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Feedback on two tournament lists.


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#1 Vorpal Sword

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Posted 25 November 2012 - 03:32 AM

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.

Imperials (100)

  • 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.

Rebels (100)

  • 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.



#2 R5Don4

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Posted 25 November 2012 - 04:27 AM

 Not bad.  Try them out and see how you like them.

 

Marksmanship is pretty situational so feel free to explore other options.

I would suggest Horton share one of his Torps with Wedge.


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#3 dbmeboy

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Posted 25 November 2012 - 05:45 AM

 I personally prefer Dutch to Horton to hand out target locks to Wedge for killing things even faster, but try it both ways to see which you like best.



#4 Clancampbell

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Posted 25 November 2012 - 07:53 AM

As far as the Rebels go, I too prefer Dutch over Horton. If your trying to stay in formation with Biggs, might as well hand out some free target locks. I'd also pass one of the torps to Wedge. Once the "S" hits the fan and formation goes to hell you'll be using the Ion cannon more anyhow. 360 fire vs. trying to line them up in your firing arc for the torps. I prefer the former every time.

The Imperials I haven't spent too much time on. Backstabber is cool and Vader is awesome. However, you might want to downgrade the rest of the Ties and put 1 or 2 more in. With base Ties it seems quantity over quality is the answer.



#5 qwertyuiop

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Posted 25 November 2012 - 09:55 AM

With base TIEs quantity IS quality.

To the OP. Try the Imp build, see how it works. I think you can do better, but who knows? You may be able to maneuver this crew to a fast win.

I haven't run rebels enough to really try out the Biggs shield. However, I have played a few games against it and it didn't really hold up.  My opponent was also using Salm and Luke. I just evaded the whole time. I think it broke his confidence in torpedoes.  I like Dutch better than Salm.

 



#6 CaptainRook

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Posted 25 November 2012 - 10:21 AM

qwertyuiop said:

With base TIEs quantity IS quality.

To the OP. Try the Imp build, see how it works. I think you can do better, but who knows? You may be able to maneuver this crew to a fast win.

I haven't run rebels enough to really try out the Biggs shield. However, I have played a few games against it and it didn't really hold up.  My opponent was also using Salm and Luke. I just evaded the whole time. I think it broke his confidence in torpedoes.  I like Dutch better than Salm.

 

Biggs is an enabler, nothing more.  I really don't like his ability because I maneuver in such a way to avoid having any of my ships focused on.  So, it's pretty much detrimental to how I play, or at the least, pointless to pay for.  It's never paid off for any of my opponents, aside from annoying me that I couldn't focus on Wedge or Horton.  


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#7 hothie

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Posted 25 November 2012 - 10:23 AM

If you're going to run Biggs, R2F2 is much better than R2D2 for him, for 1 point  less. Biggs usually doesn't survive long enough to use R2D2, but you can use R2F2 first combat round to make him last a little bit longer. Otherwise, try them out and see what happens. And if you're going to run the Rebel squad, use a reverse delta formation with Biggs in the back, so that your opponent has to make longer range shots on him. The trouble with that formation though is that Biggs moves first, so you'll have to plan it out well. Either way, have fun!


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#8 Nazull

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Posted 25 November 2012 - 10:40 AM

Vorpal Sword said:

 

Imperials (100)
•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.

Rebels (100)
•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.



Imperials List I have 2 i use on and off

1/ All TIE Fighters Howlrunner+Swarm Tactics / Mauler Mithel+Determination / Dark Curse / Backstabber / Winged Gundark / Night Beast
2/ 7 TIE Fighters / Back Stabber

Rebels I use 3 Rookies (1 has R2F2) + Dutch Vander with R5-K6 + Ion Cannon + 1 Proton Torp



#9 Red88

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Posted 25 November 2012 - 01:24 PM

Personally I like to have that 4th ship for the rebels.  Here's the roster I'm running at the Oakland CA tournament:

  • Luke + R2D2
  • Red squad + R2 astromech
  • Rookie
  • Gold squad + ion cannon

I've only lost once with it so far and that had more to do with misjudging a 4-flip and winding up just off the battlefield with an almost intact Red. 



#10 Ixamos

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Posted 25 November 2012 - 03:00 PM

Same here, I would rather have 4 Rebels ships well, I will just assume many players will be using massive TIEs against any Rebel players. Here's my list.

Wedge - R2 Astromech, Swarm Tactics
Rookie Pilot - R2 Astromech
Rookie Pilot - R2 Astromech
Gold Sq. Pilot - Ion Cannon

It's a 99 points squad, so you will always have the initiative first.



#11 Nazull

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Posted 26 November 2012 - 12:02 AM

Ixamos said:

It's a 99 points squad, so you will always have the initiative first.

 

unless you play an Imperial list with 99 or less list :)



#12 Ixamos

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Posted 26 November 2012 - 12:28 AM

Nazull said:

Ixamos said:

 

It's a 99 points squad, so you will always have the initiative first.

 

 

 

unless you play an Imperial list with 99 or less list :)

Haha .. u maybe right. but so far all the Imperials that I play against are all 100pts squad.



#13 Vorpal Sword

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Posted 26 November 2012 - 07:46 AM

So here's how my thinking is going at the moment. I'd still like to try a 3-ship Rebel list, as follows:

  • Biggs Darklighter + R2-F2
  • Wedge Antilles + R2 Astromech + Expert Handling + Proton Torpedoes (1)
  • "Dutch" Vander + R2-D2 + Proton Torpedoes (1) + Ion Cannon Turret

Biggs remains as bait for the opponent's opening salvo. The most likely scenario is that he'll be rolling 4 dice against 6-8 TIE attacks, meaning they have only about 1 chance in 5 to hit him. The less likely but scarier scenario is 3 dice against a mirrored pair of torpedoes; even then, Biggs is likely to make it through the first round of engagement.

Meanwhile Wedge and Dutch each get to fire their torpedoes, preferably at the same target. The likelihood that all TIEs survive the first round looks pretty low (roughly 1 chance in 3), and it's even lower if Dutch feeds a target lock to Biggs. I would prefer Salm for the first salvo, but he doesn't offer the same kind of action efficiency in later rounds… and with Dutch's lower point cost, I can afford R2-D2 to shake some shield damage once Biggs goes down.



#14 Gold Leader

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Posted 26 November 2012 - 10:57 AM

All the lists look good. It all comes down to play style. Keep in mind the role of each ship and make sure you move them into a position to do what they are supposed to do.






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