I have the core set and all the expansions. Whats a good squad and upgrades to use in a 100pt game?
3 Tie Fighters
2 X-Wings
3 Y-Wings
2 Tie Advanced
As well as all the expansions and core set pilots and upgrades
I have the core set and all the expansions. Whats a good squad and upgrades to use in a 100pt game?
3 Tie Fighters
2 X-Wings
3 Y-Wings
2 Tie Advanced
As well as all the expansions and core set pilots and upgrades
Reb or Imp?
-DavicusPrime
both, i want to have a Imp and Reb squad ready
I dunno. Horton Salm, Luke Skywalker, and Wedge? 2x Torpedoes, Ion Cannon, and.. whatever other upgrades you can afford for the remaining 5 points. Load Salm with all the guns n' bombs.
And as far as Imperials go… Eh.. Vader with Squad Leader, the 23 point Tie Advanced, concussion missiles, Mauler Mithel, Academy Pilot, Obsidian Pilot.
Beats me. I've only played as high as 60 points.
If you only have one base set and one of each expansion, then you should try playing 60 - 75 point games and see which vehicles you like. Then buy more of those.
For Imps:
This would use all your ships and get you to 100pts. Maarek can give someone with him the skill boost in the shooting phase. The TIEs and TIE Adv form two separate attack groups that should be working to catch rebs in a cross fire between the two groups. The Concussion missiles could easily be a nice opening shot to soften the rebs up. if they can focus in on the same target you may be able to get a first shot kill.
You have an odd selection of Reb Ships. I would suggest one of two options:
Or
You've got to pull out your stuff and try things out for yourself. This isn't so complicated a game nor such a chess match that list building makes or breaks your game. Find your style and build the list to match. Swarms are hard for Elite rebels to beat, but those elites have the potential of cutting the Imps down to size such that if they make it through the first few rounds, the odds turn even pretty quick. And the calculations change dramatically based on your maneuvers and the fickleness of the dice.
-DavicusPrime
I love the idea of Biggs, Dutch, and Garven teaming up, with all ships fully decked out.
Biggs Darklighter:
R2-F2
Proton Torpedoes
Garven Dreis:
Proton Torpedoes
"Dutch" Vander:
R5-K6
Ion Cannon Turret
Proton Torpedoes 2x
I haven't tried this squad, but I really want to. Biggs needs to use R2-F2's action every round so he gets an extra defense die. Dutch will acquire target locks, allowing Garven to get target locks. Garven focuses, but attacks before Dutch to give Dutch his focus token. This allows Dutch and Garven to fire proton torpedoes with a focus token during the first volley. Biggs should concentrate on being in a position to be targeted so he can take hits instead of the other two pilots.
This squad has some great synergy, but it's really hard to pull off. Still, I think it would be a fun one to try out, especially if it worked!
Budgernaut said:
I love the idea of Biggs, Dutch, and Garven teaming up, with all ships fully decked out.
Biggs Darklighter:
R2-F2
Proton Torpedoes
Garven Dreis:
Proton Torpedoes
"Dutch" Vander:
R5-K6
Ion Cannon Turret
Proton Torpedoes 2x
I haven't tried this squad, but I really want to. Biggs needs to use R2-F2's action every round so he gets an extra defense die. Dutch will acquire target locks, allowing Garven to get target locks. Garven focuses, but attacks before Dutch to give Dutch his focus token. This allows Dutch and Garven to fire proton torpedoes with a focus token during the first volley. Biggs should concentrate on being in a position to be targeted so he can take hits instead of the other two pilots.
This squad has some great synergy, but it's really hard to pull off. Still, I think it would be a fun one to try out, especially if it worked!
I've tried it (though with R2-D2 instead of R2-F2), and let me tell you, it really unravels once Biggs is out of the picture. Though, in the game in question, Biggs got rolled in round 2.
R2-F2 has become my favorite Upgrade card for the rebs. Wish it wasn't unique. Hadn't really thought about how it might help Biggs. I think I'm going to have to try that combo out next game.
I haven't tried using the Dutch/Garven combo out yet though I've been aware of it for a while now. Mostly it's because I like keeping my Xs together and letting the Y circle around and harass the TIEs. I've found that I do this same thing with TIE's and my TIE-Adv… I guess I don't like mixing different ship types. I might need some kind of recovery group to get over that little mental hang up.
Me: Hi, my name is Dave, and I have trouble mixing my Xs with my Ys.
Group: Hi Dave.
-DavicusPrime
I tried it in a 70 point setup without Biggs. It didn't work, but I felt a lot of that had to do with Nightbeast's ability (can't use target locks and focuses) and Mauler Mithel being equipped with Expert Handling to remove target locks. So once my torpedoes were fired, we couldn't hit the Imps very well.
So this is basically one of my favorite paper squads, as in, it looks great on paper, but doesn't hold up well in combat. But still, I want to give it another go to see if I can't make it work.
My favorite ship/upgrade combo right now is Wedge+R2-F2. But R2-F2 goes well with any of the X-wing pilots. 3 Agility dice beats taking a focus most of the time for me.
Best Imp Combo is Vader+any missile+Squad Leader. It's more than a third of your points but vader is the best man for Sqd Ldr as he gets to take an action AND give one away.
Fun and ecomonical combos:
Tempest Sqdron Pilot + Concussion missiles. Let some higher skilled TIE's knock down the shields and let the new guy in the TIE-Adv try to pop the now softened target.
Yellow Squadron Pilot + I-Cannon + R2 Astromech. It lets your Y fly more like an X and get rid of those stress tokens easier and the I-Cannon is never wasted.
Mix and match as able.
-DavicusPrime