new and need advice....

By cubby09, in X-Wing

I just recently bought the game (spent fantasy football winnings and got 2 core sets and several upgrades)

I am going to a local tournament with a 100 point build and would like oyur thoughts on the below strategy:

wedge+ R5K6+ Advanced Torpedos + Marksmanship=40

Luke + R2 astromech + Swarm Tactics=31

Biggs + R2D2=29

Run biggs and Luke in formation and send wedge down their throat ause the synergy of his ability and upgrades for a kill shot with the Advanced torpedos. Sounds good to me but need help from more experienced players

Personally not a big fan of R2D2 on Biggs, since he will usually take more than 2 damage per round and R2D2 won't help him for long.

R5K6 is a terrible droid. A true waste of points.

I suggest you consider the "Frog Squad" if you have the requisite upgrades available:

http://xwing-builder.co.uk/view/9959/frog-squad

Biggs Luke Wedge is a powerful archtype with the proper upgrades.
Typically, you want to put R2-D2 and Draw Their Fire on Luke, who keeps Biggs alive for longer.

The "Frog Squad" as posted above is an EXCELLENT form of the fleet.

I agree with Draconhere.

Frog squad is... http://xwing-builder.co.uk/view/9959/frog-squad

Do u have access to 2x shield upgrade, shield upgrade or stealth device?

if u dont have the right upgrades id suggest:

99pts

Wedge+ R5K6 + Advanced Torpedos + Marksmanship + R2 Astromech (39)

Luke + R2 astromech + Swarm Tactics + R2D2 (34)

Biggs + R2D2 + R2F2 (27)

im not sold on swarm tactics on luke but i think it does give u a good chance to one-shot-kill something in rnd one which might be worth the investment. Squad Leader on luke is another possibility - it would help u keep biggs alive a bit longer letting him have focus for defense as well as an extra defense dice from R2F2. you have a lot of pts in wedge who is already a huge target for enemy ships but i like the Adv. Torps on him, they should dish out some hurt - u obviously want to go for their biggest threat with the torps. Just be wary of them rushing and overwhelming wedge early, id fly him range 1-2 behind biggs for the first engagement with enemy ships and think carefully about how u can use asteroids to protect wedge (and possibly biggs) from a frontal assault.

At my first tournament (when only wave1 was available) i flew XXXX.

Wedge + Swarm Tactics + R2F2

Red Squadron Pllot + R2 Astromech

2x Rookie Pilot

i used with the rookies (Wedge Formation 'v' with wedge at the back but within range2 of rookies) and Red Squadron as a flanker. It actually worked pretty well although i should have use R2D2 on wedge. i faced 2 swarms that day, one i crushed the other was a narrow loss. I also beat an XXX build that had wedge, luke and biggs but just missed the top2 playoff. what was awesome is that my friend made the final and won a falcon and gave it to me because id lent him ships to play in the tourney that day :)

Edited by The_Brown_Bomber

That Advanced Proton Torpedo can be murder but it is also a lot of points. I think a more useful load out for Wedge could be:

Wedge (29) + R2 (1) + Push the Limits (3) + APT (6) (39)

You are effectively using PtL to acquire the TL and Focus you want to fire the APT right before you fire it. The R2 is there to help dump stress which you can get using PtL to make your attack almost certain.

It follow that up with:

Luke + R2D2 + Draw Their Fire (33)

This is to pull crits off the other two fighters

Finally:

Biggs + Stealth Device (or R2F2) (28)

Here Stealth Device gives Biggs the extra defense dice without spending the action but he does lose it when he gets hit. The trade off here is an action for a consistent +1 Defense or let it go when you get hit.

THanks yall for the advice. i wanted to put marksmanship with the adv proton because i saw that if you got it off you automatically get 5 hits...its just a question of how many crits you get.I like the draw their fire on luke. it would be nice to have too guys to spread out damage while Wedge does his wedge-ness.

