I really appreciate the feedback!
I was pretty happy with how the Imperials played, so I like the way you phrased your tweaks. He does run a Y-Wing right now. Last game he played Horton Salm, but was largely inneffective with him.
I was able to use Vader's cluster missiles to get through his shields and 1 into his armor and then Mithel was able to get a crit on him that caused him to take a stress token that he had to burn off. I know for a fact he wants to get a Falcon, so maybe there is value in keeping those missiles.
With wave 2 so close I know it could be a moot point in many ways. I'm excited to work Soontir Fel into my list some where, and I'm thinking I should probably pair him up with at least 1 other interceptor.
I'm actually less excited for Slave 1, although some of the cards hold incredible interest, so I will be getting one. I'll have to see how he plays.
What would you suggest for a Rebel build since you don't like 3 ship builds. I'm guessing more rookies or some gold/grey squad boys?
I can't say I blame you. I've found 3-ship rebs pretty underwhelming, especially because it's just so easy for Imps to bring so much to the table that weight of fire seems to carry the day.
Hey, no problem. If you want to thank me, stop by my X-Wing site and check out some of the articles I've got up or better yet, uh, I'm not supposed to come right out and say it, but well, it rhymes with "Pick on the lads".
Ok, so the reason I personally favor 4 ships over 3 in a Rebel list is because of the 100 point limit. If more Rebels could take Elite Pilot skills, I would probably be a fan of a 3-ship build, but as it is, to run a three ship list and come anywhere near 100 points, you've got to take Wedge and/ or Luke, then fill in the blanks with a bunch of guys who can only take droids or torps and frankly droids and torps aren't quite worth it in my book in this context when paired against the alternative of using 4 ships at 100 points.
Did that make any sense whatsoever?
So the list I've had the most success with is a boring as paint 4 X-Wing list that goes like this-
Luke Skywalker + Swarm Tactics + R2-F2
Red Squadron Pilot
Red Squadron Pilot
There's nothing special or tricky about this list at all. I split the squadron into two 2-ship pieces (one with Luke and Rookie, the other being the two Red Squadron Pilots) and deploy basically in each corner of my deployment zone, pointed towards the center of the board (their bases are not square to the forward deployment line, in other words). First turn I maneuver Luke a little ahead of the Rookie and one of the Reds a little ahead of the other, then I keep that formation as I fly towards the TIEs. The forward ship tries to get a hull or two off of whoever he's firing at and ideally, the trailing ship finishes them off. Luke sometimes uses his Action to activate R2-F2's ability, sometimes just Focuses or Target Locks, and always passes Swarm Tactics to the Rookie behind him.
The Imperial player kind of has to decide whether to slow down and let the ships converge on him, split up a bit, or send the entire swarm after one of the groups. In any case, it tends to break them out of their normal routine, which of course is the whole point. 1 X-Wing versus 1 TIE goes to the X-Wing. Hell, if I've got full shields and the guy across from me isn't an X-Wing Miniatures genius, I'll say 1 X-Wing versus 2 TIEs still favors the X-Wing and that's why it works- 6 or 7 TIEs with re-rolls and PR8 or 9 against 3 or 4 Rebel ships? Yeah, that's favoring Imperials, but if you can break that group down, remove some of those re-rolls, remove some of that high PR, now you've got something you can deal with. And by deal with I mean like, dealt with.
This brings up what I really wanted to mention here- lists aren't as important in this game as knowing how to use what works for you. It wasn't until the last round of the Kessel Run Tournament that I finally really understood that. This game isn't 40k- you're not going to find yourself 80% more likely to win than the guy across the table because you brought the equivalent of the Necron Flyer list and he brought Tau. There is no Necron Flyer list in X-Wing. There are lists, pilots, and upgrades that are easier or more accessible for the beginner to use effectively to be sure, but you've still got maneuver that list and you've still got to use everyone's Pilot Rank to win.
My advice is this- play the list you want to play and pay attention to what works for you, what doesn't work for you, and where your needs lie. Address those three things as you continue to get better at maneuvering and utilizing Pilot Rank and you'll get better faster than if you try and figure out the best, most optimized for the points X-Wing list. You'll likely find that those things will change over time as your skillset evolves. That's where the constant tweaks come in, which keeps the game interesting. Do you need Squad Leader? Where else could those points be used? Have you played three games and not used R2-F2's Action once? Where could those points be better spent? That's what keeps me engaged. Well, that and the fact the guy I usually play with has been making me play Imperials for the last month and a half.
And when tweaking gets boring, you can try crazy one-off stuff like…
Horton Salm + R2-D2 + Proton Torpedoes + Proton Torpedoes
Gold Squadron Pilot
Green Squadron Pilot
… and crack up if/ when you actually get it to work. Sometimes just the look on your opponent's face is worth as much as a win.