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

Subject: Two possible lists rss

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Curt Collins
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So i'm going to be playing competitively this weekend and was wondering what people thought of the two lists I was contemplating. I'm very much an amateur and have no interest in going anywhere with this other than it's fun to play well.

Here are the two lists:
A:
Jake Farrell+ A-wing test pilot + Chardaan refit + Outmaneuver + verteran instincts

Keyan Farlander + HLC + PTL

Etahn + predator

B:
Echo + Outmaneuver + Stygium

Bounty Hunter + proton rockets + Proximity mines

Turr Phennir + Veteran instincts.

 
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Jason Bush
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Phantom with no acd???
 
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Curt Collins
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The empire list now reads:
Echo + Navigator + ACD + VI

Bounty Hunter + proton rockets

Turr Phennir + Veteran instincts.
 
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Jeff Dunford
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Proton Rockets on a Bounty Hunter doesn't make sense. A Bounty Hunter gets 4 dice at Range 1 as it is.
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Curt Collins
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I really fubared the imp. list huh?
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Richard Beal
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It's all about learning and having fun
I've had some success with this list

==========
High Nines
==========

100 points

Pilots
------

Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Targeting Computer (2)

Mauler Mithel (21)
TIE Fighter (17), Veteran Instincts (1), Stealth Device (3)

Turr Phennir (29)
TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Stealth Device (3)

Academy Pilot (15)
TIE Fighter (12), Stealth Device (3)



But it does depend on what you come up against
 
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Jeff Dunford
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Rik Biel wrote:

It's all about learning and having fun
I've had some success with this list

==========
High Nines
==========

100 points

Pilots
------

Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Targeting Computer (2)

Mauler Mithel (21)
TIE Fighter (17), Veteran Instincts (1), Stealth Device (3)

Turr Phennir (29)
TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Stealth Device (3)

Academy Pilot (15)
TIE Fighter (12), Stealth Device (3)



But it does depend on what you come up against


I'd probably turn 4 Stealth Devices into an Academy TIE Fighter. Not that you're likely to encounter Blount (who says "thanks"), but I'd rather have an extra attacker than some extra green dice that may or may not last (although Stealth is pretty good on Fel, since he usually has lots of tokens to make it last).
 
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Matt Asher
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Rik Biel wrote:

Turr Phennir (29)
TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Stealth Device (3)

Since you're only running one modification on Turr, you could drop the Royal Guard Title and save the 0 points for initiative...though if you keep it you better use a different paint scheme on his ship.
 
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Curt Collins
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bascially I can't decide if i want to go with something built around Jake, or a phantom. I love playing dodge the return fire. Will a b-wing / E-wing be better than a bounty hunter / Turr? is it foolish to only have 3 ships? If i go rebel should I scrap the E and run a couple of z-95s?

I haven't been able to play much lately. Right after i got the newest ships I ended up spending many many days visiting hospitals rather than playing. So, what's more fun, zipping around with Jake, or zipping around with a phantom and turr?
 
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