Aces High - 75 pts?

By emeraldbeacon, in X-Wing Squad Lists

Pretty much what the title says. What would you bring to a format like this? Notable is that, in the rules, bomb and obstacle damage does NOT appear to count towards dealing the first or last point of damage on a ship, so those upgrades might not be as ideal... but damage is damage, right? :D

Some of my ideas...

  • SNAPPY RESPONSE : Pure Sabacc, Snap Shot, Fifth Brother, Proximity Mine, Shield Upgrade. While he has 1 or less damage cards, his Snap Shot turns into a 3-dice attack. Fifth Brother gives him one modification every turn, and the mine (or bomb, if you prefer) discourages anyone from chasing him.
  • AGILE AGGRESSOR : IG-88C, Juke, Contraband Cybernetics. With IG-88C, you can boost for an evade token every turn, powering up your Juke for potent attacks, or helping you race out of sticky situations. Cybernetics gives you one shot to S-Loop, then chain the boost and evade, to catch someone off guard.
  • NO FLY ZONE : Torani Kulda (Kimogila), Snap Shot, Cluster Missiles, Shield Upgrade, R3 Astromech, plus 7 points of Torpedo or Illicit to flavor. Nobody better fly in front of you, or they're likely to get burned from Torani's bullseye ability, which he will hopefully trigger twice a turn thanks to Snap Shot or Cluster Missiles.
  • UNAPPEALING TARGET : Delta Squadron Pilot (TIE Defender), Collision Detector. Nobody wants to waste shots against a 3-agility ship with an evade token, so use your speed and maneuverability to get into awkward places and snipe kills.
  • TOUGH NUT TO CRACK : Norra Wexley (ARC-170), Expert Handling, Veteran Tail Gunner, Chewbacca, R3 Astromech, Shield Upgrade. Nora is a royal pain to deal with if anyone is nearby. Run her into the fight, gain some early locks, then slug it out at range 1.
  • FULLY LOADED : Temmin Wexley, Composure, R4 Astromech, Shield Upgrade, Ferrosphere Paint, Black One, Heavy Laser Cannon, S-Foils. Snap Wexley is one of the Resistance's most agile pilots, with his free boost moves; use his mobility to line up longshot HLC shots, then close in for fully modified Range 1 blasts (thanks to failed-boost-composure).

Other ideas?

1 hour ago, emeraldbeacon said:

Pretty much what the title says. What would you bring to a format like this? Notable is that, in the rules, bomb and obstacle damage does NOT appear to count towards dealing the first or last point of damage on a ship, so those upgrades might not be as ideal... but damage is damage, right? :D

Some of my ideas...

  • SNAPPY RESPONSE : Pure Sabacc, Snap Shot, Fifth Brother, Proximity Mine, Shield Upgrade. While he has 1 or less damage cards, his Snap Shot turns into a 3-dice attack. Fifth Brother gives him one modification every turn, and the mine (or bomb, if you prefer) discourages anyone from chasing him.
  • AGILE AGGRESSOR : IG-88C, Juke, Contraband Cybernetics. With IG-88C, you can boost for an evade token every turn, powering up your Juke for potent attacks, or helping you race out of sticky situations. Cybernetics gives you one shot to S-Loop, then chain the boost and evade, to catch someone off guard.
  • NO FLY ZONE : Torani Kulda (Kimogila), Snap Shot, Cluster Missiles, Shield Upgrade, R3 Astromech, plus 7 points of Torpedo or Illicit to flavor. Nobody better fly in front of you, or they're likely to get burned from Torani's bullseye ability, which he will hopefully trigger twice a turn thanks to Snap Shot or Cluster Missiles.
  • UNAPPEALING TARGET : Delta Squadron Pilot (TIE Defender), Collision Detector. Nobody wants to waste shots against a 3-agility ship with an evade token, so use your speed and maneuverability to get into awkward places and snipe kills.
  • TOUGH NUT TO CRACK : Norra Wexley (ARC-170), Expert Handling, Veteran Tail Gunner, Chewbacca, R3 Astromech, Shield Upgrade. Nora is a royal pain to deal with if anyone is nearby. Run her into the fight, gain some early locks, then slug it out at range 1.
  • FULLY LOADED : Temmin Wexley, Composure, R4 Astromech, Shield Upgrade, Ferrosphere Paint, Black One, Heavy Laser Cannon, S-Foils. Snap Wexley is one of the Resistance's most agile pilots, with his free boost moves; use his mobility to line up longshot HLC shots, then close in for fully modified Range 1 blasts (thanks to failed-boost-composure).

Other ideas?

Size limits?

I saw the core concept elsewhere, but I was pleasantly surprised to see that you can fit all this in 75 points:

ACE ZAPPER : Nien Nunb, Heroic, Static Discharge Vanes, S-foils, Pattern Analyzer, Black One, Heavy Laser Cannon.

The fun trick here is using Black One to get a target within range 1 in Nien's front arc, choose the Ion token, use SDV to Ionize said target, then use Nien's ability to shed the resulting stress and still get an action. The ultimate combo would be to dial in a red maneuver with Black one to trigger the ol' Nien + Pattern Analyzer interaction and get TWO actions that turn.

