I finally took the plunge in X-Wing!

By Zogwort, in X-Wing

Hello X-Wing community!

After much time spent wondering if I (and my wallet) could handle yet another awesome game, I just couldn't resist the temptation when I happened to see a bunch of X-Wing stuff at my local Barnes & Noble lol!

So I would up purchasing a starter set, a Tie Fighter, a Tie Advanced, a Tie Interceptor, a Tie Bomber, an X-Wing, a Y-Wing, and the Millennium Falcon. Not a bad start, eh? Lol!

Anyway, after watching some entertaining youtube tutorials and getting familiar with the rulebook, here is the Rebel and Imperial list I was able to come up with that will either be played against eachother for when I try to convince my friends they should pick up the game and when I go to my local game shop, which has a once a month day dedicated to X-Wing :)

Rebels:

Han Solo w/Luke (as crew), Marksman,

Gold Squadron Pilot w/Ion Cannon Turret

Rookie Pilot

100 Points

The idea on this Rebel list is that I heard about the "Han Shoots First" list and it sounds pretty cool, but I don't own all of the cards yet plus I want to try it with a Y-Wing so that I can use it's Ion Cannon to help prevent fast enemies from being where they want to be when they want to be there.

Imperials:

Darth Vader w/Swarm Tactics

Scimitar Squadron Pilot w/ Concussion Missiles x2, Seismic Charges

Alpha Squadron Pilot

Academy Pilot

Academy Pilot

99 Points

My idea on this Imperial list is basically Vader with Swarm Tactics giving the Bomber PI 9 during the Combat Phase so that it can score first shots with its Concussion Missiles

I wish, I wish, I wish I was able to find a way to fit in 1 extra Tie Fighter and 1 extra X-Wing into my lists, but sadly the points were not there >.<. Oh well, hopefully my game store has bigger point games.

By the way, I've noticed that virtually nobody on here includes the Y-Wing when talking about their Rebel Squads. Is there something I am missing? I got one just because I think they're cool and almost as iconic as the X-Wing, but from a tactical perspective, wouldn't their Ion Cannons be a good response against Tie Interceptors zipping onto the flanks or good vs. Backstabber?

Anyway, I'm looking forward to discussing all things X-Wing with everyone from here moving forward!

Oh and BTW I'm located in the Los Angeles area so if you're down to meet up at any of the local gaming shops in there area, PM me! :D

Edited by Zogwort

Welcome to the game, and this forum! :3

Speaking for myself, Y-Wings are just fine. People are just in love with the systems upgrades of the B-wing so they feel it's a better use of points. Turrets are great though. They're also fairly disillusioned with the fact that Y's don't have any pilots with elite talents, but I feel both Dutch and Horton are excellent additions to lots of lists and hold their own merits. They're both certainly going to get a boost with the next wave coming out. Speaking for you, you're certainly coming into the game at a very exciting time, so hey, keep your eyes on the prize and have fun.

Just FYI, Concussion Missiles are great, but if you can get your target lock in one turn, and then wait so you can focus on the round you fire them, they will be even more devastating.

Glad you could join us in the ultimate battle of Good Vs Evil!

Regarding your rebel, I would say drop Marksmanship from Han. He already has 4 chances to hit in a row. I'd suggest adding on the Millenium Falcon title and maybe some Concussion Missiles.

Alternatively, here is a list you could run with a YT and two X's.

100 pts

Chewbacca+Draw Their Fire (43)

Biggs Darklighter+R2-D2+Shield Upgrade (33)

Red Squadron Pilot+R2 Astromech (24)

Between shields and hull that's 24 hits required to take down the ships. Biggs pulls some fire off Chewy and regens shields with R2-D2. Chewy takes crits off Biggs with Draw Their Fire, which just become normal damage on him. The Red can be used as a flanker/cleanup cannon.

Edited by GroggyGolem

The Falcon is a fun ship to play with, but often I think people attempt or expect too much from it. Pick ONE thing for the Falcon to do, and concentrate on doing it well. Han is good at killing things. Marksmanship is PERFECT for Han and gives him a viable action every round. He rolls one defense die, so don't waste your action on something that doesn't blow stuff up. Han's D is his O! Marksmanship will have him rolling crits and taking out Tie trash.

