XWA Points Update October 2025 - The Barry Review

21st November 2025

Barry

12 mins

XWA have put in some serious re-work from the 2.5 AMG left us with, and the update released in October makes some sweeping changes that – broadly – address concerns that have existed since the game transitioned from FFG all those years ago. Having just run our first Store Championship last weekend using the points, it seems apt to do a quick review of the changes and how – so far – they have changed play on the table.

50 Point Squads

Transitioning from 20 to 50 points enables a greater ability to refine the values of pilots and allows generics back into the game. Now swarms feel somewhat more viable for the appropriate factions like Separatists and Empire, however, while most factions can find a way to get to that 8-ship squad they are not necessarily good. However, you will not be finding that many generics competing with named pilots without some rationalisation around their load-outs or chassis ability.

Broadly, the squads that hit the table varied between 3-6 ships depending on faction – but the logic of having a certain number of ships doesn’t immediately seem apparent anymore noting a three ship squad took the day. The power-creep has again been curated with the point changes, and I think there’s a lot more to consider about play style

Objective Scoring

Following the transition to 50 points, it follows that the scoring for objectives too had to shift and XWA have elected a 4/2 split of points between majority/minority controlling players. While that is not equal to the changes in the squad limit from the old system, you absolutely should not entertain ignoring objectives. Being 2 points down each round seems somewhat manageable though by the second round of scoring no points from objectives – and having failed to kill anything outright - it became apparent the hole I had dug for myself.

Choosing violence is a viable path forward but don’t confuse it for the consistency that strong objective play can provide.

Restricted List

XWA has now introduced another lever to pull in their efforts to curate the game in the forms of a restricted list – which is different and distinct from the use of limited which would require ongoing erratas. The restricted list includes not only some generic platforms that would prove problematic in large volumes (e.g. the JumpMaster 5000 continues to pay for its sins), it also includes a range of upgrades intended to reduce the overall power level of the game.

I’m not opposed to this, reintroducing generics historically devolves into finding the most efficient platform and spamming it – which the restricted list helps curb. It just means that when it comes to running say five FO TIE/se Bombers, they’re not all turning up with Proximity Mines; but you can run five with an array of different bombs to use and that’s just fine with me.

The Breakdown

Quickly looking at generic upgrades, there’s not a huge amount that will shock from the previous update, since the real points movements were in the pilot values and their loadouts. Combined with the restricted list though it does mean some upgrades will come back as players look to fill those pilots loadouts.

The points have shifted to reduce the power levels, with ordnance perhaps going slightly higher and/or being restricted – such as Proton Torpedoes, which are 14 points and restricted to 3 in a list. However, Plasma Torpedoes remains at 7 points and free of restriction. So we’ll probably find the meta shifting to path of least restrictions…

Rebel Alliance

Having played around with list building for Rebels and I typically arrive at a 4 ship list with teeth, but I find a 5-6 ship list is a bit of a struggle unless I’m leveraging – oddly – Y-Wings. For some reason, I always end up looking there competing with the A-Wings for my affections. So yes, you can absolutely get to that number of bodies but you are not likely to be getting anything from the higher initiative options.

The Big Winner: Besides the aforementioned Y-Wings, I want to say U-Wing’s feel like a plausible option for putting on the table as a dangerous support piece.

The Big Loser: Hawks just don’t compete with their Scummier options given their costs, however that’s not unexpected given what they can do.

What To Look At: There’s a lot of interesting mid-initiative pieces that given some strong practice could deliver results such as the i4 standard loadouts.

Watch Out For: Four E-Wings remains an option, with Corran Horn and 3x Knaves undoubtedly tempting to some people for simplicity.

Galactic Empire

Swarms are back and thankfully without any inclusions on the restricted list (more on that later). The generic TIE/ln fighters start at only 5 points and so listing building should not be too difficult for Imperial players looking for volume. The 50-point squad change really opens up the variety of TIE’s to get back on the board, to go for even just a mini-Swarm to support the big hitting pieces and enable the bodies to challenge objectives and the enemy simultaneously.

The Big Winner: Generics for swarms is obvious but I do think with the points changes that Empire can revisit their Imperial Aces with confidence – both of which give the faction back their original identity.

The Big Loser: This is a tough one because I am happy with the points distribution for the Empire with this points drop. That being said, TIE Bombers do not have a significant amount of loadout, and coupled with the restricted list means that you are taking one with good reason.

