ObiWonka 7,081 Posted June 17, 2015 The TIE Interceptor really would've been farther from the TIE. It's an arc-dodger extraordinaire, while at this point the Advanced is kinda just an expensive TIE with shields. Vader is, of course, a big exception. On the other hand, with limited upgrades you wouldn't be able to make the best use of the Interceptor yet anyway. For the Rebels, you're right that the A-Wing's dial will make it fly much differently, though again it depends on your upgrades to make it worthwhile. The B-Wing is kinda a slightly better X-Wing. Mostly it's the 3 shields for 1 point more, but the dial, which is supposed to be a liability, is superior in some ways. Y-Wings can use turrets, which will fly a little differently. Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 17, 2015 360 Firing arc? I think the Y-Wing may get the nod. As far as the Interceptor I heard that you need a card in the Imperial Aces Expansion to get the most of it. That really didn't influence my decision much. Honestly it was just the idea of a Tie with shields and secondary weapons that makes me drawn to the Advanced. Oh yeah and Vader! Quote Share this post Link to post Share on other sites
piznit 1,705 Posted June 17, 2015 I'll recommend again, particularly for the rebels, I would get Aces pack. You get both an A and a B, match it with Imp Aces, you get 2 Interceptors. And the packs are cheaper than buying those 4 ships individually Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 17, 2015 I'll recommend again, particularly for the rebels, I would get Aces pack. You get both an A and a B, match it with Imp Aces, you get 2 Interceptors. And the packs are cheaper than buying those 4 ships individually I really wasn't looking to buy four ships at once, not at this time. I do intend on getting those sets as they look fantastic. I don't know if you use miniature market but normal fighter sized ships are like $10 and the Aces packs are $20. I know you probably get a great deal of cards and such with the Aces packs but as its the same price I'd rather just get the standard single ship expansion at this point. Quote Share this post Link to post Share on other sites
Hobojebus 11,341 Posted June 17, 2015 Rebel aces has the best bwing pilot in Kenyan farlander, it also includes all the mods needed to make a-wings useable, on top of that it has Kyle katarn and Jan ors. It's a great set. Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 18, 2015 OK so I believe I have my starter lists completed. Of course I'll collect a little at a time but after I complete these purchases I'm going to take a breath, forget about buying more stuff and just play and have fun until I feel the need to spice things up with a new expansion. Please let me know what you think. Looking through Youtube and different forums I've noticed the vast majority of lists have the Falcon or more specifically "Fat Han" included. In 40K or WFB the only reason for anyone to take a set up this often in competitive play is because it's broken. Can Fat Han be neutralized without some sort of X-Wing version of power creep? I wanted a Millennium Falcon now I'm thinking I might hold off on getting one. Resist the temptation and learn to use my fighters before I reward myself with that ship. And when I do finally get it I don't have to run it as a "Fat Han." Fielding two ships in a 100pt game doesn't sound like fun...sometimes I've seen 3 if two of them are Headhunter escorts (an EU's poor man X-Wing). So I'll try and be good and let the trendy Falcon builds die out a little before I invest in one for my Rebel Fleet.So the squads my brother and I will be learning and practicing with will be: Rebel Alliance2 x Starter Set X-Wings1 x Expansion X-Wing 1 x Expansion B-Wing1 x Rebel Aces B-Wing1 x Rebel Aces A-WingSix ships with three different fighter classes Galactic Empire4 x Starter Set Tie Fighters1 x Expansion Tie Fighter1 x Expansion Tie Interceptor2 x Imperial Aces Tie InterceptorEight ships with 2 different fighter classesI feel good about these lists. It feels like I have a solid core to build from for both factions. It includes 5 different types of fighters. I don't want to get spoiled by good manuver dials or clever card combos. The more diversity the better, within reason considering this is just the first step. My Plan is to purchase these ships (plus a nice little battlemat) and then just play around with lists until I've built a couple I like from each faction. I'll try and and get in as many games with my brother as I can before heading to the (Not So Friendly) Local Gaming Store, take my licks from clever competitive builds, catch a little experience and maybe surprise a few cocky opponents along the way. After I'm comfortable with both factions and familiar with several different list combinations from the ships I have then I'll allow myself to start picking up ships more freely. I'm sure by then I'll have my eye on a few that will work well with what I already have as well as snagging up one or two for no other reason than they're cool as hell. Falcon/Decimator I'm looking at you!Thoughts, opinions, and comments on the lists are welcomed Quote Share this post Link to post Share on other sites
