Outer rim smuggler with anti pursuit lasers and saboteur
3 x gold squadron with ion turret
Outer rim smuggler with anti pursuit lasers and saboteur
3 x gold squadron with ion turret
0-3
The problem here is damage output. You've got a lot of hit points. But you can only control the movement of a maximum of three craft. Further, it's hard to get that many to crash into your ORS. Against a swarm, you're in serious trouble. Same against large craft like 3 Bounty Hunters. This list may well do well against 3 small ship lists, but I wouldn't expect it to win a tournament.
i am at a loss on what i should take, i have not been able to play in months
i am at a loss on what i should take, i have not been able to play in months
What ships do you have available? We can help you out!
i am at a loss on what i should take, i have not been able to play in months
Well, you had an Outer Rim Smuggler in that list, so I'll give you a couple suggestions that include the Falcon.
First of all, Han Shoots First is always a popular choice:
Han Solo+Marksmanship+Gunner+Chewbacca (Crew) 58 Points
2 Rookie Pilot X Wings 42 Points
Han always shoots first. And always hits. All the time.
Another list that has seen success at the local league I play in. We like to call it "Chewbacca is a House," due to Chewie's high survivability and the minimal critical possibility:
Chewbacca+Elusiveness+Millenium Falcon+Gunner+Anti-Pursuit Lasers 52 Points
2 Blue Squadron B-Wings with Fire Control Systems
I am looking forward to Imperial Aces for this second list, because Hull upgrade just makes Chewbacca's pilot ability even better. Anyways it makes it so there are 4 out of 29 hit points that criticals matter against, and 4/30 with hull upgrade.
The Han list is about hitting all the time, and the Chewie list is about staying alive. Two different approaches, depends on your play style.
i pretty much have 4 of every ship, only 3 shuttles and firesprays, 2 falcons and 8 tie fighters
outer rim smuggler with anti pursuit lasers
ten numb - sensor jammer and markmenship
ibitism - sensor jammer and veteran ?
outer rim smuggler with anti pursuit lasers
biggs - blue squad, and blue sqaud with fire control?
My favorite squad right now is Scarlet Cowgirl:
Kath Scarlet + Expert Handling + Rebel Captive
2x Academy Pilot
Omicron Group Pilot + FCS + Gunner + Engine Upgrade
There are so many other possible lists out there though.
BBBAA is quite potent.
Blue Thunder:
2x Blue Squadron + HLC
2x Rookie Pilot
and Bloody Daggers:
2x Dagger Squadron + Advanced Sensors
2x Red Squadron
Even Golden Daggers, as it suits what you were pondering already:
2x Dagger Squadron + Advanced Sensors
2x Gold Squadron + Ion Cannon Turret
The list goes on. ![]()
i pretty much have 4 of every ship, only 3 shuttles and firesprays, 2 falcons and 8 tie fighters
Okay, so you can run pretty much ANY fleet we throw at you, lol.
Since you started with a Rebel Fleet, I'll start with them.
My take on HSF runs Push the Limit, Recon Specialist, and the Millennium Falcon title instead of Marksmanship and Chewbacca. I find it directly more survivable. Pair it with twin Rookies.
Alternatively, I've had a good run of success with Two Rookie Pilots (each with an Engine Upgrade) and Two Blue Squadron Pilots (each with Advanced Sensors). It's got excellent firepower, and thrives in a dense Asteroid Field. It's maneuverability can't be beat! (Bonus: all 4 ships total to 25 points each!)
Luke, Biggs, and ____ is always great. (Luke has R2-D2 and Draw Their Fire for this combination). ____ can be filled by Wedge Antilles or 2 Rookies, depending on how you spend your points.
Rebel 666 is also really good. (Chose 3 of 4 -- Garven Dreis, Kyle Katarn, "Dutch" Vander, and/or Ibtisam. Action Economy for DAYS. Could use Lando Calrissian as the 3rd for a 667 Variant).
I've also been intrigued by the 5 Rebel fleets (XXBYY and BBBAA).
If you like Anti-Pursuit Lasers, consider 3 Outer Rim Smugglers, each with a Navigator, Intelligence Agent, and APL, for a 99 point fleet. See where they'll be, be there first. Damage them, prevent their actions, prevent their ability to attack at R1, and polish them off with your Turrets. (Designed by SableGryphon. Hrathen said it's the X-Wing equivalent of "Quit hitting yourself.". As you only have 2 YT-1300s, you can fill the void with any 33 point ship you wish.
