I may have a problem...

By formantzero, in X-Wing Squad Lists

Total noob here. Bought the core set, played with a friend who couldn't stop shouting about how great this game is. I've played the core set escalation so far, took about two and a half hours. Couldn't wait to get more into this game, so I went to the store. E nded up buying more ships. Like, a lot of ships.

My problem now is that there are no quick builds for things in the conversion kit, and I'd like to put together some squads just for casual play with my friends. Something that will give me a wide range of "feel" for the game and what it contains. Which means: some force abilities, maybe some turret action, bombs, non-primary weapons, synergistic card/ship combos etc. Not really interested in medium ships yet, and although I bought the Slave I, Fang Fighter, and Mining Guild TIE, I want to concentrate on Rebels vs Imperials.

Can anyone suggest some squad lists that are fun, properly built (and evenly matched), but not overwhelmingly complicated? I really want to fly Soontir Fel but I'm just not sure how to do that. Also, any great deckbuilding resources for noobs (blogs, forums, lists, etc?) Are lists from officially sanctioned tournaments available online?

Here's what I have:

2x Core Set (2.0)

1x TIE/LN (2.0)

1x TIE/x1 (2.0)

1x BATL-A4 Y-Wing (2.0)

1x T-65 X-Wing (2.0)

1x Galactic Empire Conversion Kit

1x Rebel Alliance Conversion Kit

1x Imperial Aces (1.0)

1x Imperial Veterans (1.0)

1x TIE Defender (1.0)

1x A-Wing (1.0)

1x B-Wing (1.0)

1x Slave I (2.0)

1x Fang Fighter (2.0)

1x Mining Guild TIE (2.0)

The Scum stuff I can leave until I get a better feel for the game. My friends will be flying my ships, for now at least. I'd really like them to be able to fly a pair of X-wings, a Y-wing, a B-wing and an A-wing but I feel like that's just WAAAY too much for one squad? Maybe a 3-ship squad is more sensible and manageable.

As for the imperials, is there any way to fly Vader and Soontir Fel together? A pair of interceptors and Vader? I'm really interested in all the builds I could use with the Rebel and Imperial ships I listed. There is unfortunately no Quick Build stuff in the conversion kits, which is a shame.

Is Soontir Fel really bad now in 2.0? His ability in 1.0 which I looked up is insane. But the interceptor has always been my favourite ship from the movies (along with the B-Wing and maybe the Y-Wing).

Any suggestions? My friend had a blast using Luke from the core set, that kid is tough to kill with the crazy recharging force. Would really love to start doing some crazy flying with some Imperial aces, but Vader has some allure due to him also manipulating the force.

All suggestions welcome, as well as any references to good resources for learning. I did a lot of bumping into myself (flying TIE/LNs) so will need to get the hang of the spatial estimation.

Edited by formantzero

Bloody #€[[ dude, you can basically fly anything! Just browse these forums for a while, you'll get loads of ideas

Thanks guys, I didn't know there were official quickbuilds for older ships. This will come in handy.

Have there been any major officially sanctioned competitions for 2.0 yet? I was hoping to take a look at some competitive lists to get an idea of the meta, but maybe things are still too new? We're already pushing Wave 3 though so I imagine some things should've solidified by now.

Use the FFG squad builder. Maybe only do 150 pts not 200 so games are shorter.

I would focus on thematics over meta for new players. Let them fly ships that LOOK cool and have history (i.e. Luke, Vader, Millennium Falcon, etc)

Only 1 upgrade or none per ship so there’s not a lot of text they have to memorize.

Keep the squads constant so they learn nuances of a build. If there’s a weak build take turns being the under dog or add another upgrade.

GLHF!

https://squadbuilder.fantasyflightgames.com/

https://raithos.github.io/?f=Rebel Alliance&d=v5!s!&sn=Unnamed Squadron&obs=

Edited by JBFancourt
6 hours ago, JBFancourt said:

Use the FFG squad builder. Maybe only do 150 pts not 200 so games are shorter.

