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Star Wars: X-Wing Miniatures Game | The Official Thread

jstevenson

Sailor Stevenson
Thanks a lot for the tips! I'll probably go back to the drawing board after work today and see if I can make a more solid Imperial team.

Just another question though; do models, pilots or cards ever get phased out or otherwise become permanently unavailable? I've only seen one store stocking the Imperial Aces and Tie Advance Prototype, but I'm really not keen on putting down another $75 so soon after getting into the game. At the same time, I'm worried that if I miss my chance now, I won't ever be able to get them again.

never permanently. but stock will run out sometimes (especially if the meta shifts) and it can be a several month wait for ships to return
 
Thanks for the feedback guys, really appreciate it.

Sorry, just a few more questions regarding general table top culture and etiquette. I've never been in the table top scene before, so I'm not sure what expectations there are. So I know a store near my office that does weekly games, that I'll be visiting. Do people who go to these places tend to just go with friends and play together, or do these places tend to be fairly welcoming to total strangers? Obviously culture would vary from store to store, but just in a general sense.

Also, is it considered poor form for me to just print out or even draw my own equipment cards? There are a few with cool effects that I'd like, but I don't want to spend the money on a set I otherwise don't need.
 
Thanks for the feedback guys, really appreciate it.

Sorry, just a few more questions regarding general table top culture and etiquette. I've never been in the table top scene before, so I'm not sure what expectations there are. So I know a store near my office that does weekly games, that I'll be visiting. Do people who go to these places tend to just go with friends and play together, or do these places tend to be fairly welcoming to total strangers? Obviously culture would vary from store to store, but just in a general sense.

Also, is it considered poor form for me to just print out or even draw my own equipment cards? There are a few with cool effects that I'd like, but I don't want to spend the money on a set I otherwise don't need.

Generally the community is extremely welcoming and accommodating, and proxying certain upgrades should normally not be an issue unless it is a competitive tournament (in which case it is against the rules). Out of courtesy you might at least want to give your opponent a heads up letting them know you are pretty new and ask if it's okay if you proxy a few upgrades while you learn the ropes, and I don't see why they'd have any issues with that.

Edit: Just a heads up, I created a Board Game Kickstarter Thread if anyone wants to check it out. I didn't want to dilute this thread with my board game addiction so I created another one. :p
 
Awesome. I was worried I'd be that weirdo who doesn't know anyone, but it sounds like it won't be too bad.

Anyway, just one more obnoxious newbie question. I've reworked my Imperial team, and was hoping you guys could give some feedback, both regarding the team specifically as well as my thinking behind the composition, so that I know if I'm on the right track in terms of strategy and team building.

My Imps now are as follows:
Tie/FO Fighter with Omega Ace. Equipped with Predator.

Tie Phantom with Echo. Equipped with Fire Control System, Recon Specialist and Advanced Cloaking Device

Tie Defender with Rexler Brath. Equipped with Wired

My general thinking is that since I'm not particularly good at flying my ships yet, I'd be better off going with fewer ships rather than a large team. The plan of attack is to have the Tie Fighter and Tie Defender fly as a unit, and essentially provide two fairly dangerous targets to force my opponent to make a choice as to who to attack. Meanwhile the Tie Phantom off doing its own thing, zipping around and trying to flank enemies attacking the other two.

Given the team's focus on critical damage since both the Tie Fighter and Tie Defender have ways to force face up damage cards, I feel this team would perform well against teams with fewer, high valued ships. Weaknesses would probably be against swarms, where I get less bang for my buck for causing criticals. I also imagine I'd have to be very careful with the Tie Fighter, since if that's downed too early, it'll be difficult for me to claw back.
 

Danthrax

Batteries the CRISIS!
http://pvponline.com/comic/2016/05/23/resistance-is-futile1

pvp20160523.jpg


At last, we have a new online comic that references X-Wing
 

Danthrax

Batteries the CRISIS!
Yeah, I like the mobile firing arc mechanic in which you have to rotate your arc with an action. It's new and interesting.

What I'm surprised by is how soon they're introducing the Shadow Caster and the Mandalorian Fang fighter. The Shadow Caster just debuted on Star Wars Rebels about seven months ago and the Fang fighter debuted five months ago on Rebels and in a comic. FFG must have coordinated with the show's production team ahead of time for once, since it takes about a year for a wave to be developed.

