which one?

By coolfishboy, in X-Wing

A hard hitting list



Ten Numb (B-wing)


HLC



Blue Squadron Pilot (B-wing)


HLC



Wedge Antilles (X-wing)


R2-D2



and the second list is a 4 ship list



Outer Rim Smuggler (YT-1300)


Gunner


Chewbacca



Prototype Pilot (A-wing)


Cluster missiles



Prototype Pilot (A-wing)


Cluster missiles



Prototype Pilot (A-wing)


Cluster missiles



Which one would you prefer? this isn't for a competitive format, I just enjoy making some random lists

I tend to avoid Prototype pilots. They collapse pretty quickly to TIE swarms because of their low piloting skill, and they move first so they don't get a good opportunity to alpha strike since their targets may well not be in range after you move. I think the first list is a far sturdier list. If you want to play with A-Wings (and they can be a LOT of fun), go a 4 A-Wing list. 3 Greens with Veteran Instincts is a good place to start there.

I'd take list A, because it is stronger.

I tend to avoid Prototype pilots. They collapse pretty quickly to TIE swarms because of their low piloting skill, and they move first so they don't get a good opportunity to alpha strike since their targets may well not be in range after you move. I think the first list is a far sturdier list. If you want to play with A-Wings (and they can be a LOT of fun), go a 4 A-Wing list. 3 Greens with Veteran Instincts is a good place to start there.

I like both lists, though I think I like the first one better

Edited by oneway

I tend to avoid Prototype pilots. They collapse pretty quickly to TIE swarms because of their low piloting skill, and they move first so they don't get a good opportunity to alpha strike since their targets may well not be in range after you move. I think the first list is a far sturdier list. If you want to play with A-Wings (and they can be a LOT of fun), go a 4 A-Wing list. 3 Greens with Veteran Instincts is a good place to start there.

Don't understand this reasoning... If you plot your course right it doesn't matter when you move.. and, if you move first and they are in your arc you can target lock them before they move, and if you anticipated their move then you fire during your turn and get the hits.. yes it does depend on you being around still but most rebels don't get one shotted..

I like both lists, though I think I like the first one better

It would be true if they didn't have boost.. Boost means a lot of the time it's much better to know where your opponent is when you move, so you can boost into close range, out of firing arcs etc.

List A and it isn't really a contest.

List A is typically rolling 11 attack dice while List B may only get 8. There is also the "issue" that A's pilots have a better PL than B.

What scares me the most about B is that ORS with a GUNNER in it. You're only rolling two or maybe three dice so that second shot may not be anymore likely to hit than the first shot.

I tend to avoid Prototype pilots. They collapse pretty quickly to TIE swarms because of their low piloting skill, and they move first so they don't get a good opportunity to alpha strike since their targets may well not be in range after you move. I think the first list is a far sturdier list. If you want to play with A-Wings (and they can be a LOT of fun), go a 4 A-Wing list. 3 Greens with Veteran Instincts is a good place to start there.

Don't understand this reasoning... If you plot your course right it doesn't matter when you move.. and, if you move first and they are in your arc you can target lock them before they move, and if you anticipated their move then you fire during your turn and get the hits.. yes it does depend on you being around still but most rebels don't get one shotted..

I like both lists, though I think I like the first one better

It would be true if they didn't have boost.. Boost means a lot of the time it's much better to know where your opponent is when you move, so you can boost into close range, out of firing arcs etc.

Edited by oneway

I would like to run both at some point for fun, but i don't get no where near as much play time as i would like :(

list A it is :) so now how to improve list A? I like the named pilots so would want yo keep them, how about dropping the second b-ring for a A-wing?

Consider dropping the 2nd B Wing for Jan Ors.... =D

I playing dum here , what would the benefit be?

I playing dum here , what would the benefit be?

Ten Nunb and Wedge Antilles are two of the face-punchiest pilots in the game. Add Jan Ors into the mix, and they become terrifying.

