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Star Wars: X-Wing Miniatures Game» Forums » Strategy

Subject: List Foundations or Dead Ends? rss

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Joseph Woodworth
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Looking at combinations that might not often be seen - because they are either too "non-standard" or too "non-competitive". I am hoping the following combinations are new to most people...

What follow are incomplete lists, that have to them a basis of some combination of pilots, or talents and extra points left to build a squad around the idea. I'm looking for your opinions and ideas, if the idea is worth a list - and maybe has a competitive chance - or if it's an "evolutionary" dead end.

Part 1 - Rebel Scumbos

1: Green Leader 21 points
(Green sqd pilot + Squad leader)

Here we have the cheapest rebel squad leader - able to give an action for less than most other ships except kyle - (tie 21 points) - but limited to helping only Pilot Skill 1 or 2.


2: Ion Jan (46 - 50 points)
(Jan Ors and B-wing/Y-wing/HWK-290 + Ion Cannon (Turret))

Here we have the only way to boost the number of dice in an ion turret roll, this doesn't give us any more damage - but makes a single ion turret very likely to hit. Given the customization we can give Jan herself - and her ability to help other pilots.

3a: Super PTL (51-55 points)
(Chewie, Lando or Han + PTL + Recon specialist + Weapons engineer)

When you want to get double focus and double target locks... It's like taking 4 actions at once.

3b: Super Gunner (29-52 points)
(Shuttle or Yt-1300 (Not Han) + Gunner + Weapons engineer)

When you try to use target locks to reroll like Han - but with more choice in your reroll - If you miss the first locked target, use gunner to try the second locked target. While this could work with a shuttle, I suspect that this will work best with a 360 degree weapon. Chewie and lando give you an EPT as well...


4: Suicide Arvel (34 points)
(Arvel Crynyd and any ship with Assault missiles)

Use Arvel to block a ship - fire assault missiles with a second ship. Arvel will take a hit - but being able to jam up a ship, means you may be able to force traffic jams that are otherwise avoided when people see you're playing assault missiles.

5: Elusive AutoJammer (31-42 points)
(B-wing + AutoBlaster + Sensor Jammer (+ elusiveness???) )

Opponent's will want to evade at range 1, to bypass autoblaster, which means they didn't focus allowing the Sensor Jammer and (if also an EPT Elusiveness to be more effective.



Part 2 - Imperializations
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Jeff Dunford
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These are pretty funny, but this one doesn't work:
ravncat wrote:

4: Suicide Arvel (28 points)
(Arvel Crynyd + Assault missiles)

Use Arvel to block a ship - fire assault missiles. Arvel will take a hit - but being able to jam up a ship, means you may be able to force traffic jams that are otherwise avoided when people see you're playing assault missiles.
Not even Arvel can use Assault Missiles at Range 1. Well, Rhymer can... so I guess you could have "suicidal Rhymer" instead.
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Brian Huhtala
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Assault missiles are range 2-3, so Suicide Arvel doesn't work.
 
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Ricky Dang
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Maybe he meant fire the missiles on the approach and then jam them up?
 
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Joseph Woodworth
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Suicidal rhymes doesn't work, cause he can't fire while in base contact, arvel can, I forgot about the range as I was looking at what I could... But arvel still works if a second ship fires the missiles. Granted, so does any other blocker, but arvel still gets to shoot.

Lots of combos didn't work on closer inspection, like Roark boosting the ps of a pilot with squad leader... Since that happens at the beginning of combat, or navigator and daredevil, since that maneuver is not revealed... Or many awesome arvel and elite talent uses... Arvel and some way to crit himself in hopes of drawing the pilot skill 0 card... Arvel would rock at ps 0. Others that didn't work were adrenaline rush, nine numb and lando or things that needed a droid and crew or two droids and an ept, which we will never see, because r2 , r2d2 and daredevil would be nuts.

I'll get around to the imperial ones soon.
 
