How would you run this?

By Captain Nippon, in X-Wing Squad Lists

So I just got back into X-Wing after discovering 2.0 and as of now I have the following:

Empire:

- 2x Tie/In (core set 2.0)

- 1 Tie Advanced (single blister 2.0)

Rebels:

- 2x X-Wing (core set and single blister 2.0)

- 1x Y-Wing (single blister 2.0)

I'm planning to get a few games in this weekend with some friends who never played the game and I'm trying to figure out a fair setup of equipment and pilots that make for an interesting experience for both factions.

My first idea was to go with the more well known Pilots, such as Vader, Luke and Biggs plus a few no-name Pilots on the TIEs and Y-Wing, but I feel that this way I'm missing out on some interesting abilities.

What would you recommend?

Edited by Captain Nippon

I would fly something like this for the rebels. It is a pretty good build that gives you a taste of a few different things, like bombs, torpedoes, turrets, and force.

T-65 X-wing - •Jek Porkins - 62
•Jek Porkins - Red Six (46)
Proton Torpedoes (12)
R2 Astromech (4)
Servomotor S-foils (Open) (0)

T-65 X-wing - •Luke Skywalker - 82
•Luke Skywalker - Red Five (62)
Proton Torpedoes (12)
•R2-D2 (6)
Instinctive Aim (2)
Servomotor S-foils (Open) (0)

BTL-A4 Y-wing - •“Dutch” Vander - 56
•“Dutch” Vander - Gold Leader (39)
Ion Cannon Turret (4)
R4 Astromech (2)
Proton Bombs (5)
Veteran Turret Gunner (6)

Total: 200/200

View in the X-Wing Squad Builder

As far as the empire goes, I am not as experienced, but Supernatural Vader is a good starting point.

TIE/ln Fighter - •“Mauler” Mithel - 41
•“Mauler” Mithel - Black Two (32)
Marksmanship (1)
Shield Upgrade (8)

TIE Advanced x1 - •Darth Vader - 104
•Darth Vader - Black Leader (65)
Fire-Control System (2)
Cluster Missiles (5)
Supernatural Reflexes (32)

TIE/ln Fighter - •Iden Versio - 54
•Iden Versio - Inferno Leader (40)
Outmaneuver (6)
Shield Upgrade (8)

Total: 199/200

View in the X-Wing Squad Builder

2 hours ago, Captain Nippon said:

1 Tie Advanced (core set 2.0)

Where'd you get your 2.0 Core set that came with the Advanced x1? 😋

11 minutes ago, Amc879 said:

...

Thanks a lot, these are looking both thematic and interesting. I'll give them a go!

5 minutes ago, Hiemfire said:

Where'd you get your 2.0 Core set that came with the Advanced x1? 😋

Fixed, thanks!

For beginners, can do a smaller 150pt game:

Rebels:

Biggs Darklighter (48)
Servomotor S-foils (0)

Gray Squadron Bomber (31)
Ion Cannon Turret (4)
Proton Bombs (5)

Luke Skywalker (62)
Servomotor S-foils (0)

Total: 150

Empire:

Darth Vader (65)
Fire-Control System (2)

“Howlrunner” (40)

Iden Versio (40)

Total: 147

for more "competetive" lists. Rebels, just buy one xwing or one more ywing and you can run a **** fine squad like:

Biggs Darklighter (48)
Servomotor S-foils (0)

Thane Kyrell (48)
Servomotor S-foils (0)

“Dutch” Vander (39)
Selfless (3)
Ion Cannon Turret (4)

Wedge Antilles (52)
Afterburners (6)
Servomotor S-foils (0)

Total: 200

or with 2 ywings:

Biggs Darklighter (48)
Servomotor S-foils (0)

Norra Wexley (Y-Wing) (41)
Dorsal Turret (2)
Proton Torpedoes (12)

“Dutch” Vander (39)

Selfless (3)
Dorsal Turret (2)

Wedge Antilles (52)
Crack Shot (1)
Servomotor S-foils (0)

Total: 200

Drop selfless and crack for two ion cannons to make it hyperspace legal

Two more tie fighters (or just get another core set to get an xwing and 2 ties) can make:

Darth Vader (65)
Hate (3)
Afterburners (6)

“Howlrunner” (40)

Iden Versio (40)

Academy Pilot (23)

Academy Pilot (23)

Total: 200

Drop Hate if you dont have it for fcs.

