So the site has recently undergone a large update:
The remainder of the Angmar Awakened Cycle:
- The Dread Realm
The Grey Havens Deluxe expansion:
- Voyage across Belegaer - The Fate of Numenor - Raid on the Grey Havens
Andthe first three quests of The Dream-Chaser Cycle: - Flight of the Stormcaller - The Things in the Depths
- Temple of the Deceived
For Temple of the Deceived rules I took the liberty to add the following chart:
This chart was published in the announcement news so it's all very official. I was suprised not to see it in the rule inlet so I added it to the quest companion, for more clarity.
It would not work because there is a clear distinction between "play" and "put into play". It's the same reason why you can use A Very Good Tale to bypass the one ally a turn restriction in Escape from Dol Guldur.
(1.16) The phrase “put into play” If a card effect uses the phrase “put into play,” it means that the card enters play through a card effect instead of through the normal process of paying resources and playing the card from hand. “Put into play” effects are not considered to be playing the card, and will not trigger any effects that refer to a card being played. “Put into play” will, however, trigger any effects that occur when a card “enters play”.
It would not work because there is a clear distinction between "play" and "put into play". It's the same reason why you can use A Very Good Tale to bypass the one ally a turn restriction in Escape from Dol Guldur.
(1.16) The phrase “put into play” If a card effect uses the phrase “put into play,” it means that the card enters play through a card effect instead of through the normal process of paying resources and playing the card from hand. “Put into play” effects are not considered to be playing the card, and will not trigger any effects that refer to a card being played. “Put into play” will, however, trigger any effects that occur when a card “enters play”.
"Meanwhile, your desperate journeys may also lead to desperate alliances, and you'll find a pair of heroes who make each other stronger, as well as a cluster of new player cards that require paired Traits to trigger, but that then offer tremendous rewards. You'll also find new allies for each sphere of influence and a game-changing side quest that allows you to ignore resource matching on the first ally you play each turn."
New versions of Gimli and Legolas? Or new versions of Elrohir and Elladan? Or new heroes entirely?!
How about quests to find the three surviving dwarven rings before Sauron gets his mitts on them (unsure if this fits timeline wise).
You could have journeys through forests, mines, caverns etc with all kinds of monsters, traps, hazards (all the usualy fantasy adventure stuff) culminating in managing to find the ring (if you succeed), but after you win it slips out of your hand again for some reason (to fit back into continuity story-wise) or maybe its given to a courier to take somewhere, only to be intercepted on its way.
Or
You could have Gandalfs search through the lore and history books when he is trying to identify if Bilbo's ring is THE ring. New mechanics to cover research and maybe some spell-trapped tomes and some of the books kept in abandoned areas of cities to allow a monster or two. Gandalf would be a quest-ally while your group assists him.
Or
How about assisting a high-born, yet novice adventurer (quest ally) achieve some specific goal such as passing tests to become a Ranger, or Roharrim (spelling?) or Gondorian Soldier, or spy?
Or
Id like another snow-based quest with nice new snow-based monsters.. so how about a quest up Carradrahs (spelling?) or similar location to find a lost adventurer/artifact?
Some stages outside in the snow followed by stages internally through Ice caves
I wonder if the Eastern areas could have less forests, more Jungles to create some new fancyness?
Maybe some of the signal fires between Gondor and Rohan need repair?
My number one is the Siege of Erebor/Battle of Dale. I'd also like to see the Battle of Bywater and really anything else in the Shire. I'd also like to see a cycle (or more) where they explore the far east like Umbar, Harad, and Rhun.
My number one is the Siege of Erebor/Battle of Dale. I'd also like to see the Battle of Bywater and really anything else in the Shire. I'd also like to see a cycle (or more) where they explore the far east like Umbar, Harad, and Rhun.
My number one is the Siege of Erebor/Battle of Dale. I'd also like to see the Battle of Bywater and really anything else in the Shire. I'd also like to see a cycle (or more) where they explore the far east like Umbar, Harad, and Rhun.
My number one is the Siege of Erebor/Battle of Dale. I'd also like to see the Battle of Bywater and really anything else in the Shire. I'd also like to see a cycle (or more) where they explore the far east like Umbar, Harad, and Rhun.
Now that we know all of the player cards from the first three packs, I thought it might be worth reviewing what we know about the remaining packs. Four is Faramir covers the basics, but there are a few details that we can piece together. Some of this involves speculation, but I'll be clear about when information isn't 100% solid.
The Drowned Ruins
The Drowned Ruins is the pack we know most about: there are likely only two player cards in it whose names are unknown, and we even have some info about those cards.
Argalad: 4 hitpoints and partial text spoilers
Dwarven Sellsword (83)
? [perhaps Leadership event for decks with 2 or fewer heroes]
Marksman of Lorien (85)
? [perhaps Dúnedain support Tactics card]
Woodland Courier (87)
Hithlain (88)
? [very likely Robin Smallburrow]
Interrogation: ability unknown [almost certainly trap support]
Strider (91)
The announcement article says:
Based on the art and the fact that it's Lore, Interrogation is almost certainly the trap support. Robin Smallburrow was spoiled when the cycle was announced. Theoretically, he could be in a later pack and another hobbit ally in this pack. However, FFG has never released two allies from the same sphere in the same adventure pack. Since we already have Leadership, Tactics and Spirit allies spoiled for this pack (as well as a neutral card spoiled) the hobbit ally is likely Lore. By the same reasoning, Robin Smallburrow is unlikely to show up in A Storm on Cobas Haven (which has Ioreth as a Lore ally) and is not very likely to show up in The City of Corsairs, which already has four non-Hobbit allies. My guess is that the unknown Leadership card is the second card in the pack to support 2 hero decks (it doesn't seem like it would fit in Tactics, and I doubt that Inerrogation would be it). There's a chance that the card that supports 2 hero decks or Interrogation also supports Dunedain decks, but it seems more likely that the unknown Tactics card supports Dunedain decks.