piznit 1,705 Posted June 18, 2015 Well, you'll have enough TIEs if/when you do play others at your store, run a swarm against Falcons, although you won't have auto thrusters for interceptors without buying a StarViper, But that's ok, just load up on TIEs Quote Share this post Link to post Share on other sites
ObiWonka 7,081 Posted June 18, 2015 Great start. I approve. Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 18, 2015 (edited) Well, you'll have enough TIEs if/when you do play others at your store, run a swarm against Falcons, although you won't have auto thrusters for interceptors without buying a StarViper, But that's ok, just load up on TIEs StarViper is a S&V ship correct? That's definitely something I'll be E-Baying. Not interested in collecting that faction. How many do I need do you think? Edited June 18, 2015 by Malakai1939 Quote Share this post Link to post Share on other sites
Hobojebus 11,341 Posted June 18, 2015 I doubt you'd ever need more than three copies of Autothrusters. Quote Share this post Link to post Share on other sites
ObiWonka 7,081 Posted June 18, 2015 I doubt you'd ever need more than three copies of Autothrusters. I dunno. My 4x Sabers + Thrusters + Elusiveness build was surprisingly effective against turrets. 2 DraconPyrothayan and Ynot reacted to this Quote Share this post Link to post Share on other sites
Stoneface 3,750 Posted June 18, 2015 Welcome to the addiction! Those that posted above have given good info so I won't repeat it here. Just prepare for a big collection. Like the cartoon caption says,"Mistakes were made." Quote Share this post Link to post Share on other sites
piznit 1,705 Posted June 18, 2015 Yes the starviper is S&V, but the cards that come in it, particularly the Autothrusters, are what you would be wanting. I think it comes with 2 copies per pack? Quote Share this post Link to post Share on other sites
Ynot 670 Posted June 18, 2015 If you want to become a good player, concentrate more on startegy and flying than list building. Too many folks get hung up on building squads and never learn proper strategy. Strategy involves the following: Asteroid/Debris Fields selection to compliment your squad and to give you an advantage Asteroid/Debris Field placement to compliment both your attack and defence plan when taking your opponents squad into consideration. Prioritizing the opposing squads targets Deciding whether you are going to aggessively go after your opponent or make him/her come after you. Learning the movement dials of all the ships in the game Learn to visually see where you ship is going to land without any aids other than your eyes(otherwise it is cheating anyway) Learn to decide which actions should be taken and when. Know when to use them on attack or defence - focus And now finally you will be able to choose a competitive squad and practice against many different kinds of squads. All the while you can also be having a lot of fun. If you learn the game right from the beginning everything falls into place and you can enjoy it thoroughly. Nobody likes losing but if you use the losses to learn and get better then they weren't for nothing. 1 Budgernaut reacted to this Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted June 19, 2015 And we havent even got into the whole plano case vs foam case discussion. Well I was wondering how best to protect my cards and ships. The ships I think I can manage but I do need to look into card sleeves and such. I've never been a card game collector so any advice on that front would be welcomed. The precut foam cases look very pricey. Something I might consider as a luxury item. Let me know your opinions. What you're going to want is 4 good-sized logs of American Chesnut, hand planed to perfection, and joined by a master of the craft. For the glaze, the difficult part will be finding a Unicorn and making it cry. If you're making a case for your Scum ships, you're going to want 2 pieces of coal and half a horse's whinny. Then, on the 13th night, when the moon is half in this world and half in the next, stir it thrice widdershins with the rib of a mandrake root and DANG IT I MADE GOLD AGAIN 1 Malakai1939 reacted to this Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 19, 2015 (edited) I was goofing around with the X-Wing builder app using my (future) small starter set of ships I had planned to start with. No Ebay cards were used, only stock items from the expansions and I managed to cobble together a couple of lists. I know they're not necessarily all that competitive, they're my first lists and the rebel one is purely for fun, but I think I will give them a try after I've finished with my initial purchases. The complete list is a couple of posts above this one if you're interested. When I was doing these lists all I could think of was the Battle of Yavin. So after I played with different builds I finally settled on these two overly simple ones. They just seem so thematic to me. Tie Swarms and X-Wings battling it out. I'm sure you've all played that game dozens of times. I can't wait to give it a try. Anyway first is the Imperials: Tur Phennir w/Royal Guard TIE, Expert