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

Subject: Classic Combinations rss

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Fergus Hadley
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So, this is the thread where we post great flavours that get even better when mixed together. It can be pilots and upgrades, two (or more) upgrades, pilots whose skills mesh really well... you get the idea.

Here's the rules:

1) Only one combination per post.
2) You have to explain why it's good.

I'll start.

Biggs Darklighter + R2-F2 + Stealth Device

This one's simple. Biggs is drawing fire from your other ships, allowing them to fly at closer range. These two upgrades mean he can do it for longer. With R2-F2 active and the Stealth Device intact, he's Agility 4! And if you can find some way to give hima focus, too, he becomes a frustratingly difficult target to hit, especially for low Attack imperials.
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Ross Brimstone
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Luke Skywalker + Push The Limit + R2-D2 + Shield Upgrade (+ optional torpedo)

Fly into range with Luke, use PTL to grab a target lock and focus, unload torpedo or primary attack for optimised damage, take damage, pick a green manoeuvre next turn to shed stress and regain a shield, come about, rinse and repeat.
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Jeff Dunford
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rossbrimstone wrote:
Luke Skywalker + Draw Their Fire + R2-D2 + Shield Upgrade

FYP.

I'd stick Push the Limit + Proton Torpedo on Wedge (with an R2-astromech); a lot more synergy there than on Luke + R2-D2.

Here's another:

Krassis Trelix + Heavy Laser Cannon
Assault Missiles optional.

Explanation: Krassis gets a free reroll with secondary weapons. HLC is a powerful reusable secondary weapon. If Krassis fires the HLC (presumably with a Focus token available), he has a good shot at 4 hits as he gets a "pseudo target lock" for free.
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Fergus Hadley
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iNano78 wrote:
Krassis Trelix + Heavy Laser Cannon
Assault Missiles optional.


Explanation?

(Ok, Ok, I know it's kinda obvious, but some people reading this thread might not be so familiar with the game)
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Jeff Dunford
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Tycho Celchu + Push the Limit + your choice of missiles

Tycho can take actions while stressed. PtL lets him take lots of actions while very stressed.
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Jeff Dunford
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Soontir Fel + Push the Limit

Fel gets a free Focus token whenever he gets a stress token. PtL gives him stress + Focus and an extra action. It isn't unusual for Fel to get two Focus tokens and take another action this way... Or Barrel Roll + Boost to get into ideal position and still have a Focus token to use on attack.
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Jeff Dunford
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Turr Phennir + Veteran Instinct

Phennir gets a free Barrel Roll or Boost after firing during the combat phase. This is great... as long as Phennir fires early and can get out of the way of a counterattack. Vet Instinct moves Phennir to the front of the line.
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Rogue Knight
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Green Squadron Pilot + Concussion Missile (Any missile really) + Push the Limit + Stealth Device

Rolling four or five agility dice is always a plus, and with PTL, you have the option to go full attack (Focus, TL), full defense (Evade, Focus), balance it out (Focus, Evade), or move into range using boost and still target lock. The missiles give a bit of attack power to the A-wings, even if it is for only one shot, and after that, the A-Wings will be hard to hit, and hopefully within one of the enemy ships.
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Robert M.
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Kath Scarlet + Marksmanship + Gunner

Marksmanship helps create extra crits, which can cause stress due to Kath's pilot ability. The Gunner helps improve her overall accuracy, as well as giving her the unique opportunity to inflict two stress per turn--one for each attack.
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Jeff Dunford
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Kath Scarlet + Marksmanship + Gunner

Kath hands out stress to those who cancel her critical hit results. Marksmanship is like a Focus that produces crit results and lasts the whole round. Gunner adds a second attack if all the attack dice get cancelled (including stress-inducing crits). This, it's possible (and common) for Kath to fire with Marksmanship, do no damage but induce stress, then fire again and either do critical damage or induce even more stress, limiting the target's maneuvering options and actions.

Kath could also work with Mercenary Copilot, but his range restriction makes him awfully conditional. Kath can also take advantage of the Slave-I/Proton Torpedo's critical result, but 4 points is a lot for a one-time use on an already expensive ship that should last several rounds.
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Fergus Hadley
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Chewbacca + Draw Their Fire

Chewbacca takes crits from other pilots, making the most of his massive numbers of shield and hull points. And as a bonus, they don't even act as crits, just normal hits!
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Josh Wilson
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iNano78 wrote:
Kath Scarlet + Marksmanship + Gunner



LOL. The ninja was ninjaed
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Josh Brown
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Wedge + elusiveness + r2 astro + stealth.

Perhaps not "classic" but to me it has been!

Wedge is well wedge, very very good at killing, thus he is a prime target, elusiveness can be used to re roll a enemies single attack die at the cost of a stress (r2 astro giving you more options to shake it), mitigating damage and keeping the stealth device going longer, I once managed to save 6 hits!!! Off of wedge in one game because of all of this.