Use Biggs to keep the heat off of Han and force your opponent to take 2 and 3 range shots. Then, throw in a B-wing for extra firepower. Here's my list:

Han+Marksmanship

Biggs+R2D2

Blue Sqd.

Looks like you've got a solid handle on fleet-building. I'm not really seeing many flaws.
Hope your games go well for you :)

I think your original list suggestions work just fine. Luke + Marksmanship can be brutal on unshielded foes. The biggest trick will be piloting. A lot of people think piloting is unimportant for Han (he can shoot anywhere, why is my maneuver important?), but I think it's critical. Learn how to predict your opponent and get out of as many firing arcs as possible. 1 Defense Die means nothing if they can't shoot at you in the first place. Further, it's easier since you don't have to worry about your own arc.

The Y-Wing pops up some still, but it's an old workhorse. It's sturdy and predictable. I still regularly see it in lists. It doesn't get quite as much love as it used to with the B-Wing around, but it's still a good ship. You'll see it more in 5-ship rebel lists these days.

The only thing I might suggest is dropping on Concussion Missile from the bomber and upgrading the Alpha to a Saber Squadron + Elusiveness. That'll put you at 100 points. If you had the card and a spare point, I'd say change elusiveness to Push the Limit.

Anyway, those are two good lists to gain experience with. :)

I think your original list suggestions work just fine. Luke + Marksmanship can be brutal on unshielded foes. The biggest trick will be piloting. A lot of people think piloting is unimportant for Han (he can shoot anywhere, why is my maneuver important?), but I think it's critical. Learn how to predict your opponent and get out of as many firing arcs as possible. 1 Defense Die means nothing if they can't shoot at you in the first place. Further, it's easier since you don't have to worry about your own arc.

The Y-Wing pops up some still, but it's an old workhorse. It's sturdy and predictable. I still regularly see it in lists. It doesn't get quite as much love as it used to with the B-Wing around, but it's still a good ship. You'll see it more in 5-ship rebel lists these days.

The only thing I might suggest is dropping on Concussion Missile from the bomber and upgrading the Alpha to a Saber Squadron + Elusiveness. That'll put you at 100 points. If you had the card and a spare point, I'd say change elusiveness to Push the Limit.

Anyway, those are two good lists to gain experience with. :)

Regarding Han, I think you just made a very good point. I completely agree that since the YT-1300 only rolls 1 defense dice, there is only so much defensive upgrade cards can do, and that it's best defense is keeping out of the enemy's firing arc. I think a Y-Wing's Ion Cannon is perfect in that regard. I am also now considering maybe using Chewbacca in the pilot's seat instead of Han, making the YT-1300 cheaper and immune to crits, which seems nice and frees up few points for an upgrade card or two. Thoughts?

Regarding the Imperial list, I kinda feel like if I took one of the Concussion Missiles off the Bomber, the list will feel kinda like a 1 trick pony. After all, who will benefit from being nearby Vader once there are no more missiles? But on the other hand, bumping the Alpha Squadron Pilot up to Saber Squadron and giving him Elusiveness does seem really good and in the list less eggs in 1 basket, so I think as I play the game I will definitely be experimenting with that variation of the list. Thanks!

I am glad to hear that the general consensus isn't that the Y-Wing isn't an auto lose, just that it is outshined by the B-Wing and that is does have it's place in lists. I must say I like Dutch'a ability to give out free Target Locks, so I am sure if I picked up a 4th Rebel fighter ship I can come up with a good list taking advantage of that ability.

Hmm actually now that I think about it, by replacing Han with Chewbacca, I have exactly enough points to give the Falcon the Engine Upgrade, giving it the Boost ability. That to me sounds like the perfect thing to combo with the Ion Cannon to keep the Falcon out of enemy firing arcs. Han's ability sounds neat and all, but if I am already using Marksman and have Luke in the gunner's seat, is that overkill?

So I did change my Rebel list just to see how it all looked on paper. Right now I am looking at:

Chewbacca w/Marksmanship, Luke (crew), and Engine Upgrade.

