I really like xwing as a game, Its fast and fun with a lot of depth and hidden strategy at all levels of the game.
Since I’m not playing much in the way of Warhammer ATM, I find myself thinking about X-wing lists and tactics in the same way I used to ponder Warmachine when I first started blogging. (and after the pile of **** that is AOS, I doubt I’ll be playing much Warhammer in the near future).
Right now, I only play Imperials, partly to keep costs down, and also due to the massive range of ships and styles that exist across the 3 factions being really hard to first learn, and second play when I don’t exclusively play Xwing week-in-week-out. So all the following discussion is geared towards an Imperial-centric playstyle.
Currently, I’m flying a list with these two at the core:
TIE Defender: · Colonel Vessery (35)
Push The Limit (3)
Heavy Laser Cannon (7)
Twin Ion Engine Mk. II (1)
TIE Advanced: · Darth Vader (29)
Advanced Targeting Computer (1)
I’ve found that both Vader and HLC Vessery can lift a lot of weight either together or on their own, and putting a mk2 ion engine on a Defender is awesome!
The real problem I have is the last 24 points of the list, and I have tried a couple of variations:
Lambda-Class Shuttle: Omicron Group Pilot (21)
Ion Cannon (3)
– This one is my current favourite, I’m tempted to pull Ptl off of Vessery to add tactician as well, for maximum disruption.
– unfortunately, you might not get a late game shot out of the shuttle at all!
TIE Advanced: · Lieutenant Colzet (23)
Fire Control System (0)
-Cozlet was really strong in testing, causing real problems for any enemy ship with damage on, because with the new deck, there are very few crits you can ignore! Fcs works really well for getting the lock onto the right target, even though his low pilot skill makes getting into range for a lock in the activation phase a lot harder!
-unfortunately, this gives me another low HP ship, with 2red on the attack, so he relies on his ability to be relevant, acting more like a support ship for the other two than his own entity.
TIE Bomber: Scimitar Squadron Pilot (16)
Extra Munitions (2)
Assault Missiles (5)
-This one actually got focussed down straight away when I tried it, so swapping out the assault missiles for something cheaper and spending the points on ps4 or higher may be necessary before I fly it again. I might also take proxy mines x2 on it with munitions to create a hazard behind the initial ‘joust zone’ so I can K-turn, but my opponent has to risk the mines!
-no shields and atk/evade of two makes the bombers performance somewhat binary in my experience, it dither flys around on 3hp forever, or it dies in a single turn!
Thanks to everyone who read all of this, any comments, suggestions or links to other content is always appreciated!