Fly a ship you've never flown before...a challenge

By cpdilloway, in X-Wing

I had an idea that it would be fun to fly some ships I've never flown (in either edition lol) and thought it might be a fun challenge for others to come up with a ship you've never flown and kit it out and give it a once around the block in a fun and casual game setting.

I'm starting with the TIE Aggressor...got it near the end of 1e and haven't ever flown it so I wonder what I can do to make it work somehow.

Put the "meta" aside and pick that hangar queen off the shelf and give it a run...

Great idea. 😃

Though, its sad when the port queen still doesn't perform well haha.

I think I've played pretty much every ship I own. Wait no. I have a 1.0 Res Bomber. And I've never flown 2 Kwings in a single list. Also never 2 attack shuttles or VCXs in a single list, but I really don't want to... lol. I should probably sell those...

Also not my Rebel Tie, though I got that in a package deal.

Edited by Blail Blerg

I don't think I own a ship I've never flown before, but there are certainly pilot I've never tried and ships that've only seen table time once or twice. Maybe it's time to put Turr, Maarek, Saesee, Odd Ball, Thannisson and Commander Glitterstim to work.

6 hours ago, Blail Blerg said:

Also not my Rebel Tie, though I got that in a package deal.

The Rebel TIE is actually pretty great. Rex was the pilot of choice in 1.0, but in second edition Sabine as absolutely brilliant. She flies like a Supernatural Inquisitor at two thirds the cost; nigh unblockable, an amazing blocker in her own right, extremely quick and nimble. Decently tanky too, since with Composure she can "fail" her boost or roll, and either focus > bump or focus > evade/roll. Ezra isn't bad either, with his built in Brilliant Evasion which doubles as Brilliant Invasion.

...as an Empire main and FO second/third, it's slightly annoying that the best TIE Fighter pilots fly for Rebels (Sabine) and Scum (Seevor). :P

I like the challenge, but I can’t do it — I have flown every model I own in at least one of the two editions :)

I do have a running checklist of ships I’ve flown in 2.0 since release last September, and I’m down to final 5 left unused in 2.0. I suppose I’ll have to change that. (Note, not counting huge ships yet because there was no way to use them in 2.0 as of yet)

Does flying my new Resistance Transports and N1s for the first time count? 😛

I try to do at least once a month. Of course I cheat by also extending the limitation to fly a pilot you have never flown before. I've flown Ketsu and Assaj a million times , but how many times have I flown Sabine or the generic lancer? By doing this it opens my mind to finding different list building options that I otherwise would have never even considered. Its a good way to stop chasing the meta and finding new ways to enjoy the game.

2 hours ago, ScummyRebel said:

I like the challenge, but I can’t do it — I have flown every model I own in at least one of the two editions :)

I do have a running checklist of ships I’ve flown in 2.0 since release last September, and I’m down to final 5 left unused in 2.0. I suppose I’ll have to change that. (Note, not counting huge ships yet because there was no way to use them in 2.0 as of yet)

For people who have flown every ship, new challenge: Fly every pilot . Esege Tuketu, Miranda Doni, Double Edge, Kestal, 2.0 Tomax, Ben Teene, Rebel Chewy, Wild Space Fringer, Zeb Sheathipede, etc.

I've actually made a few new lists with the HWK-290 - something I've never flown before. Torkil is fun but Palob is ridiculous with Moldy Crow.

Just flew Miranda/Dash on Sunday. Might have just been the matchup, but it didn't seem so terrible as folks might have figured.

  • Dash Rendar (Trick Shot, Outrider, Maul, Ezra, Shield Upgrade)
  • Miranda Doni (Jyn Erso, Bomblet Generator, Delayed Fuses)
12 hours ago, cpdilloway said:

I'm starting with the TIE Aggressor...got it near the end of 1e and haven't ever flown it so I wonder what I can do to make it work somehow.

I have a theory that the best way to fly some TIE Aggressors is wicked lean. Just a turret. 31 for Dorsal, 33 for Ion. The TIE/sf is a pretty decent ship, and a large part of that is just their massive field of fire and time-on-target. Having stuff like Fanatical and Advanced Optics is nice, but they can do work naked with just a Focus token. A TIE Aggressor has shorter range on the turret, but can point to the side. It's also a 5 health ship, instead of 6 total health like the TIE/sf, so it's not as good.

