X-Wing Flights

By Darth Meanie, in X-Wing Epic Play

At the bar/pub/brasserie, a flight means you get to try 4 different things. Not in XWM my friends: a flight is a unit of 4 pilots.

Handily, we are now limited to 4 of the same EPT and/or secondary weapons.

So what is your favorite flight?? (All 4 pilots kitted out exactly the same way.)

All glory to the Generics!!

Baron of the Empire (24) x4
TIE Advanced Prototype (19), Veteran Instincts (1), Cruise Missiles (3), TIE/v1 (1), Guidance Chips (0)

Edited by Darth Meanie

Green Squadron Pilot (24) x4
A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Snap Shot (2), Vectored Thrusters (2)

I like to break them off in wing man pairs and flank a big target from both sides. If there is no obvious big gun to go after then they are the best blockers in the game so I use them to screen my bigger guns and maybe sneak in a damage or two with the snap shots.

The Vectored instead of Auto-Thrusters helps them go from Ridiculous speed to Ludicrous speed.

4 B-wings Screaming "Admiral Ackbar!!" as they smash through the Imperial fleet.
Either Blues or Dagger FCS and Mangler armed, though I do like to take two with mangler and two with heavy laser cannon.
Yet they mostly come out in Epic play...mostly.

Edited by SwordOwaR

I am currently working on a Scum List with a 55-60pt CROC and 4 each of Vaksai, Heavy Scyk and Z-95's.

Haven't quite decided on how I want to load them out. Thinking either 4 Ion cannons or 2 each Ion and Tractor on the Scyks, and then not sure if I want to make the Vaksai's missile carriers or put some janky illicits like Deadman or BMST on the Z's.

I like the TIE Advanced in Epic a lot so four

Storm Squadron Pilot (23) - TIE Advanced
TIE/x1 (0), Accuracy Corrector (3)

Stress resistant and soak up a lot of damage.

Ok, here is something that is usally vastly underestimated:

4 x bandis with cruise missiles and guidance chip (15 points a piece).

On their own, not very impressive, but with a couple of Vaksai which get their tracer missiles for free anyway, they can be a more serious threat.

On 2/18/2018 at 8:17 PM, pickirk01 said:

I am currently working on a Scum List with a 55-60pt CROC and 4 each of Vaksai, Heavy Scyk and Z-95's.

Haven't quite decided on how I want to load them out. Thinking either 4 Ion cannons or 2 each Ion and Tractor on the Scyks, and then not sure if I want to make the Vaksai's missile carriers or put some janky illicits like Deadman or BMST on the Z's.

Okay, I think I am getting close to what I want to try for my first Sortie with the C-ROC.

"The O'Emjii"

C-ROC Cruiser, Insatiable Wortt, Heavy Laser Turret, Backup Shield Generator, Ketsu Onyo, Operations Specialist

"Whiskey Flight"

2 X Black Sun Ace, Vaksai, Deadeye, Munitions Failsafe, Guidance Chips, Vectored Thrusters, Harpoon Missiles, Scavenger Crane

2 X Black Sun Ace, Vaksai, Deadeye, Munitions Failsafe, Guidance Chips, Vectored Thrusters, XX-23 S-Thread Tracers, Inertial Dampeners

"Tango Flight"

2 X Tansarii Point Veterans, Heavy Scyk, Tractor Beam, Crack Shot

2 X Tansarii Point Veterans, Heavy Scyk, Ion Cannon, Crack Shot

"Foxtrot Flight"

4 X Binayre Pirate, Cruise Missiles, Guidance Chips

If I trim some of the missiles I can fit Jabba on the O'Emjii, but I am not really sure what illicits to go with in that case. Maybe just a bunch of Stims or Cybernetics. Basic plan, depending on opposing forces, would be to break into two groups - one each, Tractor, Ion, Tracer and Harpoon with 2 Z's - and go after the enemy's two biggest guns. Strip tokens and/or reduce agility with the Tractors, then hit 'em with the Tracers, then unload with the heavy artillery. Use the Ions as an attack of opportunity to set up next round or mess with the energy on the opposing Huge.

