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Discussion Starter · #1 · (Edited)
Hey guys, just a quick list of popular and effective builds!

Glossary:

Arc Dodger - Anything with significant post-dial movement, which allows it to react to enemy positioning with Boosts or Barrel Rolls or both.
EPT - Elite Pilot Talent
PS - Pilot Skill
HPs - Hit Points (Hull + Shield)
Joust - Where two or more ships fly directly at each other, exchanging fire, from range 3 down to range 1, before turning/breaking and starting to dogfight.


TIE Swarm

6-8 TIE Fighters, most frequently run with Howlrunner and flown in close formation to allow most/all of the TIEs to benefit from the attack reroll she provides. "Mini-Swarms" are often taken to accompany other choices - 4 TIEs with or without Howlrunner. I personally enjoy running that with Echo or a Bounty Hunter.

Strong vs Large Ships, Aces

Weak vs Arc Dodgers, Area effects (Ruthlessness, Ion Missiles etc)

A-Wing/Z-95 Swarm

The Rebel take on the swarm list, it runs as many 15pt A-Wings as it can, sometimes spending points on Proton Rockets or Missiles, or a couple of Green Squadrons for EPTs. The Z-Varient tends to just hock as many ships as possible out there. Generally speaking the Rebels will be a little tougher than the TIE version, but without the benefit of the mass rerolling that Howlrunner allows, and therefore slightly worse offensively speaking.

Strong vs Large Ships, Aces

Weak vs Arc Dodgers, Area effects (Ruthlessness, Ion Missiles etc)

Decimator + Phantom

Most often seen combo is Chiraneau with Whisper, with some combination of crew and upgrades. The Phantom does the heavy damage while the Decimator sucks up the hits, staying alive long enough to whittle down the enemy list to the point where Whisper can take it on by herself. The two component parts of the list are also vulnerable to very different things, meaning they cover each others weaknesses well.

Decimator: Strong vs Aces, Large Ships. Weak vs Hordes, anything that deals criticals.

Phantom: Strong vs Hordes, anything without a Turret. Weak vs High-PS Aces, High PS Turrets.

Fat Han

Han Solo with C-3PO, Falcon Title, often R2D2, an EPT and Engine Mod. Normally run with Z-95 Wingmen to provide cheap ablative HPs. Shoots like a bastard with all the rerolls in the world, and survives like a bastard with 2 or more evade tokens every turn thanks to 3PO and the Title. Not a list to play with any regularity if you enjoy having friends.

Strong vs Most things, tbh. Especially Phantoms.

Weak vs Swarms? I think? You need a good Alpha strike on the Falcon, so ultimately it comes down to pilot skill - whether you manage your movement well enough to get the heavy hits on it early.

Imperial Aces

Soontir Fel, normally run with a Stealth Device, Push the Limit and a Hull/Shield Mod with 2 equally arc-dodgy wingmen, notables include Turr Phennir, Carnor Jax and Phantoms.

Strong vs Other small ships, especially less maneuverable ones like X-Wings, Bombers etc.

Weak vs Turrets, anything that can reliably inflict stress or Ion.

Rebel Aces

Can be run a few ways, most commonly Wedge Antilles, Biggs Darklighter, and 2 other ships. Biggs keeps the formation alive through (hopefully) 2 full turns of shooting, which is enough for the damaging parts of the formation to inflict enough ship-advantage kills to give you the game.

Strong vs Small Ship builds, most Large Ships

Weak vs Arc Dodgers, can have a hard time vs Swarms

BBBB

4 B-Wings with Advanced Sensors, which allows them to perform an action (Barrel Rolling) before pulling stress inducing maneuvers (like a hard 1 or 2-K turn) which makes them exceptionally efficient dogfighters for their points. 32HP across the squadron is also pretty hard to take down.

Strong vs Anything that tries to joust with them, barring 8 TIEs. Do not joust with this, ever.

Weak vs Stress inducing mechanics, anything that rolls more green dice than them that can reliably stay at range 3.

Double Falcon/Double Dash/Falcon+Dash

Two large ships, generally speaking one is the Outrider with Dash as a Pilot and a Heavy Laser Cannon, allowing it to ignore Asteroids as it cruises around the table trying to stay at Range 3 from everything. The Falcon runs interference, preventing anyone from getting inside the Range 1 band where the Outrider cannot fire.

Strong vs Slower ships, Arc Dodgers

Weak vs a hard Alpha strike that takes out one ship early on, a few lists are capable of this, so it comes down to pilot ability.