Kinda sucks the Shadow Caster costs $40 ... must be Decimator-sized.
 

Toxi

Banned
ARC-170?

LOL I can't imagine the meltdowns on the official forum with a Clone Wars ship appearing in X-Wing.

Luckily they chose the best-looking Clone Wars ship.

Also, another Scum 9 PS ship, whooooo!
 

daevv

Member
The mobile firing arc sounds nuts! That TIE fighter is insanely powerful. This is all nuts. Nuts I tell you!

Agreed. As someone who stays away from the Imperials (fairly new player who cannot fly well) due to low hit points I was cautious of the "Fang Fighter". Looking at it's pilot abilities and upgrades it looks like it will help/reward me in my range one flying. I also like the fact of no turrets. I used turret ships for awhile at the beginning of playing X-Wing. Something that has hindered me now as my friends did not and now they fly way better than me.
 

Toxi

Banned
The ARC-170 has both Norra Wexley (Snap Wexley's mother) and Shara Bey (Poe Dameron's mother) as pilots. Gonna call it the MomMobile.

Also, I'm really happy they seem to be trying to balance around Autothrusters while still incentivizing the primary fire arc with these ships.
 

Tensketch

Member
Rebel - ARC-170 Fighter
- 2 attack, 1 agility, 6 hull, 3 shield
- Auxillary Rear Firing Arc
- Focus, Target Lock
- Crew, Torpedo, Astromech
- Alliance Overhaul - Arc 170 Title - 0pts - When Attacking with your Primary Weapon roll 1 extra attack dice in front arc, turn a focus to a crit in rear arc
- Shara Bey - PS6 - 28pts - When another ship at range 1-2 is attacking, it may treat your blue target lock tokens as its own - Crew, Torpedo, Astromech, EPT
- Norra Wexley - PS7 - 29pts - When attacking or defending you may spend a target lock you have on the enemy ship to add 1 Focus to you roll - Crew, Torpedo, Astromech, EPT
- Also looks like a card called 'Vertical thrusters' that is small ship only and gives them a barrel roll action, can't see the points cost.

Imperial - Special Forces TIE/sf
- 2 attack, 2 agility, 3 hull, 3 shield
- Auxillary Rear Firing Arc
- Focus, Target Lock, Barrel Roll
- Tech, Missile, System
- Special Ops Training - TIE/sf Title - 0pts - when attacking with a primary weapon from your primary firing arc, you may roll 1 additional attack die. If you do not, you may perform an additional attack from your auxillary firing arc.
- "Quickdraw" - PS9 - 29pts - Once per round, when you lose a shield token, you may perform a primary weapon attack.

Scum - Protectorate Starfighter (AKA: Fang Fighter)
- 3 attack, 3 agility, 4 hull, 0 shield
- Boost, Barrel roll, Target Lock, Focus
- Torpedo slot
- 6 pilot cards (most normally have 4). 3 unnamed at PS1, 3 and 5. 3 named at 6, 7 and 9
- Fenn Rau - PS9 - 28pts - When attacking or defending, if the enemy ship is at range 1, you may roll 1 additional die
- only comes with 2 upgrades
- Concord Dawn Protector - Protectorate Starfighter title - 1pt - When defending, if you are inside the attackers firing arc and at range 1 and the attacker is inside your firing arc, add 1 [EVADE] result.

Scum - Shadowcaster (large base)
- 3 attack, 2 agility, 7 hull, 3 shield
- New type of firing arc called mobile firing arc. Using a token that sits on the base of the ship, you choose which side the firing arc will be through the use of an action.
- evade, target lock, focus, mobile arc action
- two illicit slots, crew
- Ketsu Onto - PS7 - 38pts - At the start of the combat phase, you may choose a ship at range 1. If it is inside your primary AND mobile firing arcs, assign 1 tractor beam token to it.
- Sabine Wren - PS5 - 35pts - When defending against an enemy ship inside your mobile firing arc at range 1-2, you may add 1 [FOCUS] result to your roll.
- Shadow Caster - Shadow Caster title - 3pts - After you perform an attack that hits. if the defender is inside your mobile firing arc and at range 1-2, you may assign the defender 1 tractor beam token.
- IG-88 crew card included that is set to give the ship it is on the ability of any other IG-88 ship on the list.

For those who for some weird reason, cba reading the article.


