Weirdest fleet-building challenge yet

By DraconPyrothayan, in X-Wing

In a 100 point fleet, following standard rules, what is the WORST fleet you can design?

Rebel Operative (20)

HWK-290 (16), Blaster Turret (4) Flight Instructor (4)


Rebel Operative (16) x5


Total: 100


the one with the Turret Instructor is the Squadron leader...

Edited by IvlerIin

Rebel Operative (20)
HWK-290 (16), Blaster Turret (4)
Rebel Operative (16) x5
Total: 100
the one with the Turret is the Squadron leader...

why put the blaster turret on it, it gives it some kick.

Rebel Operative + Intel Agent

Rebel Operative + Intel Agent

Rebel Operative + Intel Agent

Rebel Operative + Intel Agent

Rebel Operative

Rebel Operative

This would be my first attempt

Rebel Operative (20)
HWK-290 (16), Blaster Turret (4)
Rebel Operative (16) x5
Total: 100
the one with the Turret is the Squadron leader...

why put the blaster turret on it, it gives it some kick.

it rounds the points out to 100... I guess swapping out the turret for a Flight Instructor (4) would be a more detrimental use of the last 4...

So, if the right upgrades make the shuttle powerful, the wrong ones put you in serious trouble:

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

So, Flight Instructor lets you reroll an evade die in the off chance you get an eye, but your odds still aren't very good. Many of the maneuver options only have one or two distance to choose from. You MIGHT be able to ion something off the board, but you are sacrificing your damage output to do so. Without boost and with a bad dial, APL are rather unlikely to result in much damage output.

In a 100 point fleet, following standard rules, what is the WORST fleet you can design?

to make it even harder you could limit the duplicate ships, otherwise poor ol rebel operative gets to be in many list more than once.

Edited by The_Brown_Bomber

[...] You MIGHT be able to ion something off the board, [....]

One of my goals in the game.. :lol:

This is not that hard it is all about avoiding synergy, and buying crappy upgrades.

Jan Ors + Opportunist+Luke Skywalker+ Moldy Cow

Jan's ability and opportunist both cost stress, So you can't use both, Skywalker let's you shoot again if you miss but you still only have 1 attack die. The Moldy Cow doesn't help because if have stress tokens you won't ever get to take those actions to get all those focus tokens.

Dutch Vander + Advanced Torpedoes x2 + R2F2

Since no one else has missiles or Torps, his target lock gifting ability will not be maximized, Advanced torpedoes are so expensive and can be hard to get off. R2F2 cost your actions and would still only bump Vander's agility to 2.

Arvel Crynyd

Mostly I had 23 points left and I don't think his ability is that great. I could probably come up with some even more worthless expenditure of these points.

The way you should play this is build your opponents list. I think there are still good ways to play this squadron.

In a 100 point fleet, following standard rules, what is the WORST fleet you can design?

to make it even harder you could limit the duplicate ships, otherwise poor ol rebel operative gets to be in many list more than once.

except that is still a lot of ships. The rebel operative is pretty cheap. (granted by itself it does suck pretty bad)

In a 100 point fleet, following standard rules, what is the WORST fleet you can design?

to make it even harder you could limit the duplicate ships, otherwise poor ol rebel operative gets to be in many list more than once.

except that is still a lot of ships. The rebel operative is pretty cheap. (granted by itself it does suck pretty bad)

16pts for a 1 attack dice ship is cheap in a bad way. wout any turret weapon its terrible, even 6 of them.

Not sure how "Terrible" this is compared to the Rebel one but here's what I've thought up for the Empire.
----
Omicron Group Pilot (27)
Lambda-Class Shuttle (21), Ion Cannon (3), Saboteur (2), Intelligence Agent (1)
Omicron Group Pilot (27)
Lambda-Class Shuttle (21), Ion Cannon (3), Saboteur (2), Intelligence Agent (1)
Storm Squadron Pilot (23)
Storm Squadron Pilot (23)
--or--
Scimitar Squadron Pilot (16) x4
Gamma Squadron Pilot (18) x2
-----

the second follows the "HWK-290" model.. though a Scimitar swarm is probably far better than a HWK -290 swarm.