A Storm on Cobas Haven
We know much less about A Storm on Cobas Haven. The announcement article mentions that this pack has 10 player cards aside from the hero, like Flight of the Stormcaller did. The announcement article for The City of Corsairs doesn't mention how many player cards are in that pack, but Prince Imrahil is numbered 138 and Prince of Dol Amroth is numbered 146, so the pack only has 7 cards among Leadership, Tactics, Spirit and Lore. It seems likely that whatever sphere gets only one card in the last pack will get three cards in A Storm on Cobas Haven.
Na'asiyah (109 or 110)
? [Leadership]
? [Leadership]
? [Leadership or Tactics, though possibly neutral] (112 or 120)
? [Tactics]
Knife-work (114)
Linhir Sea-captain: partially spoiled
? [spirit]
Ioreth (117)
? [Lore]
Justice Shall Be Done (119)
Based on numbering, this pack has a maximum of 2 Spirit cards and 2 Lore cards. There's a decent chance that it has three Leadership cards or three Tactics cards, though it's possible that this pack has two neutral cards and that one sphere receives fewer cards this cycle (like Shadow and Flame had only one Tactics card). Once The Drowned Ruins comes out, it will be possible to check whether the last encounter card of that pack is numbered 108 or 109, which will tell us Na'asiyah's number. If she's 109, the extra player card in A Storm on Cobas Haven will be Leadership or Tactics. If she's 110, we'll get two neutral cards.
Aside from numbering and sphere distribution, the announcement article says:
This refers back to the cycle's announcement, which said:
So far we've seen Glorfindel, Eldahir, Azain Silverbeard, and Déorwine who clearly fit this description. Sam Gamgee, Ceorl, Robin Smallburrow, and Ioreth are less expensive unique allies with generally powerful effects. There are also some expensive non-unique powerful allies, like Guardian of Rivendell and Knight of the White Tower. Linhir Sea-captain is neither expensive nor unique, and Ioreth is not expensive, so there's a good chance that we'll get a expensive powerful unique ally in Leadership or Tactics (or both) in this pack. Personally, I would love to see an ally version of Aragorn or ally versions of the twins.
The City of Corsairs
The final pack also has several cards that we know nothing about. It's difficult to tell what the number for Inspiring Presence is (spoiled in the announcement for Flight of the Stormcaller). It looks like 140, but that doesn't really make sense: adventure pack numbering is consistently in the order of Leadership, Tactics, Spirit, Lore, and finally neutral, so that would suggest that Knight of the White Tower is the only Leadership card and there are no Tactics cards. It looks a little bit like 142, which could work if there's one Leadership card and two Tactics cards (or vice versa) and Inspiring Presence is the first Spirit card. However, there's a partially spoiled Spirit ally, and allies typically come before attachments and events from their sphere (there are occasional exceptions: Heir of Mardil comes before Orophin, perhaps because Heir of Mardil come right after Galadriel and can work on her). It's also possible that the numbering changed after the announcement of Flight of the Stormcaller.
The partially spoiled Spirit ally comes from a card fan in French that was posted on the discord spoilers chat on May 18. I can't find the image on Edge's website; I'm guessing it was taken down because it was spoiling cards before FFG had announced the last pack. The Spanish fan that spoiled Na'asiyah was posted at the same time and is on Four is Faramir, but this fan wasn't copied there. Here it is (contains some quest spoilers, especially if you understand French):
Súlien (possibly a different name in translation) is a Dúnedain scout. The announcement article says that this pack contains three new Gondor allies. If Inspiring Presence is 142, we'll likely see:
Prince Imrahil (138)
Knight of the White Tower
? [Leadership or Tactics card] (140 or 141)
? [Tactics Gondor ally] (140 or 141)
Inspiring Presence (142)
Súlien
? [Lore Gondor ally]
? [Lore card]
Prince of Dol Amroth (146)
If Inspiring Presence isn't 142, the order of these cards can move around a bit, and it's possible that we get 2 Leadership, 2 Tactics, and 1 Lore card.
We might get a second neutral card in this pack, but it makes sense for this pack to only have 8 player cards. Like The Thing in the Depths, the previous pack had 10 player cards and this quest has two new encounter sets (one sailing and one on land).
Hold the Line is the name of a card whose art was spoiled in the recent Second Breakfast article (Denethor and Sons; right clicking on the image to save it gives the name). It seems like a Gondor themed defensive event. It might well be Leadership, since the deck it illustrates is mono-Leadership, though I could imagine it as Tactics. It might be in the last pack, which has a focus on Gondor, or the second last, which has more free card slots.
Cards that can spend resources for additional effects
The announcement for Flight of the Stormcaller said:
Counting heroes, there are usually 60 player cards in a cycle. Since we've seen a card from each sphere which is boosted by resources of the same sphere and there are three other combinations from each sphere, I expect to see 16 of these cards (just over a quarter of 60). So far, we've seen:
Leadership
Dwarven Sellsword (boosted by Leadership)
? [perhaps Hold the Line] (boosted by Tactics)
Ceorl (boosted by Spirit)
Eldahir (boosted by Lore)
Tactics
Déorwine (boosted by Leadership)
Azain Silverbeard (boosted by Tactics)
? [likely in The Drowned Ruins or The City of Corsairs, since Knife-work is in A Storm on Cobas Haven] (boosted by Spirit)
Knife-work (boosted by Lore)
Spirit
Inspiring Presence (boosted by Leadership)
Tides of Fate (boosted by Tactics)
Sam Gamgee [slightly different, since the players as a group can't pay the cost, but the effect can be triggered by other players] (boosted by Spirit)
? [likely in A Storm in Cobas Haven, since Inspiring Presence is in The City of Corsairs] (boosted by Lore)
Lore
Heed the Dream (boosted by Leadership)
Arrows from the Trees (boosted by Tactics)
Robin Smallburrow (boosted by Spirit)
Ioreth (boosted by Lore)
I hope this info is useful. If some of my guesses seem wrong, if you can read the number on Inspiring Presence, or if I've missed any information, please contribute to this list.
I forgot all about Thranduil. I hope that we see him in the next deluxe expansion as that is where they typically introduce the more important characters. I would also be interested to see if they try to make him work with the Silvan trait or do something more unique.
FFG released a card art that they say will show up in Flame of the West (and they confirm it will be out in Gencon).The added the message "Be refined- the kind of hero we all want to be." And it looks a lot like Beregond to me, right after abandoning his post and killing the guards to save Faramir. Spirit or even Leadership Beregond hero would be my guess!
