Hi, everyone. I'm new here and a new X-wing player--I was beguiled by a friend's starter set, and now I have $120 worth of minis arriving via Amazon.com tomorrow.
My goal for the next few weeks is to get in shape for a Kessel Run at my FLGS on December 14th. The problem is that I'll probably only have two or three play sessions (3-6 games) between now and then, which doesn't seem like a lot of time to experiment with different lists. I need to focus instead on developing one or two solid lists, and spend the next few weeks fine-tuning and gaining experience.
I'd like to have a Rebel list and an Imperial list. Here's my current thinking; I'd love any tips or feedback on the lists themselves, as well as what to try or look out for in play.
- Vader + Marksmanship + Concussion Missiles (an early alpha strike that will seriously injure or even wreck an enemy fighter)
- Mauler Mithel + Expert Handling (hopefully he'll survive long enough to get in close)
- Backstabber (sniping from range 2-3 with Vader, looking for back shots)
- Dark Curse (escorting Mithel into the furball)
- Obsidian Squadron Pilot (cannon fodder)
List Pros: Breaking into two waves has tactical advantages. Lots of damage potential here, plus a lot of survivability… for an Imperial squadron.
List Cons: Relatively few models for a mostly-TIE list. It might be hard to recover from losing Vader early.
- Wedge Antilles + Marksmanship
- Biggs Darklighter + R2-D2
- Horton Salm + R5 Astromech + Proton Torpedoes (2) + Ion Cannon Turret (the heart of the list)
List Pros: Lots of subtle synergy here. Salm is a lose-lose proposition for the enemy (do you want to eat torpedoes, or Ion blasts?) Biggs tanks, and Wedge is fire support.
List Cons: Works best in formation, where Salm's maneuverability will hold the X-wings back. Might be sitting ducks for a smart, mobile opponent; may not handle swarms well.