Edited by pickirk01
10 minutes ago, pickirk01 said:

" Whiskey Flight"

2 X Black Sun Ace, Vaksai, Deadeye, Munitions Failsafe, Guidance Chips, Vectored Thrusters, Harpoon Missiles, Scavenger Crane

2 X Black Sun Ace, Vaksai, Deadeye, Munitions Failsafe, Guidance Chips, Vectored Thrusters, XX-23 S-Thread Tracers, Inertial Dampeners

"Tango Flight"

2 X Tansarii Point Veterans, Heavy Scyk, Tractor Beam, Crack Shot

2 X Tansarii Point Veterans, Heavy Scyk, Ion Cannon, Crack Shot

"Foxtrot Flight"

4 X Binayre Pirate, Cruise Missiles, Guidance Chips

I see what you did there ;)

Where is the list-building change? I can't find it.

19 hours ago, Mackaywarrior said:

Where is the list-building change? I can't find it.

Epic Rules
https://images-cdn.fantasyflightgames.com/filer_public/69/b4/69b4c647-c5a9-443d-823c-d8805cecb663/x-wing_epic_tournament_regulations_v10.pdf

See page 2 (the first page of text) under "1v1 Squad Building, " 2nd paragraph.

Quote

A player cannot include more than eight small ships of a single type and four large ships of a single type. For example, if a player includes “Backstabber”, “Howlrunner”, and 6 Academy Pilots, they cannot include any more TIE fighters. However, they may include up to eight TIE/fo fighters as well. A player cannot include more than four copies of any secondary weapon or Elite Pilot Talent upgrade with the same name.

Huge ship rules
https://images-cdn.fantasyflightgames.com/filer_public/3d/45/3d4558ad-1116-4ec6-a1a9-a4b5bd961520/x-wing_huge_ship_rules_40.pdf

That’s a welcome change. No Poon spam!

1 hour ago, BlodVargarna said:

That’s a welcome change. No Poon spam!

I get a weird feeling the "Save the Dream" ships are going to be especially special for epic players. Maybe the U-wing generic and the X-Wing generic are going to be a welcomed facelift to the Rebel Epic Fleet.

Does this rule change apply to crackshot to? :(

21 minutes ago, Sir Orrin said:

Does this rule change apply to crackshot to? :(

Yep. Epic now restricts crack swarms to smaller than standard

3 hours ago, Sir Orrin said:

Does this rule change apply to crackshot to? :(

It is not really all that restrictive. To me, it is incentive to bring in ships to fill several roles. Some fast ships, maybe some PTL boosting kind of chassis, along with some deadeye ordnance carriers for heavy hitting, and then some well rounded Crack Shot ships for escort duty, either to stay back and defend your own huge , or the help draw fire as the bombers make their missile runs.

That makes me sad. Would at least like to have my 6 TIE crackswarm for epic. Guess I could take crack of howl and make some of the TIEs academies for blocking.

Edited by Sir Orrin
3 hours ago, pickirk01 said:

It is not really all that restrictive. To me, it is incentive to bring in ships to fill several roles. Some fast ships, maybe some PTL boosting kind of chassis, along with some deadeye ordnance carriers for heavy hitting, and then some well rounded Crack Shot ships for escort duty, either to stay back and defend your own huge , or the help draw fire as the bombers make their missile runs.

To me, it is an incentive to stop slapping VI on everything. I'm so lame.

Back to OP, here is how I load out my T-70s. I'd play T-65s, but there is no dang generic with an EPT (ergo, where would I put VI?)!!!

Red Squadron Veteran (30) x 4
T-70 X-Wing (26), Primed Thrusters (1), Veteran Instincts (1), Vectored Thrusters (2)

Edited by Darth Meanie
2 hours ago, Darth Meanie said:

To me, it is an incentive to stop slapping VI on everything. I'm so lame.