Rule of Thumb

X-Wing currently has a fairly set Rock/Paper/Scissors environment going on at the moment, which looks like this:

Turrets > Arc Dodgers
Arc Dodgers > Swarms
Swarms > Turrets

It's not a hard and fast rule, obviously a lot comes down to individual skill etc, but that's the general guideline. If you're having difficulty against a certain type of ship or list, trying its counter can be worthwhile.
 

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Nice post mate, keep it up! :good:
 

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X-Wing currently has a fairly set Rock/Paper/Scissors environment going on at the moment, which looks like this:

Turrets > Arc Dodgers
Arc Dodgers > Swarms
Swarms > Turrets

It's not a hard and fast rule, obviously a lot comes down to individual skill etc, but that's the general guideline. If you're having difficulty against a certain type of ship or list, trying its counter can be worthwhile.
This is incredibly useful to a newb like me that bought too many ships but sucks at playing so far.
 

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This is incredibly useful to a newb like me that bought too many ships but sucks at playing so far.
Heh, you'll get there mate. I still get smashed on a regular basis after nearly a year. Love every minute of this game though :good:
 

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Cheers Tawa!

Makes me think though, in that rock-paper-scissors, what si superdash? Turretted HLC but also super dodgy. I guess that is why it seems to dominate the meta in a lot fo places.
 

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Top post my man.

Heh, you'll get there mate. I still get smashed on a regular basis after nearly a year. Love every minute of this game though :good:
Definitely this. Every game is a hoot that can change from defeat to victory and win, lose or draw you've had a good hour of throwing dice and moving Star Wars ships about.

Win all round.
 

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Discussion Starter · #8 ·
Cheers Tawa!

Makes me think though, in that rock-paper-scissors, what si superdash? Turretted HLC but also super dodgy. I guess that is why it seems to dominate the meta in a lot fo places.
Still a turret, still vulnerable to swarms, the swarm player just has to remember the barrel roll (and boost, if he went with Engine Upgrade) when planning his maneuvers. It's a lot more difficult than vs, say, a Firespray, but still doable, especially if you split into two formations of 4 or 3/4. :)
 

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Every game is a hoot that can change from defeat to victory and win, lose or draw you've had a good hour of throwing dice and moving Star Wars ships about.

Win all round.
Like me volleying Rich's E-Wing earlier.....? :laugh:
 

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The rebel control list can also hold it's own in the current meta. Here's a couple of examples:

25 (x3) Blue w/ IonC
25 Gold w/ IonT + R3A2

25 (x3) Blue w/ E2 + Tactician
25 Gold w/ IonT + R3A2

Personally I prefer the stress version as you don't need to sacrifice damage and can control big ships better.

Currently it looks like the main competitive lists in this meta are; Tanky Corran + Fat Han/PtL Dash, Decimator + Whisper, and Z95 mini-swarm + Fat Han/PtL Dash. It's sad, I miss the days of wave 3. :(
 

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Discussion Starter · #12 ·
Well Turret ships may get an unhappy surprise when we see Autothrusters on general release...
 

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I'm sure it's just my inexperience (have now been playing for a week and a few days) but every time I play my Imperials get smashed. I have been playing 2 ties and a sabre interceptor against a red and a gold sqn Rebel with the Ion Turret (and then once with another starter set's worth that a friend brought around). Admittedly, a lot of things have been rules based (thought asteroids blocked los 40k style, and didn't see the range indicators on the Ion Turret card) but for all I can put hits on the Rebels, I can't get through all the shield and hull points before I'm slotted in a joust or by a turret.

Still having great fun though. Just bought another Tie and an A wing, think I'll get an X wing, Tie Bomber, a Tie interceptor and the Tanitive IV before the new film comes out, and then we'll see after that.

Any advice for this blundering Imperial?
 

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When I started playing out of the core set, there was no way two TIEs were gunna beat one X-Wing. Then we started learning how to fly the TIEs and there was no way one X-Wing was going to beat two Ties.

Rebels, like what you have listed anyway, want to plow into the enemy jousting and winning whereas the Imperial ships you have want to get out of arc or stay at R3 as best they can until it's time to come in for the kill.

Are you willing to play ships with whatever upgrades you want despite not having the cards, or are you willing to print off copies of the cards for your matches? I found even with a few ships the right upgrades can really even off the balance for new players still learning to fly, then as you get better at piloting you start to know what you like more. Playing X-Wing and flying your ships is a lot like tone for your guitar rig, it starts in the hands whether it's how you pluck a string or how you set your dial. All the fanciest things can accompany what you do after to help sculpt your attack/tone, but it doesn't mean shit if you can't fly/fret a note :laugh:

If none of that made any sense, focus on your flying and not your ships for a little bit to find out what's really going wrong in your games.