The Protectorate Starfighter will be FFG's third god damn attempt at a filler ship for Scum that isn't a Y-Wing/Z95. I only hope they get it right. I feel like the mod that gives a small ship a barrel roll will be very good for X-Wings and K-Fighters but I don't think it's THE fix yet. ARC-170 is interesting, they said they'd only go prequel ships when they ran out of 456/7 ships, evidently they just did. I'm all for them adding a few new canon pilots but I'm not a fan of them wedging them into this ship. I'm currently reading lost stars and to see them put Thane Kyrell in this ship, a ship he (I've not finished yet, so he may later) hasn't flown before is a little annoying (especially considering he's only PS4, cmon!) so they better make his ability awesome.
 
My hopes came true for the Special Forces TIE. It's cool to see small ships with rear arcs but I'm really surprised by their titles. Not only are they really powerful but they cost nothing. For no cost I would expect something like the Y-Wing title where you can no longer fire in multiple directions but your attacks are more powerful.
swx53-alliance-overhaul.png

swx54-special-ops-training.png


The mobile firing arc sounds interesting. A large ship can still fire in all directions but they have to plan accordingly. It cancels out autothrusters but makes a target that's actually approachable.
 

Tensketch

Member
The mobile firing arc sounds interesting. A large ship can still fire in all directions but they have to plan accordingly. It cancels out autothrusters but makes a target that's actually approachable.


I feel like mobile arcs as a mechanic is exactly what they wish they went with when they first made big turret ships. I imagine we'll see more of these as the waves go by.

Also the more I think of it, the more I'm not a fan of the Arc170, it just feels like an excuse to use a bunch of new Canon pilots on a ship they never touched. Ah well, I'm sure it's gonna be a great ship. Though note there's no generic pilots!
 

5taquitos

Member
My hopes came true for the Special Forces TIE. It's cool to see small ships with rear arcs but I'm really surprised by their titles. Not only are they really powerful but they cost nothing. For no cost I would expect something like the Y-Wing title where you can no longer fire in multiple directions but your attacks are more powerful.

Yeah, it's a little odd. When would you ever not use the title?

Edit: Reddit says it's so that they can include these special rules for these ships without having to fit it all on the pilot card. Makes sense I guess.
 
Also the more I think of it, the more I'm not a fan of the Arc170, it just feels like an excuse to use a bunch of new Canon pilots on a ship they never touched. Ah well, I'm sure it's gonna be a great ship. Though note there's no generic pilots!

I think it was added in the name of balance. The Empire gets a rear-firing small ship, the Rebels get one too. But they already have the Y-Wing so they had to dig up something else. I actually thought they might treat the new TIE like the Y-Wing where you have to attach a turret to it.

Yeah, it's a little odd. When would you ever not use the title?

I've read people saying it was a way to work in default rules for the ships when there was no room on the card. But if that was the case the Firespray would have a similar title. The Ghost and Phantom have titles that change up the auxiliary arc but I think those make more sense as you're dealing with a docked ship.
 

Tensketch

Member
Shadowcaster is gonna have asaaj ventress having read dark disciple all is now well with wave 9


EDIT: Star Wars nerd trivia time. The Shadowcaster model was asaaj's ship in a cancelled episode that became dark disciple. They reused it in Rebels.


EDIT2: Quickdraw, title and accuracy corrector is god tier
 

Danthrax

Batteries the CRISIS!
So FFG has put up quite a few articles today, burying the one announcing X-Wing's Wave 9, but they just updated the front page a few minutes ago to reorder the articles so Wave 9 is at the front. Kinda makes me laugh. FFG knows on which side its bread is buttered.



EDIT2: Quickdraw, title and accuracy corrector is god tier

Yep, very good, although it costs as much as a modestly kitted-out Vader without being quite as elusive.
 

Mrcapcom

Member
swx54-special-ops-training.png

So it doesn't say it has to be a Primary weapon out the back it just says you can perform an attack. You could shoot anything then right?
 

Tensketch

Member
swx54-special-ops-training.png

So it doesn't say it has to be a Primary weapon out the back it just says you can perform an attack. You could shoot anything then right?

Auxiliary arc rules state that only primary weapon attacks can be performed out of those arcs unless the arc has a specific icon.
 