Gold Squadron Pilot w/Ion Cannon Turret

Rookie Pilot

100 Points

So what I lost is Han's PI of 9 and his natural offensive dice reroll ability. But since the YT-1300 can naturally withstand 13 hits between it's shields and hull, the high PI isn't as critical. Even though I did also give up Han's rerolling ability, keeping Marksmanship and Luke still makes Chewbacca a great shot.

So what I've gained now is the ability to Boost, which, when combined with the Ion Cannon, can help ensure that I'm always outside of the biggest threat's firing arc, which IMO is the YT-1300's best defensive option. I am liking this because unless I am missing something this does look like a combo that rewards player skill.

Think I am on to something here?

Edited by Zogwort

Hmm actually now that I think about it, by replacing Han with Chewbacca, I have exactly enough points to give the Falcon the Engine Upgrade, giving it the Boost ability. That to me sounds like the perfect thing to combo with the Ion Cannon to keep the Falcon out of enemy firing arcs. Han's ability sounds neat and all, but if I am already using Marksman and have Luke in the gunner's seat, is that overkill?

So I did change my Rebel list just to see how it all looked on paper. Right now I am looking at:

Chewbacca w/Marksmanship, Luke (crew), and Engine Upgrade.

Gold Squadron Pilot w/Ion Cannon Turret

Rookie Pilot

100 Points

So what I lost is Han's PI of 9 and his natural offensive dice reroll ability. But since the YT-1300 can naturally withstand 13 hits between it's shields and hull, the high PI isn't as critical. Even though I did also give up Han's rerolling ability, keeping Marksmanship and Luke still makes Chewbacca a great shot.

So what I've gained now is the ability to Boost, which, when combined with the Ion Cannon, can help ensure that I'm always outside of the biggest threat's firing arc, which IMO is the YT-1300's best defensive option. I am liking this because unless I am missing something this does look like a combo that rewards player skill.

Think I am on to something here?

Interesting idea. With Luke you won't have as much time worrying about not getting use out of that Marksmanship since you seem to want a high maneuverability with Engine Upgrade.

If you prefer high maneuverability for all your ships you could drop Marksmanship, add an R2 Astromech to the Y and X and have a point left over for Veteran Instincts on Chewy.

The R2 would definitely be a benefit on the Y-Wing as a decent amount of their maneuvers are red. On an X it makes it a lot easier to handle and less of a worry about K-Turning every now and then. Veteran Instints makes Chewy a 7 Pilot Skill.

If you are trying to come up with a build that doesn't use proxies, since you only have the 1 Y-Wing and therefore only 1 R2 Astromech, keep the R2 on the Y-Wing.

Welcome to game!

I think the squads in your original post are good. Gives you a good flavor of what each ship does, so you can decide which purchases to make next. If you like the fighters or XW's much at all, I usually suggest going with a second starter set (especially if you are providing the components for both sides). Try checking a few Targets in your area, some of them have the starter set in clearance at $20 (a steal for 3 ships).

The only tweak I would suggest is to switch one conc missile off the bomber and put it on Vader. If I was rebels, I wouldn't let that bomber get a second shot off. However, Vader firing a conc missile with focus/TL is absolutely brutal (very high odds of getting 4 hits). Plus you'll have two missiles going off early, has a chance to take out an XW at PS9.

Oh, and I live near LAX, and am usually looking for chances to play X-Wing. Where is the store that you are thinking about playing at? I am trying to find stores near my area to play since I just moved in a few months ago.

There's nothing wrong with your original Rebel squad. Using Luke does cut into the value of Marksmanship (Luke turn [eye] into [hit] on second attack but Marksmanship already does that) although that is minor it is an invitation to make some adjustment. Turrets already mess up some high maneuver squads as it is hard to get out get a shot without being targeted in return and the Ion Turret is just more of that with the ion effect although some opponents may be able to stay out of range of that weapon.

A "challenge" of X-Wing squad building is making the cuts and choices to get within the point limits. That's the nature of the game but having "extra" ships means you have options when you want to try something else. Having two X-Wings means you could run a more traditional HSF build and may even be able to try some three ship builds using only your fighters. When it comes to the Empire the ships you use can be all over the place.