This is a collection of squads that I have compiled, intended to help newer players grab a list quickly and jump right into playing, rather than having to spend a long time thinking up a list on the spot.
Feedback is welcome, and let me know if I missed any original squad list citations.
PDF Download: Quick Start List Guide v1.02 (90+MB download)
Quick Start List Guide v1.02 (compressed images, 12+MB download)
(Minor changes since 1.02 are in the ChangeLog at the bottom of the post - not yet updated in the PDF)
Copyright notice: All card images and original game text in the linked PDF are copyright by LFL and FFG. The card images have been included in the PDF to help new players quickly identify cards, but are of a lower quality than the originals, and only the cards needed for the squads are cited. The use of the card images here should fall under fair use, but if FFG issues a cease and desist, then I will remove the linked PDF.
Unreleased Content: Some of the squads here either require or recommend using proxy versions of unreleased but fully spoiled content from upcoming expansions, such as the TIE Advanced fixes in the Imperial Raider Epic ship expansion.
For very new players: I strongly recommend using squads that are Medium difficulty or lower, and avoiding squads that require Moderate or Significant House Rule changes be competitive regardless if you choose to use House Rules.
Difficulty level: Some squads are harder to fly than others. This does not mean that a squad is inherently better or worse, it just requires a higher player skill to reach a minimum level of performance. Each squad has a color coded difficulty listed as Very Easy, Easy, Medium, Hard, or Very Hard.
House Rules: All of the ships and all of the Archetypes are represented with both factions, but some of the resulting squads are inherently less effective than others. All of the squads here can be built without any House Rules. However, some squads include completely optional House Rules for balancing purposes. Each squad has a color coded description indicating roughly how much balancing is required for that squad to typically become competitive at a "top tier" level, listed as None, Minor, Moderate, and Significant. The squads in this post present the stock rules first, with House Rule options listed later.
The thread for my complete House Rules is here. The specific rules used in this collection can be found in this spoiler tab:
Main List Archetypes
• Swarms: Many ships that maximizes the number of dice thrown and total durability. Commonly 6-8 TIE Fighters or 5+ small rebel ships. Imperials frequently have 1+ initiative bid to move first, to use Pilot Skill 1 TIE Fighters as blockers.
• Fat Turrets: One expensive turreted ship, usually with some other smaller ships for support. Weak to swarms. Strong against Phantoms with either Gunner, higher pilot skill, or stress mechanics.
• Phantoms (with Advanced Cloaking Device): Good maneuverability and extremely high efficiency with Advanced Cloaking Device (ACD) when shooting before the opponent. Strong against swarms. Weak against stress or higher pilot skill. Typical 1+ point initiative bid to chose to shoot first.
• Aces: A small number of high-skill ships that excel at outputting damage and / or maneuvering. Maneuverable Aces (TIE Interceptors) are typically weak to turrets without wave 6 AutoThrusters modification.
• 4 small base ships: Four small ships of either faction that plays halfway between a swarm and an Aces list. 4-ship Rebel builds were very popular during wave 3, frequently with Biggs protecting high-attack ships. Imperials did not have many options here before the TIE Advanced fixes.
• Control: Any list designed to restrict the opponent's movement and action options, such as by blocking, or adding stress or Ion tokens.
• Ordnance: Uses missiles and torpedoes to attack with a devastating alpha strike, or bombs to control and cripple the enemy. Typically requires House Rules to be effective.
• Miscellaneous: Anything else that doesn't quite fit any of the above archetypes.
Imperial Swarms
8 TIE Swarm
4x Obsidian Squadron Pilots
4x Academy Pilots
Points: 100 History: Around since the start of the game, and won the 2014 French Nationals, 71 players. (Icareane) Difficulty: (4/5) Hard. When you absolutely must have more ships than your opponent, accept no substitutes to the 8 TIE Swarm. House Rules: None.
7 TIE Howlrunner Swarm
Howlrunner + Determination + Hull Upgrade
Dark Curse
5x Academy Pilots
Points: 98 History: 2013 Worlds runner-up (Dallas Parker); modified here by using Hull Upgrade instead of Stealth Device as per his own comments in one of his interviews. Difficulty: (4/5) Hard. Flying 7 TIE Fighters in formation through asteroid fields, avoiding collisions after breaking formation, and keeping as many as possible within range 1 of Howlrunner is a mental exercise. House Rules: None.
6 TIE Vader Swarm
Darth Vader + TIE/x1 + Adv. Targeting Computer + Engine Upgrade
Howlrunner
4x Academy Pilots
Points: 100 Unreleased content (required): TIE Advanced fix in Imperial Raider expansion. Difficulty: (3/5) Medium. Good damage output, and Vader with Engine Upgrade is an Ace. House Rules: None.
6 TIE High Damage Swarm
Howlrunner + Swarm Tactics
Mauler Mithel + Swarm Tactics
2x Alpha Squadron Pilots
2x Academy Pilots
Points: 99 History: Did well during wave 3 Regionals. Difficulty: (3/5) Medium. Keep interceptors in the back to keep them alive. Weak against Pilot Skill 9+. House Rules (Minor): Alphas' cost reduced to 17. Add Hull Upgrade to Howlrunner (100 points).
Lord Vader's Escort (Doom Shuttle Swarm)
Omicron Group Pilot + Darth Vader
3x Obsidian Squadron Pilots
3x Academy Pilots
Points: 99 History: Originated during wave 3 in the 3rd Vassal Tournament (Greg Duncan aka "joynvengeance"). Difficulty: (4/5) Hard. Lots of durability, but the Lambda Shuttle is the only high attack power ship. House Rules: None.
Alabaster Hippo Ballet (Hybrid Swarm + Ace)
Soontir Fel + Push the Limit + Autothrusters
2x Omicron Group Pilots + Fire-Control System
Omicron Group Pilot
Points: 99 History: 2014 Online Galactic Cup Tournament Winner (Dominic Cairo). Modified here by removing Vader Crew and adding AutoThrusters on Fel. Difficulty: (5/5) Very Hard. Managing the Lambda Shuttles' extremely poor dials with opening positions and proper obstacle placement is difficult. House Rules: None.