You can see the pilot card in this pic:

swx56_layout.png

Don't know how I missed that! <insert generic fan boy squee noises>

Ketsu's ability is the most interesting to me since she can target allies with her ability. Boost or BR an ally into or out of arc, get someone off a rock so they can shoot or even pre-tractor your own ship so the enemy can't move them around (since only the first TB token allows for the forced movement). Sure -1AGI to your ship, but if it gets you out of enemy arcs who cares?
 

5taquitos

Member
This is how I missed it:

r9Dafeb.png


I was looking at the original picture and I didn't realize they updated it.

Weird, guess they decided to switch up which pilots would be highlighted at the last minute. Kinda also seems like they maybe changed things up, as the art is different. There's 6 pilots included.
 
Weird, guess they decided to switch up which pilots would be highlighted at the last minute. Kinda also seems like they maybe changed things up, as the art is different. There's 6 pilots included.
The original image didn't have the full class name of the ship, either. I think it was just a rough draft, and the current version (and its four pilots) should be considered "final".
 
So I'll be taking part in my first league next week, and was wondering if you more experienced guys could give me some feedback on the list I'm planning on bringing. I bought a Decimator recently, and really want to make it my centrepiece, on account of the fact it looks fucking awesome. Here's what I'm thinking of so far:

Captain Oicunn (48)
VT-49 Decimator (42), Mara Jade (3), Dauntless (2), Tactical Jammer (1)

The Inquisitor (30)
TIE Advanced Prototype (25), Ion Pulse Missiles (3), TIE/v1 (1), Munitions Failsafe (1)

“Omega Leader” (22)
TIE/fo Fighter (21), Cool Hand (1)

The general plan is to throw the Decimator at the other team like a battering ram. Pretty much all my upgrades are meant to cause as much damage and chaos to ships that I manage to ram. Tact Jammer will also be utilised to help keep Inquisitor and Omega Leader relatively safe.

The Inquisitor is meant to generally hide behind the Decimator and take pot shots, using his ability to allow me to keep distance while dealing decent damage. Ion Pulse missiles are to be used for high value targets to trap them for the Decimator to ram head on.

Omega Leader is admittedly a bit of a filler. He's what's causing me a bit of concern, since while I think he's a got a cool pilot ability, I feel that the only reason he's here is that I didn't have enough points to throw in two tie fighters instead.
 
Captain Oicunn (48)
VT-49 Decimator (42), Mara Jade (3), Dauntless (2), Tactical Jammer (1)

The Inquisitor (30)
TIE Advanced Prototype (25), Ion Pulse Missiles (3), TIE/v1 (1), Munitions Failsafe (1)

&#8220;Omega Leader&#8221; (22)
TIE/fo Fighter (21), Cool Hand (1)

For the same cost you can run The Inquisitor with the v1 title, Juke, and Autothrusters. It goes with the sniper strategy and not only makes you harder to kill but more or less guarantees hits; Target lock to get your evade token. Open fire with 3 dice, reroll whatever you need and cancel one of their evades to force them to spend their tokens. If he's at range three you're guaranteed at least 1 evade AND you have your evade token in case of emergency.

Omega Leader is great because of the frustration (and possibly confusion) he causes and creates a priority target your other ships can exploit. I might used Wired instead of Cool Hand. You don't remove your stress but you can use it to your advantage. More importantly you don't discard it. I like using Comm Relay and Juke on him (negate their evades and they can't modify to recover) but that's too expensive for this setup. You could take Tactical Jammer off of the Descimator to squeeze Juke on Omega; If you're using the Decimator as a ram it could be difficult to be a consistent blocker as well.

I've never used the Decimator but it can be amazing(ly infuriating) and I like the synergy you have going with it though.

EDIT: If you want it to be a real pest but have similar effects you could swap Mara Jade for Rebel Captive. Not only does your opponent have a Decimator coming at them but the first to attack it gets stressed. Mara can stress multiple ships at once but your opponent will eventually learn to keep as far away from your Decimator as possible. The captive will keep them on their toes once they're at a distance.
 
For the same cost you can run The Inquisitor with the v1 title, Juke, and Autothrusters. It goes with the sniper strategy and not only makes you harder to kill but more or less guarantees hits; Target lock to get your evade token. Open fire with 3 dice, reroll whatever you need and cancel one of their evades to force them to spend their tokens. If he's at range three you're guaranteed at least 1 evade AND you have your evade token in case of emergency.

