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Hello! I don't know about the rest of you but X-Wing has swiftly taken over my gaming life, and I love it. As I'm a big fan of agonizing over my lists in 40k so to do I fret over every point spent on upgrades for my ships, always trying to match pilot abilities and squadron roles as best as I can with the almost 300 individual upgrade cards the game is up to now. Thankfully this game's rules and card content is openly published by FFG and fans have made some truly comprehensive squadron builders that allow you to (relatively, it's a lot of information to take in) easily build up your knowledge base of the game from a list standpoint.
Flying is, of course, an entirely different matter :laugh:
These are some of my favourite ship builds that I've played over the last year of playing X-Wing. I don't have every ship nor experience with the full range of models in battle, but I've played a fair amount with each faction against a variety of different squadrons. This is what information I've amassed for far. Feel free to comment with your favourite ships and how you might accompany them in a squadron!
Rebels
A-Wing:
This guy is just ridiculous. He can preform actions (two per turn) and re-rolls all Focus results while stressed, not to mention getting the defensive bonus from Autothrusters against turrets/at range 3. He is a thorn in my opponent's side because he's so damn hard to do any damage to thanks to his action economy and dice manipulation. Plus, at 30 points without missiles he's no serious dent in your list. Bring extra stress tokens.
Love how slippery these A-Wings are. His pilot ability often means he's Focus'd and out of arc of his opponent, which really works with Outmaneuver and Autothrusters. 2 points less than his red-painted brosef above, and a lot of fun. Veteran Instincts because why not? Maybe once the full rules around the 'dual card' being released in the Mist Hunter expansion I might replace this with Adaptability, but we will see..
B-Wing (courtesy of @Logaan):
12 shots with a target lock per turn? Why thank you kindly! Absolutely obliterated a Scum list and lost a sum total of four shields the whole match. With perpetual target locks, you can focus up for defence or barrel roll to arc dodge. Focus fire on the same ship and watch the list quickly vanish.
Two actions, eat the stress, free focus and a free target lock just for shooting....he's an action monster.
E-Wing:
Does anyone use any other pilot for this ship?? Corran gets R2-D2 pretty much all the time unless I'm running something a bit more thematic like my Trench Run Trio list. PtL lets him get out of arc with Boost and Barrel Roll when it's needed, or helps him get into better position for the kill. R2 lets him get shields back as he de-stresses after PtL and FCS lets you ensure that his End Phase attack can be just as devastating as the main one.
GR-75:
This thing is so damn cool. I even play this in 100 point games every now and then for fun. Jam actions at Range 1-3, extra stress for another ship at range 1, Slicer Tools to flay hull points for those foolish enough not to shed their stress. This works hilariously well with 'stress builds' where you have a bunch of stress-inducing abilities in your squadron (Flechette Torpedoes, R3-A2). Automated Protocols is something I'm very interested to add in to this, though with only 4 energy max on this ship it might not be as good as I want it to be.
K-Wing:
I've only played this ship once and this specific build is hella expensive, but holy crap did she kill it. This ship is very fast with Advanced Slam, not the fastest ever, but a heck of a lot more nimble than I thought. Flew like a glider/bomber should. You don't have to go as hard with the upgrades (this build is 50 points!!) but I'd definitely take two bombs that are placed by Actions and Extra Munitions every time.
X-Wing:
*This section is basically my Trench Run Trio list. I don't use these ships individually in ships because...well, the T-65 just ain't what it is in the movies on the tabletop. That being said, 2-0 with this specific list against TIE swarm/Vader (classic Yavin 4 action)
They always fly in formation preforming the same maneuvers. I could basically use one dial for them all, though there's been occasion where I have to break a ship off for one need or another. Wedge and Luke kill what they shoot at, and both regenerate shields handily. Biggs I've been toying with, but R7 is great for when enemies are out of your arc and you have someone shooting at you you're worried about. Focus is likely better, but I love making people re-roll their stellar attack dice :grin:
Y-Wing:
Pretty bog standard. Maybe we'll see some new Y-Wing pilots in the likely soon-to-come Rebel Veterans box? Until then these guys are pretty one trick to me and fill in space around aces in lists to help control enemy movements.
YT-1300:
ahem....let the Wookie win!!!