Imperial Fat Turrets
Chiraneau + Whisper (Hybrid turret + Phantom)
Chiraneau + Expose + Ysanne Isard + Rebel Captive + Experimental Interface
Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control Systems
Points: 99 History: Won first recorded major wave 5 tournament. Sydney, Australia. (Morgan Reid) Difficulty: (3/5) Medium. Very large damage output from only 2 ships. Rear Admiral is straightforward to fly, but Whisper can be unforgiving. Weak to stress. House Rules: None.
Chiraneau + Echo (Hybrid turret + Phantom)
Chiraneau + Push the Limit + Ysanne Isard + Mara Jade + Engine Upgrade
Echo + Veteran Instincts + Advanced Cloaking Device + Fire-Control Systems + Rebel Captive
Points: 100 History: A popular combination in wave 5, this particular list submitted by Ed Horne aka "EvilEd". Difficulty: (4/5) Hard. Echo is always difficult to fly, but both ships fly at PS8 providing some flexibility. House Rules: None.
Kenkirk + Tempest
Commander Kenkirk + Push the Limit + Ysanne Isard + Rebel Captive + Engine Upgrade
2x Tempest Squadron Pilot + TIE/x1 + Accuracy Corrector
Points: 100 Difficulty: (2/5) Easy. Kenkirk is durable and can boost during the Combat phase after he has taken a hull damage. TIE Advanced are also durable, do consistent damage, and are best at range 2. Unreleased content (required): TIE/x1 from Imperial Raider expansion House Rules: None.
Ramming Speed!
Captain Oicunn + Daredevil + Ysanne Isard + Rebel Captive + Mara Jade + Engine Upgrade + Dauntless
2x Black Squadron Pilots + Wingman + Hull Upgrade
Points: 99 Difficulty: (3/5) Medium. Dauntless + Daredevil allows Oicunn to deal 2 damage to a target by ramming it. Keep the TIEs at range 1 of Oicunn to remove both stress in the combat phase. The FAQ changed Daredevil from being a red maneuver to a white maneuver + stress token. House Rules: None.
Note: The Dauntless title triggers after the "execute maneuver" step but before "check stress" step of the activation phase. This has strange implications. In order, these are the steps that are performed during the activation phase when performing a maneuver and then performing daredevil via Dauntless.
Reveal Dial. Set Template. Execute Maneuver. If you collide with a ship then Oicunn deals one damage to it. a) If you had no stress at the start of the activation phase, and you overlapped another ship while maneuvering, then you may trigger Dauntless. b) Use Dauntless to trigger Daredevil, performing a white 1 turn. If you collide with a ship then Oicunn deals one damage to it. c) Receive 1 stress token from Daredevil.
d) Receive 1 stress token from Dauntless. Check Pilot Stress: if you revealed a green maneuver, then remove one stress token. If you revealed a red maneuver, then gain one stress token.
Some implications are:
Performing the free action from Dauntless after revealing a green maneuver will immediately remove one stress token obtained from the Dauntless title. Gaining an additional stress token from Daredevil will result in Oicunn having only 1 stress at the end of the round instead of 2. If Oicunn starts the phase with a stress token, then he cannot trigger Dauntless regardless of what maneuver he revealed, since the stress is not removed until step 4. If Oicunn starts the activation phase without a stress, then he can perform a red maenuever (which is only possible with a critical hit effect), collide with a ship to trigger Dauntless, then trigger Daredevil, and then finally receive 3 stress tokens.
TIE Phantoms
Whisper + mini-swarm
Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control System + Rebel Captive
Howlrunner + Swarm Tactics
3x Academy Pilots
Points: 98 History: 2014 Worlds runner-up (Morgan Reid) Difficulty: (3/5) Medium. House Rules: None. Alternate options: Drop Swarm Tactics, add Hull Upgrade to Howlrunner (99 points).
Whisper / Fel / Yorr
Whisper + Veteran Instincts + Advanced Cloaking Device + Fire-Control System + Gunner
Soontir Fel + Push the Limit + Autothrusters
Omicron Group Pilot + Fire-Control System
Points: 99 History: 2014 U.S. Nationals Winner. GenCon. (Rick Sidebotham). Modified here by downgrading Captain Yorr to Omicron Group Pilot + Fire-Control System, and adding Autothrusters to Fel. Difficulty: (4/5) Hard. "Turtle" Whisper evades for action, then ends up cloaked with evade + focus after shooting. House Rules: None.
6 Sigma
Echo + Veteran Instincts + Advanced Cloaking Device + Sensor Jammer + Rebel Captive
2x Sigma Squadron Pilots + Stygium Particle Accelerator + Enhanced Scopes + Intelligence Agent
Points: 100 History: Top 32 at Worlds 2014 (Aaron Bonar aka "Kinetic Operator"). Difficulty: (5/5) Very Hard. Very high damage output but extremely unforgiving to errors. Almost certainly the hardest squad to fly in this entire collection. Enhanced Scopes and Intelligence Agent allow you to move first and block your opponent. House Rules (Minor): Sigma Squadron Pilots reduced in cost from 25 to 24 points. This saves 2 points for an initiative bid, upgrading Echo to Whisper, tweaking upgrades, or upgrading one Sigma to a pilot skill 5 Shadow Squadron Pilot (House Rule cost reduction from 27 to 26).
Imperial Aces
The Three Amigos (Vader / Soontir Fel / Turr)
Darth Vader + Predator + TIE/x1 + Adv. Targeting Computer + Engine Upgrade
Soontir Fel + Push the Limit + Royal Guard TIE + Autothrusters + Targeting Computer
Turr Phennir + Veteran Instincts + Autothrusters
Points: 99 History: Vader / Fel / Turr combination popular during wave 2. Updated here with new upgrades. Difficulty: (5/5) Very Hard. Extremely low hit point list, unforgiving to errors. Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion. Alternate options: Downgrade Predator to Lone Wolf on Vader, and Upgrade Targeting Computer to Hull Upgrade on Soontir Fel (still 99 points). House Rules: None.