Omega Leader is great because of the frustration (and possibly confusion) he causes and creates a priority target your other ships can exploit. I might used Wired instead of Cool Hand. You don't remove your stress but you can use it to your advantage. More importantly you don't discard it. I like using Comm Relay and Juke on him (negate their evades and they can't modify to recover) but that's too expensive for this setup. You could take Tactical Jammer off of the Descimator to squeeze Juke on Omega; If you're using the Decimator as a ram it could be difficult to be a consistent blocker as well.

I've never used the Decimator but it can be amazing(ly infuriating) and I like the synergy you have going with it though.

EDIT: If you want it to be a real pest but have similar effects you could swap Mara Jade for Rebel Captive. Not only does your opponent have a Decimator coming at them but the first to attack it gets stressed. Mara can stress multiple ships at once but your opponent will eventually learn to keep as far away from your Decimator as possible. The captive will keep them on their toes once they're at a distance.

Cool, thanks for the feedback! Really like your suggestion to put Juke on the Inquisitor; I can see how that works really well with the V1 title.

Would love to try fit another Juke on Omega Leader or Rebel Captive on the Decimator, but sadly, I don't have the cards.

Still, should be a fun list to fly tomorrow! I'll probably get my ass kicked on account on being a clueless newbie, but hey, it's part of the experience!
 
You could always ask other players if you could use the cards. I'm not sure where you're playing but from what I've seen the entire X-Wing community is very friendly.
 

Toxi

Banned
Also the more I think of it, the more I'm not a fan of the Arc170, it just feels like an excuse to use a bunch of new Canon pilots on a ship they never touched. Ah well, I'm sure it's gonna be a great ship. Though note there's no generic pilots!
I'm excited by it, but then I stop being so excited when I remember that just like the Y-Wing and B-Wing and K-Wing it's gonna die real quick to Jumpmaster spam.
 

daevv

Member
This Twitch channel is showing the Tatooine System Open today. It's from Spain so not much English but still cool to watch. Watching an A-Wing swarm take on a Soontir/Whisper/2 Academy list in Round 4 now. https://www.twitch.tv/firstearth They also have lots of vids on their channel. Including some Regional games and most of last weeks Yavin Open from London.

Edit: This Youtube channel is streaming the Naboo Open from Denmark which is also happening today. English commentary but I'm not getting a clean picture. https://www.youtube.com/user/veldrin77/live
 
I've got a small tournament coming up this Saturday and I'm wondering if I want to fly Rebels or Empire.

Dash Rendar
Outrider
Heavy Laser Cannon
Push the Limit
Kanan
Engine Upgrade

Green Squadron Pilot (x2)
A-Wing Test Pilot
Chardaan Refit
Veteran Instincts
Crack Shot
Autothrusters

OR

Echo
Veteran Instincts
Fire Control System
Advanced Cloaking Device
Intelligence Agent

Omega Leader
Juke
Comm Relay

Zeta Leader
Wired

Wampa

I've flown both with some success. Just a matter of choosing a large ship with two escorts or a mini swarm.
 

Danthrax

Batteries the CRISIS!
Take the Rebel list, SpruceMoose.

Anyone else going to Origins this week? X-Wing National Championships are there. I'll be playing on Friday in qualifying flight 2 ... and with any luck I'll be playing Saturday, too. Bringing a Palp Aces list (Jendon w/ title and Palp, Omega Leader, Vader w/ Predator and EU).
 

EYEL1NER

Member
Hey, all. I've got a game at a store tonight and was looking for some advice on a list. It is my first serious match outside of super-casual games my old coworkers and I would play. From what I understand, the store has a mix of really casual and really competitive players. I just got my first Lambda in and have always loved the way it looked (and I received a newer model that has fixed wings). I also love TIE-INTs.

Captain Yorr (24)
Fire-Control System (2)
Darth Vader (3)
Gunner (5)

Turr Phennir (25)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

Epsilon Squadron Pilot (15)

Epsilon Squadron Pilot (15)

Total: 97
View in Yet Another Squad Builder

Before putting the 2x TIE/fo in the list, I had an Engine Upgrade on the Lambda and was trying to run it with 2x Interceptors. My idea was the two Interceptors flitting around the Lambda pushing the limit and Yorr taking the stree tokens for himself. One Interceptor had Soontir Fel in it. I looked at the the FAQs though and saw that Fel and Yorr's abilities don't work together since Fel has to receive the stress as a trigger and it technically doesn't touch Fel and goes straight to Yorr. So then I saw some Lambda builds with Vader, a Gunner, and Fire-Control System, usually on an Omicron Group Pilot. I liked the idea of hitting hard and fast while sacrificing life, so I dropped the Engine Upgrade (he wouldn't be able to boost too much if I am planning on him being stressed all the time). That didn't leave many points leftover after Yorr and Turr, so I went with two FO Ties.

