Newbie - help required

By Highroller, in X-Wing

Losing far too many times to be comfortable. It's getting embarrasing!

Could anyone suggest a good 120 point load out (picking from the following ships)?

Rebel: 3 X wings, 2 Y wings, 1 A wing, 1 YT1300.

OR

Imp: 4 Tie, 3 Tie Advanced, 1 Tie Interceptor, 1 Firespray.

Cheers in advance,

H

You can always do HSF, Han and 2 rooks or Han and 2 y's.

Try krassis HLC , Soontir PTL, Howl + a few upgrade to get to 99 or 100

What are you flying against? Also how are you flying? How do you set up? That might help some of us come up with a list you like to fly and can have some success with.

120 points is a bit more than the standard 100 points used.

If you look around you should find a lot of information on Han Shoot's First and its variations which it seems you could build. Most of them are Han Solo with a few upgrades and a couple of basic X-Wings for support. With another 20 points you should either be able to upgrade the YT's fighter support with stronger fighters or you could probably add a third fighter. If you don't want to use the YT you should be able to make a usable force using the fighters you have as there are a number of three fighter builds around.

As for the Empire it seems to me you'll need to use the Firespray in some fashion and then figure out how to best use the fighters you have to support it. It doesn't look like you have the numbers to run the typical swarms so you'd be using some mismatches.

For Everyone offering advice: Remember he said he is looking for a 120 point load out instead of the typical 100 points you are all familiar with.

Try this out.

It's robust. It has 3 ships with 360 fire arcs. The Ion Cannons will make your opponents life grim. The X-Wing adds punch.

Total Squad Points: 119

Pilot: Rookie Pilot 1

X-Wing (21)

Upgrades:

R2 Astromech (1)

Pilot: Gold Squadron Pilot 1

Y-Wing (18)

Upgrades:

Ion Cannon Turret (5)R5 Astromech (1)

Pilot: Gold Squadron Pilot 2

Y-Wing (18)

Upgrades:

Ion Cannon Turret (5)R5 Astromech (1)

Pilot: Chewbacca

YT-1300 (42)

Upgrades:

Determination (1)Millenium Falcon (1)Gunner (5)

For Imperials try this set up.

Bounty Hunter Swarm. Howlrunner will be useful for her reroll and to pass on an action to the bounty hunter so he can TL and Focus or Evade and focus in certain rounds.

Total Squad Points: 119

Pilot: "Howlrunner"

Tie Fighter (18)

Upgrades:

Squad Leader (2)

Pilot: Academy Pilot 1

Tie Fighter (12)

Upgrades:

No Upgrades Selected

Pilot: Academy Pilot 2

Tie Fighter (12)

Upgrades:

No Upgrades Selected

Pilot: Academy Pilot 3

Upgrades:

No Upgrades Selected

Pilot: Bounty Hunter 1

Firespray-31 (33)

Upgrades:

Gunner (5)Heavy Laser Cannon (7)

Pilot: Alpha Squadron Pilot 1

Tie Interceptor (18)

Upgrades:

No Upgrades Selected

The Falcon Based Rebel Squads are a good idea, so here's my suggestion for an imperial squad.

I avoided using lots of ships or ships that rely on being in range one (either of each other or of the enemy) too much because that requires having got pretty good at movement. With that in mind, Vader should be great practice for movement, since you can move him three times in one turn (and will want to make use of that to make sure he doesn't get shot at).

The Firespray with Heavy Laser can hang around at the back shooting with 4 dice, and Krassis' ability plus the Mercenary makes that even more dangerous. This makes her fairly easy to fly and has an added benefit - to take out her or Vader will probably require ganging up by your opponent, and with Vader getting up close and round behind them while Krassis hangs back at range 3 your opponent has to choose which to go for (leaving the other free to wreak havoc) or split their forces and reduce their effectiveness.

Dark Curse with Stealth should be pretty hard to hit, while Mauler Mithel with Push the Limit should be able to get into a good position (preferably at range 1) with a barrel roll and perform another action such as focus or evade. Getting rid of the stress isn't that hard on a Tie Fighter.

Pilot: Darth Vader
Tie Advanced x1 (29)
Upgrades:
Daredevil (3), Engine Upgrade (4)
Pilot: Krassis Trelix
Firespray-31 (36)
Upgrades:
Mercenary Copilot (2), Heavy Laser Cannon (7)
Pilot: "Dark Curse"
Tie Fighter (16)
Upgrades:
Stealth (3)
Pilot: "Mauler Mithel"
Tie Fighter (17)
Upgrades:
Push The limit (3)

Another option with your ships would be to get rid of the two Tie Fighters and send in Maarek Stele with Marksmenship to help make the most of his ability. That would leave 9 points, which you could spend on a couple of missiles (two * cluster missiles would be my choice as you want to be at close range with the Tie Advanced, and the Firespray doesn't need missiles, and forget about the last point) or one missile and a shield upgrade for Maarek. This might be easier to fly, but you'd be putting a lot of points in few ships, there'd be a big onus on your to avoid getting hit!