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Subject: How would you rank the ships with pure squads? rss

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Paul Campbell
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Long time lurker, first time forum post initiator.

If you were asked to fly squadrons of just one ship type, how would you rank the 12 ships?

For the purposes of the exercise, I don't care how you choose to make the squad (but please share if you are so inclined). Please rank the ships in terms of the best pure squad you think you could make with just the one ship type.

The reason for the question is that, I have enough ships to run 100 point squads with the cheapest pilot for almost all the ship types, so I was thinking "how bad would a squad of all TIE advanceds actually be?" and "Would it be worse than a squad of only Lambdas or just HWKs?"

The other reason was if I were to run a tourney at home, could I use these squadrons to handicap better players to increase the fun factor for newbies? I was thinking it may make a more fun handicap than points and that it could be a bit easier to get the hang of the game and have some fun with it if you are only managing one ship type. Having said that, I am far more interested in the ranking exercise.

(The corollary to this would be, what is the best ship-pure squad you can come up with for these more maligned ship types?)

Regards to the assembled brains trust of the BGG X-Wing community.
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Derry Salewski
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1) TIE fighters.
2) X-wings

Those have always been runable.

3) YT-1300s
4) Firesprays

Those are good but not always optimal.

5) B-wings

Rock. But I'd rather have them with a buddy.

6) Bombers

Probably playable as a Jonus swarm.

6.5 (cause I forgot about them) Interceptors

Probably fun, but probably outgunned at the moment.

7)Y-wings

Not what I'd want to play, but probably manageable.

8) A-wings

Weak.

9) Tie Advanced

Bad

10) Shuttles

Probably bad but I doubt I'll ever own enough to try it . . .

11) HWK

Like Y-wings but pretty much worse in every way if this is what you're doing with them.

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tom brown
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I used to play pretty decently with a four X squadron. Wedge + swarm tactics and 3 rookies.

I have tried an all Y squadron, it has its uses but generally doesn't deal enough firepower, although that was when the only turret available was the ion cannon.

I don't have enough of any other ship type to comment on any others.
 
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Mario Nuñez Jimenez
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1 tie fighter
2 x-wing
3 firespray
4 b-wing
5 yt-1300
6 tie interceptor
7 shuttle
8 tie bomber
9 a-wing
10 hwk-290
11 y-wing
12 tie advanced
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The R5Donth Star II
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negroscuro wrote:
1 tie fighter
2 x-wing
3 firespray
4 b-wing
5 yt-1300
6 tie interceptor
7 shuttle
8 tie bomber
9 a-wing
10 hwk-290
11 y-wing
12 tie advanced

If anyone would know it would be the man with 294 plays under his belt, including 30 this month alone.

My list is not too too different:

1 tie fighter
2 x-wing
3 tie bomber
4 b-wing
5 yt-1300
6 firespray
7 tie interceptor
8 y-wing
9 a-wing
10 lambda shuttle
11 tie advanced
12 hwk-290

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Tim Pitsch
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This is tough, i agree, as of now, Tie fighter is hands down #1. But i think Xwings and Firesprays are tied, id give the edge to the Firespray. I know i see alot of people ranking the Bwing in the tops of the list. Ive ran 100 pts of bwings, yes, tons of power, but vs a decent player with almost every list, you should kill a bwing a turn. YT, same issue, you can run 3 ORS, 6-9 attack die,3-6 def die a turn or 2 named, 6-8 attack a turn.

List:
Tie Fighter
FireSpray
Xwing
Tie Int
Ywing
Shuttle
A-wing
HWK
Bomber
Advance
YT1300
Bwing
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Robert M.
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pitsch911 wrote:
Ive ran 100 pts of bwings, yes, tons of power, but vs a decent player with almost every list, you should kill a bwing a turn. YT, same issue, you can run 3 ORS, 6-9 attack die,3-6 def die a turn or 2 named, 6-8 attack a turn.
No real dog in this fight, but attack dice and defense dice per turn is a really bad way to measure power. 6 attacks at 1 die each would not be the equivalent of 2 attacks at 3 dice, unless the target's Agility were somehow 0; likewise, 3 ships with 4 defense dice each don't work at all like 6 ships with 2 defense dice each.
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jeremy betsch
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Mine will include the wave 4 speculation, just because, and will also seperate into three tiers: Competition level (The squads I'd take to, and often see, at a tournament), Casual level (Squads that can hold their own against competitive squads one-to-one, but won't cut it in a tournament environment for one reason or another (bust most often due to diversity)), and Challenge level (Squads that provide a challenge not to the opponent, but to you, due to their glaring weaknesses)

