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

Subject: Help me choose a Tournament Build! rss

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Christopher Choy
United Kingdom
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Tourney on Sunday, thinking of three builds:

Current favourite:

Outer Rim Smuggler, Anti-Pursuit Lasers 29
Ibisam, Push the Limit, Advanced Sensors
Ten Numb, Push the Limit, Advanced Sensors

While 3 ships isn't hugely strong I do enjoy playing with named aces and B-Wings with PTL and Advanced are great- you can focus/target lock and then green move to have no stress. Ten Numb's ability is useful for taking out pesky stealth Fels.

Another option is dropping Ten for a Dagger Squadron pilot with HLC and FCS, which has far less utility. Smuggler is there to block, disrupt TIE swarm, and generally make a nuisance of himself.

Probably more competitive would be

Outer Rim Smuggler, Anti-Pursuit Lasers 29
Dagger Squadron, Advanced Sensors
Dagger Squadron, Advanced Sensors
A-Wing Prototype Pilot

Four ships is strong in the current meta, and this is pretty similar in function but slightly less reliant on two aces. I don't really like A-Wings but an additional ship is supposedly worth two aces. Also, I'm still relatively new so probably won't be able to use this list to its full potential.

Other Alternatives:

Trinity
Wedge, Push the Limit, R2, Engine Upgrade
Luke, Push the Limit
Biggs, R2-D2, Stealth Device

Classic trinity build but with slightly more defence on Biggs.

Chewbacca, Expose
Jan Ors
Blue Squadron with Heavy Laser Cannon

Alpha-striking with 5 shots from range, then 6 Shots from Chewie at band 1 in the subsequent brawl could be hilarious.

Alternatively:

Chewbacca, Weapons Engineer, Expose, Gunner
Jan Ors
Kyle Katarn

6 shots at range 1 with Focus and Target locks with a Gunner re-roll in a 360 arc should be even more hilarious.
 
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Robert M.
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If you run the list with Ten, swap his Push the Limit for Marksmanship. Your Trinity build will struggle, and you simply shouldn't run Expose.
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Firstname Lastname
Singapore
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when using ORS, do remember not to build to a full 100, but keep it at 98 or lower. You absolutely must have initiative if you want your ORS to work, especially against academy TIEs
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Allen T
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How about a couple ORS along with a couple Y wings?
 
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Richard Dickson
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monkeykins wrote:
How about a couple ORS along with a couple Y wings?


I ran something like that a couple of times:

2x ORS w/Weapons Engineer and Stealth Device
Dutch Vander w/R5-K6, Ion Turret and Stealth Device

Basically tries to keep everything target locked in some fashion. Not all that much fun to play honestly, but with a combined 11 shields and 17 hull to have to plow through, it sure is durable.
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Kelvan 1138
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monkeykins wrote:
How about a couple ORS along with a couple Y wings?


one of the best lists i've ever seen that you wouldn't expect was two ors with 2 golds with ions... absolute board control if you play it right.
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Matthew Saville
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Chewbacca - Marksman, Gunner.

Roark Garnet - Ion Cannon Turret

Blue Squadron Pilot - Advanced Sensors


I used this list recently against a Tie Swarm-filled field of players.
Time and again it kills Howlrunner early, forcing the rest to break up around Chewie.
The B-wing is there to make sure Howlrunner dies sooner then later.
 
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Jeff Wilder

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With Ibtisam, watch out for a surprise:

(1) Advanced Sensors, PTL, Stress.

(2) Green maneuver.

(3) Oops, no Ibtisam special ability.

Speaking for myself, I'd never fly Ten Numb. Badly over-costed.
 
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Trent Boardgamer
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Perth
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I'm curious to see what final build you run with and how it goes. If you have the time, do you mind updating how it all went on Sunday?
 
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Kelvan 1138
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Jeff Wilder wrote:
With Ibtisam, watch out for a surprise:

(1) Advanced Sensors, PTL, Stress.

(2) Green maneuver.

(3) Oops, no Ibtisam special ability.

Speaking for myself, I'd never fly Ten Numb. Badly over-costed.


Jeff nails it here. Ibtisam>Ten in almost every circumstance. Any ship that encourages you to take a hard turn 1 is a good ship.

