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Theterrainstudio

List Bashing Time - Lets work it out!

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100 point Rebel List

X-wing - Red Sq. Pilot (4)

Upgrades:

R2F2

 

Xwing - Wedge Antilles (9)

Upgrades:

Swarm Tactics

R2D2

Proton Torpedoes

 

Y-wing - Dutch Vander (6)

Upgrades:

R5K6

Ion Cannon

Proton Torpedoes

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Theterrainstudio said:

100 point Rebel List

X-wing - Red Sq. Pilot (4)

Upgrades:

R2F2

 

Xwing - Wedge Antilles (9)

Upgrades:

Swarm Tactics

R2D2

Proton Torpedoes

 

Y-wing - Dutch Vander (6)

Upgrades:

R5K6

Ion Cannon

Proton Torpedoes

 

What this for changes.

100 point Rebel List

X-wing - Luke Skywalker (8)

Upgrades:

R2F2

Pronton Torpedoes
 
 

Xwing - Wedge Antilles (9)

Upgrades:

Swarm Tactics
 
Proton Torpedoes



Y-wing - Dutch Vander (6)

Upgrades:

R5K6

Ion Cannon
 

 

 

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Well, ah… R2D2 should find a way back on the team, and give Dutch Luke's torpedo. Using Luke makes Swarm Tactics less important.  You can definitely work with this pilot selection, though, if you want to stick with 3 ships.

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 Really just.. 4 ships.  You will want to make use of your generic pilots…. but if you HAVE to have as many named pilots as possible ,you could run Luke, Biggs, Garven, and a Rookie with no upgrades. I think you can run Dutch, Salm, Biggs, and Garven, but that would be a rubbish build.

Ah, an example squad COULD be, Garven with Swarm Tactics and R2D2, Red Squad, Rookie, Gold Squad with ion cannons.  Or divide R2D2 into other droids. More ships means more dice.

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 y wings are cool and amazing but they rarely see a tournement list in my book (I have a few different squads of what I feel is tournament level) when I do use a Y wing, I dont use Biggs (why have a pali tank dps, and have your ranger dps tank?) 

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Theterrainstudio said:

Well be interested to here what you have in mind for 4 ships?

 

Luke + R2D2 + swarm tactics

rookie Xwing x2

Gold Ywing + ion Cannon

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 I had fun last night with 

Biggs + R2F2

Rookie Pilot + R5D8

2x Gold Squadron + R2 Unit + Ion Cannon

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magadizer said:

 I had fun last night with 

Biggs + R2F2

Rookie Pilot + R5D8

2x Gold Squadron + R2 Unit + Ion Cannon

I love this list but I think if you wanted to, you could take out some of the R2 units to get an R2D2 if you wanted (no need to kiogran turn with the ywings since they have a 360 firing arc, though hard 3 is something youll have to avoid, but in most situations you can do so easily enough,

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What about (for three ships)

-Wedge
Marksmanship
Proton Torps

-Biggs
R2-F2

-Horton Slam
Ion Cannon
Proton Torps
R5-K6

The idea here being to use Biggs as a distraction as often as possible, while Horton opens with torps and re-rolls as many dice as possible every turn, and Wedge opens with torps and plays cleanup. Alternatively, Wedge could have R5… better chances to hit

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Theterrainstudio said:

So is the general school of thought that you need 4 ships?

If you're squaring off against more than 5 TIEs, It's probably a good idea.

Take the previously listed builds and try them out.

Duraham's is a good 4 ship build; A more defensive version of what I had posted.

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A few more questions.

What do people think about Wedge?  To me, I think if you give him the marksmanship plus the droid to reacquire target locks, and with Vander in the list to give him Target locks for free when close it could be deadly, not to mention the removal of one defence dice for target ships.

 

Is there any point to running y-wings without ion cannons?

