Recommend
 
 Thumb up
 Hide
5 Posts

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

Subject: Suggestions for durable build for campaign. rss

Your Tags: Add tags
Popular Tags: [View All]
Jack McEwan
United States
San Antonio
Unspecified
flag msg tools
mbmbmbmbmb
I'm a casual player. Recently started a campaign style game series with friends. I would love to hear some suggestions from some more seasoned players, though this play style will be very unusual.

I'm looking for build suggestions where survivability is paramount. A few aspects are:
1) Dont die. I'm controlling only 1 ship, slowly improving build points over time.
2) Starting options are very limited (few plain rookies) but each mission I can earn points to spend on improving build. So *eventually* I could build up to any rebel/scum single ship within reason (assuming I don't die on the way) also assume all cards available.
3) missions will be all players verses the imperial "game master". my allies can vary each mission (depends on who shows up), so I don't want builds that are very dependent on particular support/synergy with other ships.
4) no limits on what future missions can entail. Attack/escort/escape/raid/etc. so again, hard to tailor a build for a specific scenario (actually, we can purchase different interchangeable cards, and swap out what we equip per mission; but particularly the ship won't change often since we loose half points in the swap)
5) any exhaust/discard one time use cards, will replenish for each mission.

I'm assuming a build with heavy focus on durability will give the most success (it's so easy to loose even a good ship when things don't fall your way). So far I'm thinking maybe work toward b-wing with c3po (crew mod) and sensor jammer. Though I wonder if the advanced sensors, gain boost, push the limit route would give enough maneuverability to be even more survivable? Or maybe some tank with turret. Also most of the recent waves I'm unfamiliar with.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Michael Van Biesbrouck
Canada
St Catharines
Ontario
flag msg tools
badge
Avatar
mbmbmbmbmb
That's a reasonable build. An E-Wing with R2D2 would also work.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jason Garman
United States
Oklahoma
flag msg tools
badge
Avatar
mbmbmbmbmb
An ARC would also be pretty durable, once you get C-3P0 and R2-D2 on it.
Will you get access to any Pilot Abilities during the campaign? Some of those can make you more durable too. Ezra Bridger (Attack Shuttle) or Norra Wexley (ARC-170) are good for adding consistent durability to Push the Limit types (Like A-Wings or X-Wings with R2 astro). Tarn Mison is also great on anything that can take an astromech, paired with R7 or M9-G8
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jack McEwan
United States
San Antonio
Unspecified
flag msg tools
mbmbmbmbmb
radfordblue wrote:
Will you get access to any Pilot Abilities during the campaign? Some of those can make you more durable too.


Yes. There's some constraints because the campaign runner doesn't want us to quickly spend points to skip to the highest pilots. So for whatever ship we start flying, we start at cheapest pilot then each mission we can spend points to bump up to next pilot. That way we can slowly work up to anyone. Also per mission we can pick which pilot card we use, of those we've unlocked. So we don't always have to use our current highest pilot (like if the ability was less useful).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jack McEwan
United States
San Antonio
Unspecified
flag msg tools
mbmbmbmbmb
Just looking at stats and not speaking from experience, Ghost looks like it may be one of the most durable and Versatel.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.