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Made in ca
Regular Dakkanaut



Canada

Hey everyone,

So I've recently been trying to get a few more practice games of X-Wing it. So far I've just been fighting from the starter set, and, naturally, I'm still learning the cut and thrust of the game. That being said, I'm trying for my first 100 pt all-comers list for Rebels, based on the models I have so far, and I want to see what you all think of it:

X-Wing- Wedge Antilles w. Marksmanship, Proton Torpedoes, R5-K6- 38
X-Wing- Red Squadron Pilot w. Proton Torpedoes & R5 Astromech- 28
A-Wing- Tycho Celchu w. Push the Limit & Homing Missiles- 34

Total: 100

I went with Wedge and Tycho because they are both wonderfully killy, IMO, and the Red Squadron Pilot provides a good backup and a good way to fill points. In particular, I hope to get the most use out of Tycho, as he and Push the Limit seem almost made for each other. That being said, I think I might want something to distract firepower away from the fragile A-Wing, and have been considering trading Wedge for Biggs Darklighter backed up by R2-D2.

Any thoughts/critiques?

This message was edited 1 time. Last update was at 2016/12/23 04:56:32


My battle report thread:
Ars Scripta Batreps 
   
Made in us
Douglas Bader






First thought: you're crippled by lack of available upgrade cards. Proxy them so you're actually learning the game everyone else is playing.

Lord of Nonsensical Crap wrote:
X-Wing- Wedge Antilles w. Marksmanship, Proton Torpedoes, R5-K6- 38


Marksmanship is one of the worst upgrades in the game. You spend 3 points and a valuable upgrade slot for the ability to get one crit instead of a hit when you spend a focus token, except it comes in the form of a special focus token that can't be spent on defense. Predator is better at doing the same thing for the same cost, but just about any EPT option is a better choice. R5-K6 is also pretty bad, once you have predator you won't ever be using target locks. You'll probably want BB-8 here instead, to make sure Wedge gets his shot.

On a card access issue, you always take integrated astromech or guidance chips since they're zero-point upgrades.

X-Wing- Red Squadron Pilot w. Proton Torpedoes & R5 Astromech- 28


This is just a bad ship. PS 4 is not relevant (you're still lower than the aces, and you have no maneuvering actions to abuse lower-PS generics), and you vastly overpay for it. Then the R5 astromech is trash, you won't be alive long enough to get any value out of it.

A-Wing- Tycho Celchu w. Push the Limit & Homing Missiles- 34


And here's another place where you're crippled by lack of upgrade cards. The Rebel Aces expansion gives a-wings a second EPT slot for free, and autothrusters is abusively good on any ship that can take it. Tycho isn't a great choice (he has zero firepower once the missiles are gone), but at least with the mandatory upgrades he's not going to be complete dead weight.

and have been considering trading Wedge for Biggs Darklighter backed up by R2-D2.


Trade the useless red squadron pilot instead. For 26 points you can get Biggs, a throwaway 1-point droid, and integrated astromech. For 29 (dumping marksmanship from Wedge) you can get Biggs with R2-D2, which is not as efficient (Biggs usually dies too fast to regen HP) but can be good. That's way better than the red squadron pilot, and keeps Wedge shooting longer.

This message was edited 1 time. Last update was at 2016/12/23 06:13:06


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Same ships, different loadouts. Don't worry about the cards, just print the list with the text, you'll be fine unless you head into a tourney:

Wedge Antilles (29)
Predator (3)
BB-8 (2)
Engine Upgrade (4)

Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)

Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 97

View in Yet Another Squad Builder

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in ca
Regular Dakkanaut



Canada

See, I was under the mistaken impression that ships could only use the EPT and equipment that came with them. Now that I know that is not the case, I will happily modify my Squadron accordingly.

Re: Biggs and tanking: short of Chewie in the Falcon, are there any other, decently priced options available?

@ Mathieu Raymond: I like your list, but why trade Tycho for Jake? Does Jake's free barrel roll make him that much better a choice? Also, are missiles not that necessary on a pilot like Wedge?

This message was edited 1 time. Last update was at 2016/12/23 18:31:14


My battle report thread:
Ars Scripta Batreps 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Ordnance is a very expensive option with a doubtful ROI. Unless you double down and go with guidance chips and extra munitions... but even then.

Jake the Snake allows you to play the positioning game that much better. Ideally he delivers a proton rocket punch, then hangs around for the end game.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in ca
Regular Dakkanaut



Canada

Okay, so how's this revised list?

Wedge Antilles- proton torpedoes, BB-8, Predator, Guidance Chips- 38
Biggs Darklighter- R5-D6, Integrated Astromech- 26
Tycho Celchu- A-Wing Test Pilot, Homing Missiles, Guidance Chips, Push the Limit, Rage- 35

I do get a lot of the recommendations you gave about eschewing missiles and the awesomeness of auto thrusters, but I still want to experiment a little with missiles. I anticipate, however, that a few games in I will most likely use a copy of the list you have provided above, as you've made an excellent case for Jake. (I just want to see firsthand how well Psycho Tycho does)

My battle report thread:
Ars Scripta Batreps 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

He can do well. But when he does, he tends to die as well, because he needs to get up close and personal to do "his thang." A-wings can't survive for long on cold green dice. And remember the order of operations with Rage and Push the Limit. You have to use Rage first, because PTL only allows you a second action from your action bar. Small detail, but a savvy opponent in a tourney can nail you on that. Might as well learn the right way first.

As you said, try the missiles and torps, you'll figure it out on your own. For all we know, you'll excel at using them. But the odds against using them right are a bit long, if only for the fact that it is rare to get a full stack of dice modifiers to make the shot count. GChips and Predator mitigate that in your favour, just don't forget you still need to establish a lock to use the torps.

And I'm assuming you meant R4-D6 on Biggs? He is essentially there to make sure you last at least three volleys. (because you can get a max of 2 damage per shot thanks to converting the extra into stress tokens. Just don't expect to use actions after the third turn... and don't get too sentimentally attached to him)


 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
 
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