I would focus on thematics over meta for new players. Let them fly ships that LOOK cool and have history (i.e. Luke, Vader, Millennium Falcon, etc)

Only 1 upgrade or none per ship so there’s not a lot of text they have to memorize.

Keep the squads constant so they learn nuances of a build. If there’s a weak build take turns being the under dog or add another upgrade.

GLHF!

https://squadbuilder.fantasyflightgames.com/

https://raithos.github.io/?f=Rebel Alliance&d=v5!s!&sn=Unnamed Squadron&obs=

Allover solid suggestion, couldn't add a thing. Although I think the raithos builder (YASB 2. 0) is the better one

If you want examples of lists that folks have been successful with from around the globe, head to List Fortress .

Also, I suggest joining an X-wing Facebook group so you can find fellow players and stores in your area and from there it's just short hop to finding the next store tournament in your area (if you're leaning that way).

Two more things:

1) Don't burn out. Often people come in hot, buy a metric ton of plastic and then have a bad time because they're not doing as well as they thought they would. Manage your expectations; people have been playing a version of this game for 5 years, so there's no getting around that without putting in the time & practice. In other words: set small goals like don't self bump, don't land on rocks or choose one enemy ship and make taking it out that games objective.

2) It's really hard when starting out to hear this, let alone practice it, but you need to stick to one list for at least 5 or 6 games. That's not to say you shouldn't switch out certain upgrades or pilots, but keep the core of a given list. It will help you learn the peculiarities of those ships, those pilots, those upgrades, etc. The list is like a recipe for a cake that your're trying to perfect. Add some sugar, cut out some salt, maybe use 3 eggs instead of two... at the end of it you'll have a much better idea of what load outs work for your play style and with those ships. If you're here for the long-haul, you will get to fly all the ships, just pace yourself.

Speaking of ships: generally speaking, I've always liked buying my ships in pairs. More often than not, in the beginning I've said to myself, "I wish I had another __________!" mostly because there were a pair of pilots in the same pack that synergize well together, so instead of trying to get one of every ship right away, I'd suggest building your stable of ships in pairs (mostly). It helps reduce that analysis paralysis that happens when you have too many options to choose from as well.

Welcome to the hobby. Good luck out there!

On 1/11/2019 at 11:38 PM, formantzero said:

Can anyone suggest some squad lists that are fun, properly built (and evenly matched), but not overwhelmingly complicated? I really want to fly Soontir Fel but I'm just not sure how to do that.

When starting out, just fly want you are interested in. The important part is just getting table experience.

If you wanna fly soontir then fly soontir. He doesn't need upgrades.

Darth Vader (70)
Fire-Control System (3)

Soontir Fel (52)

Delta Squadron Pilot (72)

A list like this is simple and fun and will teach you about engagement, blocking, and resource management aka force ability

As a rebel counterpart. I think any version of death trench run (Luke,Wedge,Biggs) would be a good battle and thematic. Also a RotJ squad. With Wedge being I6, you and your opponent can swap initiatives for the second game to see how different it is moving second.

Lando Calrissian (92)
Nien Nunb (5)

Wedge Antilles (52)
Servomotor S-foils (0)

Norra Wexley (43)
Trick Shot (1)
Dorsal Turret (4)

Total: 197

View in Yet Another Squad Builder 2.0

Edited by wurms

Wow, really fantastic pile of advice in this thread. What a welcoming community! Some points:

1. Agreed about the need to fly the same squad (or almost the same) repeatedly. Movement estimation in this game is way more of a factor than I expected. Coming from CCG's I feel like List-building is dwarfed in significance compared to deckbuilding. It's super important to get proper synergy and proper meta choices, but skill in play makes up such a large chunk of the results. There are so many decisions, but movement is the heart of it all, and much harder than I initially assumed.