But maybe super cheap with just a turret is the right way to use it.

7 minutes ago, theBitterFig said:

Just flew Miranda/Dash on Sunday. Might have just been the matchup, but it didn't seem so terrible as folks might have figured.

  • Dash Rendar (Trick Shot, Outrider, Maul, Ezra, Shield Upgrade )
  • Miranda Doni (Jyn Erso, Bomblet Generator, Delayed Fuses)

I have a theory that the best way to fly some TIE Aggressors is wicked lean. Just a turret. 31 for Dorsal, 33 for Ion. The TIE/sf is a pretty decent ship, and a large part of that is just their massive field of fire and time-on-target. Having stuff like Fanatical and Advanced Optics is nice, but they can do work naked with just a Focus token. A TIE Aggressor has shorter range on the turret, but can point to the side. It's also a 5 health ship, instead of 6 total health like the TIE/sf, so it's not as good.

But maybe super cheap with just a turret is the right way to use it.

That is not a bad looking Dash build. :)

6 minutes ago, Hiemfire said:

That is not a bad looking Dash build. :)

Two force charges, plus you can just Outrider over obstacles to clear the stress if recharging with Maul. Maul could also easily just be Kanan, and that'd also be quite nice, since it'd give you a lot of flexibility to clear barrel roll stress. I'd also thought about Luke Gunner (maybe with Jyn on Dash and not Miranda).

And Miranda totally feels like she can pull her weight. Jyn is AMAZING, and you'll essentially be able to prevent two damage a turn (shield recharge + evade), so it's hard to make progress against her with only a single attack. Delayed Fuses also seemed handy.

Granted, it was one game, and Vennie got double-stressed from clipping an Debris on the approach, then had to fly over two more to stay relevant to the fight, and that probably decided the game more than anything else. It's still really hard to push damage against Vennie, though.

Edited by theBitterFig
3 minutes ago, theBitterFig said:

Granted, it was one game, and Vennie got double-stressed from clipping an Debris on the approach, then had to fly over two more to stay relevant to the fight, and that probably decided the game more than anything else. It's still really hard to push damage against Vennie, though.

With how K-Wings and YT-2400s can move I can see your opponent having to do that with Vinnie.

double K's and Wedge has been a favorite of mine:

Miranda Doni (43)
Barrage Rockets (8)
Han Solo (14)
Sabine Wren (3)
Proton Bombs (5)
Shield Upgrade (4)

Esege Tuketu (45)
Barrage Rockets (8)
Perceptive Copilot (8)
Proton Bombs (5)

Wedge Antilles (55)
Predator (2)
Servomotor S-Foils (0)
Total: 200

View in Yet Another Squad Builder 2.0

This was originally a jank build that I've been having a lot of fun with on casual nights with a decent w/l record. The Han Solo/Miranda combo is actually surprisingly good. I've only recently swapped out bomblet for Protons.Only because I rarely used more than the 2 bombs a game anyways and Protons are more reliable.

Han allows a double tap, which was my original reason for his inclusion, but then I figured out I can regen before I get shot and then fire rockets in retaliation for a double tap. Miranda has lasted a lot longer than expected just because of that.

Tuketu handing off focuses to Wedge has also been great for his damage output. I usually bait with Wedge then fly him into cover behind the bombers.

I've won matchups I've had no business winning (Kylo Backdraft QD for example) with this list... I really really like it.

3 hours ago, dunhop said:

I try to do at least once a month. Of course I cheat by also extending the limitation to fly a pilot you have never flown before. I've flown Ketsu and Assaj a million times , but how many times have I flown Sabine or the generic lancer? By doing this it opens my mind to finding different list building options that I otherwise would have never even considered. Its a good way to stop chasing the meta and finding new ways to enjoy the game.

The points drop got me to start considering Sabine, perhaps paired with the title and three black sun aces all with fearless?

42 minutes ago, Scum4Life said:

The points drop got me to start considering Sabine, perhaps paired with the title and three black sun aces all with fearless?