Hahahaha I’m not the only one who does that then!

On 2/26/2018 at 11:12 PM, Darth Meanie said:

To me, it is an incentive to stop slapping VI on everything. I'm so lame.

Back to OP, here is how I load out my T-70s. I'd play T-65s, but there is no dang generic with an EPT (ergo, where would I put VI?)!!!

Red Squadron Veteran (30) x 4
T-70 X-Wing (26), Primed Thrusters (1), Veteran Instincts (1), Vectored Thrusters (2)

I'm kind of known for being fixated on predator.

Red Squadron Veteran x 4
T-70 X-Wing (26), Predator (3), Flight Assist Astro (1), Primed Thrusters (1) plus maybe VT depending on points.

for a cheap huge ship hunter flight

Tala Squad Pilot x 4
Z-95 (13), Concussion Missiles (4), Guidance Chips (0)

3 hours ago, Bullox said:

I'm kind of known for being fixated on predator.

Predator is just super good in Epic since it is an unrestricted passive modifier that only gets better against the little guys. I actually pay the extra premium to up my generics from PS2 or less to the next one just because Predator is the best meta call. Also hits the 'smaller' huge ships harder, too. That setup on your T-70s was almost exactly what I flew in a game of E:FS because they just provide so much value.

Has to be the Baby Blues, but I thought a flight was three ships? Vader with two wingmen and three runs down the trench with groups of three.

In the Rogue Squadron series of novels, they break down these groups of fighters:

Flight - generally 4 ships consisting of 2 sets of ships, each with a lead ship and its wing man. Flight leaders in Rogue Squadron generally were given the call signs Rogue Leader, Rogue 5 and Rogue 9

Squadron - 3 Flights for a total of 12 ships, though there have been squadrons thrown together that numbered 8-20 at different times.

Fighter Wing - larger collection of squadrons, for the Rebel alliance, this was most often 3 Squadrons for a total of 36 ships. The "Fighter Wing" on a Star Destoyer was usually 72 ships consisting of 6 Squadrons of various Tie variants.

Edited by pickirk01
4 hours ago, Estarriol said:

Has to be the Baby Blues, but I thought a flight was three ships? Vader with two wingmen and three runs down the trench with groups of three.

In both the Imperial Sourcebook and Rebel Sourcebook from WEG, this is how starfighter organization is explained:

2 hours ago, pickirk01 said:

In the Rogue Squadron series of novels, they break down these groups of fighters:

Flight - generally 4 ships consisting of 2 sets of ships, each with a lead ship and its wing man. Flight leaders in Rogue Squadron generally were given the call signs Rogue Leader, Rogue 5 and Rogue 9

Squadron - 3 Flights for a total of 12 ships, though there have been squadrons thrown together that numbered 8-20 at different times.

Fighter Wing - larger collection of squadrons, for the Rebel alliance, this was most often 3 Squadrons for a total of 36 ships. The "Fighter Wing" on a Star Destoyer was usually 72 ships consisting of 6 Squadrons of various Tie variants.

Given that most games won't ever table 12 of the same ship, a "Flight" sorta becomes the next playable unit size.

And the "Rule of 4" just sorta reinforced that.

Vader musta got one of this flight members killed ;)

2 minutes ago, Darth Meanie said:

In both the Imperial Sourcebook and Rebel Sourcebook from WEG, this is how starfighter organization is explained:

Given that most games won't ever table 12 of the same ship, a "Flight" sorta becomes the next playable unit size.

And the "Rule of 4" just sorta reinforced that.

Vader musta got one of this flight members killed ;)

And Garvin, and Dutch, and Luke... lol. I always assumed the rebels were thus based on the old RAF Battle of Britain units (which were ditched for paired system above). Meh, not like it matters either way.

so thats a no to 12 hlc scyks huh