Competition Level
1: TIE Fighter (Unchallenged king of the swarm list through wave 3.5)
2: Z-95 Headhunter (Rebel swarm, threatens to overthrow the TIE swarm through superior shielding and pilot skill, depends on the dial to make the final call)
3: X-Wing (4X always has been and hopefully always will be a top squad, considering the name of the game and all)
4: Firespray (3 BH's at 99 points is simply frightening, but three attacks and the weakness to the side often proves this list's downfall)
5: TIE Bomber (4 Bombers, with or without Jonus, with a selection of ordinance presents a terrifying alpha strike)

Casual Level
6: TIE Interceptor (Their high attack and high defense makes for a high risk/high reward build, but Soontir is one tough nut to crack)
7: B-wing (4 B-wings brings all the power of the 4 X-wing squad, but has reduced survivability against swarms compared to it's 4-winged brother squad)
8: TIE Phantom (4 of these are going to throw out a lot of dice, and the stealth mechanic may make them hard to take out)
9: E-Wing (Top-tier offence and defense, plus the upgradability combo, balanced against the huge risk of a mandatory 3-ship small-base build)
10: TIE Defender (All the same bonuses of the E-wing, without the huge bonus that the Astromech / System Upgrade combo provides)
11: YT-1300 (Either way you build it, a falcon-only build has a ton of health but not enough firepower to deal with many of the other squads out there)
12: A-Wing (With their speed and maneuverability, A-wings are hard to catch, but unfortunately, they just don't pack the punch, upgradability, or abilities that make them as good as many others)

Challenge Level
13: Y-wing (Can be strong, but the damage potential is so limited that, combined with their dial, makes them overly difficult to win with for the numbers you can field of pure Y's)
14: TIE Advanced (Suffering the same issues as the Y-wing when it comes to damage output, with roughly the same survivability, a better dial, but far worse upgradability)
15: Lambda Shuttle (4 of these things works in gimmick squads, but any competitive squad (inside or outside these parameters) should be able to eat them)
16:HWK-290 (Uhm... yes.)
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Bryce K. Nielsen
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scifiantihero wrote:

7)Y-wings

Not what I'd want to play, but probably manageable.
This is actually really fun to play. 4 Y-Wings + Ion Turrets does wonders to the maneuvering game. Their downfall is of course their 1 defense die, but if you play it right, you can hover outside firing arcs and keep ionizing until you win.

-shnar
 
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Mario Nuñez Jimenez
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R5Don4 wrote:
negroscuro wrote:
1 tie fighter
2 x-wing
3 firespray
4 b-wing
5 yt-1300
6 tie interceptor
7 shuttle
8 tie bomber
9 a-wing
10 hwk-290
11 y-wing
12 tie advanced

If anyone would know it would be the man with 294 plays under his belt, including 30 this month alone.

My list is not too too different:

1 tie fighter
2 x-wing
3 tie bomber
4 b-wing
5 yt-1300
6 firespray
7 tie interceptor
8 y-wing
9 a-wing
10 lambda shuttle
11 tie advanced
12 hwk-290



I didnt updated it since some time. I usually play 3 to 9 plays in a week.
I started playing in as the game was published here in Spain, I think it was around november 2013 and I started playing championships on january.

I play 1 championship with 3 rounds per week, sometimes 2. Sometimes I go for some practice matches and I participated in 4 league format champioships as well.

I went to the three Rojo5 championships in Madrid and the last september national championship doing a 6th place.
http://www.rojocinco.es/2013/09/nacional-x-wing-2013-resumen...

I ended 4th in Spanish national ranking last season, and I am right now at 1st place in the current season national ranking:
http://www.edgeent.com/v2/edge_nrep.asp?eidm=9

Believe me, I play a lot but this is not sciences, just my opinion, my likes and dislikes.
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Travis
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eruletho wrote:

Challenge Level
[...]
16:HWK-290 (Uhm... yes.)

Challenge Accepted.

Team Focus [100]

1 • Kyle Katarn - HWK-290 (21)
- Blaster Turret (4)
- Recon Specialist (3)
- Moldy Crow (3)

2 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

3 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

4 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

----

Kind of like 4 mini short range Falcons.
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Jeff Wilder

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This is how well I think I would do with them. For example, I think a pure TIE swarm is the most powerful, but I just don't fly swarms well enough to rank it number 1, whereas I can rock a triple- or quad-B-wing squadron pretty hard.