Handling, Targeting Computer and Hull upgrade - 32pts 5 X Academy Pilot w/Targeting Computer - 14pts each Academy Pilot - 12pts Total 100pts. Now for the Rebels, which although I like the Empire a little more than the Rebellion, I really REALLY wanna play a game with this classic movie trio: Luke Skywalker w/ Proton Torpedoes and Marksmanship - 35pts Wedge Antilles w/ R5 Astromech and Swarm Tactics - 32pts Biggs Darklighter w/ R2-D2 and Shield Upgrade - 33pts Total 100pts. Edited June 19, 2015 by Malakai1939 Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted June 19, 2015 On the Empire's side: Targeting Computer is, honestly, not worth the points. It is ONLY useful when the following are true: You do not have a shot on the opponent (or Focus would be just as good). You cannot Barrel-Roll/Boost to get a shot on the opponent (adding an entire attack > re-rolling misses). Your opponent does not have a shot on you (or dodging their attack would be the better option). If all three of those are true, then a Target Lock is the only salient action remaining. You've spent 12 points on this for your first fleet, which is an entire Academy Pilot, which would be a better buy. Also, I highly recommend Push the Limit on Turr over the Expert Handling. Ex Hand IS worth the 2 points, but normally because you're putting it on a ship without barrel-roll in the first place. The BR outweighs the Stress, and the TL removal is gravy on top. PtL on Turr, however, can trigger off of your in-combat free action (which must be a Boost or a Barrel-Roll). You can attack as though you were a regular Interceptor, then Boost/Roll to get out of arc. If a single Boost or Barrel-Roll wasn't enough to escape the arc, perhaps the two in concert work. If not, getting into a farther Range and giving yourself an Evade token is almost as good. On the Rebel's side: Proton Torpedoes aren't worth 4 points, unless you use them en-masse to deal massive damage on the first round of combat. Marksmanship isn't worth 3 points more than your native Focus, even on Luke who gets less use out of Focus' defenses. Biggs will die fairly quickly, so your +8 points will net you, at most, +2 hp. They'd be better spent elsewhere, or allocated to hardier ships. Wedge's build... Valid. He's already a huge target, and the Swarm Tactics only gives Luke a +1 after Biggs bites the inevitable dust, but with Biggs still on the field, he's safe and buffs more ships. LBW is a classic pilot combo in the game. I recommend the following combo to play alongside it. Give R2-D2 to another pilot in the fleet. Luke's a good option, as his ability means you're less likely to be outright killed, so R2-D2 will give you more HP over the course of the game, which is still harder to remove due to Luke's ability. Give Luke "Draw Their Fire". This lets you pull Crit-damage to Luke, as opposed to the person they're actually shooting at. Splitting their damage ensures that you have more rounds as a full-threat, but the best part is that Luke has R2-D2. Their crit hits a shield on a different ship; one that will regenerate that damage back the following turn. You've completely erased that damage from existence, and it's like giving Biggs or Wedge a free evade token whenever the enemy rolls a Crit 1 Malakai1939 reacted to this Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 19, 2015 I will set up a list with the changes you've recommended. You're right about the targeting computers on the Ties. I don't know what I was thinking. An extra Tie is much more useful. I would like to explain my Biggs set up though. As he's drawing the most fire I thought it might be a good idea to make him a little more survivable. Swarm Tactics on Wedge almost guarantees he'll fire before his opponent possibly weakening or destroying at least one ship if fire from Wedge is concentrated on the same ship. An extra shield upgrade and R2 seemed like a good combination for someone who was going to be taking lots of fire. If I can maneuver correctly and give myself a round or two to let R2 repair some of those shields my squad can get back in the fight again, chipping away at the enemy before running away and doing it all over again. OR I can just drive him down their throat with Biggs and Wedge focusing and Luke using the one trick pony combo of Proton Torpedoes and Marksmanship to clean up the wounded fighters from Wedge and Biggs' previous attack. At least that was my thought process behind it. I've only played two games and never with cards. I'm not used to trying to exploit or figure out card effect combinations (never into Magic or those other games) so there is a bit of a learning curve for me right now. Thanks for your help. I'm going to take your advice and build two more squads with the changes you've suggested and save them to the X-Wing builder app for future play. I'll let you know how I do! Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted June 19, 2015 I will set up a list with the changes you've recommended. You're right about the targeting computers on the Ties. I don't know what I was thinking. An extra Tie is much more useful. I would like to explain my Biggs set up though. As he's drawing the most fire I thought it might be a good idea to make him a little more survivable. Swarm Tactics on Wedge almost guarantees he'll fire before his opponent possibly weakening or destroying at least one ship if fire from Wedge is concentrated on the same ship. An extra shield upgrade and R2 seemed like a good combination for someone who was going to be taking lots of fire. If I can maneuver correctly and give myself a round or two to let R2 repair some of those shields my squad can get back in the fight again, chipping away at the enemy before running away and doing it all over again. OR I can just drive him down their throat with Biggs and Wedge focusing and Luke using the one trick pony combo of Proton Torpedoes and Marksmanship to clean up the wounded fighters from Wedge and Biggs' previous attack. At least that was my thought process behind it. I've only played two games and never with cards. I'm not used to trying to exploit or figure out card effect combinations (never into Magic or those other games) so there is a bit of a learning curve for me right now. Thanks for your help. I'm going to take your advice and build two more squads with the changes you've suggested and save them to the X-Wing builder app for future play. I'll let you know how I do! Good instinct on Biggs, but you've got to differentiate the type of survivability. R2-D2 is most vulnerable to concentrated fire. Biggs enforces concentrated fire. The one Astromech I've seen that works well with Biggs, in this meta, is R4-D6. Odds of taking heavy fire are pretty high, what with these Brobots, Phantoms, and other anti-pancake aspects Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 20, 2015 (edited) Set up a mini Tie Swarm that's a little beefier and hopefully can take a punch. Upgrade cards are what is available through their respective expansions. Ideally this list would be run by a Phantom, but that ship is an incentive purchase if I stick with the game and learn to use the more basic ships properly. So I decided to have an elite pilot lead Howlrunner and her Obsidian Squad. Soontir Fel W/ Royal Guard Tie, Push the Limit, Hull Upgrade and Shield Upgrade - 37pts Howlrunner W/ Shield Upgrade and Swarm Tactics - 24pts 3 X Obsidian Squadron Pilots - 13pts each - 100pts Soontir Fel will act as a flanker and has been loaded with extra defensive gear to help his survivability on his own. Hopefully Fel will either split up the opponent's squad or he can use his high maneuverability to get in some flanking or rear shots when the enemy has engaged the Obsidian Squadron Formation. Push the limit seemed like a natural upgrade to his ability allowing him to perform up to 3 actions per round. Howlrunner is ubiquitous as is her upgrade Swarm Tactics in a Tie Swarm build. As she catches a lot of fire I didn't have a problem giving her a shield upgrade to cancel her first critical hit. Obsidian Squadron is more expensive than Academy Pilots but I've learned that Howlrunner is the leader of that squadron so I thought that if I must use the same pilot as everyone else running a swarm then the least I can do is make it fluffy and thematic. Obsidian Squadron, lead by Howlrunner chased the Falcon through Bespin in ESB (Best SW Movie Ever!) and I can still see those green laser blasts streaking out from the Ties against a backdrop of an orange sky coming up on night. It really was a pretty scene. So yeah there's my list. It probably isn't the most cost-effective or doesn't have the wisest choices of upgrades but I'm hoping I'll have a good time playing with it. After a few games in I should have a better idea of what upgrades are worth it and which really aren't. And Fel is just a temporary C.O for Howlrunner. I'll probably play around with a lot of Elite Interceptor pilots for this squad until I settle on one to take to the game store. That is of course if I don't get my hands on a Phantom first. Edited June 20, 2015 by Malakai1939 Quote Share this post Link to post Share on other sites
Grayfax 991 Posted June 20, 2015 Is this list based on your current ships and cards or are you going to have to buy things to make this list work? If you have all of these cards, then I would argue you have bought several expansions (namely some Aces). At first, I too thought to put extra "health" on some of these types of ships. I'm not sure I've ever seen both a Hull Upgrade and a Shield Upgrade on Soontir Fel, though (congratulations?)