 

 

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Torresse said:

magadizer said:

 

 I had fun last night with 

Biggs + R2F2

Rookie Pilot + R5D8

2x Gold Squadron + R2 Unit + Ion Cannon

 

 

I love this list but I think if you wanted to, you could take out some of the R2 units to get an R2D2 if you wanted (no need to kiogran turn with the ywings since they have a 360 firing arc, though hard 3 is something youll have to avoid, but in most situations you can do so easily enough,

I don't like R2D2 all that much at 4 points, especially when R2F2 is such a good combo on Biggs, often preventing him from taking a kit in the first place.

Also, I find that I do need to Koigran sometimes, but even straight 4 is a red move for Y-wings. At 1 point, the R2 astromech is probably worth it to me.

But the fun thing is, all these options are viable choices, especially depending on the enemy build.

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Theterrainstudio said:

A few more questions.

What do people think about Wedge?  To me, I think if you give him the marksmanship plus the droid to reacquire target locks, and with Vander in the list to give him Target locks for free when close it could be deadly, not to mention the removal of one defence dice for target ships.

 

Is there any point to running y-wings without ion cannons? 

Those are good options for Wedge. Wedge at Range 1 is a TIE murderer.

I think the basic consensus after much discussion here is, no, Y-wings with no Ion cannons are pretty lame.

The question might be, why did they make them not a standard part of the equipment on the ship? I am hoping that there will be other cannon options for the Y-wing with future expansions (like Slave 1) which can be equipped in that upgrade slot.

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Marksmanship really isn't good for it's cost.  And if you want to use R5-K8 he is better off on Dutch, though he's not that good overall.  And no a Y-wing is not worth it ion-less.

 Man are FFG's forums wonky.

 

 

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I love lists….sorry to annoy everyone with these.

 

Biggs Darklighter (5)

Upgrades: R2F2

 

Rookie Pilot (2)

 

Rookie Pilot (2)

 

"Dutch" Vander (6)

Upgrades: R5K6, Ion Cannon

 

 

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Theterrainstudio said:

I love lists….sorry to annoy everyone with these.

 

Biggs Darklighter (5)

Upgrades: R2F2

 

Rookie Pilot (2)

 

Rookie Pilot (2)

 

"Dutch" Vander (6)

Upgrades: R5K6, Ion Cannon

 

 

 

Take out Dutch for Wedge + R2 Astromech and you finally have a decent list.

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Theterrainstudio said:

A few more questions.

Is there any point to running y-wings without ion cannons?

 

 

 

Because this is the general consensus, due largely to its delivery van like maneuver dial, your opponent may ignore it if you throw one in.  You can surprise them by having actually take something down.  Once your opponent is on to it and wants to take it down, it doesn't last long.

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you will have major problems if Wedge gets taken out, and Wedge WILL get taken out first. like I really do not expect to see him living past turn 3 at all. You might want to consider putting R2D2 on one of the random rookie Xwings instead.

 

 

on a side note, I came across this pretty interesting build somewhere else:

 

Luke + Biggs + Garven + rookie Xwing = 100 points

 

a bit of editing gives me:

Wedge with swarm tactics + gold Ywing with ionC + Biggs + rookie Xwing. keep Biggs with Wedge at all times, he will be your mini (or rather, giant) R2D2

 

EDIT: my earlier build left out an R5 astromech, it should be:

 

Luke + R2D2 + swarm tactics

rookie Xwing x2

gold Ywing +ionC + R5 astromech

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So if wedge is dieing right away, why would Luke or any other named pilot not die just as fast?

 

The 3 named pilot list is cool, but it lacks upgrades, or is that perhaps the best?

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 Luke's ability makes him harder to hit. If the firefight is getting too fierce for you, you can pull away and heal with R2D2. Wedge doesn't have the same defensive ability, so when he gets hit hard and you try to pull him away for healing, he will get chased and plummeted and die quickly, compared to Luke who may survive intact or even get away with fully repaired shields

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