In which Bob was going to explain why netlisting is nothing to be ashamed of but then changed his mind when Hills put into 4 words what Bob had planned to take 2,000 over:

“Fly what you like”. Plus, some good news if you really must fly Y-Wings.



But it’s not long now. Tickets are selling well (really well – get a move on if you’re on the fence), southerners are wondering if that Scouse accent is actually genuine and the Nym hate is building towards a healthy crescendo: Nationals 2017 is around the corner. This is the first of three blogs to help you get ready. You won’t have to fret that the next two will be my own mere mid-table meanderings – I’ve a couple of special guests to offer some actual insight in the next two…

The meta is wide open at the minute but there are 3 lists that you want to be ready for. A bit like the anti-interrogation training that forces lads receive, you can find out about how to overcome the evil schemes of your enemies …. or just use those schemes yourself. Expect to see the lists below A LOT at Nationals.

The three lists discussed below aren’t the only way to play XWing just now but if some other bit of unheralded special snowflake nonsense wins Nationals, I promise to buy the winner not just a pint, but dinner to go with it – I won’t be eating myself because it’ll take me a while to get my jaw off the floor.



Win Nationals with a crazy list and Bob Dee will really buy you a nice pie. Even one that only has vegetables in, if you’re one of those.



IMPERIALS: PS 11 Ordnance

Example list:

Darth Vader (34) TIE Advanced (29), TIE/x1 (0), Cruise Missiles(3), Veteran Instincts (1), Guidance Chips (0), Advanced Targeting Computer (1)

“Quickdraw” (36) Special Forces TIE (29), Veteran Instincts (1), Cruise Missiles (3), Targetting Synchronizer (3), Special Ops Training (0), Guidance Chips (0)

“Backdraft” (30) Special Forces TIE (27), Adaptability (0), Collision Detector (0), Cruise Missiles (3), Special Ops Training (0), Guidance Chips (0)

(100)





Like Nathan Jones, Vader has been gone too long. But expect to reacquaint yourself with the disco king at Nats.

What it’s trying to do: Ruin your day with 3 Cruise missiles backed with a Targeting Sync and Guidance Chips. PS 11 lets them accelerate in and pick their target after you’ve moved. Nasty.

How to beat it: The points and slots that have gone into those missiles and chips leave no room for the usual upgrades that these pocket aces carry. There’s no room for an Engine Upgrade on Vader. No Lightweight Frame on Quickdraw. These ships will die if you shoot them. You’ll need to know the limited dials for what to expect and do your best to control range. If you have a ship that can tank some torps with reliable green dice or a ton of shield you’re in decent shape. Quickdraw is probably your best first target – with 3 guns you can probably kill his shields in one turn and zap that horrid Targeting Synchronizer.

Two green dice on the Tie S/Fs though… it doesn’t like TLT.

Variations: Any high PS Ace can slot in. You might see the Inquisitor, Kestel or even Tomax Bren

What not to say: “Ordnance? I thought torpedoes were crap” “Wow! Is that alt-art official?”

REBELS: ‘Fair’ Ship Rebel

(because Carolinians can’t pronounce the word ‘four’, apparently)

Example list:

Biggs Darklighter (29) X-Wing (25), R2-D2 (4), Integrated Astromech (0)

Jess Pava (27) T-70 X-Wing (25), R2-D6 (1), Integrated Astromech (0), Draw their Fire (1)

Lowhhrick (29) Auzituck Gunship (28), Selflessness (1)

Captain Rex (14)

(99)

What it’s trying to do: Grab a few points once you’ve got really frustrated and actually engaged with it.

You have to shoot Biggs yeah? Well, when you do, you’ll find that he’s spending the free evade token from Lowhhrick. That’s if you do any hits once Rex has reduced your attack dice by 1. And if you do squeeze a hit through, R2-D2 will let him green forward to Regen. But if that fails, old Biggsy will drop the hits onto Lowhhrick via Selflessness. Or if it’s a nasty crit, then Jess is back to Draw Their Fire.

