One of the first steps to taking your X-Wing game beyond just-for-funsies is to figure out what type of list you can execute well. The answer will be different for everyone depending on play style, as well as ability to practice (some archetypes take more work to master than others). We’re going to take the list of 6 basic archetypes from the Scrub’s Dictionary of List Archetypes and X-Wing Slang and give some general guidance on how each one feels, and what skills you’ll need to master to execute them at a competitive level.

Noob-Friendly Archetypes

Alpha-strike

Definition: A list with 3 to 4 ships and some amount of high damage potential, hitherto often with torpedoes, whose goal is to output a large amount of damage as early as possible to gain momentum. Classically, Alpha-strike lists had both high initial damage and high pilot initiative, but the definition is becoming looser.

How it flies: The core of this archetype is to pick a target, point, and shoot. If you pick the right targets, and the dice gods smile upon you, you’ll do so much damage in the first few rounds of engagement that your opponent won’t be able to recover. If the dice gods turn their faces or you fail to concentrate fire, you’ll find yourself in an uphill battle. If you love blowing things up, this is the way to go.

Skills to focus on: Target priority, range control

Chassis typically used: X-Wing, Y-Wing, TIE Punisher, and theoretically anything with a torpedo slot that has enough hull or agility to have a chance at surviving to fire one or two torpedo shots.

Beef

Definition: A list with 4 to 5 ships that typically have an average of at least 6 hit points per ship or higher, whose primary goal is to outlast the opponent by surviving multiple rounds of incoming shots, and sometimes by spreading the damage from them.

How it flies: Typically beef lists will fly in a loose block, especially because if they’re Rebels they may be attempting to take advantage of Selfless or other Rebel-style abilities with range restrictions. This list is also fairly point-and-shoot, but instead of relying on high damage output, you’re trying to use your thick hull to survive long enough to wear the opponent down. It’s a good starter archetype, because it relies heavily on those good old X-Wing basics in terms of skills.

Skills to focus on: Target priority, squad flying

Chassis typically used: X-Wing, B-Wing, U-Wing, Y-Wing, ARC-170

Salad

Definition: A list comprised of ships and/or pilots that are pulled from a group of options that are all commonly accepted as being good choices. Typically has one or two elements that remain consistent throughout the various renditions within a particular faction. You pick and choose what “fixings” you want, but the look is similar to others.

How it flies: The way each salad list flies is dependent on which pilots are in it, but overall one could say that the goal is reliability and flexibility. Component pieces often are ones that can work well either together or individually, and usually can be flown in a variety of different setup configurations (block, dragnet, hammer/anvil, etc). A salad list can be powerful in the hands of a good player, but it’s also forgiving for newer players because it’s made of up vetted pieces, and the level of complexity can be customized.

Skills to focus on: Remembering triggers, adjusting setup based on opponent

Chassis typically used: Anything, but made up of established decent pilots or chassis.

Level-Up-Your-Skills Archetypes

Jank

Definition: The most loosely defined list archetype, Jank is anything that defies any attempt to pigeonhole it in a particular category. These lists often put a good deal of effort into chasing odd synergies, and feature rarely seen ships and pilots.

How it flies: Jank is the way to go if you enjoy creative list building, like a challenge, and want to try for the element of surprise. Jank usually isn’t going to dominate the meta, but the jank player is typically aiming more for creativity, or is trying to find the Achilles’ heel of a particular meta-dominating list.

Skills to focus on: Remembering triggers, setting up whatever condition your particular list needs to succeed

Chassis typically used: Anything, but usually pilots or ships with abilities that aren’t commonly seen on the table, and usually with multiple different chassis in one list.

Swarm

Definition: A list with 5 to 8 ships, the majority of which are individually weak in offense, relying on numbers, strategic blocking, and typically some passive mods to push through damage.

How it flies: Swarms almost always fly in blocks, though the sub-type of ace + mini-swarm may use a hammer/anvil approach, forcing the opponent to choose to fight either the ace or the swarm while allowing the other to flank. A swarm’s goal is to joust the opponent, focus fire in order to kill something in the first engagement, and then usually break formation to set up blocks on the next round. The fun part of a swarm is having lots of options and the freedom to sacrifice a ship here and there without losing many points over it. A swarm player must have the patience and mental bandwidth to make a large number of decisions every round (though in practice it’s usually not as overwhelming as it sounds) and should be steady-handed and efficient when moving ships.

Skills to focus on: Block/formation flying, anticipating and blocking your opponent’s maneuvers, efficient moving of ships



Chassis typically used: TIE Fighter, Vulture Droid, TIE/fo, V-19 Torrent

Aces

Definition: A 2 to 4 ship list dominated by initiative 5 and 6 pilots, usually pilots who rely on high initiative re-positioning, arc dodging, and/or high agility values to cause damage without receiving any in return.

How it flies: Aces can be both the most challenging and most rewarding archetype. Because ace ships are more fragile, a successful ace player must be able to think ahead and have the patience to wait for the opportune moment to strike. Each of your decisions will have significant consequences, so aces are arguably the most stressful archetype to fly. Be aware if you choose aces that ace play can be frustrating for the opponent, can over-emphasize the impact of the bidding mechanic, and may encourage excessive try-harding. It can be difficult to keep your fly casual attitude intact, so if you’re prone to salt like some of us scrubs, take care.

Skills to focus on: When and how to disengage and re-engage, not jousting

Chassis typically used: This category is more determine by Initiative level than ship type alone. That said, the chassis used must have re-positional options, usually both boost and barrel roll, and often feature pilots with the ability to get more than 1 action per turn.

For more Midwest Scrub content, you can also find us on our podcast: The Midwest Scrubcast. A more conversational take on X-Wing topics, featuring all the same scrubs, but in your ears!

If you enjoy our content, like and follow us on the Midwest Scrub Facebook Page to keep up with the latest. To support us even further, head to our Patreon page.

For other Arch Alliance content, check out Arch Alliance’s YouTube channel, Facebook page, and Biophysical’s Starfighter Mafia blog. Since we’re all stuck indoors right now, you’re welcome to reach out to Arch Alliance X-Wing on Facebook if you want to find a virtual game!