YT-2400:
SURPRISE!!!!! If you've never seen this build then you don't internet much about this ship. I've played it a lot of ways, but this really does take the cake for being a stupidly maneuverable large ship. Dual action stress, free Focus when you de-stress. Crits all around. I'm torn as to what I like with him, I've done Corran, dual A's, dual Y's...it's all fun.
Z-95:
Missiles don't even need to roll dice to enact their effect: auto drift is sweet. Use it to set up a brutal attack with all the ships in your squad. I really don't play this ship much and hope to see new pilots for it in an expansion in the future. This guy is cool but a little too one-trick for me to really enjoy.
WHEW! That's all my Rebel ships. I need another coffee....
Imperials
Tie Fighters:
As many at PS3 (think Predator) as my list will allow, in the instance I want to use them. the named pilots come out to play on occasion, and on occasion I'll throw Engine Upgrade on them all just because I don't own any /FOs yet.
TIE Advanced:
So many actions, pretty hard to keep in arc for my opponents. Crack Shot for when my opponent thought they survived that volley and have very few hull points left. Alternately, play Juno Eclipse if you want all the maneuverability you could ever hope for (remember, changing the speed of your move doesn't change the colour of maneuver you revealed).
TIE Defender:
Laugh as you mercilessly fuck with your opponent's ships with the ridiculousness that is Tractor Beam, then attack with Predator at a ship you likely just dragged into Range 1 and lowered the Agility of.
So fast...since you never want to do speed -1 or -2 maneuvers.
TIE Interceptor:
I play pretty much any Pilot with Predator, Autothrusters, Royal Guard TIE Title, Hull Upgrade. My favourites are Soontir Fel, Turr Phennir, and Tetran Cowall.
TIE Phantom:
About as frustrating for my opponent as Tycho is when I play Rebels. Alternately to Gunner, I sometimes take Intelligence Agent so that I can truly stalk my prey when de-cloaking.
VT-49 Decimator:
I love Determination on this ship. There's a lot of EPTs that work great on him, but with 12 hull points and all those Rebel ships out there that love their critical hits I often discard about two cards a game on him. Well worth one measly point.
Imperial Raider:
Go forth can conquer! Can't wait to start testing out Ordnance Tubes. That looks like an absolute ton of fun!
I feel like I'm typing a lot....we're almost done here.
Scum and Villainy
Aggressor:
Either way, these are how I play the bro-bots. Rarely will I ever play them as a solo ship because the IG-2000 Title is just too tempting a cookie for me.
Firespray-31:
Bombs away!
At no point are you safe behind a Scum Firespray.
HWK-290:
Bring extra Focus tokens. All of the focus loving for this guy...and you can even steal someone else's Focus (or Evade) for extra annoyance! Words can't describe how much fun I have with this ship. Keep him close to, say, a YV-666 to help with people getting in that rear arc and you'll have a time.
Kihraxz Fighter:
I really bide my time with this delicate flower. There is so much raw potential for this pilot to wreck faces, but the ship just isn't that maneuverable compared to basically anything he's stalking. I've had him one-shot every ship in a game after flying like an ass-hat away from action until juuuuust the right moment, and I've had him get ruined in one phase a few times as well. Pretty much have to be in the mood to yell TALONBAAAANNNNEEE to play this ship. Can be fun in a swarm apparently but I doubt I'll ever buy enough of them to find out for myself.
Y-Wing:
Aside from the obligatory TLT/Unhinged Astromech combo...
He's just a really consistent jerk if he's running alongside you and you're not also a turret. I also thoroughly enjoy using Ion Cannon Turret and 'escorting' ships off the board with ridiculously consistent ionization.
YV-666:
You can go hard on the upgrades, but at 49 points already yikes. Marksmanship works for all your shooting attacks unlike Focus, though you get no defensive bonus. The key here is that you blow the ship up through Bossk's crit conversion before it can do too much damage to you. The YV really only works with something to watch it's ass arc because god DAMN it is fat and slow to turn. When I do diesel this guy with upgrades, Heavy Laser Cannon and Outlaw Tech come to the party. Hound's Tooth because who doesn't want a 6 point Z-95 to come out when your opponent thought they won the game? Z's are pretty damn useless, but having a full health ship show up at the near end (hopefully) of the game can be really helpful.