I call this the Ace Zapper because this is actually easier to pull off against aces that move after Nien, since you know exactly where they'll be when Nien activates.

Edited by bitsai

You can have some *fun* at 75pts. Here's a few of my ideas:

Major Vynder: Lone Wolf, FCS, Proton Torpedoes, Advanced Proton Torpedoes, Homing Missiles, Advanced Slam, Os-1 configuration (75pts).

The plan for this one is to run around the board and fling torpedoes. SLAM allows you to cover an awful lot of ground, and you've got a weapon for every occasion and range band. The downside is that you are only i4 at a level where you can easily see i6 or i5 pilots.

Quickdraw: Lone Wolf, Pattern Analyzer, Special Forces Gunner, FCS, Shield Upgrade (73pts)

Go on, shoot me! Quickdraw can dish out an awful lot of hurt, and the ability to double-tap can allow you to harvest bounty or first-blood points. Could be worth swapping the Shield Upgrade for Afterburners; after all, you are going to die eventually...

Mace Windu: Heightened Perception, R4-P17, Delta 7b (71pts)

Mace will suffer from moving before any i5 or i6 pilots, but the ability to fire at i7 could enable you to snipe high value bounties before anyone else. R4-P17 allows you to fling yourself into a red move to regain Mace's Force and then perform an action. Sure, it only has two charges, but how long do you expect to live?

Omicron Group Pilot: Collision Detector, Darth Vader, Seventh Sister, Hull Upgrade (75pts)

This one is intentionally silly. You can crash over obstacles without a care, you can block to your heart's content moving at i1, and woe betide anyone who lands in your front arc! Darth Vader can deal damage before anyone engages, and if anyone is unfortunate enough to get stressed near the ship, Seventh Sister can instead Jam them, or Tractor them somewhere unpleasant. FUN.

Redline is good
Vynder is good
Vader/Soontir not so good
Duchess is fun but you need to get first blood often
Whisper/Echo is good as well.

You kinda want decent hull/shields since you’ll most likely get shot at by multiple aces. Soontir without shield upgrade just melts in this format.

Speaking of unappealing target:

Han Solo (Scum) (54)
Trick Shot (4)
Unkar Plutt (2)
Dengar (6)
Deadman's Switch (2)
Lando's Millennium Falcon (6)

Ship total: 74 Half Points: 37 Threshold: 6

Sol Sixxa (46)
Predator (2)
Dorsal Turret (3)
Tobias Beckett (2)
Veteran Turret Gunner (8)
Proximity Mines (6)
Proton Bombs (5)
Hull Upgrade (3)

Ship total: 75 Half Points: 38 Threshold: 6


Total: 75

Devices and double-taps. Fun thing every time he respawns it triggers Tobias Becket, which has no rule against dropping an obstacle on someone's head(as long as they're 2 out from a board edge and 1 from another obstacle).

Edited by Cerebrawl

Braylen Stramm (B-Wing):

  • Outmaneuver,
  • Fire-Control System,
  • Advanced Proton Torpedoes,
  • Ion Cannon,
  • Shield Upgrade

You have 4 Hull and 5 Shield. 1 Agility but a lot of health. You can set up a Lock on first engage at Range 3 and move into a knife fight. If you get a chance, Ion Cannon can set you up for all those Soontir-s and "Duchess"-es trying to joust you. You can litterally sit on their *** and pew pew with 4 Ions each turn vs their 2 Agility with rerolls from Locks. Or just blast them with Advanced Proton Torpedoes for 5 against 2. You can FCS one die then use stress to reroll another 2. Maintain Lock thanks to that and go for Focus > Roll into stress each turn.

  • Ship total: 74
  • Half points: 37
  • Threshold: 5
Edited by Schanez
11 hours ago, Hiemfire said:

Size limits?

75 points, as per the title of the thread. ;)

16 minutes ago, emeraldbeacon said:

75 points, as per the title of the thread. ;)

So this would be good to go?

Syndicate Smugglers (58)
Ion Cannon Battery (6)
Damage Control Team (3)
Optimized Power Core (6)
Deadman’s Switch (2)
Total: 75

1 minute ago, Hiemfire said:

So this would be good to go?

Syndicate Smugglers (58)
Ion Cannon Battery (6)
Damage Control Team (3)
Optimized Power Core (6)
Deadman’s Switch (2)
Total: 75

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15 hours ago, Hiemfire said:

So this would be good to go?

Syndicate Smugglers (58)
Ion Cannon Battery (6)
Damage Control Team (3)
Optimized Power Core (6)
Deadman’s Switch (2)
Total: 75

Are Epic ships even allowed in this? I thought only the core game ships can be used. Although it would be a hilarious situation, to watch your enemies' faces when you plop this beauty down.

13 hours ago, Schanez said:

Are Epic ships even allowed in this? I thought only the core game ships can be used. Although it would be a hilarious situation, to watch your enemies' faces when you plop this beauty down.

Good luck staying on the board, tho, if you get blown up and have to respawn on a blank result.

(I mean, technically, 3 consecutive red-zero-bank maneuvers will bring you into a parallel board edge, but... yeah, yikes)