Edited by IvlerIin

Gamma sqd pilot

+ adv proton torp x2

+ homing missiles x2

+ proton bomb

+ engine upgrade

And

Gamma sqd pilot

+ adv proton torp x2

+ homing missiles x2

+ proton bomb

+ engine upgrade

This is not that hard it is all about avoiding synergy, and buying crappy upgrades.

Jan Ors + Opportunist+Luke Skywalker+ Moldy Cow

Jan's ability and opportunist both cost stress, So you can't use both, Skywalker let's you shoot again if you miss but you still only have 1 attack die. The Moldy Cow doesn't help because if have stress tokens you won't ever get to take those actions to get all those focus tokens.

Dutch Vander + Advanced Torpedoes x2 + R2F2

Since no one else has missiles or Torps, his target lock gifting ability will not be maximized, Advanced torpedoes are so expensive and can be hard to get off. R2F2 cost your actions and would still only bump Vander's agility to 2.

Arvel Crynyd

Mostly I had 23 points left and I don't think his ability is that great. I could probably come up with some even more worthless expenditure of these points.

The way you should play this is build your opponents list. I think there are still good ways to play this squadron.

I use Dutch all the time without missiles or torpedoes in the list. I love Dutch, he's my husbando. <3

Edited by WonderWAAAGH

How about this one:

Roark + Gunner (24)

Rebel Operative + Weapons Engineer (19) x4

Ok, Roark allows someone else to shoot as a PS 12 and can reroll his attack which will likely be a miss to start with followed by another miss. I don't see how Weapons Engineer is anything useful to this.

It only has FIVE attack dice although one of them is allowed a reroll. The 25 hits may be a lot but this would be nearly impossible to deal damage with.

Edited by StevenO

How about this one:

Roark + Gunner (24)

Rebel Operative + Weapons Engineer (19) x4

[...] I don't see how Weapons Engineer is anything useful to this.

It confuses your opponent by sheer number of target lock tokens on the board followed by them not knowing where you're going to Re-Roll your single attack dice ?..?

Edited by IvlerIin

Not sure how "Terrible" this is compared to the Rebel one but here's what I've thought up for the Empire.
----
Omicron Group Pilot (27)
Lambda-Class Shuttle (21), Ion Cannon (3), Saboteur (2), Intelligence Agent (1)
Omicron Group Pilot (27)
Lambda-Class Shuttle (21), Ion Cannon (3), Saboteur (2), Intelligence Agent (1)
Storm Squadron Pilot (23)
Storm Squadron Pilot (23)
--or--
Scimitar Squadron Pilot (16) x4
Gamma Squadron Pilot (18) x2
-----

the second follows the "HWK-290" model.. though a Scimitar swarm is probably far better than a HWK -290 swarm.

I have done a lot of flying with TIE Bombers, and I really like them. I routinely take Captain Jonus without any missiles/torps/upgrades.

The TIE Advanced is not that bad either. Point for point it is likely the hardest ship in the game to kill.

Neither are as bad as the HWK-290. It's problem is only 1 attack dice, it was designed to have a turret on it. If you don't have that turret then it is really going to have trouble killing anything.

I think the worst list would have to be a bunch of HWK-290's with as many useless upgrades as you can give them.

Something like:

Kyle Katarn + Marksmanship, Mercenary Copilot

Roark Garnet + Luke Skywalker + Targeting Computer

Rebel Opp + Gunner + Targeting Computer

Rebel Opp + Gunner + Targeting Computer

That is a total of 4 total attack dice per round, assuming all of your (terribly maneuvering) get a shot

There are lots of upgrade to help you hit better, but no matter what you still can't get more than 1 hit per ship per turn, so it shouldn't be that difficult to evade. Kyle has a lot of ability to do crits, But one costs his action (so you can't take focus and use your ability) and the other one only works are range 3. If you get hit by a 1 attack dice HWK-290 at range 3 you deserve to take a crit.

