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First game of X Wing this Saturday. Questions on potential list.

3493 Views 41 Replies 8 Participants Last post by  Sethis
So after many false starts due to one thing or another, this Sat will be my first game of X Wing. Having split two starter sets with a mate I will have available two X Wings and an E Wing I bought on impulse last week. I haven't even gotten a hold of the rule book or x wings yet, (he'll bring them along on Sat) so my mate threw a list together and mentioned something about having Luke Skywalker and and Biggs Darklighter in the x wings, plus the E Wing.

So, good list, bad list? I'm not too pushed as I always write off the first ten games of a new system as tutorials for learning the rules, but it's nice to have some advanced knowledge of what I'll be using. Thanks in advance.
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Those are some stellar looking Imperials - Bravo to your friend!

If you plan on playing purely rebel, I highly suggest to look into 3 ships.

B-Wings, Y-Wings, and Z-95s.

Shooty Tank, Defensive Tank, and utility player are the best ways to describe those three ships.

Generic X-wings (Red Squadron) are decent ships too, very jack of all trade-y.
About X-Wings; I'm not sure how 2 shield, 3 hull and 3 attacks is "glass cannon"?

They are not "amazing" by any stretch of the imagination, but they are NOT a glass cannon.


TIE Fighters are glass cannons, the closest thing to a glass cannon for the rebels is the A-Wing, and thats just because they are ridiculously expensive with any missile armament. I would say that the Z-95 is less so, because it is so much cheaper that it doesn't feel like a bad loss when/if it dies.
@ChaosRedCorsairLord I think that we have differing opinions in regards to the X-Wing, could it be cheaper - yes but I think just LOWERING the base cost is the wrong choice (see fix for the TIE Advanced that you pointed out); I think just granting a Title card of "Rogue" Squadron" that simply allows a Lvl 4 pilot to have a medal option.

If you want to continue this conversation, I feel that the "X-Wing Math" thread would be a more appropriate spot - seeing how its "math-hammer" / balance-of-game related.
Maybe I'm dumb, well dumber than I thought, but doesn't everything go as such for a normal "turn"

Activate (decloak)
Reveal & move
clean up

Are they trying to say it goes like this instead?

Reveal & move
Action (decloak)
clean up


Edit: Because currently I feel that nothing actually "changed" for the phantom, just that the language of the card was phrased a little bit better. Am I the only one who feels like this?
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A-Wings are sorta "worthless" without the Aces box IMO. "Charradan(?) Refit" and "A-Wing Test Pilot" are amazing cards - see tycho with PTL and DD (aka a character who doesn't care about stress tokens).

Initially it appears that they were designed to be a missile platform, and they are just not suited for it, compared to the Z-95 - which usually means that they get left out.

They are a fun ship to play with, I usually run one (My list usually forms a "Nintendo" aka 1 A,B,X,Y). They are VERY hard to get it to work "great". My best list to run them was The Outrider and 2 dirt cheap a wing, and a cheap z-95 (with a missile I think), the As can keep up with the outrider pretty easily due to their fast speeds. Usually they like speeds 3-5, which easily outpaces the rest of the rebel fleet.
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