The way I see it going, if it goes down perfectly, is Yorr approaches directly down the middle with Turr flanking him within Range 2. Both Epsilon Squadron Pilots come in diagonally from the corners at fast 5s trying to herd people straight into the Yorr and Turr wall. Yorr hopes for a miss and then Gunner > Fire-Control System > Vader. Turr boosts and barrel rolls with PTL around Yorr within Range 2 hoping to stop anything that tried to blow past the Lambda.

Good list? Any suggestions or improvements? Anything I should do with those remaining three points? I wanted to load a Flechette Cannon onto Yorr but that specific card comes in the M3-A pack and I don't have that guy yet. I'm open to hearing opinions; I've wanted to go play at a store for months but I don't have a great storage solution yet so a lot of stuff is still unopened and I also have been agonizing over lists for quite a while, second-guessing my builds, or even second-guessing my knowledge of the game (since it has been a while since I last played). I'm not exactly hoping to destroy anyone tonight, I just want to do alright and not get thrashed, and am hoping people take it easy on me (not go light on me but be let me know what mistakes I make and correct me politely).
Here's a list of what I own in my BGG collection: https://boardgamegeek.com/collection/user/EYEL1NER?own=1&subtype=boardgame&ff=1

EDIT: I am running low on time before I have to head to the store but I am thinking I'll equip Anti-Pursuit Lasers to Yorr. Could be useful if anyone runs into me and it would only be two points, leaving me at 99 points and maybe seizing initiative.
 
It sounds like a good strategy and the Fire Control/Gunner combo is always good. I just do not like the shuttle at all. Rather I really like the ship but I have yet to find a good use for it besides scooting Palpatine around. It's a really cheap large ship but the fact that it can't turn around or run when the enemy gets behind it is way too big a flaw.
 

EYEL1NER

Member
It sounds like a good strategy and the Fire Control/Gunner combo is always good. I just do not like the shuttle at all. Rather I really like the ship but I have yet to find a good use for it besides scooting Palpatine around. It's a really cheap large ship but the fact that it can't turn around or run when the enemy gets behind it is way too big a flaw.
Its maneuverability does look like a huge problem, which is why I originally wanted the Engine Upgrade for at least boosting. I'm hoping that Turr circling around him will help protect a bit against people getting behind him (and I'm also still hoping that a future upgrade gives the Lambda a rear firing arc but that does me no good now). The only thing that can screw that up is piss-poor Interceptor flying. I haven't flown any ships in a year or so and I don't remember doing well with PTL Interceptors back then.
Palps does seem like a good fit for the shuttle but I haven't obtained him yet.

I just love how it looks and feels. I built a Tyderium model a long long time ago as a child with a family member and have good memories of it and have always liked the look of it with the folding wings. As soon as I opened this mini and saw that the wings had been fixed, I decided that I wanted to buy a couple more: one or two just as shelf pieces to sit there and look good, one to paint (maybe a navy blue color with scarlet trim and glowing exhaust), and another to break up as a debris cloud, maybe another to try in a dual shuttle list.

But yeah, I edited my post above. I think I will run that but I will add Anti-Pursuit Lasers for two points and try to keep initiative at 99pts.
 

EYEL1NER

Member
Things went decently for me last night. I didn't do great but I didn't get trounced either, so I was happy.
I showed up and there were three people there who I guess are regulars for weekly X-Wing night. I introduced myself, they pulled up a chair for me, and I started getting some ships out. I mentioned that I had played maybe ten games before but none within a year's time and was pretty rusty rules-wise and they said they were really casual at that store (but they do go to tournaments in the city) and not to worry about it. They saw I was playing Imperial and the guy next to me was also playing Imperial, and the two across from us were rolling Scum. So it was suggested we play 2v2, they already had two mats on the table next to each other and pushed them together to make a 3x6 play area.