Whisper / Vader / Soontir Fel
Whisper + Veteran Instincts + Advanced Cloaking Device
Darth Vader + TIE/x1 + Adv. Targeting Computer
Soontir Fel + Push the Limit + Autothrusters
Points: 99 Difficulty: (4/5) Hard. Another all PS9 list but with Whisper instead of Turr for more firepower. Vader is less maneuverable. Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion. House Rules: None.
Vader / Soontir Fel / Jax
Darth Vader + TIE/x1 + Adv. Targeting Computer
Soontir Fel + Push the Limit + Autothrusters + Royal Guard TIE + Hull Upgrade
Carnor Jax + Push the Limit + Autothrusters + Royal Guard TIE + Hull Upgrade
Points: 99 Difficulty: (4/5) Hard. Jax flies in close at range 1 to disrupt enemy action economy. Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion. Alternate options: Equip Stealth Device instead of Hull Upgrade on Soontir Fel.
Imperial 4 Ship
Vader's Entourage
Darth Vader + Predator + TIE/x1 + Adv. Targeting Computer + Engine Upgrade
3x Tempest Squadron Pilot + TIE/x1 + Accuracy Corrector
Points: 100 Difficulty: (2/5) Easy. A fairly forgiving list to fly, the 3 Tempests should use their actions defensively and attempt to stay at range 2. Vader is the only counter to Aces or arc dodgers, so keep him safe. Unreleased content (required): TIE Advanced fixes from Imperial Raider expansion. Alternate options: Drop Predator (3 points) for Lone Wolf (2 points) on Vader, and save 1 point for an initiative bid. House Rules: None.
Imperial Control
Kath + Stress Cows
Kath Scarlet + Predator + Rebel Captive
2x Omicron Group Pilots + Gunner + Tactician
Points: 100 Difficulty: (4/5) Hard. Lambda Dials are extremely poor, but they will do consistent damage when they have targets in arc. House Rules (Moderate): Kath Scarlet's ability changed to deal stress if an opponent cancels a critical hit or a hit.
Imperial Ordnance
Victory is Mined
Omicron Group Pilot + Darth Vader
4x Scimitar Squadron Pilot + Proximity Mines
Points: 100 History: Went 4-2 in both Flight 1 and Flight 2 at 2014 Worlds (Mark Fletcher aka "Sable Gryphon"). Difficulty: (4/5) Hard. Getting Proximity Mines to land can be challenging, especially against Aces or Turreted ships. House Rules: None.
Jonus Bombers
Captain Jonus
3x Scimitar Squadron Pilots + Proton Torpedoes + Cluster Missiles + Seismic Charges
Points: 100 Difficulty: (3/5) Medium. Acquiring Target Locks on the desired targets is the hardest part. House Rules (Significant): Proton Torpedo, Concussion Missile, Cluster Missiles cost all reduced from 4 to 3. Captain Jonus cost reduced from 22 to 21, resulting in (99 points):
Captain Jonus + Push the Limit + Concussion Missiles
3x Scimitar Squadron Pilots + Proton Torpedoes + Cluster Missiles + Seismic Charges
Miscellaneous Imperial
Triple Defenders
Colonel Vessery + Adrenaline Rush + Engine Upgrade
2x Delta Squadron Pilots
Points: 100 Difficulty: (3/5) Medium. Delta Squadron Pilots acquire Target Locks which increases Vessery's damage output. House Rules (Significant): Delta Squadron Pilots cost reduced from 30 to 27. Remove Adrenaline Rush and add Heavy Laser Cannon to Vessery, resulting in (100 points):
Colonel Vessery + Heavy Laser Cannon + Engine Upgrade
2x Delta Squadron Pilots
Triple Bounty Hunters
3x Bounty Hunter Points: 99 History: Triple Bounty Hunters at 99 points has on very rare occasion done well in tournaments, but is generally underpowered without House Rules. Difficulty: (3/5) Medium. Three Bounty Hunters have a lot of durability, and their main trick is their rear arc. With House Rules the remaining 7 points can be used to purchase bombs, or crew cards instead. House Rules (Moderate): Bounty Hunter cost reduced from 33 to 31. Allows addition of 1 Recon Specialist and 2 Seismic Charges, resulting in (100 points):
Bounty Hunter + Recon Specialist
2x Bounty Hunter + Seismic Charges
The Jonus Brothers
Captain Jonus + Swarm Tactics + Seismic Charges
2x Delta Squadron Pilots + Heavy Laser Cannon
Points: 100 Difficulty: (3/5) Medium. The Defenders can quickly get and stay in range 1 with no 1 forward and a white K-turn, mitigating the usefulness of Heavy Laser Cannon and Jonus's rerolls. House Rules (Significant): Delta Squadron Pilot cost reduced from 30 to 27. Jonus cost reduced from 22 to 21. Concussion Missiles cost reduced from 4 to 3. Switch Swarm Tactics to Push the Limit, and add two Concussion Missiles to Jonus, resulting in:
Captain Jonus + Push the Limit + 2x Concussion Missiles + Seismic Charges
2x Delta Squadron Pilots + Heavy Laser Cannon
Rebel Swarms
BBBBZ
4x Blue Squadron Pilot
Bandit Squadron Pilot
Points: 100 History: 2014 Canadian Nationals Runner-up. (Ron Brannan) Difficulty: (2/5) Easy. Another high hit point squad, this one with more attack power but less agility. Weak against Aces lists. House Rules: None.
BXXZZZ
Blue Squadron Pilot
2x Rookie Pilots
3x Bandit Squadron Pilots
Points: 100 History: An evolution of BXXYY, which made Top 8 at 2013 Worlds (Jim Blakley). Difficulty: (2/5) Easy. Lots of attack power and lots of hit points. Aim at the enemy and shoot it. Very weak against Aces lists. House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on both X-wing Rookie Pilots.
Tarn + A's
Tarn Mison + R7 Astromech
5x Prototype Pilots + Chardaan Refit
Points: 100 Difficulty: (3/5) Medium. Lots of durability, but lower attack power gives this squad some difficult matchups. House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on Tarn Mison.
6A's
2x Green Squadron Pilot + Push the Limit + Chardaan Refit
4x Prototype Pilots + Chardaan Refit
Points: 100 Difficulty: (3/5) Medium. High durability and maneuverability but low attack. Good for learning how to maneuver. House Rules: None.