This list also only has 8 total hits before it is completely wiped out, only 4 of which are shields.

Hey now, that's not fair putting upgrades on a ship to give it something it already has. I guess it it technically legal by the rules to give something Target Lock or Boost twice but it certainly violates the spirit of things. A Targeting Computer on a ship that already can target lock is basically the same as saying this costs two more points; it's maybe not as bad as a 4 point Engine Upgrade on a ship that can already boost but is it is close.

I guess a "new" squad that utilizes its upgrades but still SUCKS would be this:

Rebel Operative + Shield Upgrade + Gunner (25) x4

Now we have an "impressive" 24 hits to take out and are down to FOUR attack dice although they will be getting a lot of second shots with Gunner. Maybe, if all of these can converge into Range 1 and unload they could take something out.

blank.gif?v49 Jan Ors + Marksmanship + Luke Skywalker + Engine Upgrade (39)
blank.gif?v49 Kyle Katarn + Marksmanship + Gunner + Engine Upgrade (33)
blank.gif?v49 Roark Garnet + Gunner + Engine Upgrade (28)

This should get close to an award.

3 basic attack dice to 7 attack dice at the max!

Rebel Operative (20)
HWK-290 (16), Blaster Turret (4) Flight Instructor (4)
Rebel Operative (16) x5
Total: 100
the one with the Turret Instructor is the Squadron leader...

and how you fly this? set them facing towards you, the instructor goes first and the others follow off the map

instant win!

So, if the right upgrades make the shuttle powerful, the wrong ones put you in serious trouble:

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

So, Flight Instructor lets you reroll an evade die in the off chance you get an eye, but your odds still aren't very good. Many of the maneuver options only have one or two distance to choose from. You MIGHT be able to ion something off the board, but you are sacrificing your damage output to do so. Without boost and with a bad dial, APL are rather unlikely to result in much damage output.

You would probably still find a way to win with it. :D

I, for one, welcome our new Bovine Overlords.

So, if the right upgrades make the shuttle powerful, the wrong ones put you in serious trouble:

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

Omicron Group Pilot + Ion Cannon + Flight Instructor + Navigator + Anti-Pursuit Lasers

So, Flight Instructor lets you reroll an evade die in the off chance you get an eye, but your odds still aren't very good. Many of the maneuver options only have one or two distance to choose from. You MIGHT be able to ion something off the board, but you are sacrificing your damage output to do so. Without boost and with a bad dial, APL are rather unlikely to result in much damage output.

You would probably still find a way to win with it. :D

I, for one, welcome our new Bovine Overlords.

I'd drop Ion Cannon in favor of an Autoblaster, and trade out Navigator for an Intel Agent. You'll never get into Range 1, but you'll be able to know where ships land before you can't do anything about it!

Rebel Operative (20)
HWK-290 (16), Blaster Turret (4) Flight Instructor (4)
Rebel Operative (16) x5
Total: 100
the one with the Turret Instructor is the Squadron leader...

and how you fly this? set them facing towards you, the instructor goes first and the others follow off the map

instant win!

Exactly as you say I would... otherwise..

If I it was smarter selecting of upgrades I would 1) never pick this build. followed by 2) actually fielding this:

-----

Rebel Operative (21) x2
HWK-290 (16), Blaster Turret (4), Intelligence Agent (1)
Rebel Operative (19) x3
HWK-290 (16), Navigator (3)
-----
I'd probably use it in a Line or Echelon Formation with the Turret Ships at points 2 and 4 in the line. (1 and 5 being the End Points).

Once I've "crossed the T" I would use the Intel agent to look at the ships that I want to target Followed by Navigator on the Ships 1, 3, 5 to adjust bearings to block.

At PS1 the HWK Wing should always be moving first. also at 99pts if my opponent MAXed out my ships would have the Intiative.

Chances are I'd Probably get shredded... but that's how I'd play it out... Battle Line, Cross the T, and hope I moved my turret ships outside the firing line.

Rebel Operative x1

84 points for initiative