new player need help building a list

By Zakuwarrior, in X-Wing Squad Lists

so i am just getting back into xwing for the 2.0 release and i need some help putting together a list for what i currently have the ships i have atm are

2 tie fighters

1 defender

1 tie bomber

1 grand inquisitors tie

i am also planning on getting the imperial upgrade xpac when it comes out in 2 weeks

Edited by Zakuwarrior

You've got kind of an unfortunate set of ships there, not really the right ships to make cookie cutter spam or ace pilot builds. Think I got something that could work with what you've got though.

TIE Defender - Colonel Vessery (88)
Juke (4)
Advanced Sensors (8)

TIE Fighter - Seyn Marana (30)
Marksmanship (1)

TIE Fighter - Del Meeko (30)

TIE Bomber - Scimitar Squadron Pilot (28)
Barrage Rockets (6)
Proton Bombs (5) -OR- Bomblet Generator -OR- Seismic Charges (3) and Skilled Bombardier (2)


https://raithos.github.io/?f=Galactic Empire&d=v4!s!194:123,111,-1,-1:-1:-1:;224:125,-1:-1:-1:;222:-1,-1:-1:-1:;208:-1,97,-1,88,71,-1,-1:-1:-1:&sn=Unnamed Squadron&obs=


Most the squad is at Initiative 4, so you'll have full control over who activates first. Exactly half the list is a suped up Colonel Vessery, with Juke to pair up with the Defender's native ability (free Evade from speed 3+ manuevers) and Advanced Sensors to use with Boost for things like angled K-Turns. Seyn Marana is pretty much 1.0 Wampa, except with an EPT. Marksmanship will convert a regular hit to a crit if you line up the target in the Bullseye arc, then Seyn's ability can force a faceup damage card onto the enemy. Del Meeko's ability is providing passive defensive rerolls against ships that are damaged, which pairs really well with Seyn's ability to push crits through. The bomber is filler, providing extra firepower and bombs to help with swarms.

After I made that I'd realized you'll be getting 2 more TIE Fighters with the core set (you'll need that along with the conversion kit), so came up with another list for you:

TIE Fighter - Del Meeko (30)

TIE Fighter - Iden Versio (40)

TIE Fighter - Seyn Marana (30)
Marksmanship (1)

TIE Fighter - Howlrunner (40)
Elusive (3)
Shield Upgrade (8)

TIE Bomber - Major Rhymer (34)
Crack Shot (1) -OR- Marksmanship (1)
Proton Rockets (7)
Skilled Bombardier (2)
Seismic Charges (3)

https://raithos.github.io/?f=Galactic Empire&d=v4!s!222:-1,-1:-1:-1:;224:125,-1:-1:-1:;218:-1,-1:-1:-1:;217:119,165:-1:-1:;204:116,-1,97,-1,88,69,-1,-1:-1:-1:&sn=Unnamed Squadron&obs=


All TIEs except Howlrunner are I4. Seyn and Del work similarly as before, but now you have Howlrunner giving you free offensive rerolls and Iden can prevent a fatal blow to one of your TIE Fighters. Elusive and Shield Upgrade on Howlrunner is possibly a bit extravagant, but Howlrunner is likely to be the first thing an opponent will try to kill. Major Rhymer fills out the last slot, you'll need to practice lining up Bullseye arcs with this build. Thanks to his ability, you can fire Proton Rockets at Range 0-3 instead of 1-2, so if you bump into a ship (Range 0), usually you'll be able to hammer them while they can't shoot you.

Edited by Enigami

awesome thanks a bunch

15 hours ago, Enigami said:

Colonel Vessery, with Juke to pair up with the Defender's native ability (free Evade from speed 3+ manuevers) and Advanced Sensors to use with Boost for things like angled K-Turns.

1

Unfortunately, if you use the Advanced Sensors to boost before K-Turning, you lose the ship Evade action, as Advanced Sensors prevents you from performing other actions after use.

On 8/31/2018 at 8:31 PM, Enigami said:

You've got kind of an unfortunate set of ships there, not really the right ships to make cookie cutter spam or ace pilot builds. Think I got something that could work with what you've got though.

TIE Defender - Colonel Vessery (88)
Juke (4)
Advanced Sensors (8)

TIE Fighter - Seyn Marana (30)
Marksmanship (1)

TIE Fighter - Del Meeko (30)

TIE Bomber - Scimitar Squadron Pilot (28)
Barrage Rockets (6)
Proton Bombs (5) -OR- Bomblet Generator -OR- Seismic Charges (3) and Skilled Bombardier (2)


https://raithos.github.io/?f=Galactic Empire&d=v4!s!194:123,111,-1,-1:-1:-1:;224:125,-1:-1:-1:;222:-1,-1:-1:-1:;208:-1,97,-1,88,71,-1,-1:-1:-1:&sn=Unnamed Squadron&obs=


Most the squad is at Initiative 4, so you'll have full control over who activates first. Exactly half the list is a suped up Colonel Vessery, with Juke to pair up with the Defender's native ability (free Evade from speed 3+ manuevers) and Advanced Sensors to use with Boost for things like angled K-Turns. Seyn Marana is pretty much 1.0 Wampa, except with an EPT. Marksmanship will convert a regular hit to a crit if you line up the target in the Bullseye arc, then Seyn's ability can force a faceup damage card onto the enemy. Del Meeko's ability is providing passive defensive rerolls against ships that are damaged, which pairs really well with Seyn's ability to push crits through. The bomber is filler, providing extra firepower and bombs to help with swarms.

After I made that I'd realized you'll be getting 2 more TIE Fighters with the core set (you'll need that along with the conversion kit), so came up with another list for you:

TIE Fighter - Del Meeko (30)

TIE Fighter - Iden Versio (40)

TIE Fighter - Seyn Marana (30)
Marksmanship (1)

TIE Fighter - Howlrunner (40)
Elusive (3)
Shield Upgrade (8)

TIE Bomber - Major Rhymer (34)
Crack Shot (1) -OR- Marksmanship (1)
Proton Rockets (7)
Skilled Bombardier (2)
Seismic Charges (3)

https://raithos.github.io/?f=Galactic Empire&d=v4!s!222:-1,-1:-1:-1:;224:125,-1:-1:-1:;218:-1,-1:-1:-1:;217:119,165:-1:-1:;204:116,-1,97,-1,88,69,-1,-1:-1:-1:&sn=Unnamed Squadron&obs=


All TIEs except Howlrunner are I4. Seyn and Del work similarly as before, but now you have Howlrunner giving you free offensive rerolls and Iden can prevent a fatal blow to one of your TIE Fighters. Elusive and Shield Upgrade on Howlrunner is possibly a bit extravagant, but Howlrunner is likely to be the first thing an opponent will try to kill. Major Rhymer fills out the last slot, you'll need to practice lining up Bullseye arcs with this build. Thanks to his ability, you can fire Proton Rockets at Range 0-3 instead of 1-2, so if you bump into a ship (Range 0), usually you'll be able to hammer them while they can't shoot you.

so i was able to pick up a big xwing bundle from ebay yesterday containing 3 interceptors, a bomber, defender, phantom one tie fighter, the shuttle and slave one. with this influx of new unit plus what i already have could you recommend a list. or is the 4 tie list still going to be my go to?

unfortunately, the Salve one, aka Firespray, is now a scum and villainy ship.

really? bummer