It is the original Imperial list that actually gives me pause. It has one super pilot (Vader) but a bunch of low level pilots. There's nothing wrong with low PS pilot BUT does mean you make maneuver choices (roll and boost) before you know what your opponent will do. For the Bomber a low PS also means you may not get the Target Locks you'll need to fire those Concussion Missiles plus all of that ordnance makes it a PRIME target to destroy early; even if Vader helps it shoot its primary at PS 9 I could easily see that Rebel squad focus firing the bomber down and destroying it with 10 points of unspent ordnance still onboard. The TIE Bomber is probably the hardest ship to fit into a squad as a one-of. In a normal setting I might suggest trying this for your Imperial Squad:

Vader + Engine Upgrade

Turr Phennir

Howlrunner

Academy Pilot x2

I say "normal setting" because running this into two turrets will suck as it hopes to use Turr and Vader as a high speed flank on one side while Howlrunner and the two Academy Pilots make up a second fighter group in your squad. Working with your original squad I'd take a Concussion missile off of the Bomber and put it on Vader allowing you to get them both off early; to aid in that I'd also trade in Squad Leader for Swarm Tactics to make sure you can get the TL's you need to fire those missiles.

It is the original Imperial list that actually gives me pause. It has one super pilot (Vader) but a bunch of low level pilots. There's nothing wrong with low PS pilot BUT does mean you make maneuver choices (roll and boost) before you know what your opponent will do. For the Bomber a low PS also means you may not get the Target Locks you'll need to fire those Concussion Missiles plus all of that ordnance makes it a PRIME target to destroy early; even if Vader helps it shoot its primary at PS 9 I could easily see that Rebel squad focus firing the bomber down and destroying it with 10 points of unspent ordnance still onboard. The TIE Bomber is probably the hardest ship to fit into a squad as a one-of. In a normal setting I might suggest trying this for your Imperial Squad:

Vader + Engine Upgrade

Turr Phennir

Howlrunner

Academy Pilot x2

I say "normal setting" because running this into two turrets will suck as it hopes to use Turr and Vader as a high speed flank on one side while Howlrunner and the two Academy Pilots make up a second fighter group in your squad. Working with your original squad I'd take a Concussion missile off of the Bomber and put it on Vader allowing you to get them both off early; to aid in that I'd also trade in Squad Leader for Swarm Tactics to make sure you can get the TL's you need to fire those missiles.

Hmm... you make a good point moving on the Concussion Missiles over to Vader. Having them both shot off in a single turn is something that must've slipped my mind!

One of the goals with the Imperial list is to be able to make use of all of the models I own in the squad, which at the moment is 1 Tie Advanced, 3 Tie Fighters, 1 Tie Interceptor, and 1 Tie Bomber. The original list was the best I could think up, and ever then I had to drop one of the Tie Fighters.

BTW, I am using Swarm Tactics, not Squad Leader in my original list.

If you cut out the upgrades you could get the last TIE Fighter in that Imperial Group. Not sure how much good it does having Vader flying with a bunch of base ships but it can be done. Could also just throw in all the lowest PS ships you have and then have 9 points left over to give a missile to the Tempest (Advanced) and Scimitar (Bomber) as an off beat swarm. The Academy Pilots fly like they normally do with the Alpha providing a little more punch. The Advanced and Bomber are kind of sleeping threats which are a bit harder to take down but a threat with the missiles.

I noticed you were using Swarm Tactics in the original squad. I'm suggesting that Squad Leader may actually be a better choice. Consider that squad going up against the first when it has to move first. The Scimitar Squad Pilot will move up but because the Rebels haven't moved yet there is no one in range to TL on. Later the Rebels move and now would be in range, and even in the Bomber's firing arc, but because the Bomber does NOT have a TL it can't fire the missile at them this turn. Later Vader moves and can TL with one action and then likely could use the other to Focus. Now the shooting starts and because of ST Vader gets to go first along with one of your ships via Swarm Tactics; the problem is the Bomber can only use its primary attack because it doesn't have a TL!

With Squad Leader instead of Swarm Tactics the Bomber can move up and probably use the Focus action if no one is in range to TL. Later on after the Rebels have moved into range Vader moves but could then pass an action back to the Bomber allowing it to TL. When the shooting starts the Bomber may not get to go as early but because it has the TL from Vader it WILL be able to fire off that missile at the earliest opportunity which could turn out to be huge.