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I have some ideas that I just dont have time to play, and was wondering how effective anyone thinks they are.
Here is the disclaimer:
This game, unlike any other, is highly based on the players skill, theoretical "math-wing" is not nearly as effective as in other tabl-top games. I understand that, and yet I still ask.
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Total Squad Points: 100
Pilot: Biggs Darklighter
X-Wing (25)
Upgrades:
No upgrades Selected
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Pilot: Wedge Antilles
X-Wing (29)
Upgrades:
Swarm Tactics (2)
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Pilot: Chewbacca
YT-1300 (42)
Upgrades:
Draw Their Fire (1)Millenium Falcon (1)
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The thought would be to have biggs stay close to wedge, and chewy stay close to biggs. Take all crits away from biggs to keep him alive a bit longer. 3 pretty heavy hitting ships, 2 at PS 9. Obviously, its all about keeping wedge alive.
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List 2
Total Squad Points: 100
Pilot: Tycho Celchu
A-Wing (26)
Upgrades:
Push The Limit (3)Assault Missiles (5)
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Pilot: Prototype Pilot 1
A-Wing (17)
Upgrades:
Assault Missiles (5)
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Pilot: Prototype Pilot 2
A-Wing (17)
Upgrades:
Assault Missiles (5)
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Pilot: Prototype Pilot 3
A-Wing (17)
Upgrades:
Assault Missiles (5)
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This one is a bit trickier.
one assault missile by itself isnt much, but 4? could easily knock out a tie swarm regardless of the number of dodges they might get. Problem is this list has to hit on the 2nd turn or later. So set-up is crucial. Depending on the layout of the opponents list, I would group my A-wings far away and try to stay just out of band-range 3. Ideally have Celchu get into range 3 first, use dodges and focuses to minimize the shots against you, then ease forward with everyhting and target lock the heaviest ships. Then missile down from there (again staying in range band three).
I think this would be a fun list to run simply because maneuvaring and boosting to stay out of your opponent's firing arc is lots of fun and takes lots of skill.
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