Newbie with a few questions..

By Papamambo, in X-Wing

So, a friend and I both received X-Wing for Christmas. We've had a few games, and I totally dig the game so far. My question is this - When creating your fleet, what points are you adding to get your total?

Take an X-Wing for example. Are you adding the Pilot point cost, plus the R2 unit plus the Proton Torpedoes?? Example - Rookie pilot for 21 points, R5K6 for 2, and proton torpedoes for 4 for a total of 27 points?? Or is it just given that every X-wing comes with an R2 and Proton Torpedoes?

We had a game last weekend (we've bought a few ships since we got the original game). We combined our base sets - he took the Imps, I took Rebels. Our fleets looked something like this:

Imps - 5 Ties, 2 Tie Interceptors (Sootir Fel) and someone else who I can't remember off the top of my head, 1 Advanced (Vader), 1 Bomber, a Firespray and the Shuttle.

Rebels, 3 X-Wings (Wedge, Luke, Biggs), 2 Y-Wings, 1 B-Wing, 1 A-Wing (Tycho) and 1 Hwk (Moldy Crow with Katarn)

With all the weapons loadouts (Proton Torps, Adv Torps Conc Missiles etc) we were looking at somewhere north of 280 points per side. We counted up points for everything (weapons as well as Pilot skills like PTL etc)

Does that sound right?

All of the upgrades cost points, so you do add them all up together.

You should be shooting for an equal number of points on each side. 100 points for each side is the current tournament rules. But as long as you set a limit beforehand it's up to you. Some scenarios have different setups

Note: this doesn't necessarily mean an equal number of ships, as the glorious empire often outnumbers the dirty terrorist rebels

Edited by perniciousducks

When you're figuring out how many "points" a ship is worth you have to pay for all of those upgrades as well. It wouldn't make much sense to price R2D2 at 4 points and the R5 at 1 point if you could just add either one to your squad at no additional charge.

As for your point totals I can't say for certain but I could certainly see them around 280. I know you can make a good Wedge/Luke/Biggs squad for a 100 point game and 2 Y-Wings, B-Wing, and A-Wing probably can make a second although the HWK would for good measure. Now those two 100 point squads still would leave plenty of unfilled upgrade slots and if you throw stuff into them I can see you making it to that 280.

Everything costs points, but isn't necessarily... necessary.

Take the B-Wing for example.
You CAN equip 2 proton torpedoes, a Heavy Laser Cannon, a Sensor Jammer, and an Engine Upgrade, but that gives you a single 45 point ship, if you use the cheapest pilot.

HOWEVER, no-one puts more than 2 upgrades on a B-Wing, 'cause that's enough to make it spectacularly lethal.

So, a friend and I both received X-Wing for Christmas. We've had a few games, and I totally dig the game so far. My question is this - When creating your fleet, what points are you adding to get your total?

Take an X-Wing for example. Are you adding the Pilot point cost, plus the R2 unit plus the Proton Torpedoes?? Example - Rookie pilot for 21 points, R5K6 for 2, and proton torpedoes for 4 for a total of 27 points?? Or is it just given that every X-wing comes with an R2 and Proton Torpedoes?

We had a game last weekend (we've bought a few ships since we got the original game). We combined our base sets - he took the Imps, I took Rebels. Our fleets looked something like this:

Imps - 5 Ties, 2 Tie Interceptors (Sootir Fel) and someone else who I can't remember off the top of my head, 1 Advanced (Vader), 1 Bomber, a Firespray and the Shuttle.

Rebels, 3 X-Wings (Wedge, Luke, Biggs), 2 Y-Wings, 1 B-Wing, 1 A-Wing (Tycho) and 1 Hwk (Moldy Crow with Katarn)

With all the weapons loadouts (Proton Torps, Adv Torps Conc Missiles etc) we were looking at somewhere north of 280 points per side. We counted up points for everything (weapons as well as Pilot skills like PTL etc)

Does that sound right?

It'll tell you that in the rule book and all the information on the cards such as squad point value, what range you need to be too use secondary weapons and etc.

It is pretty standard to use 100 point squad, but when playing at home you decide.

Some people use things like rolling 100 side dice. We don't have one, but are going to start rolling dice. 20 sided 5 times just to keep it interesting

If you decide to get a little more competitive and do tournament play it is pretty standard 100pt squad

Thanks guys. I've been trolling the forums for a while, and while I assumed the above to be true, I was still in awe of people who are fielding 3 X-wings, a YT, a couple of A-wings etc and are able to keep it under 100 points. I can see how that would be easier to do as an Imperial player as the ship costs are so much less (even with the supposedly over-costed Advanced)

Well, it's not possible to field 3 X wings (63 points) 2 A wings (34 points) and a YT (27 points) in a 100 point game. The cheapest pilots come out to be 124.

Well, it's not possible to field 3 X wings (63 points) 2 A wings (34 points) and a YT (27 points) in a 100 point game. The cheapest pilots come out to be 124.

He's only a ship high although I haven't seen much discussion about an XAXAX squad. Of course if you drop an X and a T you could see an XAYAX squadron.

First, welcome to the forum. :)

Second, I think you and your friend would love some of the X-wing YouTube videos. I saw them when I was a noob, and they really helped me understand how the game is played. If you get really good, you can start seeing combos and such that work well together. One of my favorites is Biggs+R2F2+Stealth Device. He becomes the ultimate defensive lineman that way, with five defense dice that will hopefully soak up anything they throw at you. The best part is he will keep those damage points from doing anything to his wingmen because of his natural ability.

And if his wingman happens to be Wedge Antilles . . . good luck to anyone who tries to take you on.

Third, before you concentrate on getting awesome squads, your top priority should be learning to maneuver. Maneuvering is a skill that separates the rookies from the aces, and it is essential for creating good tactical positions. Becoming intimately familiar with your ships and how they perform is critical to successfully defeating your opponents.