Look forward to not moving much. Red hard stop: stress and focus. Green 1-speed maneuver, target lock, focus. Repeat as necessary. Again, another ship will be needed to watch his massive rear arc and lack of serious turning ability.
Just gunna go out and say it: This is probably the coolest ship in the game to me and I'm not even sure why.
Z-95:
Decently speedy with the upgrade, Lone Wolf and his pilot ability work well and help him out further. A good unit that people have totally underestimated in my matches as it flies uselessly away from everything only to come back in a pinching attack with the rest of the squad well away on the other side of the enemy. Aside from that, cheap ships to fill point gaps with hull points and use as blockers.
WHEW! That's it. Holy crap. As I said before, feel free to post up builds that tickle your fancy! Now that this is here I'll be periodically updating it with new stuff as my collection and knowledge base grows. I look forward to seeing what we collectively come up with! :drinks:
Flying is, of course, an entirely different matter :laugh:
These are some of my favourite ship builds that I've played over the last year of playing X-Wing. I don't have every ship nor experience with the full range of models in battle, but I've played a fair amount with each faction against a variety of different squadrons. This is what information I've amassed for far. Feel free to comment with your favourite ships and how you might accompany them in a squadron!
Rebels
A-Wing:
Tycho Celchu w. Wired, Push the Limit, A-Wing Test Pilot, Autothrusters, Chardaan Refit (alternately if you have points, Cluster Missiles)
This guy is just ridiculous. He can preform actions (two per turn) and re-rolls all Focus results while stressed, not to mention getting the defensive bonus from Autothrusters against turrets/at range 3. He is a thorn in my opponent's side because he's so damn hard to do any damage to thanks to his action economy and dice manipulation. Plus, at 30 points without missiles he's no serious dent in your list. Bring extra stress tokens.
Jake Farrell w. Veteran Instincts, Outmaneuver, A-Wing Test Pilot, Autothrusters, Chardaan Refit (alternately Proton Rockets)
Love how slippery these A-Wings are. His pilot ability often means he's Focus'd and out of arc of his opponent, which really works with Outmaneuver and Autothrusters. 2 points less than his red-painted brosef above, and a lot of fun. Veteran Instincts because why not? Maybe once the full rules around the 'dual card' being released in the Mist Hunter expansion I might replace this with Adaptability, but we will see..
B-Wing (courtesy of @Logaan):
3 x Dagger Squadron B Wings + Fire Control System + Heavy Laser Cannon.
12 shots with a target lock per turn? Why thank you kindly! Absolutely obliterated a Scum list and lost a sum total of four shields the whole match. With perpetual target locks, you can focus up for defence or barrel roll to arc dodge. Focus fire on the same ship and watch the list quickly vanish.
Keyan Farlander + E2 + Fire Control System + Push the Limit + Mangler Cannon + Kyle Katarn.
Two actions, eat the stress, free focus and a free target lock just for shooting....he's an action monster.
E-Wing:
Corran Horn w. Push the Limit, Fire Control System, R2-D2, Engine Upgrade
Does anyone use any other pilot for this ship?? Corran gets R2-D2 pretty much all the time unless I'm running something a bit more thematic like my Trench Run Trio list. PtL lets him get out of arc with Boost and Barrel Roll when it's needed, or helps him get into better position for the kill. R2 lets him get shields back as he de-stresses after PtL and FCS lets you ensure that his End Phase attack can be just as devastating as the main one.
GR-75:
Dutyfree, Frequency Jammer, Slicer Tools
This thing is so damn cool. I even play this in 100 point games every now and then for fun. Jam actions at Range 1-3, extra stress for another ship at range 1, Slicer Tools to flay hull points for those foolish enough not to shed their stress. This works hilariously well with 'stress builds' where you have a bunch of stress-inducing abilities in your squadron (Flechette Torpedoes, R3-A2). Automated Protocols is something I'm very interested to add in to this, though with only 4 energy max on this ship it might not be as good as I want it to be.
K-Wing:
Miranda Doni w. Blaster Turret, Advanced Slam, Recon Specialist, Extra Munitions, Ion Pulse missiles, Proximity Mines, Connor net
I've only played this ship once and this specific build is hella expensive, but holy crap did she kill it. This ship is very fast with Advanced Slam, not the fastest ever, but a heck of a lot more nimble than I thought. Flew like a glider/bomber should. You don't have to go as hard with the upgrades (this build is 50 points!!) but I'd definitely take two bombs that are placed by Actions and Extra Munitions every time.