Rebel Fat Turrets
Han Shoots First
Han Solo + Marksmanship + Chewbacca + Gunner
2x Rookie Pilots
Points: 100 History: The first popular Han Solo list. 2013 Worlds Top 8 (Ivan Pastor) and Top 16 (Ryan Krippendorf). Difficulty: (2/5) Easy. House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilots. Marksmanship cost reduced from 3 to 2, then for 1 point add Tactical Jammer modification or Millennium Falcon title.
Fat Han
Han Solo + Predator + C-3PO + Luke Skywalker + Engine Upgrade + Millennium Falcon
3x Bandit Squadron Pilots
Points: 100 History: The stereotypical "Fat Han" build during wave 4. Difficulty: (2/5) Easy. C-3P0 + Millennium Falcon title allow for 2 automatic evades per round, making it a very difficult ship to kill in the late game. Reasonably strong against Phantoms, and weak against swarms. House Rules: None.
Super Fat Han
Han Solo + Predator + C-3PO + R2-D2 + Engine Upgrade + Millennium Falcon
3x Tala Squadron Pilots
Points: 100 History: 2014 Worlds Winner (Paul Heaver) Difficulty: (2/5) Easy. This build has 3 damage mitigation per turn once R2-D2 kicks in, making it extremely strong against Fat Han. Weak to swarms. House Rules: None.
Lando and Chewie (double turrets)
Lando Calrissian + Push the Limit + Nien Nunb + C-3PO + Millennium Falcon
Chewbacca + Veteran Instincts + Jan Ors + Recon Specialist
Points: 100 History: Winner at 2014 Canadian Nationals. Difficulty: (2/5) Easy. Both ships fly at PS7, Lando passes Chewbacca a free action, and both ships fly very defensively. Poor matchups against some swarm and phantom builds. House Rules: None.
Border Dash
Dash Rendar + Push the Limit + Heavy Laser Cannon + Outrider + Kyle Katarn + Engine Upgrade
Wild Space Fringer + Heavy Laser Cannon + Gunner
Points: 100 History: Fall 2014 Team Covenant Open (online) Runner-up (Theorist) Difficulty: (4/5) Hard. Dash effectively has 3 actions per turn and can arc-dodge generic pilots with ease, but dies quickly if boxed in or chased down by higher pilot skill ships. The Fringer's best use is generally shooting at anything that chases Dash. House Rules: None.
Super Dash and friends
Dash Rendar + Push the Limit + Heavy Laser Cannon + Outrider + Kyle Katarn + Engine Upgrade
Bandit Squadron Pilot
2x Prototype Pilots + Chardaan Refit
Difficulty: (3/5) Medium. Anchored by 58 Dash like the Border Dash list, but uses three generic ships to add some more meat to help to fill out the list against swarms. They make good blockers, but are weak against aces. House Rules: None.
20 Yard Dash (Hybrid Turret + Ace)
Dash Rendar + Lone Wolf + Recon Specialist + Heavy Laser Cannon + Outrider
Corran Horn + Push the Limit + R2-D2 + Fire-Control System + Hull Upgrade
Points: 100 History: Fall 2014 Team Covenant Open (online) Top 4 (Sideslip) Difficulty: (4/5) Hard. Dash is not as mobile as the other 58 Dash builds, but with Recon Specialist and Lone Wolf is potentially more durable. Corran Horn is an excellent late game closer but can get focused down early. Alternative options: 58 Dash (See Border Dash); Corran + Veteran Instincts + R2-D2 + Fire-Control System. House Rules: None.
Rebel Aces
Wedge, Luke, Biggs
Wedge + Push the Limit + R2 Astromech + Engine Upgrade
Luke Skywalker + Draw Their Fire + R2-D2
Biggs Darklighter + R4-D6 + Shield Upgrade
Points: 100 History: An early 3-ship X-wing combination that was popular in wave 1 and 2. Essentially obsolete after wave 3. Difficulty: (4/5) Hard. Reasonable attack power but overall durability is on the lower side. Requires careful maneuvering to keep Biggs, Luke, and Wedge all within range 1 of each other with Biggs in the rear. Opponents must attack Biggs, Luke pulls off critical hits and regenerates shields, and Wedge hits like a hammer with Target Lock + Focus. House Rules (Moderate): X-wing Hull Refit (+1 Hull) on all 3 X-wings, at a cost of 1 for Wedge and Biggs, and 0 for Luke. On Biggs, drop Determination and downgrade Shield Upgrade to Hull Upgrade. Biggs has 5 hull, Luke and Wedge have 4 hull. House Rules squad (100 points):
Wedge + X-wing Hull Refit + Push the Limit + R2 Astromech + Engine Upgrade
Luke Skywalker + X-wing Hull Refit + Draw Their Fire + R2-D2
Biggs Darklighter + X-wing Hull Refit + Hull Upgrade
Wedge, Wes, Keyan
Wes Janson + Veteran Instincts
Wedge + Opportunist + R2 Astromech
Keyan Farlander + Opportunist + Advanced Sensors
Points: 100 History: A modification of a similar Wedge/Wes/Luke list originated in wave 3 Regionals, placing Top 4 at Monroeville, PA (Charles Gillespie aka "Osoroshii"). Difficulty: (4/5) Hard. Devastating attack power on a single target, with Wedge and Keyan triggering Opportunist off of Wes's token removal. Weakness: low durability even with House Rules, and potentially vulnerable to Aces lists. House Rules (Moderate): Wes Janson cost reduced from 29 to 28. X-wing Hull Refit (+1 Hull) on both X-wings, at a cost of 1 for Wedge and 0 for Wes, so total squad cost still 100 points.
Rebel 4 Ship
Biggs Walks the Dogs
Biggs Darklighter
2x Dagger Squadron Pilots + Advanced Sensors
Rookie Pilot
Points: 100 History: 2013 Worlds Winner (Paul Heaver) Difficulty: (3/5) Medium. Biggs provides cover from the rear. The B-wings leverage their pilot skill and Advanced Sensors to retain their action while bumping, or barrel roll to get out of arc of lower pilot skill ships. House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilot.