With Rebels my first suggestion would be to never run 3 ships. It's incredibly difficult because the margin for error is so small. Also when you design lists, make sure your most offensive ship is your most protected or you'll have a weakness to exploit.
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Drew Ames
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kelvan1138 wrote:

With Rebels my first suggestion would be to never run 3 ships. It's incredibly difficult because the margin for error is so small.


Naive question: do you suggest two ships or four?

Two ships can get you good named pilots, crew, and secondary weapons. Four ships has less of that, but more primary weapons and the loss of a ship isn't as critical.

 
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Christopher Choy
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I'll try!

Sat morning and still no consensus! The sheer variety of builds is astounding!

5 ship Rebel builds sounds pretty fun to run as well, if crowded...

Also now considering

Dutch
Ibitsam+PTL
Garven Dreis
Green Squadron

ORS+Int Agent+ Chewbacca
Dagger, Adv, HLC
Dagger, Adv, HLC
 
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Matthew Saville
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Here's a 4-ship Rebel list to think about, comes in at 99 points.

Roark Garnet - Ion Cannon Turret + Chewbacca (28)

Rookie Pilot - R2 Astromech (22)

Blue Squadron Pilot - Advanced Sensors (25)

Gold Squadron Pilot + R2 Astromech + Ion Cannon Turret (24)



Or for the full 100, a more aggressive Roark
(bear in mind that does make him a bigger target)



Roark Garnet - Blaster Turret + Recon Specialist + Moldy Crow (29)

Rookie Pilot - R2 Astromech (22)

Blue Squadron Pilot - Advanced Sensors (25)

Gold Squadron Pilot - R2 Astromech + Ion Cannon Turret (24)
 
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Christopher Choy
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I wrote five lists but couldn't decide what to run and ended up d6ing it.
Here's what I got:

Falconnnn Punch

Outer Rim Smuggler, Anti-Pursuit lasers, Millenium Falcon title 30
Ten Numb, Marksmanship, Advanced Sensors
Wedge, R2, Push the Limit

First game: Worlds-winning List
Biggs
2 Daggers with Adv
Rookie Pilot

While somewhat lacking in imagination (according to the player he came up with it without outside influence)still an incredibly potent list.
Game would come down to the 2 opening turns. Wedge and Ten both whiffed despite target locks/marksmanship, ORS failed to block due to adv sensor barrel rolls, and bad rolling on Wedge saw him go down turn 2 and Ten turn 3. (Opponent rolled 18 hits from his first 18 dice.)

Playing this list sort of made me regret not bringing my a-list. Oh well.

21-100 loss. Got a Rookie Pilot, with Biggs on 1 hp and 1 Dagger on 1 hp.

Second game: Han Solo+Luke Crew, 2 Rookies.

Technically a matchup in my favour, shot down one Rookie in turn 2 but was caught off guard by the 2nd rookie turning tail and spent 3 turns chasing him while getting shot by Han. Han's rolls were bad though and the game ended with me cornering the last rookie and killing him with Ten on 1hp when time-out was called. Bad flying on my part... in a spectacular feat of incompetence I flew my ORS off the board around turn 5 doing a 3 bank too close to the board edge.

Modified Victory: 42-30. Came down to the last dice roll!

Third Game: Wedge+upgrades, 2 Blues and 1 Red Squadron

A roll for initiative saw me shooting down Wedge on the first turn. He got my Wedge in the second and the rest of the game was just the ORS blocking the Blues but poor flying from me came down to a modified victory as we timed out.

Modified win, 56-33.

Game 4: TIE Swarm: Howl, Mauler, Backstabber, + x number of academy ties

Despite all the warnings I know about NEVER jousting with TIE swarms, lo and behold I 3-forwarded into them. Wedge and ten whiffed shooting (1 hit on 1 tie after target locks and marksmanship... at range 1) and Wedge bit it in the first salvo, Ten following shortly after. ORS performed admirably though, causing 15 points of damage through anti-pursuit laser flying before biting it- every single of his TIEs were on 1hp when the ORS finally exploded.