2. Vader with FCS and SA. I still haven't mastered the SA part, yet, but FCS with his ability is totally nuts. I'm going to fly Vader until I'm blue in the face and I doubt I'll ever not use him as an Imperial player. Also totally agree about the resource management -- lots of tasty decisions regarding when to use his Force charges. (Question: do target locks ever expire, or only after they're used? Can a ship move out of range 1-3 to shake a lock?)

3. Luke feels like a tank also, but is only init 5. Wedge and Luke together both with R3's, and Dutch with an R4, seemed like a solid list. Played against it twice, but would like to switch to something a bit easier to play/manage. Add a third X-Wing or maybe an A-, or B-wing? Or another Y-wing pilot?

4. Intentional bumping. Is it just me or is bumping a threatening ship a legitimate tactic that can be used to cancel an otherwise painful attack? It seems strange to penalize the opposing player for "your" mistake in ship movement, but I suppose it represents the fact that ships can't fire at super-close range and are just trying to avoid slamming into each other?

5. That list with Vader, Soontir, and a Delta Squadron Pilot. The defender is priced really really high. What is the win condition with that thing? Vader and Soontir seem straightforward, Soontir being more difficult to fly and more fragile, but with solid bonuses and evasion ability. Vader especially seems very aggressive. But the Defender just looks like a tank that can soak up hits but not do anything tremendously interesting. What's the approach here?

6. I ran Vader with FCS/SA, Soontir w/ Predator, and two named TIEs (Mauler Mithel and Valen Rudor). I think flying TIES at this point is beyond my skill. They're just too easy to kill. The named pilots make them harder to one-shot but formation flying should probably be left to my future self. I think 3 ships is all I can manage on the board. Any recommendations to alter Vader/FCS/SA, Soontir/Predator : Delta Squadron Defender or maybe Turr Phennir? There is some synergy there, and I could afford an upgrade or two. Plus my logic is if I fly TWO interceptors, I will develop skill with that ship at twice the rate, especially because they have the synergistic autothruster theme. Is there merit to that idea or would I be better served flying a defender or maybe even a bomber or punisher as my last ship?

7. What is the strongest Rebel 3-ship squad I could field against Vader and Soontir in particular? Anything that helps counter Vader? Want to make the matchups as even as possible.

Once again, thank you all for the advice. It was more than I was expecting.

43 minutes ago, formantzero said:

Wow, really fantastic pile of advice in this thread. What a welcoming community! Some points:

1. Agreed about the need to fly the same squad (or almost the same) repeatedly. Movement estimation in this game is way more of a factor than I expected. Coming from CCG's I feel like List-building is dwarfed in significance compared to deckbuilding. It's super important to get proper synergy and proper meta choices, but skill in play makes up such a large chunk of the results. There are so many decisions, but movement is the heart of it all, and much harder than I initially assumed.

2. Vader with FCS and SA. I still haven't mastered the SA part, yet, but FCS with his ability is totally nuts. I'm going to fly Vader until I'm blue in the face and I doubt I'll ever not use him as an Imperial player. Also totally agree about the resource management -- lots of tasty decisions regarding when to use his Force charges. (Question: do target locks ever expire, or only after they're used? Can a ship move out of range 1-3 to shake a lock?)

3. Luke feels like a tank also, but is only init 5. Wedge and Luke together both with R3's, and Dutch with an R4, seemed like a solid list. Played against it twice, but would like to switch to something a bit easier to play/manage. Add a third X-Wing or maybe an A-, or B-wing? Or another Y-wing pilot?

4. Intentional bumping. Is it just me or is bumping a threatening ship a legitimate tactic that can be used to cancel an otherwise painful attack? It seems strange to penalize the opposing player for "your" mistake in ship movement, but I suppose it represents the fact that ships can't fire at super-close range and are just trying to avoid slamming into each other?

5. That list with Vader, Soontir, and a Delta Squadron Pilot. The defender is priced really really high. What is the win condition with that thing? Vader and Soontir seem straightforward, Soontir being more difficult to fly and more fragile, but with solid bonuses and evasion ability. Vader especially seems very aggressive. But the Defender just looks like a tank that can soak up hits but not do anything tremendously interesting. What's the approach here?