The longer wedge stays alive the longer he a) kills more stuff and B) draw attention away from the rest of your force is a good thing, they can batter down the tailenders as wedge gets chased around.
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Iain Hamp
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Lando + Nien Numb + PTL + MF + Gunner

Lando's special ability is to give another ship at range 1 a free action, provided he does a green maneuver. Nien Numb makes all forward maneuvers green. Since he's doing green maneuvers all the time, why not stress him with PTL and give him a shot to evade with MF? Having a Gunner on board gives the YT a good chance to strip off focus/evade from the target, then go after it with three or four more dice.
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Josh Wilson
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Dark Curse + Stealth Device

Dark Curse on his own can be annoying to an opponent, since his pilot ability forbids the spending of focus tokens or re-rolling red dice. Add in a Stealth Device and they will often be scared off from shooting at him. If he is able to last until the endgame, then he can often be the winner in a battle of attrition.
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Jeff Dunford
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magadizer wrote:

LOL. The ninja was ninjaed


It happens.

Another popular Lando combo is:

Lando Calrissian + Nien Nunb + Squad Leader
(Gunner optional)

Here, Lando focuses on his support role as he's able to hand out 2 actions each turn. This assumes Lando has friends around who want the actions more than Lando does.
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Josh Wilson
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Darth Vader + Squad Leader
Darth Vader naturally gets two actions. He has shields to help him survive. Sometimes one of his minions needs an action more than he does, for example if they overlapped or landed on an asteroid, he can have them barrel roll off and still get to fire that round. Or he can give them an extra focus or evade token when they need it more than Darth.
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Maarek Steele + ....

Haha just kidding, no one would play with Maarek Steele. With wave 3, even the Outer Rim Smuggler is getting more love.
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Jeff Dunford
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Not a classic, but in an alternate X-wing Miniatures universe, Kath Scarlet switches to the good side and falls madly in love with Luke Skywalker, making him her new-and-vastly-improved "gunner." In that universe, my favourite combo is Kath + Luke + Marksmanship!

Ahem... Moving on.

Dutch Vander + R5-K6 + Ion Cannon

Say what you want about whether this droid is ever worthwhile, but his most obvious home is aboard Dutch's Y-wing. He only activates 3/8 of the time, but when he does, your squad gets 2 free Target Locks (one for Dutch on the same target, and one for a friendly ship within range 1-2 on any target it could lock on).
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iNano78 wrote:


Dutch Vander + R5-K6 + Ion Cannon

Say what you want about whether this droid is ever worthwhile, but his most obvious home is aboard Dutch's Y-wing. He only activates 3/8 of the time, but when he does, your squad gets 2 free Target Locks (one for Dutch on the same target, and one for a friendly ship within range 1-2 on any target it could lock on).


I almost posted this as a dishonorable mention. You are right that the synergy is perfect, and that it is "classic" in that it is mentioned frequently for the reasons you described.

However (you did say we could say what we want) R5-K6 is a malfunctioning little twerp, an overweight glob of grease, and a nearsighted scrap pile. Far too unreliable to waste points on for my taste.
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Jeff Dunford
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magadizer wrote:
Maarek Steele + ....

Haha just kidding, no one would play with Maarek Steele. With wave 3, even the Outer Rim Smuggler is getting more love.


Well, if you're going to fly Maarek, I recommend flying casual [sic] with:

Maarek Steele + Marksmanship + Cluster Missiles

At least that way he has a good shot at landing a crit. Might as well pair him with Winged Gundark and/or the aforementioned Kath combos for super crit themed fun:

Kath Scarlett + Gunner + Marksmanship + Seismic Charges (48)
Maarek Steele + Marksmanship + Cluster Missiles(34)
Winged Gundark + Stealth Device (18)

Just don't blame me when you lose all your matches. It's easy to see why this squad sucks. Just think of what you can do with 34 points (Soontir Fel + PtL + Stealth) or even 18 points (Alpha Squadron Pilot; Howlrunner). But it could be a fun squad to try against your girlfriend or 8-year old son or any other time when you want to lose but have some fun along the way.
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Eric B.
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Saber Squadron Pilot + Push the Limit

The benefit here is that the interceptors can perform two actions a turn, which is exceptionally valuable to a ship with so many wonderful options on its action bar. This also helps drastically with their survivability, as it allows them to use Barrel Roll and/or Boost to avoid arcs entirely or else Focus + Evade when they know they'll get shot. Since a hefty chunk of the interceptor wheel is green, there's little trouble in shedding the stress each turn without compromising too much on movement flexibility. I go so far as to only run interceptors that can action-stack (Fel+Push, Phennir, Saber+Push).






iNano78 wrote:
Not a classic, but in an alternate X-wing Miniatures universe, Kath Scarlet switches to the good side and falls madly in love with Luke Skywalker, making him her new-and-vastly-improved "gunner." In that universe, my favourite combo is Kath + Luke + Marksmanship!