I ended up winning the tournament but i think i got lucky. round one i went up against named ties. I slowly moved from the center of the board until the ties got into the astroid field. then I feinted left and manuevered towards vadar. I got my advanced proton off and vader was only able to dodge one hit leaving him with 1 hull. he proceeded to cluster missile which i threw to biggs. biggs and luke got to fire next because of ST. I dispensed with vader and crippled backstabber. it was mop up duty after that.

round two was a brawl. we rushed to the center as the astroids were spread on the flanks. it was rebel v rebel and my wedge duked it out with his wedge. because of the matched pilot skill we had simulataneous combat. again my AP lef thim with one hull. his wedge took out my shields. unfortunately i was facing laterally towrads the edge and his y-wing ion cannon hit in three successive rounds thus forcing me off the map! My luke and Biggs ended the round by taking out his wedge. later i took out the y wing and won by points as time ran out. round 3 saw Vader and capt jonus synergy on wedge with a cluster missle/marksmanship. he ended up hitting all six rolls and i dodged one. Wedge AP the bomber (didnt have the angle on vader) leaving it with two hull. bomber dropped a bomb and took out wedge during the movement phase. again luke and biggs mopped up the bomber. I then focused on his academy pilots who were bobbing and weaving in the astroid field. time ran out again but i won on points

eventhough marksmanship couple with the advaned proton guarantees 5 hits its a one time shot (though it is a great one time shot), i think im going to roll with the luke/drawfire/r2d2 bigss wedge build

thanks guys for your response!

what do you think about:

Luke + r2d2 +draw fire+ shield=37

Wedge + r2 astro+ swarm=32

Biggs +r2f2+ stealth=31

Bigg's action IMO is better spent on a focus than an extra green die. I run ptl on wedge and a shield upgrade on Biggs. I haven't lost with that list. I also come in at 99 points and take the initiative. You should get two rounds of solid killing out of wedge before Biggs goes down. Your opponent will then put everything they have left into wedge. Luke should always be taking a target lock because of his built in defense. Also he is an amazing end game piece the regenerates life and has solid offense.

With store championships coming up next month I'm thinking about running this list.

Reading the battle report I wonder what's going on. It sounds to me like Wedge went down before Biggs at least twice and the SHOULD NOT HAPPEN! This is the reason we include Biggs in the first place.

Here's something to think about on Marksmanship. It cost an action to use just like it would cost an action to Focus. It turns one [eye] result into a [crit] and all other [eye] results into [hit] while Focus just turns all [eye] results into [hit]s. If it is not needed for the attack a Focus token can be used for Defense while Marksmanship is purely offensive. Marksmanship would work for all attacks a ship makes while Focus only works once; this only matters if you can make multiple attack and the only ways I can think of to do that are Cluster Missiles and Luke/Gunner after a miss. FOCUS doesn't cost you anything more than an action while Marksmanship costs you THREE points.

Summary : Marksmanship convert one Focus hit into a crit but at the cost of 3 points and versatility over an actual Focus.

Look at your use of the Advance Proton Torpedo and ask "is getting one guaranteed critical from it worth 3 points?" The battle report doesn't mention how useful the crit was so I'm assuming Focus would have worked just as well.

Here's something to think about on Marksmanship. It cost an action to use just like it would cost an action to Focus. It turns one [eye] result into a [crit] and all other [eye] results into [hit] while Focus just turns all [eye] results into [hit]s. If it is not needed for the attack a Focus token can be used for Defense while Marksmanship is purely offensive. Marksmanship would work for all attacks a ship makes while Focus only works once; this only matters if you can make multiple attack and the only ways I can think of to do that are Cluster Missiles and Luke/Gunner after a miss. FOCUS doesn't cost you anything more than an action while Marksmanship costs you THREE points.

Summary : Marksmanship convert one Focus hit into a crit but at the cost of 3 points and versatility over an actual Focus.

Look at your use of the Advance Proton Torpedo and ask "is getting one guaranteed critical from it worth 3 points?" The battle report doesn't mention how useful the crit was so I'm assuming Focus would have worked just as well.

Agreed, focus should only be used when people can't shoot you or you don't care about what can shoot you because it is unlikely to do much, etc. Marksmanship is a lot of points just to possibly get an extra crit (you may not roll and focus results).