Making Good Matchups

By Boba Rick, in X-Wing

So I was hoping you guys would be so awesome as to make some lists that are pretty evenly matched against each other.

Reason being, I find myself playing with/teaching noobs, and there's nothing more discouraging for a new player than getting wasted by something and feeling like you never had a chance. GREAT entry in the game...

Anyways, yeah, I did that on accident to someone. He was considering going to a tournament but when he experienced the pain of a bad loss back-to-back he basically quit the game. Anyways, long story.

So, to avoid doing it again I was hoping you could help me. In a single post, could you put two lists that would be evenly matched? It would be nice if they were not from the same faction. I don't care if they are complicated to fly or not. Lousy vs lousy, okay vs okay, or good vs good - but not lousy vs good.

Thanks.

I haven't tested this specific matchup, but I find that if you stick to original-trilogy generic pilots you have a pretty balanced game.

Blue Squadron Pilot (35) - B-Wing
Fire Control System (2), Heavy Laser Cannon (7), B-Wing/E2 (1), Recon Specialist (3)

Blue Squadron Pilot (35) - B-Wing
Fire Control System (2), Heavy Laser Cannon (7), B-Wing/E2 (1), Recon Specialist (3)

Prototype Pilot (15) - A-Wing
Chardaan Refit (-2)

Prototype Pilot (15) - A-Wing
Chardaan Refit (-2)

Versus

Royal Guard Pilot (31) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Autothrusters (2), Shield Upgrade (4)

Royal Guard Pilot (30) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Autothrusters (2), Hull Upgrade (3)

Academy Pilot (13) - TIE Fighter
Twin Ion Engine Mk. II (1)

Academy Pilot (13) - TIE Fighter
Twin Ion Engine Mk. II (1)

Academy Pilot (13) - TIE Fighter
Twin Ion Engine Mk. II (1)

I like it, thanks!

I have no specific lists, but will echo that generics are a lot easier to start with. Helps noobs learn the dials, basics of actions, and basic advantages of one kind of ship against another. Probably start with small bases as well.

4 minutes ago, Praetorate of the Empire said:

I have no specific lists, but will echo that generics are a lot easier to start with. Helps noobs learn the dials, basics of actions, and basic advantages of one kind of ship against another. Probably start with small bases as well.

I agree - but there are exceptions! Mrs. Rick's first game was flying Miranda/Dash and she picked it right up.

These are the two squads that I'd use:

Imperial

"Mauler Mithel" (17)
Snap Shot (2)
Twin Ion Engine Mk. II (1)

Academy Pilot (12)

Academy Pilot (12)

Royal Guard Pilot (22)
Push the Limit (3)
Autothrusters (2)
Royal Guard TIE (0)

Royal Guard Pilot (22)
Push the Limit (3)
Autothrusters (2)
Royal Guard TIE (0)

Total: 98

View in Yet Another Squad Builder

Rebel

Red Squadron Pilot (23)
R2 Astromech (1)
Integrated Astromech (0)

Red Squadron Pilot (23)
R2 Astromech (1)
Integrated Astromech (0)

Gold Squadron Pilot (18)
Ion Cannon Turret (5)

Blue Squadron Pilot (22)
Fire-Control System (2)
Extra Munitions (2)
Plasma Torpedoes (3)

Total: 100

View in Yet Another Squad Builder

Reasoning:

Neither list is inherently dramatically stronger than the other and there are multiple counters contained within the squads. It also has tame instances of many of the fundamental things:
- A turret
- Ion
- Stress management (PTL and R2 Astromech)
- Prediction and area denial (Snap Shot)
- Sustained target damage (FCS)
- A named pilot with a skill
- Initiative bid
- Multiple actions

Are these pretty evenly matched? My idea is for there to be one ship that you have to really think about, but the other ones are pretty auto-play. This would be for someone who has played before.

REBELS:

Rey — YT-1300 45
Expertise 4
Finn 5
Kanan Jarrus 3
Engine Upgrade 4
Millennium Falcon (TFA) 1
Ship Total: 62
Bandit Squadron Pilot — Z-95 Headhunter 12
Ship Total: 12
Dagger Squadron Pilot — B-Wing 24
Fire-Control System 2

Ship Total: 26

VS:

IMPERIALS:

Major Stridan — Upsilon-class Shuttle 32
Fire-Control System 2
Operations Specialist 3
Systems Officer 2
Pattern Analyzer 2
Hyperwave Comm Scanner 1
Ship Total: 42
Epsilon Squadron Pilot — TIE/fo Fighter 15
Comm Relay 3
Twin Ion Engine Mk. II 1
Ship Total: 19
Epsilon Squadron Pilot — TIE/fo Fighter 15
Comm Relay 3
Twin Ion Engine Mk. II 1
Ship Total: 19
Epsilon Squadron Pilot — TIE/fo Fighter 15
Comm Relay 3
Twin Ion Engine Mk. II 1
Ship Total: 19

I think this would be pretty good and pretty fun:

Garven Dreis (26)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Red Squadron Pilot (23)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Tarn Mison (23)
Flechette Torpedoes (2)
R7 Astromech (2)
Integrated Astromech (0)

Rookie Pilot (21)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

VS

Commander Alozen (25)
Outmaneuver (3)
Advanced Targeting Computer (1)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)

"Backstabber" (16)

"Dark Curse" (16)

Obsidian Squadron Pilot (13)

Academy Pilot (12)

Academy Pilot (12)

Total: 99

View in Yet Another Squad Builder

Stay away from anything with bombs, missiles, stress control. Newbies have no power over bomb damage which can be NPE. They arent good with range control, making missles NPE with tons of damage. And nobody ****ing likes being actionless with Braylen Gunner, stresszra, etc.

Imperials

"Backdraft" (27) w/ Expertise (4) , Fire-Control System (2) , Pattern Analyzer (2) , Lightweight Frame (2) , Special Ops Training (0)

"Countdown" (20) w/ Adaptive Ailerons (0)

Krassis Trelix (36) w/ "Mangler" Cannon (4) , Agent Kallus (2) , Tactical Jammer (1)

Total: 100

View in Yet Another Squad Builder

Rebels

Chewbacca (42) w/ Predator (3) , Wookiee Commandos (1) , Millennium Falcon (1)

Luke Skywalker (28) w/ Lone Wolf (2) , Flight-Assist Astromech (1) , Integrated Astromech (0)

Rookie Pilot (21) w/ Flight-Assist Astromech (1) , Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

I think these are the evenly matched. Rebels have the PS ace with a Luke that can boost or b-roll to get a shot, LW gives luke some survivability if he is endgame ship. Early game, he can TL for offensive mods since he doesnt really need a focus on defense. A tanky Chewie with lots of rerolls, and backup support in the rookie. Imperials have power in Backdraft, and Krassix can have both offense and defense versus 1 rebel with Kallus. Countdown can be both a blocker or offensive threat depending on initiative roll. The imps crits from backdraft and mangler dont do anything to chewie, but are threats to the Xwings, so rebels have to make a decision who to go for, as does the imperials, because their crits can hurt the Xwings, but Chewie is a ***** to bring down endgame with only 1, maybe two ships.

Edited by wurms