Wouldn't that be entirely redundant, since Luke would be no different than a regular Gunner assuming Kath was able to perform the Marksmanship action?
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Ywing + Ion Turret

The common Golden Ywing (Koensayr Ywinginus) is a solitary creature. Gentle and graceful, these lumbering beasts thrive near rocky enclaves and are a fairly common sight in the past, until overhunting and the invasion of new competitive species into its natural habitat forced down its numbers.

The common Golden Ywing, while not particularly dangerous, are highly venomous. While it is fairly easy to catch one, when cornered, the Ywing will secrete ion tokens from a special poison sac ion turret located at the back of its neck, and spit it at the threat. The venom ion will paralyze the opponent temporarily, giving the Ywing enough time to escape back to the safety of small gaps in its rocky environment.

Ywings hunt its prey in a peculiar manner. The Ywing will lure its prey towards it, hiding and waiting in the rocky fissures. Once the prey is near enough, the Ywing will ambush its prey with its ion secretion. Being able to strike from any direction, once the Ywing has its prey locked in its sights, there is no escape. While the venom is not too painful, it saps the target of its strength bit by bit. There, the Ywing will continuously attack its target with its ion secretions, staying outside the attack range of its prey, and wait for its target to lose its strength and vitality. When the target is about to collapse from exhaustion, the Ywing will then go in and devour the target at range 1 with its 2 pointy teeth.

As the Ywing is quite the slow beast, it is unable to effectively put up a fight with its twin fangs, and needing to rely on its poisonous ion-inous spit to weaken its prey. Ywings are often thought of as solitary creatures, but the ion turrets only develop upon maturity, so it is common to see groups of young Ywinglings staying together, in groups up to 5, to make use of their numbers to hunt prey and for defense against their natural predators. Not many Ywinglings would make it to adulthood, often becoming food for other predators, but of those that do, they quickly grow their ion turrets, and gradually move into solidarity. There have been documented cases of mating pairs of Ywings ganging up on larger targets, like the Firespray, perhaps to obtain enough nourishment to feed its young, but these are quite rare as these gigantic beasts are not the norm in the Ywing's diet. Instead, Ywings tend to pick out the weaker and sickly TIE that strays from its herd, or the occasional wandering Xwing.

Adult Ywings have been observed to travel in hunting packs with another closely related species, the Xwings, forming a symbiotic relationship with its other pack mates. These Ywings would help to isolate the prey from the rest of its herd with its ion secretions, and let the much stronger and ferocious Xwings tear down on the target, before helping itself to the leftover scraps. Hence, both species are able to make use of each others' strengths to hunt down more prey, and secure more food. Adult male Ywings are known as Dutches, and their ion-inous secretions are laced with an additional enzyme that actively encourages other species to lock onto a specific target that has been singled out, often driving it into an attacking frenzy. A parasitic fungi, R5K6gus, is sometimes found growing on the backs of Dutches, and seems to increase the potency of such secretions, but there is inconclusive evidence of this phenomenon as of now.

Ywings can also be found in other parts of the world, with alternate evolutions such as growing a pair of Proton Torps instead of the Ion Turret, which allows it to take down larger game, such as the Aluminium Falcon, which is rampant in the Outer Rim Safari. Cases of albinism have also been recorded, giving the Ywing a greyish look instead of the common yellowish-gold colouration. This mutation has been observed to help the Ywing camouflage in its natural habitat, allowing it to strike first against weaker unsuspecting prey. These mutations are rare though, and there are known cases of such grey Ywings fetching high prices of 20 credits on the illegal wildlife trade.

Other subspecies include the Hortonian Salamus variant, exclusively found on a small island off the coast of Africa, where the Ywing is the main predator in its natural habitat, and albinism is a dominant trait in these island subspecies. These Hortonian Ywings are highly aggressive in nature, and are much more solitary in nature.
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Jeff Dunford
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RogueThirteen wrote:

iNano78 wrote:
Not a classic, but in an alternate X-wing Miniatures universe, Kath Scarlet switches to the good side and falls madly in love with Luke Skywalker, making him her new-and-vastly-improved "gunner." In that universe, my favourite combo is Kath + Luke + Marksmanship!




Wouldn't that be entirely redundant, since Luke would be no different than a regular Gunner assuming Kath was able to perform the Marksmanship action?


Oops. For some reason I thought Luke changed an eye to a crit, rather than a regular hit. Apparently in that universe, Kath saw through Luke's charms and dumped him for a less demanding Wookiee.
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Black Squadron Pilot + Draw Their Fire + Howlrunner

Pretty simple combo - keep the BSP close to Howlrunner, take the crits for her. Note that if she's rocking the stealth device she'll still lose it after passing the crit over to the BSP.
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