I assume you're playing 50 point games with those three ships, interested in trying out:

TIE Interceptor w. Saber Squadron Pilot
Outmaneuver, Autothrusters​

TIE Fighter w. Academy Pilot x2

at all? I've actually gotten into the habit of making pictures of my squadron's pilot and upgrade cards and printing them out or keeping them on-deck with my phone when I'm trying out stuff I don't have the cards for....though at 400+ points for each faction now I'm loathe to find stuff I don't yet have either FFG official or printed off in anticipation of new builds. In huge games I always have the cards on the table, but when it's just a few ships it works out decent to just have a piece of paper that looks like this



or something akin to keep track of your squadron upgrades.
 

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Are you willing to play ships with whatever upgrades you want despite not having the cards, or are you willing to print off copies of the cards for your matches? I found even with a few ships the right upgrades can really even off the balance for new players still learning to fly, then as you get better at piloting you start to know what you like more. Playing X-Wing and flying your ships is a lot like tone for your guitar rig, it starts in the hands whether it's how you pluck a string or how you set your dial. All the fanciest things can accompany what you do after to help sculpt your attack/tone, but it doesn't mean shit if you can't fly/fret a note
I felt that way a bit. I think I got into a bit of a bad run with the gold squadron y wing on the table, he was nailing my interceptor with the ion turret which did no favours to my ability to fly it. The ties would do alright but man, as soon as they hit range 1 of the X wing they died, and the two of them would just end up avoiding the x wing and trying to nail the y wing and being shot to pieces by the ion turret for their trouble...

Oh... we didn't realise that the cancel all dice rule on the ion card meant attack dice, not evades, until the last game so... the ion turret may have been on steroids...
 

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the ion turret may have been on steroids...
:laugh: sounds like it. That would -really- have changed things if that was how you were playing it!! Growing pains, yeah? Range 1-2, 3 attack dice, cancel all attack dice results upon hit and take one damage and one ion token.
 

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Growing pains, yeah?
Definitely this.

We've all been through them when starting out with X-Wing. But don't worry about it to much.
In our tournament squadron we've got some very talented tabletop pilots, and one of our best - with a truly filthy list - came rock bottom at the last tournament we attended.

In short, keep playing and get a feel for the ships you like. Then start to tinker with upgrades/skills etc. You'll crack it eventually :)
 

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Growing pains
Definitely this.
I hear you! Got a friend up here into it and next year I'm moving to the Capitol which has a really big gaming community, so I should be able to gain some skills and understand the rules better as time goes on.

In the mean time, I've just found Vassal!
 

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Minor update, played a game tonight that was much more satisfactory, though I still lost. Lists were:
Me - Royal Guard with Push the limit, targetting computer and hull upgrade
Sabre Pilot with push the limit
Obsidian pilot
Black pilot with swarm tactics
Night Beast.

Theory was to put all my ships on the table, see how they'd handle at 100 points. The swarm tactics was useful for two turns, but the problem was that the Black Sqn pilot is only PS4 so no huge boost, and only the Obsidian pilot to boost... but having the initiative meant that it could have paid off, I thought.

Rebels list:
Red Squadron Pilot with shield upgrade, droid (that repairs) and proton torpedos.
Grey Squadron Pilot with Ion Cannon Turret, Proton Torpedos, Agility droid
Tycho with cluster missiles, dead eye and a hull upgrade.

Tycho butchered his way through the table, killing or maiming both interceptors and a tie before being dispatched by the obsidian pilot! Those cluster missiles are crazy, six shots costing a focus using the deadeye trait.

The X wing went down hard, I used the swarm to do a two sided pincer and threw in an interceptor to try and clinch the deal. It took two turns of persistent shooting, but he died (whilst tycho went around murderating my guys). In the end, there was a mauled obsidian pilot and the Black Sqn Pilot facing the shieldless Y wing. I managed to put two more damage on him but took proton torpedos to my Black Sqn pilot after eating an ion shot the turn before, which allowed the k'chunka to swing around and pin me to a wall. The obsidian pilot, approaching from the rear to try and knife the Y wing, was instead gunned down by the turret. The Y wing circled lazily for a while, declared himself king and laughed.

Interesting how much the game slows down once the interceptors and A wing had all exploded!
 

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I played my first game using Tycho w. wired, push the limit, autothrusters, chardaan refit, and A-Wing test pilot.

Holy nuts what a jerk to deal with. He tanked evade dice for what seemed like forever before taking a debris cloud in the face and coming up with a critical hit. We were both laughing at how impossible it was to hit him all game and how he died an inglorious death.
 
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