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WarlockFiretopMountain

Canon Lists

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Thought it would be fun to work out some canoncial squadron lists. These are all highly fluffy and non-optimised, but could be fun for playing out a trilogy (or more!) of canoncial games.

I only have Imperial cards: I need your suggestions for Rebel match-ups!

 

Black Squadron (A New Hope: Yavin) - 100 pts

Tie Advanced - Darth Vader with Swarm Tactics and Concussion Missiles

Tie Fighter - Mauler Mithel with Swarm Tactics

Tie Fighter - Backstabber

Tie Fighter - Dark Curse

Tie Fighter - Black Squadron Pilot

 

Obsidian Squadron (The Empire Strikes Back: Hoth, Bespin) - 101 pts

Tie Fighter - Howlrunner

Tie Fighter - Night Beast

Tie Fighter - Winged Gundark

Tie Fighter - Obsidian Squadron Pilot

Tie Fighter - Obsidian Squadron Pilot

Tie Fighter - Obsidian Squadron Pilot

Tie Fighter - Obsidian Squadron Pilot (Swap for Academy Pilot for 100pts)

 

Some of those OSPs could be swapped out for Slave-1, but I lack the cards!

 

181st Imperial Fighter Group (Return of the Jedi: Endor) - 102 pts

Tie Advanced - Maarek Stele

Tie Interceptor - Soontir Fel

Tie Interceptor - Turr Phennir

Tie Interceptor - Fel's Wrath (Swap for Saber Squadron Pilot for 100pts)

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Gold Squadron - Battle of Yavin - 100 points

"Dutch" Vander w/R5-K6, 2 proton torpedos and Ion Cannon

Gold 2 Y-wing w/2 proton torpedoes and Ion Cannon

Gold 5 Y-wing w/2 proton torpedoes and Ion Cannon

 

Gold Group - Battle of Endor - 100 points

Lando "YT-1300" w/Nien Nunb, "Push the Limit", Assualt missiles x2, Gunner and Millennium Falcon

Wedge w/R5, Expert Handling and Proton Torpedoe

 

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Green Group (ROTJ)

Total Squad Points: 100

Pilot: Tycho Celchu
A-Wing (26)
Upgrades:

  • Push The Limit (3)
  • Cluster Missiles (4)



Pilot: Arvel Crynyd
A-Wing (23)
Upgrades:

  • No upgrades Selected



Pilot: Green Squadron Pilot 1
A-Wing (19)
Upgrades:

  • Deadeye (1)
  • Cluster Missiles (4)



Pilot: Green Squadron Pilot 2
A-Wing (19)
Upgrades:

  • Determination (1)

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For Kessel Run I did

Han Solo with Chewbaka and Luke Skywalker

Then I added two rookie pilots, to get up to 100 points (and I had to get rid of the Milenium Falcon Title, but I cried a little inside when I did it)

So my list wasn't perfectly cannon, but I did win my tournament.

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It'd be pretty neat once wave 3 is out, assuming b-wing and tie bomber, to have a massive 1000point battle of endor, with all squads represented.

And I do like the idea of canonical lists, even mabye a full battle of yavin with just wave 1

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poloniumandrats said:

It'd be pretty neat once wave 3 is out, assuming b-wing and tie bomber, to have a massive 1000point battle of endor, with all squads represented.

 

Ya the battle of Endor would look pretty awesome with the right gaming table!

 

Here are two Millenium Falcon vs 4 Tie fighter lists

 

Escape from the Death Star

22-luke-skywalker-mark-hamill-tie-fighte

Falcon (1)

Solo (46)

Chewy (4)

Luke (7)

Elusiveness (2)

60 pts

 

vs

 

Howlrunner (18)

3 x Black Sqd Ties (42)

60 pts

 

Escape in the Asteroid Field

il_fullxfull.283734900.jpg

Falcon (1)

Solo (46)

Chewy (4)

Shield Upgrade (4) [they upgraded on Hoth]

Push the Limit (3) [apropos for flying into an asteroid field]

58 pts

 

vs

 

Dark Curse (16)

3 x Black Sqd Ties (42)

58 pts

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My best cannon squad: Rogue Squadron

Wedge with Expert Handling and R2-Astromech

Luke with R2-F2 and Stealth Device

Tycho with Push the Limit and whatever missiles you're feeling that day (99 with Cluster or Concussion, 100 with Homing or Assault)

Luke is virtually invincible with 4-5 evasion dice and his free eyeball-dodge off of that, Wedge can fly around and barrel roll into or out of shots as needed, getting his 4 dice whenever possible. Tycho gets his opening salvo of target lock and focused missiles, and then can ust the A-wing's crazy green template to get evade/boost or evade/focus to always have shots. Personally, I like concussion missiles with Tycho to either 1-shot a TIE or break shields on a rebel fighter. I actually got to play two versions of this squad the other night (once as listed, and once replacing the stealth device with proton torps) and it performed marvelously. Wedge shoots at 9, and both Luke and Tycho shoot at 8. Luke could shoot at 10 if you gave him veteran instincts with the spare point.

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This is a fun exercise! In fact, it gave me cause to look up R5-K6, and I discovered that he is Garven Dreis' astromech. I didn't know that. I also looked up R2-F2, and he seems to have been created for this game (from what I gather from Wookiepdia). So here it goes:

Garven Gets Initiative - 90 points

Garven Dreis (R5-K6, Proton Torpedoes) [32 pts]
Red Squadron Pliot (R2-F2, Proton Torpedoes) [30pts]
Red Squadron Pilot (R2 Astromech, Proton Torpedoes) [28 pts]

Yeah, nobody would really want to play with only 90 points, but you would DEFINITELY get initiative…though that doesn't mean much when your pilot skills are 6 and 4. You could drop the all the droids:

Red Squadron - 99 points

Garven Dreis (Proton Torpedoes) [32 pts]
Red Squadron Pilot [23 pts]
Red Squadron Pilot [23 pts]
Red Squadron Pilot [23 pts]

This one is alright, but you lose R5-K6. To keep him, you could trade one of the Red Squadron Pilots out for a Rookie Pilot. It's kind of give and take on theme. If I were to run it, that's what I'd do. But honestly, that first 90 point squad looks like fun, even if it is a challenge.

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Those Yavin / Trench Run lists make me think about having a reinforcements rule! Luke, Biggs and Wedge need a little help from their buddy Han.

100pts starting squadron, plus 50pts of reinforcements. Any unspent points from your starting squadron may be added to your reinforcements (to allow for Han, Chewie and the Millenium Falcon title!). Initiative is calculated by adding your starting and reinforcements points.

At the start of each of your turns, roll an attack die. If you roll a Critical Hit, deploy your reinforcements within range 1 of your table edge.

"You're all clear kid, now let's blow this thing and go home!"

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