I run her with IG88-D and title paired up with 4-Lom and IG88-A. This is more of an excuse to put 4-Lom on the table again, with Sabine and IG passing calculates everywhere

11 hours ago, theBitterFig said:

Two force charges, plus you can just Outrider over obstacles to clear the stress if recharging with Maul. Maul could also easily just be Kanan, and that'd also be quite nice, since it'd give you a lot of flexibility to clear barrel roll stress. I'd also thought about Luke Gunner (maybe with Jyn on Dash and not Miranda).

And Miranda totally feels like she can pull her weight. Jyn is AMAZING, and you'll essentially be able to prevent two damage a turn (shield recharge + evade), so it's hard to make progress against her with only a single attack. Delayed Fuses also seemed handy.

Granted, it was one game, and Vennie got double-stressed from clipping an Debris on the approach, then had to fly over two more to stay relevant to the fight, and that probably decided the game more than anything else. It's still really hard to push damage against Vennie, though.

A guy on Reddit was asking for critique on a Dash build earlier. Curious what another Dash player might think of my response:

“The only really viable option I can think of for Dash right now is Bistan and Perceptive Copilot. The trick is that this combo comes in at 120 points, and that's without the title or any Talent on Dash.

Generally, the problem with Dash is that you're basically running a 1-ship list (with support or a wingman), and that 1 ship isn't very good at staying alive; it has 10hp and no defensive tricks whatsoever. It can't dodge arcs, it can't run that fast, it can't token stack without support, and even then it's usually facing at least 3 attacks per turn. The enemy can typically close to R1 without difficulty, and then you're eating 2-3 4-dice attacks or many more 3-dice attacks, while only throwing one or two 3-dice attacks in return.

Dash doesn't have Han's passive mods, so he has to choose between attack and defense each turn, and neither one is really a winning proposition. Dash can't take 2 actions per turn unless you dedicate another whole ship to coordinate, which just makes Dash a juicier target to take down early. The best passive mods he can get are Lone Wolf and a Force user gunner or crew, but each of those only works once per round and so doesn't help that much against 4-8 ship lists.

If you want to run Dash, I'd say you have to go all out on him. Keep all the way out at Range 3 when possible; the defensive boost will help you much more than them since you'll be taking more shots, and it keeps them from surprise-closing to range 1, which is pretty deadly. Perceptive Copilot is basically a must, and it synergizes quite well with Bistan, which is the only really reliable way to get 2 shots per turn. You absolutely must not get blocked or you'll be tokenless and will almost certainly die.

The title is almost never worth it since Dash doesn't want or need stress anyway and rock shots aren't super reliable to set up. If you do take it, go for Trick Shot as well and go for those obstructed double-taps. Either way, you'll want to take large Debris clouds as it allows you to land on them and still take a shot while still punishing your opponent as much as possible. Don't make the mistake of landing on rocks; the shots you lose aren't worth the extra green die.

For talents I recommend Lone Wolf or Expert Handling, depending whether you want to try to play arc-dodger or would rather just double-down on the passive mods, and whether you have a support or attack wingman. Trick Shot seems nice, but is only really worth it if you take the title and go for the obstruction at every possible opportunity. It costs more now, and the ubiquitous gas clouds kind of shut it down.

For wingmen, there are basically three options: Ace, Blockers, or support. Rebels are pretty short on solid endgame aces right now, but a stacked Luke, Dash, or Wedge can create enough of a distraction to take some of the heat off of Dash and let him do his thing, and can still finish the game once Dash goes down. Support is a very decent option as it makes your 200-pt ace worth 200 points. If you do this, you want to stick Jyn on a coordinating platform and get some form of control into the bargain. Blockers can also be a very decent option and can help you with your shots as well. A pair of Phoenix A-Wings with Intimidation clocks in at just 66 points, leaving 134 for your Dash.

So with all that in mind, the three archetypes I would consider:

Number one - Dash/Corran :

Dash Rendar (98)

Lone Wolf (5)

Bistan (14)

Perceptive Copilot (8)

Corran Horn (66)

Predator (2)

Fire-Control System (2)

R3 Astromech (3)

Total: 198

Kind of daring version of the 2-ace archetype. Corran could be substituted for a stacked Luke or Wedge, or anything else that presents a potent end-game threat. Both have to play their positioning super well, and either has to be able to finish the game solo. Keep Dash away where he can double-snipe, and hide in the debris whenever you can. Bust things up with Corran as much as possible and try to get him killed so you can get a favorable endgame with a full-health Dash.