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Jeff Dunford
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ravncat wrote:
Suicidal rhymes doesn't work, cause he can't fire while in base contact, arvel can, I forgot about the range as I was looking at what I could... But arvel still works if a second ship fires the missiles. Granted, so does any other blocker, but arvel still gets to shoot.
I meant that Rhymer can take damage from an Assault Missile that he, himself, launched. Hence, "suicidal." No other ship in the game can take damage from its own attack - aside from Vader (crew) of course.

Arvel can crash into things and shoot them, but he can't hurt himself, so no "suicide."
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Firstname Lastname
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moving along...

Luke + R2F2

not bad combo that really helps Luke stay alive that much longer. Only problem is that if you were to roll badly even once, you will be stuck with whatever damage you have taken, unlike say with R2D2 where you could regenerate. Also, it constantly eats up 1 action, which means your offensive rolls will be purely up to the dice god's will.

You could either swap R2F2 for stealth device, or plonk in a PTL to help with the actions i suppose.


Horton empty, maybe with R2astro

this thing is surprisingly good as a dogfighter, if you ignore the heavy point cost of 26. Every hit at range 2-3 guaranteed to be a string of 2 hits if you were to take the focus action all the time. If you get Jan Ors to pump up the damage a bit, maybe it would be even more effective? Either way, Ywing, 8 total hp, dishing out 2 damage all the time consistently.

winged gundark + engine upgrade

part of my experiments in making him playable. it does work, and is quite fun, but for 19 points i think i'd rather take something else.

 
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Cletus Van Damme

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Green Squad A-Wing [Swarm Tactics]
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Wedge


Use the GSA to bring Wedges PS down to 3. Why would you want to do that? Who knows!
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Jordan Hall
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Shazbot wrote:
Green Squad A-Wing [Swarm Tactics]
+
Wedge


Use the GSA to bring Wedges PS down to 3. Why would you want to do that? Who knows!
Heh, actually it might be possible to get some benefit out of dropping down the PS of a pilot that's good at landing critical hits. Let the other pilots strip the focus/evade tokens...
 
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Jeff Dunford
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Duraham wrote:
Horton empty, maybe with R2astro

this thing is surprisingly good as a dogfighter, if you ignore the heavy point cost of 26. Every hit at range 2-3 guaranteed to be a string of 2 hits if you were to take the focus action all the time.
Hardly a guarantee. It's still quite possible to roll 2 blanks, reroll them and come up with 2 blanks (or, more likely, roll a single blank and reroll a single blank). You can't reroll dice more than once per attack, so you can't just keep rerolling them until they're non-blank.

Duraham wrote:
winged gundark + engine upgrade

part of my experiments in making him playable. it does work, and is quite fun, but for 19 points i think i'd rather take something else.

... like a TIE Interceptor.
 
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iNano78 wrote:
Duraham wrote:
Horton empty, maybe with R2astro

this thing is surprisingly good as a dogfighter, if you ignore the heavy point cost of 26. Every hit at range 2-3 guaranteed to be a string of 2 hits if you were to take the focus action all the time.
Hardly a guarantee. It's still quite possible to roll 2 blanks, reroll them and come up with 2 blanks (or, more likely, roll a single blank and reroll a single blank). You can't reroll dice more than once per attack, so you can't just keep rerolling them until they're non-blank.
close enough to be a guarantee, like maybe every 6-7 times you attack with Horton, only that 1 ranged 2-3 attack would not give you 2 hits with focus.

Im thinking of trying him empty with either just a R2 astromech or the blaster turret, should be an interesting way of using a Ywing.

iNano78 wrote:
Duraham wrote:
winged gundark + engine upgrade

part of my experiments in making him playable. it does work, and is quite fun, but for 19 points i think i'd rather take something else.

... like a TIE Interceptor.
actually i was thinking along the lines of Mauler Mithel + swarm tactics, or any of the 16 pointer TIEs + stealth device
 
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Josh Derksen
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A really fun one I have tried is:

Horton + Ion Turret + Engine Upgrade + R2-D2

It's expensive, but in a low-point format he's got a lot of flexibility and staying power due to the green maneuver + boost combo, and the 360ยบ arc and his innate reroll.

I have also run him in a squad with Luke & Tycho which was entertaining and managed to beat a 4X team.
 
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