Jesus. Min-maxing much?

“One forward to victory.” Personally, I’m not massively keen on seeing this trudge around the board. It is a bit of a dull way to play but it works as a super-defensive Rebel list. And it’s not shabby on offence either: 11 dice with a bunch of rerolls for Jess are not to be sniffed at.

How to beat it: There’s three ways. With good timing and the right list, you can joust it, depending on how the player deploys the formation and whether you have a high enough PS and some advanced sensors/ boost/ barrel nonsense to control range and a position to load hurt on Biggs or pick off another member of the squad. If you take a range 1 shot out with a bump and you’ve enough native defence you might be alright. Dicey, but it can be done. And once you’ve disrupted the formation, this squad is very average indeed.

Oh – and it doesn’t like TLTs either. The damage prevention works pretty well vs Wave 9 and 10 spike damage, but if you chip at it with 8 shots, stuff will die.

And then the proper way to do it…. The dials on these ships are all different and pretty terrible. And it only works whilst in close formation. Rex can’t bounce around in his Tie without breaking formation. The Auzituck has no K turn. And you don’t get more of a Wave 1 dial than on the T-65. Add in that Biggs is likely to want to be ready to regen a shield and you have a predictable squad that moves slowly, can’t react and can’t turn around. Time for some running through the rocks to get around behind these buggers perhaps? Easier said than done maybe, but if you can do it your opponent will not like that. Not at all.

Variations: Miranda can step in for Rex and Jess Pava in the variation known as OP Cubed. Jan Ors, Jynn Erso and R4-D6 can slot in.

What not to say : “You know, I really just hate people like you”, “Bob Dee says if I joust it, nothing will go wrong”

SCUM: NymGar

Captain Nym (43) Scurrg H-6 Bomber (30), Veteran Instincts (1), Autoblaster Turret (2), Bomblet Generator (3), Havoc (0), Engine Upgrade (4), Accuracy Corrector (3), “Genius” (0)

Dengar (56) JumpMaster 5000 (33), Expertise (4), K4 Security Droid (3), Overclocked R4 (1), Punishing One (12), Counter-Measures (3)

“It took a while to get all the Nym’s at Nationals registered.”

What it’s trying to do: At PS10, Nym can have a good look at your ships before deciding when to drop a bomblet and when to boost and barrel roll to get into position for a bombing run next turn. “Genius” let’s him drop the token at either end of his run and get clear before allowing detonation. And once you’ve decided to take all the shots you can at Agility 1 Nym and you’ve ploughed through his 10 pips of hull and shield, Dengar is still hovering around, undamaged, with huge action economy.

This list splits your fire very effectively to keep its guns on the board for a long time.

For me, this is classic, new school XWing. Never before has a bomber – light or heavy – been so effective. Nym has to get stuck into you sooner rather than later. Solve this little collection of puzzles and you’ll be in very good shape to make Day 2.

How to beat it: Take some risks. A bomblet can do 2 damage. Or even 4 if it rolls double crit and gets a pair of double damage (odds of around 1000/1). But the stats say the damage output is just over 1. If that’s worth a solid shooting position on Nym, you might want to think about it. The Accuracy Corrector /Autoblaster Turret is actually more of a worry than the bombs.

Also the Scurg dial isn’t great. You may worry that a close rock field allows Nym to shut down an attack lane with a bomb – but it can be a nightmare for him to escape again.

I’ve not seen it run against a Deci, but a range one Rear Admiral Chireneau will kill Nym way before Nym can kill the Deci.

And once again… TLT is not Nym’s favourite thing to see.

Variations: Obviously, Rebel Nym is a thing, paired with Poe, Miranda or Dash. The Rebel Miranda version just took US Nationals, so that obviously isn’t shabby. The turret might be a TLT and the system slot can be lovely for Fire Control. Some lunatics even run without any bombs at all which seems like madness…. but does mess with your head.

What not to say: “Bombs have always been crap”, “Oh good. Another one.”