X-Wing:
*This section is basically my Trench Run Trio list. I don't use these ships individually in ships because...well, the T-65 just ain't what it is in the movies on the tabletop. That being said, 2-0 with this specific list against TIE swarm/Vader (classic Yavin 4 action)
Wedge w. Predator, R5-P9, Integrated Astromech
Luke w. Predator, R2-D2, Integrated Astromech
Biggs w. Fechette Torpedoes, R7 Astromech, Integrated Astromech
They always fly in formation preforming the same maneuvers. I could basically use one dial for them all, though there's been occasion where I have to break a ship off for one need or another. Wedge and Luke kill what they shoot at, and both regenerate shields handily. Biggs I've been toying with, but R7 is great for when enemies are out of your arc and you have someone shooting at you you're worried about. Focus is likely better, but I love making people re-roll their stellar attack dice :grin:
Y-Wing:
Gold Squadron Pilot w. Twin Laser Turret, R2 Astromech -or- Twin Laser Turret, BTL-A4 Title, R3-A2
Pretty bog standard. Maybe we'll see some new Y-Wing pilots in the likely soon-to-come Rebel Veterans box? Until then these guys are pretty one trick to me and fill in space around aces in lists to help control enemy movements.
YT-1300:
Chewie w. Predator, Engine Upgrade, Gunner, C-3P0, Millenium Falcon Title
ahem....let the Wookie win!!!
YT-2400:
Dash Rendar w. Push The Limit, Mangler Cannon, Engine Upgrade, Kyle Katarn, Outrider
SURPRISE!!!!! If you've never seen this build then you don't internet much about this ship. I've played it a lot of ways, but this really does take the cake for being a stupidly maneuverable large ship. Dual action stress, free Focus when you de-stress. Crits all around. I'm torn as to what I like with him, I've done Corran, dual A's, dual Y's...it's all fun.
Z-95:
Blount w. Lone Wolf, Ion Pulse Missiles, Engine Upgrade
Missiles don't even need to roll dice to enact their effect: auto drift is sweet. Use it to set up a brutal attack with all the ships in your squad. I really don't play this ship much and hope to see new pilots for it in an expansion in the future. This guy is cool but a little too one-trick for me to really enjoy.
WHEW! That's all my Rebel ships. I need another coffee....
Imperials
Tie Fighters:
As many at PS3 (think Predator) as my list will allow, in the instance I want to use them. the named pilots come out to play on occasion, and on occasion I'll throw Engine Upgrade on them all just because I don't own any /FOs yet.
TIE Advanced:
Darth Vader w. Crack Shot, Engine Upgrade, Tie/x1 Title, Accuracy Corrector
So many actions, pretty hard to keep in arc for my opponents. Crack Shot for when my opponent thought they survived that volley and have very few hull points left. Alternately, play Juno Eclipse if you want all the maneuverability you could ever hope for (remember, changing the speed of your move doesn't change the colour of maneuver you revealed).
TIE Defender:
Rexler Brath w. Predator, Tractor Beam, Engine Upgrade, Tie/D Title
Laugh as you mercilessly fuck with your opponent's ships with the ridiculousness that is Tractor Beam, then attack with Predator at a ship you likely just dragged into Range 1 and lowered the Agility of.
Delta/Onyx Squadron Pilot w. TIE/x7 Title, Engine Upgrade
So fast...since you never want to do speed -1 or -2 maneuvers.
TIE Interceptor:
I play pretty much any Pilot with Predator, Autothrusters, Royal Guard TIE Title, Hull Upgrade. My favourites are Soontir Fel, Turr Phennir, and Tetran Cowall.
TIE Phantom:
Whisper w. Veteran Instincts, Sensor Jammer, Advanced Cloaking Device, Gunner
About as frustrating for my opponent as Tycho is when I play Rebels. Alternately to Gunner, I sometimes take Intelligence Agent so that I can truly stalk my prey when de-cloaking.
VT-49 Decimator:
Rear Admiral Chiraneau w. Determination, Engine Upgrade, Ysanne Isard, Gunner, Rebel Captive
I love Determination on this ship. There's a lot of EPTs that work great on him, but with 12 hull points and all those Rebel ships out there that love their critical hits I often discard about two cards a game on him. Well worth one measly point.