! Sometimes it is easy to overlook simple defensive cards. If you want a chance at better defense on Howlrunner without spending a TIE Fighter to get it, look at Determination. It seems cheesy at first, but it helps you to avoid 8 out of the 33 cards if you get a crit (because you just discard it instead of taking it as damage). Depending on your luck and your mileage, that may help a little or a lot. Very good for opponents that are trying to push the crits through, and as they are the last thing cancelled, if you can block the rest of it or roll well, you have almost a 25% chance of not taking the critical if it gets through. Not just once, but every time. Basically with TIE ships, your best defense is either 1) anticipate your opponent and get out of the way 2) kill it with fire. The best way to do #2 is to add more ships (which means more red dice). You cannot do that with defensive upgrades. You're not trying to get Howlrunner into the final stages of the game. You want her squad to dish out as much damage as possible before she dies. You've spent 7 points on Soontir Fel for armor and shields. He falls under the #1 condition. Anticipate and get out of the way... preferably behind them so that you can still blast them to bits. His survivability comes with his Push The Limit card. It allows him to move across an amazing amount of the board, and you get to move after most of your opponents due to his high pilot skill. This means you know where your opponent is and can see where their firing arcs are before you move. Move outside of them and learn how to position him so that his angle places his firing arcs onto them. If he is still dying, some would argue the better upgrade on him is the Stealth Device, which adds 1 agility (aka 1 extra green dice) to all rolls until he is successfully attacked. The current best version of him adds Auto-Thrusters (2 points). This takes even more caution with flying, but gives better long term defense. Some say it is better to limit what you put on him and add more ships to your TIE Fighter swarm. Try flying him with only PTL and see if you can learn to pilot him better... in the long run, you'll be a better player if you stick with it and learn to anticipate to make him deadly. Then add back in some of your defense, most likely with Auto-Thrusters. Not a huge fan of Swarm Tactics for TIE Fighters on Howlrunner, especially low pilot skilled ones. They have to be in Range 1 to Howlrunner. Only one of them gets to attack early. If you have someone higher pilot skill attacking you enough to threaten Howlfunner's life prior to the rest of the TIE's being able to attack, get her a wingman (you'll have to boost a TIE Pilot to Black for the Elite Pilot Talent and get the 1 point Draw Their Fire) and this may make her more survivable than bringing one up to your pilot ability. Personally, I would drop it and the Hull off of her and add Determination and pull in another TIE Fighter. Adding another TIE Fighter gives you the same total health that you are trying to add to Soontir Fel and Howlrunner, but it has additional green dice for it's own defense and also has extra attack dice (which you do not get by adding defensive upgrades). Overall, your squad gains a lot more by adding a ship for the points you were putting into defensive upgrades. Feel free to fly it this way, but then try it without the defensive upgrades and add an additional ship. By doing both you'll learn a lot more about how they work together and how to anticipate your opponents more. Best of luck! 1 Malakai1939 reacted to this Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 20, 2015 Thanks for your thoughtful analysis. To answer your question these are the kits that I decided to save up for and purchase to form the backbone of my (Fleets/Factions?): 1. 2 X Core Box 2. Imperial Aces 3. Tie Interceptor 4. Tie Fighter 5. X-Wing 6. B-Wing 7. Rebel Aces So yeah I'm exercising a self imposed cut off limit after these kits have been bought. I want to learn the game and enjoy it before I go crazy collecting and not playing. Been down that road, not cool. I'd actually like to try several versions of this list with what I have/will have. Tie Swarm appealed to me the moment I layed eyes on this game. I know it's old hat to you guys but it very much reminds me of the Original Trilogy and really my fondness for Star Wars (and hatred of GW) is why I am playing this game. So 5 Ties & 3 Interceptors is not really that bad of a position for me to be in. At least I will learn how to maneuver and stay in formations with all the practice I'll be getting. It might be interesting to run 8 naked shipsjust to see what would happen. That's another of the things I like about this game. There is not as much ego riding on it as there are other mini games. I wouldn't think twice about loosing a match. I'm just here to have fun and Fly Casual.. Quote Share this post Link to post Share on other sites
Grayfax 991 Posted June 20, 2015 Exactly! Flying with what you have is way better than always being on a quest for one more card to tweak your squad with. Flying often is the best thing you can do early on. TIE Swarms teach you a lot about maneuvering and how easily / quickly it can go wrong! Interceptors will teach you what arc-dodging is all about. Having fun, win or lose, makes the game so much better. 2 DraconPyrothayan and Malakai1939 reacted to this Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted June 20, 2015 Han Solo = Maurice?And what exactly is a pompitus anyway? 1 Malakai1939 reacted to this Quote Share this post Link to post Share on other sites
Malakai1939 44 Posted June 20, 2015 Han Solo = Maurice? And what exactly is a pompitus anyway? Han Solo = Maurice? And what exactly is a pompitus anyway? Next time me and Han are chilling with Steve at the Cantina I'll ask him. Cause I don't think anyone really knows! Quote Share this post Link to post Share on other sites