has a lot more experience, is really Intensity useful on TIE/D?

I put it on my squadron to try it for the first time. I know it's pretty fun on EU Vader.

For a beginner, intensity is good for those times they can barrel roll and get a focus defensively. And its best on vessery who doesnt necessarily need his focus on offense for firepower, and can save it for defense and if not needed flip intensity back over. And with Tomax tossing focuses with fleet officer, he should have two per turn.

thanks all for the Answer, there is a lot of sense there

we Both played armada for 2 years, i Think we can handle the upgrades;) Just gotta get used to the movement templates and ships capabilites