New player needs help with squad building.

By Flux Cobalt, in X-Wing

I am new to X-Wing and I just bought 2 starter sets, 1 Firespray, 1 YT-1300, 2 Tie Interceptors and 1 B-Wing and I would like some suggestions for building two squads, one Rebel and one Imperial. The people that I will be playing with are also new to X-Wing so once the squads are built we will not be changing anything, stats or pilot wise for a while until we get use to the game. In other words once built the squads will remain unchanged until we get better. I would like the squads to be as even as possible. I am almost over whelmed at the possibilities I have in front of me.

Thank you for any help.

Flux

You've got a LOT of good ships there, mate.
Are you looking to only use the upgrades available from those ships, or can you proxy?

I am just going use what came with the ships.

Rebel:

Han Solo YT-1300 (46)

Draw Their Fire (1)

Chewbacca (4)

Gunner (5)

Millennium Falcon title (1)

Rookie X-wing x2 (42)

99 points.

Imperial:

Boba Fett Firespray-31 (39)

Heavy Laser cannon (7)

Gunner (5)

Saber Sqaudron Tie Interceptors x2 (42)

Stealth Device x2 (6)

99 points

Both lists will have a named "big" ship, and a couple smaller fighters to get used to. Not a lot of ships to move around till you get used to the game. Most people will probably tell you to load out on Tie fighters, yes you can field a large number. However, I would get used to flying with a smaller number of ships, once you go down the tie "Swarm" path forever will it dominate your destiny. Just my two cents.

For the rebels I would go with some form of 2 X-Wings and the Falcon. I personally have found it quite difficult to run a three rebel fighter list, but a Falcon and escort list should be more forgiving on newer players. For the Empire perhaps Krassis w/ a heavy laser cannon, 1 Saber pilot, and three Academy pilots. This will let you play with some of all types of ships that you have. However I would advise against not changing up your lists. Play around with different squads, barrow your friend's ships, have fun finding out what works for you.

Rebel:

Han Solo YT-1300 (46)

Draw Their Fire (1)

Chewbacca (4)

Gunner (5)

Millennium Falcon title (1)

Rookie X-wing x2 (42)

99 points.

I'm not a huge fan of Draw Their Fire here. If your opponent is silly enough to leave the Falcon for last....

I'd usually go for Expert Handling, but you don't have the expansion(s) that comes from, so instead I'll suggest either A) Elusiveness, or B) Swapping out one of your Rookies for a Blue Squadron B-Wing

Imperial:

Boba Fett Firespray-31 (39)

Heavy Laser cannon (7)

Gunner (5)

Saber Sqaudron Tie Interceptors x2 (42)

Stealth Device x2 (6)

99 points

Ew.

Loading up with an HLC and a Gunner is almost never a good idea. The HLC will get at least 1 hit per attack, making Gunner a waste of 5 points. Also, he'll only have 1 Gunner card, and that'l go to the Falcon, so that's 5 points bought for us.

Also, he'll only have 1 Stealth Device card, so that's another 3 points bought.

For 4 points, you can give Fett an Engine Upgrade, which will make him HUGELY maneuverable. I'd spend the remaining 4 with a Merc. Co-Pilot and a Seismic Charge.

Concerning the Saber Squadron Tie Interceptors, why would you ever run two of them without giving them EPTs? I'd hand one of them a demotion to Alpha Squad, and improve the other into Turr Phennir (with a Stealth Device).

TL:DR: My take on Moore1980's fleets

===================================================================

REBELS

Han Solo

+ Gunner

+ Elusiveness

+ Chewbacca

+ Millennium Falcon Title

[58 total]

Rookie Pilot

[21 total]

Rookie Pilot

[21 total]

(Scrap Elusiveness and a Rookie Pilot to field a 22 point Blue Squadron Pilot for Initiative)

===================================================================

Empire

Boba Fett

+ Heavy Laser Cannon

+ Seismic Charges

+ Mercenary Co-Pilot

+ Engine Upgrade

[52]

Turr Phenir

+ Stealth Device

[28]

Alpha Squadron Pilot

[18]

Some rules notes: Mercenary Co-Pilot can turn a hit from the HLC into a Crit, as the HLC's de-crittening happens before any other attack dice modification. Boost will also be very helpful in getting Crits out of your Auxiliary Firing Arc from him.

If you Bank, you then have a huge amount of options as to where you end facing with Boba, particularly with the additional 90* spread from the boost.

Turr Phenir's free boost is prevented if he has stress or boosted earlier in the turn.

===================================================================

Maybe it wasn't available but if one of those Interceptors had been a Fighter you could have opened a whole new bunch of tricks. I'm saying that because of the pilots in the T/F Expansion and because they are easier to fit into squads in large numbers.

For your Rebels you have a number of options. Moore1980's list is a pretty typical "Han Shoots First" (HSF) list although some will put Marksmanship on Han instead of DTF & Falcon. You could also throw in the B-Wing in place of one of those X-Wings if you wanted to try something a little different. Many of your Rebel builds can center around the Falcon with two, or rarely one, fighter supporting it. You may also try a three fighter set but it may not be as good.

Ten Numb + Marksmanship + Fire Control System (36)

Luke + R2D2+ Draw Their Fire + Shield Upgrade (37)

Biggs (25)

This leaves two points hanging but the idea would be to fly Ten and Luke up front with Ten knocking down critical hits and Luke pulling of any criticals to his shields and regenerating them. Biggs would try staying back but still try to pull fire from the other two. You could use a lesser B-Wing and pick up different supporting options as well.

Getting a 100 point Imperial squad is either going to take the Firespray or all of your TIEs. A bare bones build to try could be:

Turr + Stealth Device

Bounty Hunter

Obsidian Squadron Pilots x3

You have Turr to act as a hard to hit distraction while the Bounty Hunter and T/F escort all act with PS 3.

another option (but perhaps not for your first few games) might be...

Soontir Fel

Turr Phennir

Dark Curse

Black Squadron Pilot + Veteran Instincts

Black Squadron Pilot + Veteran Instincts

versus

Wedge + shield upgrade + marksmanship + proton torpedoes

Luke + shield upgrade + R2D2 + Draw Their Fire

Dagger Squadron Pilot

if u had more upgrades id change out a few upgrades but there u go :)

Edited by The_Brown_Bomber

He doesn't have the X-Wing expansion Brown_Bomber. That means no Wedge to use in that second build. I was trying to figure out a B-Wing substitution for Wedge in my "three Amigo" variation.

I do like the five fighter Imperial squad although Fel almost feels wrong with no beneficial way to stress him out. Could trade the BSP for a SaberSP (same upgrade) and then put in Mauler Mithel, a Stealth Device on Turr and still have two points left over.

Rebel:

Han Solo YT-1300 (46)

Draw Their Fire (1)

Chewbacca (4)

Gunner (5)

Millennium Falcon title (1)

Rookie X-wing x2 (42)

99 points.

I'm not a huge fan of Draw Their Fire here. If your opponent is silly enough to leave the Falcon for last....

I'd usually go for Expert Handling, but you don't have the expansion(s) that comes from, so instead I'll suggest either A) Elusiveness, or B) Swapping out one of your Rookies for a Blue Squadron B-Wing

Imperial:

Boba Fett Firespray-31 (39)

Heavy Laser cannon (7)

Gunner (5)

Saber Sqaudron Tie Interceptors x2 (42)

Stealth Device x2 (6)

99 points

Ew.

Loading up with an HLC and a Gunner is almost never a good idea. The HLC will get at least 1 hit per attack, making Gunner a waste of 5 points. Also, he'll only have 1 Gunner card, and that'l go to the Falcon, so that's 5 points bought for us.

Also, he'll only have 1 Stealth Device card, so that's another 3 points bought.

For 4 points, you can give Fett an Engine Upgrade, which will make him HUGELY maneuverable. I'd spend the remaining 4 with a Merc. Co-Pilot and a Seismic Charge.

Concerning the Saber Squadron Tie Interceptors, why would you ever run two of them without giving them EPTs? I'd hand one of them a demotion to Alpha Squad, and improve the other into Turr Phennir (with a Stealth Device).

TL:DR: My take on Moore1980's fleets

===================================================================

REBELS

Han Solo

+ Gunner

+ Elusiveness

+ Chewbacca

+ Millennium Falcon Title

[58 total]

Rookie Pilot

[21 total]

Rookie Pilot

[21 total]

(Scrap Elusiveness and a Rookie Pilot to field a 22 point Blue Squadron Pilot for Initiative)

===================================================================

Empire

Boba Fett

+ Heavy Laser Cannon

+ Seismic Charges

+ Mercenary Co-Pilot

+ Engine Upgrade

[52]

Turr Phenir

+ Stealth Device

[28]

Alpha Squadron Pilot

[18]

Some rules notes: Mercenary Co-Pilot can turn a hit from the HLC into a Crit, as the HLC's de-crittening happens before any other attack dice modification. Boost will also be very helpful in getting Crits out of your Auxiliary Firing Arc from him.

If you Bank, you then have a huge amount of options as to where you end facing with Boba, particularly with the additional 90* spread from the boost.

Turr Phenir's free boost is prevented if he has stress or boosted earlier in the turn.

===================================================================

I've whiffed on plenty of four-dice rolls, HLC included.

Loading up with an HLC and a Gunner is almost never a good idea. The HLC will get at least 1 hit per attack, making Gunner a waste of 5 points. Also, he'll only have 1 Gunner card, and that'l go to the Falcon, so that's 5 points bought for us.

I've whiffed on plenty of four-dice rolls, HLC included.

Often enough to make Gunner worth it?

Loading up with an HLC and a Gunner is almost never a good idea. The HLC will get at least 1 hit per attack, making Gunner a waste of 5 points. Also, he'll only have 1 Gunner card, and that'l go to the Falcon, so that's 5 points bought for us.

I've whiffed on plenty of four-dice rolls, HLC included.

Often enough to make Gunner worth it?

Considering their combined price, probably not, especially against Rebel ships. Then again, if you'd seen my reaction to some especially awing dice throws (bad from me, amazing from my opponent), you couldn't fault me for wishing I'd taken it. Few big ships won't profit from the addition of a Gunner, whatever their other upgrades might be. I guess I just take exception to the notion that you will always land hits with 4 dice, and if you do, please share a little of your good luck with me. Lord knows I could use it.

Edited by WonderWAAAGH