(1) B-wing
(2) YT-1300
(3) TIE Fighter
(4) TIE Bomber
(5) Firespray-31
(6) X-wing
(7) TIE Interceptor
(8) Y-wing
(9) HWK-290
(10) A-wing
(11) Lambda Shuttle
(12) TIE Advanced
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Tim Woehlke
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shnar wrote:
scifiantihero wrote:

7)Y-wings

Not what I'd want to play, but probably manageable.
This is actually really fun to play. 4 Y-Wings + Ion Turrets does wonders to the maneuvering game. Their downfall is of course their 1 defense die, but if you play it right, you can hover outside firing arcs and keep ionizing until you win.

-shnar

I've done it but the game will take forever.
 
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Bryce K. Nielsen
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Snarly_Yow wrote:
shnar wrote:
scifiantihero wrote:

7)Y-wings

Not what I'd want to play, but probably manageable.
This is actually really fun to play. 4 Y-Wings + Ion Turrets does wonders to the maneuvering game. Their downfall is of course their 1 defense die, but if you play it right, you can hover outside firing arcs and keep ionizing until you win.

-shnar

I've done it but the game will take forever.
I'm seriously considering taking it to a tournament. Time limit takes that out, and if you're nixing TIEs, you'll win on points...

-shnar
 
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Adrian Sperling
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Heisenberg wrote:
eruletho wrote:

Challenge Level
[...]
16:HWK-290 (Uhm... yes.)

Challenge Accepted.

Team Focus [100]

1 • Kyle Katarn - HWK-290 (21)
- Blaster Turret (4)
- Recon Specialist (3)
- Moldy Crow (3)

2 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

3 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

4 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

----

Kind of like 4 mini short range Falcons.

Very much like 4 mini Falcons. That is, until they meet a squad that includes Dark Curse. Then they are like 4 less maneuverable X-wings that each have 2 permanent Weapon Malfunction crits.
 
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Travis
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Gonjeshk wrote:
Heisenberg wrote:
eruletho wrote:

Challenge Level
[...]
16:HWK-290 (Uhm... yes.)

Challenge Accepted.

Team Focus [100]

1 • Kyle Katarn - HWK-290 (21)
- Blaster Turret (4)
- Recon Specialist (3)
- Moldy Crow (3)

2 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

3 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

4 • Rebel Operative - HWK-290 (16)
- Blaster Turret (4)
- Recon Specialist (3)

----

Kind of like 4 mini short range Falcons.

Very much like 4 mini Falcons. That is, until they meet a squad that includes Dark Curse. Then they are like 4 less maneuverable X-wings that each have 2 permanent Weapon Malfunction crits.

Every squad has a rock to their scissors.
 
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Joseph Woodworth
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Gonjeshk wrote:


Very much like 4 mini Falcons. That is, until they meet a squad that includes Dark Curse. Then they are like 4 less maneuverable X-wings that each have 2 permanent Weapon Malfunction crits.

Having won some games with a triple HWK list - It's really important to have an ion canon in your list, because the ion canon will help you get around Dark Curse. If you can have your Jan in your list, and not have the only ion cannon, then you have an even better weapon against dark curse - and in an emergency, you can use the primary weapon at range 1 with jan's boost to help you deal with dark curse - but the ion turret is the way to handle that.
 
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Jeff Dunford
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It depends what your opponent is running and how you fly them, but I'm going with this:

1) TIE Fighters (7 incl Howlrunner)
2) YT-1300 (2 named, esp with action stacking)
3) Firesprays (3, no upgrades)
4) X-wings (4, Biggs + Wedge)
5) B-wings (4 w/ Adv Sensors; maybe better than X-wings?)
6) Shuttles (swarm w/ APL)
7) TIE Interceptors (5 incl Turr; maybe the best if your opponent doesn't have turrets)
8) TIE Bomber (either swarm of 6, or 4 incl Jonus w/ Clusters; great against YT-1300's and other low-agility targets; terrible against high-agility)
9) Y-wings (prob 4 w/ Ion Cannons)
10) A-wings (5)
11) TIE Adv (4)
12) HWK-290 (prob best as an Ion swarm)
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Mario Nuñez Jimenez
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3 firesprays vs two fullyl equipped yt1300 is aan easy win for the firesprays.
 
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