Wrecked, 12-100 loss. It's not my first time flying against TIE swarms so there's no excuse.... you really need to kite them until they conga-line, tthen force them into an asymmetrical engagement. At the top table a Rebel list fighting a TIE swarm kited them for 56 mins, then killed a TIE for a modified win. Pretty funny stuff.

After that pasting I was near the bottom tier of competitors.
This was okay as I could probably rack up some easy wins.

Game Five
Wedge+PTL+R2+Engine
3x Rookie Xwing

My opponent possibly wasn't the most serious of players, but nonetheless managed to turn my flank and get one turn of shooting at the ORS before I turned into him. Winning initiative here was massive, as it enabled my Wedge to shoot first, and my YT caused a massive traffic jam as it collided with all his fighters as he flew his squadron into it, while I hit them on the left flank at range 1 with my delayed turn. Pretty neat flying, if I do say so... I was getting better at the list!

Wedge and Ten combo-nuked a Rookie on turn 3 (Wedge strips the shields, Ten lays down some unblockable crits) for a easy first kill, and after trading Wedges on turn 4-5 only 2 rookies are left against a full health ORS and adv sensors Ten. I chase them down inevitably- he manages to kill the ORS though.

Victory: 100-30

Game Six: Lando, determination
Rebel Smuggler, Blaster Turret
Ibitsam, PTL

Everyone was pretty tired at this point after 5 hours of X-Wing but this list was almost a gift-wrapped present! 3 Agi 1 ships versus Wedge and Ten isn't a great matchup. Feinted down the left and turned in late as the ORS caused havoc with their formation, blocking Ibitsam and the HWK after an unexpected 3-bank through an asteroid. Anti-Pursuit lasers stripped shields and marksmanship+Wedge TL and focus one-shotted the HWK in turn 2. Without Adv sensors I managed to perma-block Ibitsam and she died next to unevadable fire+crits from Ten, leaving only Chewie. Wedge died by turn 5 but wasn't enough to stop a full-hp Ten and ORS from slowly chipping away at Lando. Finished the game in style with 2 crits and 2 hits on a crippled Agi 0 Lando with 5 hp remaining, with a direct hit on the last crit for a crushing victory.

100-33 Victory.

My final placing was 9th out of 32 which isn't bad since I broke open the X-Wing starter only two weeks ago! The Worlds list player went on to win the tourney, second time in a row.

Lessons learnt, damage irreversible:

1. Three ship rebel builds suck. Losing a third of your list early on cripples you hard, and too reliant on a strong opening salvo.

2.ORS blocking works on inexperienced players, but is totally worthless against Adv. Bwings and experienced players.

3. Rebels need Biggs. The ability to force you to split fire in the crucial opening turns is essential.

4. Don't joust with a TIE swarm. Kite them and pounce.

5.Ion cannons are awesome, especially in Rebs vs Rebs. Having a single ship with against 2 ships with at least one ion is a death sentence.

6.B-Wings really need adv sensors to be relevant.

7. Falcon builds really lack the firepower to go 0-100 points in 60 minutes unless you get some absurdly lucky rolls.

8. Ten Numb with Marksmanship, while good against certain things with low shields, seriously underperforms against all-comers. Shooting at PS8 was nice, however Marksmanship leaves you exposed without a focus token and all the points spent on getting unblockable crits is pointless when blocked by shields or outnumbered by TIEs.

Dagger with Adv seems the best build for B-wings as yet; striking the balance between economy and ability. The Top four lists Worlds list, TIE Swarm, BBBX, and 5 Interceptors.

I'm not sure I'll run my Smuggler again; while trolling people with obnoxious blocking is somewhat effective against the inexprienced, it is completely useless against good players and somewhat unfun for the opponent. Next on the list: B-Wings, an Ion platform and an A-Wing!










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Matthew Saville
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Out of intrest, try out my B,X,Y,Hwk list sometime?
 
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Christopher Choy
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Y-Wings are like gold dust in the UK, the only ones on sale are like £30.

I can borrow one from my gaming group though. XBBH is very strong as well.

Ion turrets give great utility against Rebel and large ship builds but struggle against TIE swarms... although causing a traffic jam by ioning the front TIE can probably be hilarious.
 