6. I ran Vader with FCS/SA, Soontir w/ Predator, and two named TIEs (Mauler Mithel and Valen Rudor). I think flying TIES at this point is beyond my skill. They're just too easy to kill. The named pilots make them harder to one-shot but formation flying should probably be left to my future self. I think 3 ships is all I can manage on the board. Any recommendations to alter Vader/FCS/SA, Soontir/Predator : Delta Squadron Defender or maybe Turr Phennir? There is some synergy there, and I could afford an upgrade or two. Plus my logic is if I fly TWO interceptors, I will develop skill with that ship at twice the rate, especially because they have the synergistic autothruster theme. Is there merit to that idea or would I be better served flying a defender or maybe even a bomber or punisher as my last ship?

7. What is the strongest Rebel 3-ship squad I could field against Vader and Soontir in particular? Anything that helps counter Vader? Want to make the matchups as even as possible.

Once again, thank you all for the advice. It was more than I was expecting.

First off, as others have said, welcome to the party! I joined in the same sort of way (Day 1 was Core Set... Day 2 was 1 extra ship... Day 3 was a small fleet... Day 4 was, well...).

To answer your questions/points:

1. Getting an eye for the distance is a hard skill to master but an extremely valuable one, those few millimeters can be the difference between winning & losing a game; just takes practice! (And we're all guilty of flying a handful of ships off the board during the learning process)

2. Target Locks stick around until either spent, the ship is destroyed, or they are removed by some other game effect; if a ship runs off to the other edge of the board it still remains locked!

3. 3 High-Initiative X-wings has been popping up now & then, but give Nora in the Y-wing a look; that free evade can make her pretty durable in a brawl.

4. Intentional bumping is certainly useful for avoiding a bad shot, especially if you're in a ship that can turn around or position itself better than the opposing ship. It can also limit the opponents maneuver the round-after depending on how you end up bumped.

5. The Defender is meant to last, between 7 health, the free Evade token, and 3 Green Dice, its meant to be dancing around with a pretty amazing dial (White K-Turns!) when most fragile ships have already popped.

6. Sadly can't offer much here, I have very little experience flying Imperial myself (Scum, Rebel, Resistance, and soon to be Republic!)

7. Best bet here would be to look at the quickbuilds posted above to get an idea!

6. Flying Imperials is high risk, high reward. They're agile but they pop quick (mostly). If you stick with Vader and the interceptors you'll probably lose most of your games as a beginner, but you'll learn a lot.

A double Defender list is more durable and is easier to fly in my opinion. Try this:

Onyx Squadron Ace (78)

Onyx Squadron Ace (78)

Major Rhymer (34)
Squad Leader (4)
Adv. Proton Torpedoes (6)

Total: 200

View in Yet Another Squad Builder 2.0

You touched on movement and it's the key.

List building is hugely fun, and one of the things I love about the game. List building is what you do when you're not flying.

When you're flying, and you're new, apply the KISS principle. Keep It Simple!

So, I personally recommend swarms to start. You're going to lose. And you're going to lose a lot in the beginning. But you'll learn to fly. Swarms teach you a critical piece of the maneuver game in X-Wing. How to stay out of your own way. TIE swarms are nice because the dial is pretty extensive and you get a feel for most of the maneuver options out there.

Black Squadron Aces with Juke have great economy. 30 points per ship and opponents hate to hear the word "Juke". Looks like you have 5 TIE/ln's in your collection. Throw in an Interceptor for good measure. You won't get Soontir, but you can get Turr in there and you can play around with Boost and Barrel Rolls while in a swarm. Or run 4 with Vader. Then you have a very thematic list, that should keep things simple while you learn to fly. That way you don't have to remember too many triggers. You have to remember Juke and whatever Vader has on him. Then you can just focus on flying.