Imperial Raider:
Fore w. Tiabanna Gas Supplies, Quad Laser Cannons
Aft w. Grand Moff Tarkin, Shield Technician, Instigator Title, Engineering Team, Sensor Team, Quad Laser Cannons, Single Turbolasers
Go forth can conquer! Can't wait to start testing out Ordnance Tubes. That looks like an absolute ton of fun!
I feel like I'm typing a lot....we're almost done here.
Scum and Villainy
Aggressor:
IG-88B/C w. Heavy Laser Cannon, Fire Control System, Autothrusters, IG-2000 Title
alternately, w. Heavy Laser Cannon, Push the Limit, Advanced Sensors, IG-2000 Title
Either way, these are how I play the bro-bots. Rarely will I ever play them as a solo ship because the IG-2000 Title is just too tempting a cookie for me.
Firespray-31:
Emon Azzameen w. Gunner, Andrasta Title, 3x Proximity Mines
Bombs away!
Kath Scarlet w. Predator, Engine Upgrade, Gunner
At no point are you safe behind a Scum Firespray.
HWK-290:
Palob Godalhi w. Calculation, Blaster Turret, Recon Specialist, Moldy Crow
Bring extra Focus tokens. All of the focus loving for this guy...and you can even steal someone else's Focus (or Evade) for extra annoyance! Words can't describe how much fun I have with this ship. Keep him close to, say, a YV-666 to help with people getting in that rear arc and you'll have a time.
Kihraxz Fighter:
Talonbane Cobra w. Lightning Reflexes, Engine upgrade, Glitterstim
I really bide my time with this delicate flower. There is so much raw potential for this pilot to wreck faces, but the ship just isn't that maneuverable compared to basically anything he's stalking. I've had him one-shot every ship in a game after flying like an ass-hat away from action until juuuuust the right moment, and I've had him get ruined in one phase a few times as well. Pretty much have to be in the mood to yell TALONBAAAANNNNEEE to play this ship. Can be fun in a swarm apparently but I doubt I'll ever buy enough of them to find out for myself.
Y-Wing:
Aside from the obligatory TLT/Unhinged Astromech combo...
Kavil w. Predator, Twin Laser Turret, Engine Upgrade, Unhinged Astromech
He's just a really consistent jerk if he's running alongside you and you're not also a turret. I also thoroughly enjoy using Ion Cannon Turret and 'escorting' ships off the board with ridiculously consistent ionization.
YV-666:
Bossk w. Marksmanship, Gunner, Hound's Tooth
You can go hard on the upgrades, but at 49 points already yikes. Marksmanship works for all your shooting attacks unlike Focus, though you get no defensive bonus. The key here is that you blow the ship up through Bossk's crit conversion before it can do too much damage to you. The YV really only works with something to watch it's ass arc because god DAMN it is fat and slow to turn. When I do diesel this guy with upgrades, Heavy Laser Cannon and Outlaw Tech come to the party. Hound's Tooth because who doesn't want a 6 point Z-95 to come out when your opponent thought they won the game? Z's are pretty damn useless, but having a full health ship show up at the near end (hopefully) of the game can be really helpful.
Moralo Eval w. Heavy Laser Cannon, Outlaw Tech, K4 Security Droid
Look forward to not moving much. Red hard stop: stress and focus. Green 1-speed maneuver, target lock, focus. Repeat as necessary. Again, another ship will be needed to watch his massive rear arc and lack of serious turning ability.
Just gunna go out and say it: This is probably the coolest ship in the game to me and I'm not even sure why.
Z-95:
N'dru Suhlak w. Lone Wolf, Engine Upgrade
Decently speedy with the upgrade, Lone Wolf and his pilot ability work well and help him out further. A good unit that people have totally underestimated in my matches as it flies uselessly away from everything only to come back in a pinching attack with the rest of the squad well away on the other side of the enemy. Aside from that, cheap ships to fill point gaps with hull points and use as blockers.
WHEW! That's it. Holy crap. As I said before, feel free to post up builds that tickle your fancy! Now that this is here I'll be periodically updating it with new stuff as my collection and knowledge base grows. I look forward to seeing what we collectively come up with! :drinks: