A build just for the lols

By Audio Weasel, in X-Wing

Ok, put this together and want to try it for kicks, but I think it would piss my wife off too much if she were flying against it.

ORS + Intelligence Agent + Navigator + APL x2

ORS + Saboteur + Gunner

I figure with 2 ORS blocking, it would be easier to keep the third in range 1 turning cards, and the gunner would help the whole 2 attack die situation.

I've been tempted to try a similar list:

ORS + Intelligence Agent + Navigator + APL x3

And just troll them as much as possible. :)

I ran this list and loved it.

1x ORS: gunner, chewbacca, falcon title, shield upgrade

1x gold squad: ion cannon, r5-d8, shield upgrade

1x gold squad: ion cannon, r2 Astro, shield upgrade

I don't have the ships (or the cards) for this but I would like to try

Outer Rim Smuggler + navigator + intelligence agent + anti-pursuit laser x3

ORS + Intelligence Agent + Navigator + APL x2

ORS + Saboteur + Gunner

I figure with 2 ORS blocking, it would be easier to keep the third in range 1 turning cards, and the gunner would help the whole 2 attack die situation.

The ORS with APL could be interesting but I'm not at all convinced about the Saboteur + Gunner. For Saboteur to have a chance at doing anything your opponent needs to have damage cards and damage output is definitely something this lacks. You may be able to get them to run into but that's just a 50:50 chance of dealing a point of damage with the APL. I also have a problem with Gunner on a 2 attack ship; you'll probably get to use it (a lot if fighting high agility ships) but your second shot probably isn't going to be much better than the first so you'll just miss again.

I'd be looking for another way to spend those 34 points you have in that last ORS. Part of me is thinking that using Horton with a Ion Turret and a Proton torpedo would be a better bet.

I don't care much for ORS because they lose the attack die. Which I didn't notice until I flew him for the first time.
Maybe I'm prejudiced because of that.
Yeah, definitely.

I really don't know how competitive the ORS is. I think a list that is all about trying to get the other guy to run into you is a hoot. I don't think I would take it to a tournament. My real problem with the ORS is that I only own one YT-1300. But the unique YT-1300 are crazy nasty, unfortunately they die relatively quickly for how many points they cost. ORS are almost half the price of Han Solo, they do have almost as many HP, so point for point they are much harder to kill.

As for 2 attack dice lots of ships get buy with only 2 attack dice. You might not hit every turn, but with a TL/F + a Gunner you have a pretty good chance of it.

I actually find the gunner better on a ship that has lower attack dice. If you always hit then it does you no good. I wouldn't put a gunner on a HWK-290 1 attack dice is just too low, but 2 isn't that bad.

There are very few ships in the game with more than 2 agility dice. And those ships with three agility (with the exception of the TIE Advanced) don't live very long once you start hitting them.

I'll remind you that while the TL+F combo can help produce hits it doesn't do a lot of good with Gunner as both of those tokens only applies to one attack.

Could you add 2 Mercenary CoPilots to a falcon? Would that be legal?

Could you add 2 Mercenary CoPilots to a falcon? Would that be legal?

I don't know what FFG but its wording is "...you may change 1 of your [hits] results to a [crit] result."

This wording could definitely start arguments as to whether to two effects stacked. Technically if you just do it once, you have satisfied the instructions for both cards.

Could you add 2 Mercenary CoPilots to a falcon? Would that be legal?

Yes you can. It results in 2 hits turning into Crits at range 3.

I like this better on the Shuttle with an HLC, though, as the HLC's de-crit-ening happens before the crits from MCP throws in :D

Other stackable crew-member effects:

Intelligence Agent: Look at 2 dials from ships at R1-2

Recon Specialist: Gain 3 focus tokens when you preform the Focus action

Flight Instructor: You may re-roll up to 2 dice defensively (not one die twice, unfortunately)

Edited by DraconPyrothayan

Could you add 2 Mercenary CoPilots to a falcon? Would that be legal?

Yes you can. It results in 2 hits turning into Crits at range 3.

I like this better on the Shuttle with an HLC, though, as the HLC's de-crit-ening happens before the crits from MCP throws in :D

Other stackable crew-member effects:

Intelligence Agent: Look at 2 dials from ships at R1-2

Recon Specialist: Gain 3 focus tokens when you preform the Focus action

Flight Instructor: You may re-roll up to 2 dice defensively (not one die twice, unfortunately)

Recon Spec does not stack. It specifically says receive 2 tokens, not an additional token.

Edit: Er, apparently it doesn't say that... I could have sworn though that it was FAQ'd that they don't stack. I'll have to look into that.

Edited by Khyros

Could you add 2 Mercenary CoPilots to a falcon? Would that be legal?

Yes you can. It results in 2 hits turning into Crits at range 3.

I like this better on the Shuttle with an HLC, though, as the HLC's de-crit-ening happens before the crits from MCP throws in :D

Other stackable crew-member effects:

Intelligence Agent: Look at 2 dials from ships at R1-2

Recon Specialist: Gain 3 focus tokens when you preform the Focus action

Flight Instructor: You may re-roll up to 2 dice defensively (not one die twice, unfortunately)

Is this in the FAQ or is this your interpretation?

Could you add 2 Mercenary CoPilots to a falcon? Would that be legal?

Yes you can. It results in 2 hits turning into Crits at range 3.

I like this better on the Shuttle with an HLC, though, as the HLC's de-crit-ening happens before the crits from MCP throws in :D

Other stackable crew-member effects:

Intelligence Agent: Look at 2 dials from ships at R1-2

Recon Specialist: Gain 3 focus tokens when you preform the Focus action

Flight Instructor: You may re-roll up to 2 dice defensively (not one die twice, unfortunately)

Is this in the FAQ or is this your interpretation?

The HLC/MCP thing was FAQed

Could you add 2 Mercenary CoPilots to a falcon? Would that be legal?

Yes you can. It results in 2 hits turning into Crits at range 3.

I like this better on the Shuttle with an HLC, though, as the HLC's de-crit-ening happens before the crits from MCP throws in :D

Other stackable crew-member effects:

Intelligence Agent: Look at 2 dials from ships at R1-2

Recon Specialist: Gain 3 focus tokens when you preform the Focus action

Flight Instructor: You may re-roll up to 2 dice defensively (not one die twice, unfortunately)

Is this in the FAQ or is this your interpretation?

The HLC/MCP thing was FAQed

But that is a very different issue that MCP x2. The interaction between two different upgrades and stacking two of the same upgrade, not the same.

I just checked the FAQ there is no mention of taking two of the same crew member that I can find.

Could you add 2 Mercenary CoPilots to a falcon? Would that be legal?

Yes you can. It results in 2 hits turning into Crits at range 3.

I like this better on the Shuttle with an HLC, though, as the HLC's de-crit-ening happens before the crits from MCP throws in :D

Other stackable crew-member effects:

Intelligence Agent: Look at 2 dials from ships at R1-2

Recon Specialist: Gain 3 focus tokens when you preform the Focus action

Flight Instructor: You may re-roll up to 2 dice defensively (not one die twice, unfortunately)

Is this in the FAQ or is this your interpretation?

The HLC/MCP thing was FAQed

But that is a very different issue that MCP x2. The interaction between two different upgrades and stacking two of the same upgrade, not the same.

It is FAQ'd. At least the MCP x2 is.

"Q If a ship has more than one copy of the

same card that does not require an action
to trigger its ability, can it trigger all of
those card abilities?
A: Yes. For example, when a ship equipped with two
Mercenary Copilots is attacking, it can change two [hit]
results to two [crit] results."
2nd question on page 3. Which would mean that a precendent was set for IA and Recon and Flight Instructor.
Edited by Khyros

I really don't know how competitive the ORS is. I think a list that is all about trying to get the other guy to run into you is a hoot. I don't think I would take it to a tournament. My real problem with the ORS is that I only own one YT-1300. But the unique YT-1300 are crazy nasty, unfortunately they die relatively quickly for how many points they cost. ORS are almost half the price of Han Solo, they do have almost as many HP, so point for point they are much harder to kill.

As for 2 attack dice lots of ships get buy with only 2 attack dice. You might not hit every turn, but with a TL/F + a Gunner you have a pretty good chance of it.

I actually find the gunner better on a ship that has lower attack dice. If you always hit then it does you no good. I wouldn't put a gunner on a HWK-290 1 attack dice is just too low, but 2 isn't that bad.

There are very few ships in the game with more than 2 agility dice. And those ships with three agility (with the exception of the TIE Advanced) don't live very long once you start hitting them.

Oh, totally wouldn't take it tournament (except put 1 in a squad for a pirate style tourney possibly)..... but wouldn't hesitate to use it in a friendly game for kicks.

Another ship I took just for fun was:

Fett+ Navigator + Engine Upgrade + Expert Handling.

I called it my go anywhere Fett.

It wasn't super effective by I learned a lot.

I found that I didn't change my maneuvers very much. I pretty much knew where I wanted to go. The Barrel-Roll from the Expert Handling though was great. Something about going sideways with a rear arc was just devastating. Also barrel-rolling big ships increases you possible movement potential a lot more than the small-based-ships.

So now I often take Fett+Expert Handling, and sometimes add on a gunner. Fett is my favorite pilot whose pilot ability I don't like.

I think that is one of the great things about LOL lists, even though you might not be making a super competitive list, they are a lot of fun to fly and you can learn a lot about the game as you do things that you might not otherwise try.