Let's start with Imps:

I would definitely advise you to get more imps, because this is a very fragile list, but:

Vader (Supernatural Reflexes, Fire-Control System, Afterburners)

Scourge Skutu (Predator, Shield Upgrade)

Mauler Mithel (Elusive, Shield Upgrade)

All high Initiative, so they have a chance to erase someone fast. They can all get 3+ dice reliably, though to do so will be a learning experience. Mods are very respectable.

As for Rebels:

Luke (R4, Afterburners)

Wedge (R4, Afterburners, Predator)

Norra (R4, Afterburners, Expert Handling, Proton Bombs, Ion Cannon Turret)

These are offensive aces. They want to get in, stay in, and hammer the target. Afterburners are there to get close up again after a flip. ProBombs cover your @$$ after the initial joust.

52 minutes ago, wurms said:

For beginners, can do a smaller 150pt game:

Rebels:

Biggs Darklighter (48)
Servomotor S-foils (0)

Gray Squadron Bomber (31)
Ion Cannon Turret (4)
Proton Bombs (5)

Luke Skywalker (62)
Servomotor S-foils (0)

Total: 150

Empire:

Darth Vader (65)
Fire-Control System (2)

“Howlrunner” (40)

Iden Versio (40)

Total: 147

If you friends have never played, I would definitely go with a list like this one, that wurms suggested.

My first X-wing game was starter- based, so 2 ties vs an X-wing and it was fun already. If I had 3 ships full of upgrades to command, I would probably be overwhelmed with the number of options and triggers to consider. Even now, as I play with seasoned players, we quite often forget some of the abilities, like dropping a bomb now and then, opening the s-foils, triggering Vader crew effect and so on.

Edited by RealSpecter

if they never played the game, i recommend starting out as simple as possible with no named pilots or upgrade cards for a quick game to get the players interested and give them a feel for the game. (30 minutes maybe) this is the shallow end of the pool.

empire:
academy tie
black squadron ace

rebels:
blue squadron escort


then you can move on to more advanced stuff for a much longer game. (for new players, this is going to take a couple of hours at the very least, probably more) - this is the deep end, where people dive and die.

empire (198)
Darth Vader — TIE Advanced x1 65
Supernatural Reflexes 32
Fire-Control System 2
Proton Rockets 7
Ship Total: 106

“Mauler” Mithel — TIE/ln Fighter 32
Outmaneuver 6
Shield Upgrade 8
Ship Total: 46

“Scourge” Skutu — TIE/ln Fighter 32
Outmaneuver 6
Shield Upgrade 8
Ship Total: 46



rebels (200)
Luke Skywalker — T-65 X-Wing 62
Instinctive Aim 2
Proton Torpedoes 12
R2-D2 6
Servomotor S-foils 0
Ship Total: 82

Biggs Darklighter — T-65 X-Wing 48
R2 Astromech 4
Servomotor S-foils 0
Ship Total: 52

“Dutch” Vander — BTL-A4 Y-Wing 39
Expert Handling 2
Ion Cannon Turret 4
Proton Torpedoes 12
R3 Astromech 3
Veteran Turret Gunner 6
Ship Total: 66


you can also just play around with the quick build cards before taking it too far (honestly, the lists i just suggested is taking it way too far), if the players get hooked and feel like building their own squads.

If they have NEVER played before, then keep the abilities and upgrades to a minimum. After a couple games each of getting to know the order of phases, actions, combat and how the dials/maneuvering works, then get into the named pilots, torpedoes etc.

Start with something like this...

Two Red squadron Veterans's is 86 points

vs

Two Obsidians and a Storm Squadron Ace are 88 points.

After a game with those, then upgrade to named pilots or throw an astro and torp on each. The game is at its heart simple, but can get complicated in a hurry when you start putting 5 upgrades on every ship.

Edited by pickirk01
Haha, Ninja'd. @meffo put almost the same thing seconds earlier.