I ran the list I talked about above, though I had to borrow a Fire Control System from a guy there because I couldn't find mine that I had just opened earlier that day.

I had my Yorr slightly off-set from the center pointed downrange, Turr next to him, and both TIE/fo ships in the corners of my mat, pointed towards the middle of the mat. My teammate had 5x TIE Advanced and Inquisitor's TIE (prototype) flying in a 3x2 group, the Prototype in the rear-right position, all PS2. My opponent across from me had Bossk in the Hound's Tooth and Xizor, and his teammate ran Boba, a named Z-95 pilot, and another Z-95.
We played for a little over two hours and then the store closed, but at the end I had lost four shields on my lambda and lost one TIE/fo, no other hits taken. My teammate lost two Advanceds and his Prototype I think? The Scum team lost a Z-95 and Bossk, Boba was down to one hull left, and Xizor had maybe one hull also.

The Lambda is so damn unwieldy. I knew that going in and liked how I advanced forward and then a straight one caused Bossk to run right into me but that ended up throwing everything off. The placement of asteroids and Bossk in my face meant I could pretty much only keep going straight and there was no where to start turning around. I wouldn't have left the table, but I kept getting further away from the action. I am thinking about an OGP maybe with Advanced Sensors and Engine Upgrade, so he can boost to one side and then continue turning with a two in that direction and almost be turned around. I would have to forgo Fire Control Systems for that though. I did get an attack in on Bossk before the collision but it actually hit for one, when I was hoping for a miss. I had a focus that could have affected the dice and my teammate was like "Why aren't you using that?" but I assumed Bossk would roll at least one evade. He didn't. So the Shuttle's Vader and the Gunner saw no action at all.

My Interceptor did all right, dealing some decent damage to Boba on the last round and setting him up for a kill had the game continued. He never lost his stealth device and avoided damage while flying past/through several asteroids. The TIE/fo ships were just kind of 'there;' they didn't do much and I kept forgetting that they had target lock actions, since target locks aren't something I equate with Imperial ships often. One even got in the way of the TIE Advanced formation before we started coordinating where I ships in the middle of the play area were going, because he swung them all towards my mat after I had turned towards his (luckily I was able to barrel roll, turn on the next turn, and then unexpectedly die, getting out of his way). The TIE Advanceds and Prototype did most of the work though and saw malt of the action.

I had a great time and may run the same list at some point in the future. It was fun to finally play the game again and I plan on going every week now. The guy who was on my team got my number and said he'll let me know when any of them are playing because sometimes they go to Columbia for big meets or they play at his house and stuff. I need to get my ships fully organized so it is easier to transport and setup, so that is something for the upcoming couple days. And I have a binder and some card pages that arrive any day; I already have a ton of pages for mini cards but need the bigger 9 card pages. I may order some Battlefoam soon too, so I can get everything out of the Plano case I use.

I'm already thinking about next week's list too. I really like the sound of some of the higher-PS First Order pilots and kind of want to run 2 of them with maybe a few vanilla TIEs and then a Phantom or something.
 
I've started kicking around ideas for two lists that I have yet to use even though they're still pretty prevalent: Fat Han and TIE Swarm

Han Solo
Millennium Falcon
Lone Wolf
Engine Upgrade
C-3PO
Gunner

Rookie Pilot
R2 Astromech
Integrated Astromech

Prototype Pilot
Chardaan Refit
Autothrusters

The complimentary ships are still up in the air but my Fat Han is pretty typical. I could always swap out the Rookie X-Wing for a naked Blue Squad B-Wing.

Howlrunner
Swarm Tactics

Obsidian Squadron Pilot (x2)

Academy Pilot

Baron of the Empire (x2)
TIE/v1
XX-23 S-Thread Tracers
Guidance Chips

Trying to change things up a bit with the TIE swarm by adding two TIE Advanced Prototypes. It's all about the alpha strike. Howlrunner shares her pilot skill with one Baron so that he may fire his thread tracers and give everyone a target lock before they begin chipping away.
 