Blue Thunder
2x Blue Squadron Pilots + Heavy Laser Cannon
2x Rookie Pilots
Points: 100 History: Placed well in the 2013 Galactic Cup online tournament. Difficulty: (2/5) Easy. Lots of firepower but weak to arc dodgers. Keep the B-wings in the rear with HLC. House Rules (Minor): Free X-wing Hull Refit (+1 Hull) on the Rookie Pilots.
Luke and Rookies
Luke Skywalker + Draw Their Fire + R2-D2 + Shield Upgrade
3x Rookie Pilots
Points: 100 History: 2013 Worlds Top 4 (Jonathan Gomes). Difficulty: (3/5) Medium. Luke stays in the back and pulls critical hits away from the Rookies. House Rules (Moderate): Free X-wing Hull Refit (+1 Hull) on all X-wings.
Corran, Biggs, and Bandits
Corran Horn + Push the Limit + R2-D2 + Fire-Control System + Shield Upgrade
Biggs + Hull Upgrade
2x Bandit Squadron Pilot
Points: 100 History: 2014 Worlds Top 16 (Nathan Eide). Difficulty: (3/5) Medium. Biggs provides cover in the back while Corran makes an Excellent closer. House Rules: None.
Four Blues
4x Blue Squadron Pilots + Advanced Sensors Points: 100 History: Placed well in some wave 3 Regionals. Difficulty: (1/5) Very Easy. B-wings can take their action and bump, or take their action and K-turn. Very respectable firepower and durability, but weak to higher pilot skill Aces. Alternate options: Replace one Blue with Biggs. (Paul Heaver's "Designated Driver" list, difficulty 2/5). House Rules: None.
Roark + Cracken + Blues
Roark Garnet + Blaster Turret + Moldy Crow + Chewbacca
Airen Cracken + Swarm Tactics
2x Blue Squadron Pilot + Fire-Control System
Points: 99 History: Winner at wave 4 Spanish Nationals, 149 players. (Tomás Vargas Serrano) Difficulty: (3/5) Medium. Roark + Cracken with Swarm Tactics lets you shoot at either PS 12/8/8/4, or 12/12/4/2, giving some flexibility against TIE Phantom lists. House Rules: (Minor): Moldy Crow cost reduction from 3 to 2 points, leaving 2 points for upgrades, but there are no obvious upgrades here for only 2 points.
Rebel Control
Panic Attack
3x Blue Squadron Pilots + B-wing/E2 + Tactician
Gold Squadron Pilot + Ion Cannon Turret + R3-A2 + BTL-A4
Points: 100 History: 2014 Worlds Top 8 (Jonathan Gomes) and Top 32 (Scott Williams, aka "Mr Froggies"). Modified here by adding BTL-A4 title to the Gold Squadron Pilot. Difficulty: (4/5) Hard. Excellent stress inducing control, but requires range 2 on the B-wings to activate. House Rules: None.
Rebel Convoy
2x Outer Rim Smugglers
2x Gold Squadron Pilots + Ion Cannon Turret
Points: 100 History: 2013 Worlds Top 16 (Aaron Bonar, aka "Kinetic Operator"). Difficulty: (3/5) Medium. Lots of hit points, turrets, and board control, but low attack power. Alternate Loadout (optional): BTL-A4 title to both Gold Squadron Pilots for even more attack power. House Rule (Minor): Add "Junkyard Deal" to both Outer Rim Smugglers to equip Anti-Pursuit Lasers and two Intelligence Agents to each for free.
Rebel Warthogs
Gold Squadron Pilot + Ion Cannon Turret + BTL-A4 Y-wing + R3-A2
3x Gold Squadron Pilot + Ion Cannon Turret + BTL-A4 Y-wing + Seismic Charges
Points: 100 Difficulty: (3/5) Medium. Each Y-wing can attack twice per round, resulting in excellent damage and control. House Rules: None.
Rebel Ordnance
Rebel Firestorm
Airen Cracken + Veteran Instincts + Cluster Missiles
Horton Salm + 2x Proton Torpedoes
"Dutch" Vander + Proton Torpedoes
Bandit Squadron Pilot + Concussion Missiles
Points: 100 Difficulty: (3/5) Medium. Cracken firing Cluster Missiles counts as 2 attacks, so his ability to grant a free action can trigger twice in one turn. Chaining this with Dutch Vander's means that you can potentially gain three Target Locks during the Combat phase at PS10. House Rules (Significant): (100 points). Y-wing Turret Refit added to Horton and Dutch, which consumes the Turret slot at a cost of -2 points each. Proton Torpedo and Cluster Missiles cost reduced from 4 to 3. Assault Missiles cost reduced from 5 to 4. Horton Salm: gains an Elite Pilot Talent, equipped with Push the Limit; add R2 Astromech. Bandit Squadron Pilot + Concussion Missiles replaced by Lieutenant Blount + Assault Missiles, whose cost is reduced from 17 to 16. Final list at 100 points:
Airen Cracken + Veteran Instincts + Cluster Missiles
Horton Salm + 2x Proton Torpedoes + Push the Limit + R2 Astromech + Y-wing Turret Refit
"Dutch" Vander + Proton Torpedoes + Y-wing Turret Refit
Lieutenant Blount + Assault Missiles
Scum Swarms
Bug Zappers
7x Binayre Pirates + Feedback Array Points: 100 Difficulty: (3/5) Medium. This squad has respectable firepower and durability, and can take down high agility ships at range 1 using Feedback Array. House Rules: None.
Mux's Mooks (Hybrid Swarm / Control)
Torkil Mux + Ion Cannon Turret
2x Black Sun Soldier
2x Syndicate Thugs + Ion Cannon Turret + BTL-A4 Y-wing + R4 Agromech
Points: 100 Difficulty: (3/5) Medium. This squad excels at dice raw attrition and control. The Y-wings with the BTL-A4 title and R4 Agromech bring most of the damage, and 3 Ions can lock down a single large ship, or several smaller ships. Remember that you are allowed to spend a focus token to change 0 eyeballs to hits in order to trigger the R4 Agromech to gain a Target Lock. Torkil Mux can force one ship to PS0, which is frequently destroyed before it can even fire. House Rules: None.
