First Order Favorites

By Wookiee_Slayer, in X-Wing Squad Lists

So I composed two 100 pts. lists... In no way are they competitive, but one has Hux and the other has Kylo...

Let me know who you like better, and what list!

Hux' Squad

Kylo's Squad

VOTE NOW! :D

This is totally not a cheap excuse of storing my own lists on this forum... O.O

Honestly, kind of neither. But Kylo has more potential.

Hux:

  • Stridan is...so so. By which I mean, he lets you use Hux at range 3, which is great, but Hux was already range 2. Major Stridan is at his best when paired with a Systems Officer - who gives a friendly at range 1 a free target lock on a green move - making that range 3 is much more flexible, and justifies the extra 2 points over a starkiller base pilot.
  • Experimental Interface is a bad call. Unless that Intelligence Agent is meant to be Inspiring Recruit, using Experimental Interface leaves your expensive token-spewing battleship double-stressed and unable to take actions next turn. It's an expensive modification that you never want to use.
  • 3 x Advanced Optics TIE/fo is a great setup. It really is. But what it's not so great for is pairing with Hux; the point of the tech upgrade is to give you a free focus in the first round of combat and in maybe 1/2 the subsequent rounds, in addition to an evade or target lock from your action. But Hux already wants to hand out 3 tokens to the squad (well - 2 if you assume he's snagging one for Stridan). Since Advanced Optics stops you being double-focused, that can lead to wasted tokens.
  • Omega Squadron Pilots are awesome but they're really justifying their cost by that elite upgrade, which you've got empty. The default is Crack Shot, but even if they all just have adaptability for PS5, at least do something with it. Without an elite upgrade, you might as well take Epsilon Squadron Pilots and save yourself 6 points.

Kylo

  • Kylo is fairly sensible. Push The Limit is always a good option for an action-heavy, high PS ship with a good green dial.
  • Fire Control System and First Order Vanguard might be overkill - yes, the latter can be cashed in for defensive rerolls but you don't want to have to do that if you don't want to; and if you're getting rerolls from the Vanguard title, Fire Control's free target locks become a bit redundant.
  • A really good option for a Push The Limit silencer is Advanced Sensors instead of Fire Control System. With your free focus from advanced optics, defence from autothrusters and rerolls from the vanguard title, you (theoretically) don't need your action to generate tokens meaning you can use push the limit to boost/barrel roll before you reveal your dial and then immediately remove the stress if the move is green. That makes a PTL/AS silencer one of the most squirrely chassis in the game, on a par with the Starviper MkII Virago.
  • Again, I'm unconvinced that Zeta squadron pilots achieves much beyond spending 3 extra points. I'd probably drop one to an epsilon to pay for Kylo's Advanced Sensors, and one to an epsilon to pay to increase the third to epsilon ace.
  • Advanced Optics Epsilon Ace may only cost 19 points but he's a right little terror in the correct hands; that shield token and being able to reliably focus/target lock or focus/evade as needed makes him surprisingly tough and deadly for 'just a TIE fighter', and PS12 causes great consternation to the Everyone-Must-Have-Veteran-Instincts crowd.
Edited by Magnus Grendel

If I wanted to rework the Hux squad:

  • Starkiller Base Pilot
    • Collision Detector
    • General Hux
    • Intelligence Agent
    • Pattern Analyser
    • Advanced Optics
  • Epsilon Squadron Pilot
  • Epsilon Squadron Pilot
  • Epsilon Squadron Pilot
  • Epsilon Squadron Pilot

This version:

  1. Gives you an extra TIE fighter, which pairs with the Intelligence Agent to give you an extra blocker or an extra 2 dice to wallop agility 0 targets with.
  2. Provides better for the protection of Hux's ship, because if you snag a focus turn one, you can keep it until you need it.
  3. Allows the shuttle to avoid being stressed when using Hux if performing a green move, or else perform a red move and get focus/target lock with the 4-dice 'big gun' that's your squad's primary means of killing stuff with many green dice (aside from the odd fanatical devotion pot-shot)
  4. Yes, you need to stay in a range 1-2 bubble, not a range 3 bubble, but frankly you want to do so anyway - TIE fighters are pretty ineffectual at range 3, and the intel agent only gives a read on enemies at range 2, even in stridan.

Kylo, but I might consider three Omegas with crackshot...