|It took literally a year and a half, but I added a caption to this whooooooooooooooooooooooa|
Speed 3, Health 5. She may not look my much, but she's got it where it counts, kid. Those 4 blue dice are great at killing TIE fighters (31.25% chance of one shotting a TIE in one roll!), especially when you bring Toryn Farr along with them. X-wings jumping TIEs early has caused several people I know to stop bringing TIEs in our meta. That's really more of a discussion on proper usage of those TIE fighters, which I'll let Eric handle....
The X-Wing is primarily a Fighter. He kills TIEs, engages Bombers, makes sure that anyone throwing dice is hitting your X-wings and not your bombers or support. When they get done mopping up squadrons, they can go be decent Bombers, provided you brought along a Bomber Command Center. With that BCC, the X-wing rolls on average 1.03 damage, and he's hitting 85.94% of the time (if I'm doing my math right....) It's a great generalist that's well worth the points it takes to put it on the table. Usually, it gets jumped by faster fighters (TIEs, A-wings, E-wings), but if you use Jan Ors or Biggs or Gallant Haven you can absorb some of those hits and punch back super well. In a blob of squadrons, they're usually the guys shooting enemy TIEs and aces and trying to survive as long as possible, locking down enemies from moving. They may not live for long, but they make the Empire pay for every point spent to kill them.
For the longest time, Jan Ors and 3 X-wings was my standard fighter group. It still works, and so long as you can command them all for 1 or 2 turns, you'll get good mileage out of them all.
There's 3 different Aces (and one fancy squadron!), and they all emphasize different parts of the X-wing chassis.
|They'll never stop you because Biggs can NEVER DIE!|
|I killed that, you know.|
Wedge focuses on the X-wing attack ability, allowing you to throw 6 blue dice at any squadron that's already activated. I've one shot TIE aces, Shara Bey, Y-wings, etc with this. You need to roll well with him to deal with some of those crazier aces, but having 6 chances to roll 1 accuracy is a much better chance at cracking a scatter ace. He pairs incredibly well with Dutch, Y-wing ace (and has since he came out!) in that Dutch can roll in and do one damage, making your opponent's squadron sleepy, then Wedge comes in and puts that guy to sleep PERMANENTLY. For extra fun, add Yavaris!
|How to make Admonition just start dumping tokens....|
|Yub yub, Commander.|
How to Use Them
I've run a swarm of X-wings, everyone and their mom has run Jan Ors and 3 X-wings as a token screen, I've thought about following up some A-wings into a blob with some X-wings, they're great. Provide some support to them and they can deal with problems well enough to keep you alive. If you're running the full Red Squadron (Biggs, Wedge, and Luke together), keep them close. Strike everything together, and ensure that you don't run over and separate your squadrons. The aces live when they're close to Biggs and he can pass hits around. Without THAT, you're back to a basic X-wing that needs squadron commands to get anywhere and fight anything, and Jan Ors to keep them alive.
Don't take 134 points of straight X-wings, even with Biggs, as they won't do enough ship damage to be worth the points you're investing in them. Bring a few of them to handle the brunt of your opponent's squadrons. When they've cleared out most/all your opponent's squadrons, have them switch from acting as Fighters to acting as Bombers. X-wings as a squadron group pair well with Y-wings/Scurrgs, or with B-wings that you're speeding up. X-wings pair quite well with Norra, especially, allowing them to deal 2 damage from 3 of their sides with her ability.
X-wings are usually your primary Fighter for tying up the enemy when you need your bombers to get anywhere. Focus on the parts of the enemy squadrons you need taken out (Intel, damage multipliers like Norra or Mauler), and blue dice those into submission. I love