Let's see some 55 point squads

By DagobahDave, in X-Wing

I'm thinking about running a 55-point format for some quick games with a new player. We're setting up on a 36" x 36" surface with 4 asteroids (or 1 piece of terrain no larger than 30cm x 30cm) so there's going to be a lot of room to maneuver.

Any squad ideas?

Why 55 points and not 50? It seems like you must have something in mind to pick that random number.

Here maybe you just picked that so you could run Howlrunner with three Academy TIEs and be a point short for initiative.

I see 3x Alpha Squadron pilots also fits into that limit quite nicely.

Han Solo w/ Chewbacca and a Gunner also fits that 55 points so nicely although there are other Falcon options.

Edited by StevenO

what ships and upgrades do u have available?

if its a training game ur best to stick to wave1 ships or even just x-wings and tie-fighters with minimal upgrades.

Edited by The_Brown_Bomber

Still learning the game, but what about:

dutch vander : ion cannon

rookie pilot :advanced proton torpedoes

Spot on 55

keep them togheter, choose a target, put ion on it, turn after that, you know where it will be, so set up the rookie for launching the torpedoes (dutch gives target lock to rookie so he can use focus)

Howl

Academy x3

Dark curse

Nightbeast

Academy x2

Darkcurse + stealth

Backstabber + stealth

Nightbeast + targeting computer

Bear in mind that with lower point thresholds, you run the risk of turning the game into a jousting tournament. The word "list" could take on a whole new meaning... or perhaps an old one, I should say.

Edited by WonderWAAAGH

I picked 55 points because I put together a couple of squads that felt about right for a starting game, and they turned out to be 54-55 points. But they're not optimized, and I'm looking for interesting squads rather than killer squads. If I get enough good squad ideas, I'll try to write up some quick mission scenarios to go with them.

My X-Wing collection is big enough that it should be able to handle any squad you come up with. :) I'm not a starting player, but I'm setting up the game for a couple of new players and I want to keep the games under an hour. We'll use scenario conditions and special objectives to keep things from being more than just dogfights to the death.

Edited by DagobahDave

... interesting squads is a bit subjective but ill have a stab...

Rebel Alliance Forces (R.A.F)

54pts

Outer Rim Smuggler (27)

Outer Rim Smuggler (27)

55pts

Kyle Katarn + Blaster Turret/Modly Crow Title (27)

Garven Dreis + R2 Astromech (28)

55pts

Dagger Squadron Pilot + Advanced Sensors (27)

Red Squadron Pilot + Proton Torpedoes/R2 Astromech (28)

55pts

Dutch Vander + Ion Cannon (28)

Rookie Pilot + Adv. Proton Torpedoes (27)

55pts

Prototype Pilot (17)

Prototype Pilot (17)

Green Squadron Pilot + Squad Leader (21)

55pts

Wedge + Push The Limit/R2 Astromech (32)

Rookie Pilot/R2 Astromech (23)

55pts

Luke + Swarm Tactics (30)

Blue Squadron Pilot + Advanced Sensors (25)

Isn't is almost scary how many more "options" get opened up by going with 55 instead of 50? It's like playing with 105 or 110 instead of 100 so now you could run five Rookies.

Imperial:

Saber squadron Tie Interceptor x2 PTL x2 Stealth Device x2

Point total: 54

Imperial Forces

55pts

Darth Vader + Adrenaline Rush/Engine Upgrade (34)

Black Squadron Pilot + PTL/Engine Upgrade (21)

55pts

Gamma Squadron Pilot + Assault Missiles/Adv. Proton Torpedoes (29)

Gamma Squadron Pilot + Concussion Missiles/Proton Torpedoes (26)

55pts

Omicron Group Pilot + FCS/Gunner/Engine Upgrade (32)

Avenger Squadron + Stealth Device (23)

55pts

Tempest Squadron + Shield Upgrade/Homing Missiles (30)

Tempest Squadron + Shield Upgrade (25)

55pts

Bounty Hunter + Gunner (38)

Black Squadron Pilot + PTL (17)

Edited by The_Brown_Bomber

Have you thought about 60 points? I had a game on a 6x4 table with three players on each side at 60 points each. It made for some interesting combos. Notably, nobody went with 5 academy pilots though. Mostly it was two ships for the rebel players. The imperials had three or four each with some decked out interceptors and bombers. One player had an over loaded boba fett.

Bounty Hunter seems naughty and fun in this format.

Backstabber

Scimitar + concussion/assult

Scimitar + seismic charge

We played our first battle with this:

REBELS: Jacob (55 points)

Red Squadron Pilot + Proton Torpedoes + R5 Astromech

Red Squadron Pilot + Proton Torpedoes

IMPERIALS: Dave (55 points)

Omicron Group Pilot + Weapons Engineer + Ion Cannon

2x Black Squadron Pilot

The setup is designed to introduce Jacob to the game. The objective is to capture the shuttle, so the Rebels can win by destroying the shuttle's two TIE escorts. Lots of fire was exchanged, but the shuttle didn't get to do anything interesting. Proton Torpedoes went off without doing any damage -- but that seemed to shake the cobwebs off the dice because there were some memorable "all hits" rolls later on. Both TIEs were destroyed around turn 8. One X-Wing was left with 3 hull points and no shields, the other X-Wing had 2 hull remaining.

It's a fun format, and it ended without feeling like it ever dragged on. We'll use it again with a different mix of ships.

Edited by DagobahDave

Sounds like a cool game. I like smaller missions.

Dark Curse w/Stealth Device

Black Squadron Pilot w/Stealth Device, Veteran Instincts

Black Squadron Pilot w/Stealth Device, Veteran Instincts

You could drop Dark Curse to a third Black Squadron Pilot, trading his ability in return for a shot at initiative - but frankly I think his ability is more than worth the point (unless you want to avoid named pilots); all the Imperials are skill 6 anyway.

I believe someone did an analysis awhile back when the game was relatively new and came to the conclusion that 55pts opened up quite a few more competitive builds than 50pts. Moreso than the jump from 55-60 did, or 45-50. Ergo, the conclusion was that a 55 point game the best "around 50" point limit. Given, that was back when only wave 1 (maybe just post wave 2 release?) was out, so it's possible that has changed, but I doubt it.

50 points limits you to basically two X wings with 8 points of upgrades (which the only way to spend them would be torps or shields...) or two Y with 4 points left over... But 55 points allows you to actually upgrade from rookies to luke/biggs or dutch/garvin or whatever, and gives you more freedom.

I believe someone did an analysis awhile back when the game was relatively new and came to the conclusion that 55pts opened up quite a few more competitive builds than 50pts. Moreso than the jump from 55-60 did, or 45-50. Ergo, the conclusion was that a 55 point game the best "around 50" point limit. Given, that was back when only wave 1 (maybe just post wave 2 release?) was out, so it's possible that has changed, but I doubt it.

Just like going from 100 points to 105 or 110 opens up a LOT more competitive builds as well. I'm just pointing out that anyone could pick a "sweet spot" point total. Part of the challenge of the game is that the point values are often selected to limit certain choices. I'd bet the reason Rookies are 21 points is to keep a person from fielding five of them in a 100 point game. The point values are there so a person has to really think if they want some upgrade/improvement or if they want another ship.

You know what, you CAN use any named X-Wing as part of a two fighter build for 50 points. Maybe you can't add upgrades but that is what that better pilot already is.