On the one hand, if you've got Ten with an HLC, he fires 4 dice at any range.With Jan's ability, suddenly that's 5 dice.

On the other hand, if you've got Wedge, he fires 3 dice at 2-3 and 4 at 1, reducing opposing agility dice by one. With Jan's ability, suddenly that's 4 and 5.

With the last 4 points, assuming you don't alter the other two builds, Jan can pick up a Blaster Turret, putting you at 100 points even. Initiative is less important when you're running two 8s and a 9, and being able to target lock after the opposing 8s and 9s you'd face means you can facemelt more efficiently.

If you can scrounge up an extra point, give Nien Nunb to Jan. She needs the stress-clearing maneuvers desperately. If you can scrounge up a 2nd, upgrade from the Blaster to the Ion.

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I playing dum here , what would the benefit be?

You have a sexy crafty girl on your team? That's a bonus, right?

Although this may seem crazy I'm not sure the HLC is the best weapon to have on Ten. I mean the HLC turns all the crit results into normal hits which then allows them to be evaded where if you have a crit you know one will get through. A standard proton torpedo plus PTL would cost the same but almost certainly let you land a critical hit on your target; if you run into T/B this could be very beneficial to your group.

Now people may love Jan and giving the "big hitters" another attack die may mean they get more damage through but remember you'd be giving up another FOUR attack dice to do it.

Although this may seem crazy I'm not sure the HLC is the best weapon to have on Ten. I mean the HLC turns all the crit results into normal hits which then allows them to be evaded where if you have a crit you know one will get through. A standard proton torpedo plus PTL would cost the same but almost certainly let you land a critical hit on your target; if you run into T/B this could be very beneficial to your group.

Now people may love Jan and giving the "big hitters" another attack die may mean they get more damage through but remember you'd be giving up another FOUR attack dice to do it.

Now, now. If you're using a Blaster Turret, you've only given up 1 attack die, and doubled it, and placed it on top of other ships where it will get more use.

I agree that Ten isn't the best vehicle for an HLC. He synergizes much better with the Autoblaster, and with being hypermobile. I'd honestly go for Ibtisam, and use the remaining 3 points for Push the Limit.

Incidentally, the basic "Hypermobile" build costs the same as an HLC: Engine Upgrades [4] + Advanced Sensors [3], and leads to better defense and more consistent offense, at the cost of that extra die at Range 2-3.

The problem giving Jan a Blaster Turret is that it becomes more difficult to use it as you need to Focus to do that but you also pick up stress boosting another ships attack. I guess you can move, Focus, "stress out", then spend the Focus to fire the Blaster if desired but then you need to dump the stress to repeat it. I guess one can argue about a range 1-2 turret vs. dealing out 4 damage at any range.

I may even agree with the exchanging HLC for Engines + Advanced Sensor.

Jan wants to clear stress every turn regardless, so she can give away her ability. She'd focus as her action with either Turret.

Yeah, i like A, but i can't agree with Ten Numb with a HLC…his heavy-hittedness comes from making a Crit go through every time…I believe that a Marksmanship or PTL would do far better with him (along with Advanced Sensors)…Marksmanship for a likely crit every time, and Advanced Sensors because they're awesome.

I don't love either. List A has a total of 4 agility in the whole squad. Those three ships will hit hard but you should expect to be outnumbered at lest 2 to 1. Lose the HLC especially on Ten Numb, his ability relays on crits. I would probably lose the other HLC cannon as we'll. if you also lose R2D2 you now have enough point for a A-wing. I am not sure if Ten Numb and Wedge together are just too expensive to take both.

List B is very close to a list I really like, basically loose all the upgrades and change the outer rim smuggler to Han. Han sole with the falcon title with three a-wings backing him up is pretty awesome.

In all fairness, if you trade out the Outer Rim Smuggler for a "named" YT-1300 that really alters the ship and how it is played. I mean it gets to roll more dice and is tougher so that changes things.