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

Subject: My first ever tournament next week - what to take? rss

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Richard Beal
Australia
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Being inexperienced I want a list that will see me enjoy some success and "be in with a chance"

100 points

Pilots
------
Wedge Antilles (29)

Ten Numb (37)
B-Wing (31), Advanced Sensors (3), Push the Limit (3)

Etahn A'baht (34)
E-Wing (32), Wingman (2)



Then I started thinking that maybe for a tournament this may not be so good
They have some great interactions but with only three ships I could lose points pretty quickly

So should I be aiming for a less elite 4 or 5 ship list?

I have a day or tow onto finalise and submit so interested in thoughts and what has worked in tournament setting before

Cheers
 
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Derry Salewski
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Han shoots first. (followed by two rebel pilots of your choice!)

I think my favorite is Han, gunner, chewie, swarm tactics and two rookies.
 
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Richard Beal
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On a recommendation I am going to drop Wingman on Etahn's and replace with Swarm Tactics on Wedge to Boost Etahn's

I think I will stand a better chance of flying three ships well rather than 4 or 5 averagely
 
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Jeff Paul
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It is certainly a good idea to minimize the number of ships you fly in a tournament. This also means you make fewer decisions over the course of many games, and thus stay fresher. But, you have to keep in mind that also minimizes your total hull/shield points.

Three ships can and does do well. But usually it includes at least one of the larger ships (Falcon, Bounty Hunter, Shuttle, etc), or Biggs to help control your enemy's target choices.

Your list is a strong elite list. But, against a swarm, it may not last. Sure, you'll kill one or two, but then it will return fire. And the swarm can probably lose three ships to your one.

However, go and have fun. If you're used to this list, that should help.

PS I may suggest Han Shot First (with 2 Y-Wings) or Double Bounty Hunters with Recon Specialists, Seismic charges and Howlrunner. But, big ships are harder to maneuver, and that takes practice...
 
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Kevin Smith
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My suggestion would be some combination of four Xs and Bs.
The reason being simply that you have a larger margin for error.
In a three ship build once you lose the first one you can really end up behind the power curve.
Unless you have experience flying a large base ship, I'd stay away from them. It's not that they aren't effective, it's just that the larger base takes some getting used to.

Kevin
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Zeb Baltru
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I would go for 4 or even 5 ships.
Maybe:

Biggs + r2f2
rookie
2x blue squad + adv. sensors

or kick the rookie and put in Lt.Blount + wingman + ion missile
(even if you dont do damage, you´ll hit with the missile -> 1Dmg+2Ion

or

2x blue
2x rookies
1x bandit

or

biggs + r2f2 + stealth
garven
rookie
blue

maybe its only me, but i think more ships are more competitive than a high PS. ( you just have more dice and your opponent has to choose between more targets)

May the Dice be with you.


 
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Gordy Crozier
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Go for it! It looks fun and if you can fly it go for it! Best and most enjoyable games are the ones you invent and perfect yourself. Fly casual!
 
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Richard Beal
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Well - thanks for all the comments - in the end I decided to lock this in

100 points

Pilots
------
Wedge Antilles (29), Swarm Tactics (2)

Ten Numb (37)
B-Wing (31), Advanced Sensors (3), Push the Limit (3)

Etahn A'baht (34)
E-Wing (32)



I think having three ships for me to "focus" on will be enough for me for my first outing. Tricky bit will be keeping Wedge and Ten in Etahn's Arc and Wedge range 1 with Etahn

If I can fly around like that I am pretty confident I will do some damage !

Battle report to come post Saturday's Tournament

 
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Toby Wittwer
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I don't think Push the Limit is a good idea on Ten. The B-Wing doesn't have much green, and the Advanced Sensors are useless when Ten is stressed. I'd rather put the PtL on Wedge and combine it with an R2 droid. It gives you much more freedom than having to formation fly three ships while also making sure that they have the same targets in their arc.
 
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Richard Beal
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I will just have to try and keep Ten cool calm and collected (ie not stressed)

It will be a challenge to fly this trio well but it is locked in now so this will be a steep learning curve.

I figure I will need to assess the biggest threat and go for a focused fire kill as quick as possible. The combined synergies might help here... So I'll need to do it well before one of my ships get picked off....

Fingers crossed.....
 
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Richard Beal
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The idea behind ptl on Ten was to give more manoeuvrability with an advanced sensor barrel roll and then ptl for a focus token.

I think to keep them in effective formation I will be using BW green moves

Perhaps a being might be better paired with some feature that can relieve stress but I haven't looked for that
 
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Alan Bull
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Drop swarm tactics, there's not much going to shoot before you anyway, and use wingman on Wedge or Etahn?

Edit..go back to your original idea?
 
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Jeff Paul
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Good luck. Let us know how you do - and what you faced
 
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Derry Salewski
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Rik Biel wrote:
The idea behind ptl on Ten was to give more manoeuvrability with an advanced sensor barrel roll and then ptl for a focus token.

I think to keep them in effective formation I will be using BW green moves

Perhaps a being might be better paired with some feature that can relieve stress but I haven't looked for that


Wingman?
 
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Richard Beal
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It's locked in now for better or for worse

I play tested it last night against a squad of Tie Interceptors (Squints).

Soontir Fel w/Swarm
Royal Guard Tie w/hull ugrade x2
Alpha Squad w/stealth device


I did not maximise Wedge's swarm effect on Etahn

I did managed to dish out quite a lot of damage but Wedge did go down after 2 combat rounds.

By the time we reached an agreed ending time Etahn and Ten were still very healthy (only three shields off the B) and the remaining RGT and Alpha only had 2 hit points left each.

I was able to use the asteroid placement and slow initial movements to limit the focus fire impact of the four Squints

The Advanced sensor ability to action, then perform a red manoeuvre that would normally prohibit an action was useful
(Adv sensors to focus then k-turn)

Etahn's ability was putto good use as I managed to keep Wedge and Ten in his arc most of the time (well, while Wedge was still alive anyway!)
The unavoidable crits (unless evade token available) proved handy.

It was useful practice and I will try again tonight play testing.
I might try it against a XXBB squad
 
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Richard Beal
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Rik Biel wrote:
Well - thanks for all the comments - in the end I decided to lock this in

100 points

Pilots
------
Wedge Antilles (29), Swarm Tactics (2)

Ten Numb (37)
B-Wing (31), Advanced Sensors (3), Push the Limit (3)

Etahn A'baht (34)
E-Wing (32)



I think having three ships for me to "focus" on will be enough for me for my first outing. Tricky bit will be keeping Wedge and Ten in Etahn's Arc and Wedge range 1 with Etahn

If I can fly around like that I am pretty confident I will do some damage !

Battle report to come post Saturday's Tournament



I just realised an error I was making !! There is a benefit to studying these cards closely ! Easy to miss - though this is basic.

It is the enemy that is being attacked by any of my ships that has to be in Etahn's arc !!! I was misreading it thinking my attacker's had to be in Etahn's arc.

This makes it slightly easier - now I just need to keep Etahn within range 1 of Wedge.
 
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