Imperially speaking,
There's always a Tie Swarm. I prefer a 7 Tie Version (Feat. Howlrunner, some defensive upgrades, and a PS boost)
3x Bounty Hunters is also a terrifying list to encounter, for pretty much the exact OPPOSITE reasons of the Tie Swarm.
Bomber lists are also increasing in popularity as we get closer to Wave 4. Proton Bombs ROCK.
SableGryphon also runs Captain Yorr and 2 Omicron Group Pilots, each with an Engine Upgrade, Gunner, and Fire-Control Systems. These combine to give you superb speed, and Han Solo levels of expected damage, out of 3 ships. (Hint: the Gunner Shot is ALWAYS Target Locked in this combo). Yorr gets an Intelligence Agent to bring it to 100 points. Moo.
Taking a single one of those OGPs, alongside Kath Scarlet with Expert Handling and a Rebel Captive, alongside 2 Ties, is also a great list (Scarlet Cowgirl).
Interceptor lists are also growing in prominence as Imperial Aces looms. Folks are starting to realize that the best defense is not letting them shoot at you, and few do that better than an Interceptor with PTL.
Edited by DraconPyrothayanThe list goes on.
Into my post, apparently.
I'm gladdened and surprised that we only overlapped by one!
I think I figured it my list out =D
Luke with swarm tactics
Roark with ion
Blue squad with fire control and
Blue squad = )
I think I figured it my list out =D
Luke with swarm tactics
Roark with ion
Blue squad with fire control and
Blue squad = )
Ahh I like it...
Assuming Luke and one of the B-wings fires at PS 12 every turn? Could do some damage.
I think I figured it my list out =D
Luke with swarm tactics
Roark with ion
Blue squad with fire control and
Blue squad = )
Ahh I like it...
Assuming Luke and one of the B-wings fires at PS 12 every turn? Could do some damage.
I'd actually run that as 12/8/8/4 more often than not. Obviously if you have a PS8+ that you feel confident that can be killed with 2 shots, then 12/12/4/2 would work as well. But most squads will be shooting (most) of their ships after 8 anyways.
http://xwing-builder.co.uk/view/46946
http://xwing-builder.co.uk/view/45832
ive run both with success
how does focus thunder work??
how does focus thunder work??
It seems that Garven Dreis gives his Focus to either the X-Wing or the HLC B after shooting, and Roark gives the other one PS 12.
So you've got a ship that's guaranteed to shoot first, and the other gets double actions. Meanwhile, Roark's ionizing, and Garven still gets to shoot with 3 dice and a Focus at PS6 every turn.
Didn't read it all so sorry if this has already been mentioned.
This is NOT my list. I pretty sure it's Aaron Bonar who came up with it and has flown it excellent (if credit should somewhere please forgive me).
See this thread http://community.fantasyflightgames.com/index.php?/topic/96076-worlds-builds/
This is a squad built for control that if flown correctly can apparently wreck you (and it did, Top 16 is amazing).
my list http://xwing-builder.co.uk/view/46946 that i sent to him earlier is a varient of the top 16 list. it mixes control with good end game pieces (a-wings). keep the a-wings at range 3 throughout and pew-pew froma distance. bull rush with the ORS. they will give damage for ramming and their turrets are 3 dice at range one while denying action by ramming. ive played it twice and absolutley demolished two swarms.
I'm really not keen on the ORS in any serious list. But I'm willing to give it a shake down.
how does focus thunder work??
It seems that Garven Dreis gives his Focus to either the X-Wing or the HLC B after shooting, and Roark gives the other one PS 12.
So you've got a ship that's guaranteed to shoot first, and the other gets double actions. Meanwhile, Roark's ionizing, and Garven still gets to shoot with 3 dice and a Focus at PS6 every turn.
Yes, thats pretty much how i run focused thunder. i generally fly the fleet in formation as well so that i can focus fire. i generally take a ship and damage another th efirst round. against four+ ship builds the b-wing typically doesnt last past round two because it is the primary target. however, by then it has done its job and the trade off in points that i lost compared to what has been taken out favors me. also, with roark's ability i still ahve some punch with the x-wings
I'm really not keen on the ORS in any serious list. But I'm willing to give it a shake down.
its a real fun build. it totally screws with ships in formation. the point of th ebuild is to stop everything up in a cluster **** while the awings run flanking manuvers