Another option is 4 Black Squadron Aces with Juke and 2 naked Saber Squadron Aces (Interceptors). This is a good one where you'll learn to arc dodge with the Interceptors while mucking things up with the TIE's.

3 hours ago, formantzero said:

5. That list with Vader, Soontir, and a Delta Squadron Pilot. The defender is priced really really high. What is the win condition with that thing? Vader and Soontir seem straightforward, Soontir being more difficult to fly and more fragile, but with solid bonuses and evasion ability. Vader especially seems very aggressive. But the Defender just looks like a tank that can soak up hits but not do anything tremendously interesting. What's the approach here?

The Defender is your beef in the list. Substitute it for a Lambda Shuttle like Sai with Palpatine if you want, but that isnt something I would recommend for a beginner. I bring my friend to some local kit tourneys and he only has a handful of game experience, but I always give him Defenders because they are easy to fly, free tokens, and turn around easily to always be shooting, and hard to kill, so one mistake wont kill you, unlike Soontir. Also, being Initiative 1 with boost and barrel roll, it is one **** of a blocker since it gets a free evade for defense. Blocking is a skill every new player should be working on.

Soontir is your arc dodger, to practice with fragile ships. Flank with him, bait if they come for you. Get comfy knowing when you turn in and when to be cautious.

Vader is your "important" endgame ship. You want him alive and well and hopefully get a 1v1 or 1v2 (depending on the two) opportunity and clean up. He is your finisher. When a ship is weakened, he can zoom in, get in on the chase, and put in the hurt. I fly Vader with Redline and Vynder tossing proton torps. I just let Vader kinda hang out in the back until those torpedoes have drawn blood then he comes in.

On 1/15/2019 at 9:58 PM, wurms said:

When starting out, just fly want you are interested in. The important part is just getting table experience.

If you wanna fly soontir then fly soontir. He doesn't need upgrades.

Darth Vader (70)
Fire-Control System (3)

Soontir Fel (52)

Delta Squadron Pilot (72)

A list like this is simple and fun and will teach you about engagement, blocking, and resource management aka force ability

Great post, wurms. That Soontir can fit Predator ; might as well.

On 1/15/2019 at 9:58 PM, wurms said:

As a rebel counterpart. I think any version of death trench run (Luke,Wedge,Biggs) would be a good battle and thematic. Also a RotJ squad. With Wedge being I6, you and your opponent can swap initiatives for the second game to see how different it is moving second.

Lando Calrissian (92)
Nien Nunb (5)

Wedge Antilles (52)
Servomotor S-foils (0)

Norra Wexley (43)
Trick Shot (1)
Dorsal Turret (4)

Total: 197

View in Yet Another Squad Builder 2.0

How does this list work? I know Nien Numb helps Lando clear stress. Wedge is just overall good, and high-init, aggressive. What am I supposed to be doing with Norra, getting in close to get the close range attack bonus die while dodging? Does she work well in any way with Wedge?

What about Luke, Wedge, Norra? I haven't even looked at the Falcon yet so not sure what it can do in a rebel list.

Luke will always work in any list. Im just going thematic for fun and easy to use for beginners. Lando Wedge and Norra were all at battle of endor in RotJ.

Everytime lando does a blue move, he or a friend at range 1-3 (Wedge or Norra) get an action. This means Norra can get a focus + lock for her proton torps. Or wedge can focus or lock, or even barrel roll before he moves.

Torpedoes give Norra massive dmg at range 2-3, and at range 1 she has dorsel and her ability. No range is safe from her.

If you wanna fly Luke, I suggest the trench run crew with proton Torpedoes. Its mean, and thematic.

Im trying to keep the lists upgrade-light but fun and thematic. Less to remember helps a ton when starting out. Just concentrate on flying and pilot abilities.

You didn’t include torps on Norra in this list, though?

2 hours ago, formantzero said:

You didn’t include torps on Norra in this list, though?

Oh, haha, sorry, I had torps on her in a different list I had.