Number Two - Dash/Fenn :

Dash Rendar (98)

Trick Shot (4)

Bistan (14)

Perceptive Copilot (8)

Stealth Device (6)

Outrider (14)

Fenn Rau (Sheathipede) (52)

Jyn Erso (2)

Total: 198

The riskiest of all - this is an unapologetic 200-pt ace list. All your eggs are in one basket, so you have to keep that ship alive. If you play this right, you'll have Dash rolling 5 green dice and 2x5 red dice for as long as possible, with the chance for I6 reposition (no stress if he lands in an asteroid, which is where you need him anyway), plus a focus-evade token stack, and defensive control from Fenn. The big weak point here is that Fenn will burn down very quickly and then Dash is on his own and doesn't have evade anymore. Your goal is to take down about 60-80 points before you lose Fenn, and keep your stealth device into the endgame if at all possible. Additionally, Dash has to live on the Debris/Gas clouds, which makes him terribly predictable. If you have to run out in the open, always go that route before you give up your double-focus for a barrel roll, and basically pretend you don't have a rotate turret action.

Number Three - Dash/2x Phoneix :

Dash Rendar (98)

Lone Wolf (5)

Bistan (14)

Perceptive Copilot (8)

Shield Upgrade (6)

Contraband Cybernetics (3)

Phoenix Squadron Pilot (30)

Intimidation (3)

Phoenix Squadron Pilot (30)

Intimidation (3)

Total: 200

Not really sure what to think of this one, but I think it has legs. Optimal scenario is the A-Wings run out in front and block two ships, denying two actions, reducing two agilities, and then you get to attack both of them with 4 focused dice. In practice that's probably a lot trickier, but at least they'll have their primaries when they can't get the block, and while your enemy is shooting at them they're not shooting at Dash. As always, hold Dash back at R3 at every possible opportunity.”

I'm working my way through "The Quest to Play Everything" since 2.0 came out. I played a couple of Imperial lists at the start, since that's my favorite faction, but then when I decided to do the Quest, I started with my least favorite and have moved through the rest. I've played everything: Scum, Resistance, First Order, Separatist, and Republic. I'm currently about 25% through Rebels. The Quest includes not only all pilots of all ships, but all upgrades as well (which I'm essentially done with everything not Rebel- or Imperial-only). New stuff will get done as it comes out (haven't gotten Wave 4 in yet).

I have found some interesting things in each faction, though of course with point being fluid, some of the summaries I've done are probably dated. Been posting them in my local Facebook group when I finish each faction. Maybe I'll put them here some time.

My friends and I were just talking about this. As an Imperial Ace player, this was my attempt (I know Hatchet Man is mainstream but notice he has ion torps):

Fantastic 4

(41) Major Vynder [Alpha-class Star Wing]
(0) Os-1 Arsenal Loadout
(6) Ion Torpedoes
(6) Adv. Proton Torpedoes
(2) Fire-Control System
(3) Advanced SLAM
Points: 58

(44) Turr Phennir [TIE Interceptor]
(2) Predator
Points: 46

(44) "Pure Sabacc" [TIE/sk Striker]
(2) Predator
(3) Seismic Charges
Points: 49

(45) Ved Foslo [TIE Advanced x1]
(2) Fire-Control System
Points: 47

Total points: 200

It's actually a really fun list!

8 hours ago, ClassicalMoser said:

A guy on Reddit was asking for critique on a Dash build earlier. Curious what another Dash player might think of my response:

“The only really viable option I can think of for Dash right now is Bistan and Perceptive Copilot. The trick is that this combo comes in at 120 points, and that's without the title or any Talent on Dash.

[...]

The title is almost never worth it since Dash doesn't want or need stress anyway and rock shots aren't super reliable to set up. If you do take it, go for Trick Shot as well and go for those obstructed double-taps. Either way, you'll want to take large Debris clouds as it allows you to land on them and still take a shot while still punishing your opponent as much as possible. Don't make the mistake of landing on rocks; the shots you lose aren't worth the extra green die.  