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Robert M.
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An alternate perspective on your lessons learned:

raenragnarok wrote:
1. Three ship rebel builds suck. Losing a third of your list early on cripples you hard, and too reliant on a strong opening salvo.

That's an aspect of it. Overall, the problem with three-ship builds (setting aside the Falcon for a moment) is that in comparison to a four-ship build they give up both durability and offense. In turn you get higher PS and a lot more fun tricks to pull, but it's often not worth the cost.

raenragnarok wrote:
2.ORS blocking works on inexperienced players, but is totally worthless against Adv. Bwings and experienced players.

Blocking in general is a strategy that works best when you're at least as experienced as your opponent.

raenragnarok wrote:
3. Rebels need Biggs. The ability to force you to split fire in the crucial opening turns is essential.

Rebels don't need Biggs overall, although they do often like him. But he's one of the major ways to overcome your point (1) in a three-ship build.

raenragnarok wrote:
4. Don't joust with a TIE swarm. Kite them and pounce.

Well... yeah.

raenragnarok wrote:
5.Ion cannons are awesome, especially in Rebs vs Rebs. Having a single ship with against 2 ships with at least one ion is a death sentence.

Yeah, the problem is that they don't offer great coverage against fighters with 3 Agility--which means they have a bad reputation extending back to Wave 1. I agree with you that they're underused in the current metagame, though.

raenragnarok wrote:
6.B-Wings really need adv sensors to be relevant.

Fire Control System can accomplish some of the same goals, but I agree about naked B-wings.

raenragnarok wrote:
7. Falcon builds really lack the firepower to go 0-100 points in 60 minutes unless you get some absurdly lucky rolls.

Sometimes that's true. But they also excel at preventing your opponent from getting to 100, and I've seen them log some very convincing wins.

raenragnarok wrote:
8. Ten Numb with Marksmanship, while good against certain things with low shields, seriously underperforms against all-comers. Shooting at PS8 was nice, however Marksmanship leaves you exposed without a focus token and all the points spent on getting unblockable crits is pointless when blocked by shields or outnumbered by TIEs.

It's been observed here before that Ten's ability only applies when you would otherwise have missed with your attack--which means, for the same reason that Ion Cannons are really effective right now, that it applies pretty narrowly. If your opponent is running Soontir Fel with Push the Limit and Stealth, Ten is a very strong counter; if your opponent is running Chewbacca-Blue-Blue, Ten is overpriced by at least 5 points.
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John DiMaggio
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Thanks for the update! Funny seeing a lot of people being so into the Dagger + Adv Sensors build. I agree it's a nice combo, more due to Adv Sensors being nice with a decent pilot skill. Using them with Ibtisam or Ten Numb just means you're playing 3 ships, which as you mentioned, kinda stinks .

Do you recall the other top 4 lists by chance? Thanks!
 
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Christopher Choy
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With Ibitsam you can definitely run 4. Not with Ten though, he's just a little too expensive after adv. sensors.

Top 4 I listed earlier in the thread.

 
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Adrian Sperling
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StuffyDoll wrote:
Here's a 4-ship Rebel list to think about, comes in at 99 points.

Roark Garnet - Ion Cannon Turret + Chewbacca (28)

Rookie Pilot - R2 Astromech (22)

Blue Squadron Pilot - Advanced Sensors (25)

Gold Squadron Pilot + R2 Astromech + Ion Cannon Turret (24)



Or for the full 100, a more aggressive Roark
(bear in mind that does make him a bigger target)



Roark Garnet - Blaster Turret + Recon Specialist + Moldy Crow (29)

Rookie Pilot - R2 Astromech (22)

Blue Squadron Pilot - Advanced Sensors (25)

Gold Squadron Pilot - R2 Astromech + Ion Cannon Turret (24)


I like the first list with one small tweak:

Roark Garnet - Ion Cannon Turret + Chewbacca (28)

Rookie Pilot - R2 Astromech (22)

Blue Squadron Pilot - Advanced Sensors (25)

Blue Squadron Pilot - Advanced Sensors (25)

While not getting the maximum use out of the advanced sensors on such low PS B-wings, I think it'd be a solid list with 28-29hp and at least 9 red dice plus an ion turret.
 
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