Scum Aces
BroBots
IG88-B + Predator + Mangler Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners
IG88-C + Predator + Mangler Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners + Seismic Charges
Points: 100 Difficulty: (3/5) Medium. A well-rounded dual IG-88 list that has considerable action economy and maneuvering tricks. Weak against stress mechanics and PS7+ maneuverable ships. House Rules: None.
Bounty's Nightmare
Boba Fett + Veteran Instincts + Inertial Dampeners + Engine Upgrade + Tactician + Andrasta + 2x Seismic Charges
IG88-B + Veteran Instincts + Inertial Dampeners + Heavy Laser Cannon + Advanced Sensors + Autothrusters
History: A variant of the effective Fett + IG88-B combination pioneered by Mark Fletcher ("Sable Gryphon"), winning a 27 player Store Championship and with slight updates from him here.
Points: 100 Difficulty: (4/5) Hard. Very good pilot skill and tricks, but lower raw damage compared to other lists. House Rules: None.
Yin and Yang
IG88-B + Lone Wolf + Mangler Cannon + Sensor Jammer + Autothrusters + IG-2000
IG88-D + Expert Handling + Heavy Laser Cannon + Advanced Sensors + Autothrusters + IG-2000 + Inertial Dampeners
History: Pioneered by Doug Kinney ("hothie").
Points: 99 Difficulty: (4/5) Hard. A highly asymmetric list that requires considerable skill to fully fly to its advantages. Enemy Target priority is difficult as IG88B is a late game defensive monster, and 88D deals out lots of damage. House Rules: None.
Terminators
IG88-B + Lone Wolf + Heavy Laser Cannon + Fire-Control System + Autothrusters + IG-2000
IG88-D + Outmaneuver + Heavy Laser Cannon + Fire-Control System + Autothrusters + IG-2000
Points: 99 Difficulty: (4/5) Hard. This dual IG-88 lists is designed to do the maximum and most consistent damage as possible. IG88-B's ability in conjunction with Fire Control System results in a 4-dice "buzzsaw" at range 2-3, and IG88-D allows the ships to reposition themselves to catch other ships out of arc, triggering Outmaneuver. Weak against PS7+ maneuverable ships. House Rules: None.
Opportunity Knocks
Palob Godalhi + Opportunist + Blaster Turret + K4 Security Droid + Moldy Crow
Tansarii Point Veteran + Opportunist + "Heavy Scyk" Interceptor + Heavy Laser Cannon
Guri + Opportunist + Autothrusters
Points: 100 Difficulty: (4/5) Hard. This squad is all PS5 and can deal a huge amount of damage, but has very little overall durability. All three ships are glass cannons to varying degrees. The M3-A Scyk is the most extreme glass cannon, and Palob is not too far behind. Guri should fly up close to maximize damage, Palob should be flying around at range 2, and the M3-A should try and stay at long range for as long as possible. Weak against PS6+. House Rules: None.
Scum 4 ship
Serissu's Heavy Scyks
Serissu + Swarm Tactics
3x Cartel Spacer + "Heavy Scyk" Interceptor title + Heavy Laser Cannon + Hull Upgrade
Points: 100 Difficulty: (3/5) Medium. This squad is designed to throw a lot of dice at your opponent while making target priority difficult. The Cartel Spacers are glass cannons even with the Hull Upgrade and Serissu's friendly buff. Weak against PS9+ and arc dodgers. House Rules: None.
Scum Control
Thug Life
4x Syndicate Thugs + Ion Cannon Turret + BTL-A4 Y-wing + R4 Agromech History: An early entry to this Starter List, and later won an 18 player Store Championship in Fresno, CA.
Points: 100 Difficulty: (3/5) Medium. Each Y-wing can attack twice per round, resulting in excellent damage and control. The R4 Agromech further increases the damage and Ion reliability at no tactical cost. Note: focus tokens can be spent even if no eyeballs are rolled, modifying zero dice but gaining a target lock. House Rules: None.
Scum Turrets
Greedo's Grinders
Torkil Mux + Autoblaster Turret
3x Syndicate Thug + Autoblaster Turret
Spice Runner + Autoblaster Turret + Greedo
History: Pioneered by Scott Williams ("Mr. Froggies")
Points: 100 Difficulty: (3/5) Medium. This squad is very strong once its ships get the inside track and can force the range 1 death bubbles. The Spice Runner shoots last at PS1, so Greedo Crew usually activates, delivering a crit to the target. Weakness: enemy turrets that can stay beyond range 1, and low agility ships. House Rules: None.
I really liked PTL+E2+Jan ors. you can always push the limit for focus which turns to evade (really helps for survivability) and target lock or barrelroll for that lovely stress
He can probably give the action to a stressed ship, but the stressed ship could not use it. You cannot perform action while stressed.
If you performed the focus action in the perform action step, then you cannot perform the focus action again that round. There are other ways of getting focus tokens though, just not involving Airen.
1. No. Stress prevents a ship from taking actions at all, even free actions (cue the "unless it's Tycho comments)
2. No again. Ships cannot perform the same action multiple times in a turn (pg 9)
1 - No, a ship with stress can't perform any action, even a free one.
2 - No you can't perform the same action twice in the same round.
However, do not confuse an action with getting or spending a token. It is possible to give a 2nd or more focus tokens to a ship that performed the focus action.
R5-K6 is the absolute worst Astromech in this game. It has only a 38% chance of working. If it was free I could see using it every once in a while when you didn't want to use another droid, but otherwise its completely awful for 2 points.
My suggestion would be to drop all torpedoes and R5-K6. That will give you exactly 12 points to throw in a Bandit squadron. Torpedo's just aren't reliable enough to warrant spending 12 points on them. Garven won't be able to pass a focus to Biggs either as you'll be worried about getting that torpedo off.
Personally I like R2D2 on Corran as he is generally the focus of people's attack. You can double tap, zoom out and do some greens to recover then head back in.
Luke is already pretty defensive but with R2D2 is even harder to kill. Predator gives him more attack hit. Not tried R7 much but with Corrans high PS and FCS it would work nicely
I also find shield upgrade works better with R2D2 but not sure on how many points you have left
Play around, hope that helps?