For talents I recommend Lone Wolf or Expert Handling, depending whether you want to try to play arc-dodger or would rather just double-down on the passive mods, and whether you have a support or attack wingman. Trick Shot seems nice, but is only really worth it if you take the title and go for the obstruction at every possible opportunity. It costs more now, and the ubiquitous gas clouds kind of shut it down.  

Not sure I'd call myself a Dash player, I've flown like one game with him. Bistan might be a technically good way to go, to have damage output. I figure I wanted the Force, since the Force is really good. Part of it is that I don't think there's an actual "good" Dash build (and I kind of think there *shouldn't* be one). I think Dash is a meme pilot (particularly when flown with Miranda Doni in 2019!), and that's fine. Lots of games have meme lists or meme decks in card games, and they're fun.

There's a lot of sense in the no-title or Expert Handling options.

Outrider made a lot of sense with Maul, but I wanted to Barrel Roll a lot my one game, so I couldn't really leverage Maul's ability as much as I wanted. I'm leaning towards Expert Handling being quite good in builds with Force crew/gunners, or maybe Kanan would be better than Maul. Seems like it took a while to come to the realization that Barrel Roll is probably the most important action on Dash (as it kind of was in 1e), and having some way to deal with the stress from it is pretty important. Maybe that's Kanan, maybe that's Expert Handling, maybe that's Outrider, but Outrider is the most expensive and hardest to use of the three.

As to Trick Shot vs Gas: there's two things. [1] obstruction-based strategies are worse. Trick Shot non-Gas attacks > non-obstructed attacks > Trick Shot Gas-obstructed attacks. [2] there's a 4th line. non-Trick Shot Gas-obstructed attacks are the worst of the four. Meanwhile, Dash being an expensive ship which isn't great at avoiding damage, having the defensive benefit of the cloud is handy, too. Pushing damage over gas without Trick Shot can be wicked hard, so TS can mitigate the effects of Gas Clouds, in a list which is already slightly worse off because of Gas Clouds.

//

Just thinking of a build for a sec... What about Dash Lando?

  • Dash (Kanan Jarrus) 110
  • Lando (Nien Nunb, Jyn Erso) 87

Eh, probably just worse than Han/Lando, even after the Inertial Dampeners nerfs/removals.

54 minutes ago, theBitterFig said:

Not sure I'd call myself a Dash player, I've flown like one game with him. Bistan might be a technically good way to go, to have damage output. I figure I wanted the Force, since the Force is really good. Part of it is that I don't think there's an actual "good" Dash build (and I kind of think there *shouldn't* be one). I think Dash is a meme pilot (particularly when flown with Miranda Doni in 2019!), and that's fine. Lots of games have meme lists or meme decks in card games, and they're fun.

Doesn't have to be Dash necessarily; I'm just getting a little tired of my YT-2400 collecting dust. Maybe a Mart Mattin with Sato's Hammer title will be good and actually fun instead of broken? I have trouble buying that Dash is broken/shouldn't be good anyway. But what do I know? I'm a filthy casual. In the meantime, maybe try to make the non-broken pilots good? I just have even less hope for Leebo and Wild Space Fringer.

Force is really good, but compared to double-focused double-tap at a 2 points cheaper, is it that good? Dash wants to stay at R3 at all times anyway, so blocks shouldn't be a huge issue, and most of his stress will be coming from barrel rolls and K-turns (which can be done onto debris to get rid of the stress).

Re: Gas clouds, the thought is this:

• When attacking, he gets an extra die, defender does not get an extra die, but does turn a blank to evade. Against 1-2 agility ships (the current meta) this passive mod doesn't go far, especially against five attack dice.

• When defending, he gets an extra die and blank to evade. At least 3 dice and quite possibly more (if R3 as he prefers), and defending against 2-3 attacks per turn, this is actually better than 2 evades with Jyn Erso.

So it's a tradeoff, but if you're building a Defensive Dash, I feel like it could work.

Still, Debris is almost always better for the stress punishment and ease of running through. But the prevalence of gas clouds in the meta makes me think Dash actually stands a decent chance, and having both gives him options for both running and hiding.

Edited by ClassicalMoser