EYEL1NER

Member
Howlrunner
Swarm Tactics

Obsidian Squadron Pilot (x2)

Academy Pilot

Baron of the Empire (x2)
TIE/v1
XX-23 S-Thread Tracers
Guidance Chips

Trying to change things up a bit with the TIE swarm by adding two TIE Advanced Prototypes. It's all about the alpha strike. One Baron uses his Thread Tracers to give the surrounding ships target locks while Howlrunner makes sure everyone fires at pilot skill 8 and gets to reroll 1 attack die.
No advice on the first list, since I have never flown any of my B-Wings to know if swapping the X-Wig out for one would be beneficial, and I only have questions about the second list:
How would Howlrunner make sure everyone fired at PS8? Swarm Tactics lets one ship at range one use Howlrunner's PS and I am not seeing what else may effect anything.
Don't weight my advice to heavily because I haven't played much but it is an interesting list. It got me to look at Baron and the TIE Adv Prototype for the first time and I like the way they look build-wise, they are cheaper than I expected. The S-Thread Tracers seem useful in a swarm too. I would actually be interested in running that list and now want to buy two Prototypes. I would be worried that if the Alpha Strike didn't pay off, that everyone's two red dice wouldn't amount to much. It is just a personal thing for me; I don't feel like I can ever put hits on the board with only two dice. I guess that is the point of the swarm though.
 
Swarm Tactics lets one ship at range one use Howlrunner's PS and I am not seeing what else may effect anything.

There's a kind of secret to Swarm Tactics: It can be chained. You put Swarm on Howlrunner and both Black Squad pilots. You start with Howlrunner and give a Black pilot PS8. Then he, now PS8, passes it on to the next Black pilot. Then he, now PS8, spreads it to either the Academy Pilot or one of the Barons. It's more or less mandatory in a squad build, especially alpha strikes.

The Tie Advanced Prototype is a great fighter and the Inquisitor is amazing. I just haven't used the ship much outside of one build with the Inquisitor and wanted to change up its role.

EDIT: Just realized I confused two of my lists. I have another TIE mini swarm that uses two Black Squad pilots with Swarm Tactics for the chain effect. So in this list yes, Howlrunner can only share her pilot skill with 1 friendly ship.
 

EYEL1NER

Member
There's a kind of secret to Swarm Tactics: It can be chained. You put Swarm on Howlrunner and both Black Squad pilots. You start with Howlrunner and give a Black pilot PS8. Then he, now PS8, passes it on to the next Black pilot. Then he, now PS8, spreads it to either the Academy Pilot or one of the Barons. It's more or less mandatory in a squad build, especially alpha strikes.

The Tie Advanced Prototype is a great fighter and the Inquisitor is amazing. I just haven't used the ship much outside of one build with the Inquisitor and wanted to change up its role.
I get that Swarm Tactics can be chained multiple times, but there aren't enough points left in that list to upgrade the Obsidian TIEs to Black Squadrons and equip Swarm Tactics on both. What you listed already adds up to 100pts and using Black Squadrons with Swarm Tactics would mean you would need to find 6 points somewhere.

EDIT: Ah, just saw your edit after I submitted my post. I got it now. I was confused though because i liked the look of the list and immediately replicated it in a squad builder and then thought 'this is 100 points, how can I fit in more swarm tactics?'

EDIT 2: Would it be worth dropping one Protoype from the list, upgrading the Obsidians to Black Squads, giving them both Swarm Tactics, and then adding another Academy TIE? That's six ships, three with Swarm Tactics on them. The Proto, Howlrunner, and Black Squads could all fire at PS8 and then there are two Academy TIEs in the wings that can mop up near the end of the combat phase? And that is 97pts, so you could upgrade both Academy pilots to Obsidians and still be at 99pts to battle for initiative? Or leave them as Academy pilots and equip Baron with a Swarm Tactics and still be at 99pts.
 
Would it be worth dropping one Protoype from the list, upgrading the Obsidians to Black Squads, giving them both Swarm Tactics, and then adding another Academy TIE? That's six ships, three with Swarm Tactics on them. The Proto, Howlrunner, and Black Squads could all fire at PS8 and then there are two Academy TIEs in the wings that can mop up near the end of the combat phase? And that is 97pts, so you could upgrade both Academy pilots to Obsidians and still be at 99pts to battle for initiative? Or leave them as Academy pilots and equip Baron with a Swarm Tactics and still be at 99pts.

I like the Howlrunner, Baron, 2 Black, and 2 Academy list. It means all but one fighter firing at once. At the same time I like having two advanced prototypes; A second thread tracer can be used against subsequent ships and they are more durable thanks to their shields and free evade after target locking. Guess I'll have to play around with both to see which works better for me.
 
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