What To Look At: The options for Alpha-Class Star Wing are really tempting to add extra flavour to Imperial squads. On the other side, players looking for some Imperial beef can field 3 Decimators handily.

Watch Out For: Defender Vader and Palp are back on the board and they are angry. Taking them on requires some strong counter-play such as blocking, bombs and disruptive tokens like jam, ion and tractor.

Scum & Villainy

Look I might be influenced by the fact that a Scum three ship list (SL Boba Fett, Mandalorian & Guri) just won our store champs last weekend, and that Swanny had one a genuinely frustrating 5 Kihraxz list - all with Deadmans Switch - flown masterfully. So I’m left with the impression that the faction has an enviable tool kit again to meet adjust to meta changes and play styles alike.

The Big Winner: The return of generics to the faction are definitely a huge win, it has huge variety of ship sizes to make a generic lists work with support from Drea, or just to keep someone like Xizor going or – as demonstrated – spam some Deadman’s Switch.

The Big Loser: Look I know I just said he won, but 16 points for the Mandalorian in the ST-70 doesn’t really feel like value. Similarly, the SL’s for the YT-2400’s will probably not see much play when there are other custom options.

What To Look At: With the tool kit open it’s hard to say though I really am looking favourably at Dengar again. The SL version is fine, though I’ve found the custom at just that extra point to have significant value at that price point for his initiative and ability.

Watch Out For: The standardisation of upgrade slots means that custom Boba Fett has his crew slot back, and while he’s a hefty chunk of points a well flown Boba Fett can definitely lift that weight.

Resistance

The faction from my end felt a bit lacking for diversity in the old points system – where some of those support units were competing with your attacking pieces. Now it feels like those pieces are costed competitively enough that – as the meta starts to form – you won’t necessarily feel like you’re short-changing yourself. Similarly, the configurations for the Resistance Y-Wings creates a clear distinction between the two whilst standardising their upgrade slots.

The Big Winner: Resistance Y-Wings are the winner for me with the delineation between standard and Wartime loadouts giving more freedom about how you choose to employ them. The standard config comes in cheap enough to act as the faction points filler, or conversely allows you to field six of them with various toys.

The Big Loser: 5x T-70 X-Wing lists have been curtailed, needing at least three generics to field. While I’m not a huge fan of this list – and consider it something of a win - it has been a staple of Resistance play so it’s the loser here.

What To Look At: Given the lower power threshold in the game, units like MG-100 Starfortresses, Resistance Transports/Pods might also find some space on the field. SL MG-100’s are especially tempting given the access to reinforce action.

Watch Out For: Resistance retain access to some decently priced initiative 5-6 units meaning three or four ship lists are going to be bringing some heat, though they may lack some utility when it comes to certain objectives.

First Order

The First Order have the option of running a mini-swarm again, with the cheapest of the TIE/fo options – the Epsilon Squadron Cadet (6pts) - is restricted to four ships. That is still half your squad points that will demand leveraging a Xi-class shuttle or more to support. The costings make getting to a full 8-ship TIE swarm impossible, distinguishing it from Empire’s use of TIEs.

The Big Winner: Like Empire, the increased fidelity in points brings generics back for the First Order, though unlike Empire it hits quite differently here with the restrictions reinforcing that unique feeling for the faction making me thing that Xi-Shuttles are technically the winners here with their reasonably low cost and support capacity.

The Big Loser: Where the Xi-Shuttle is my proposed winner, the Upsilon is the other side of that coin. Don’t get me wrong, they bring a lot of firepower and utility when considering their upgrade slots and loadouts, I just don’t see anyone genuinely going there to start their list building - unless they’re going for a three ship list to try and emulate Imp Aces.

What to Look At: Bombers! Unlike their Imperial counterparts there’s definitely some fun to be had here again as the restricted list of upgrades means these units can be costed confidently without Proximity Mines being spammed ad-nauseam.

Watch Out For: TIE/sf’s could be the mini-swarm of choice over the TIE/fo, with units starting at 10pts and a reasonable loadout, they could present some serious beef to contend with.

Galactic Republic

Jedi are good? Look I’m pretty much a luddite when it comes to Republic meta, though like all other factions the Galactic Republic will undoubtedly be leveraging their renewed access to generics – being able to compete with Empire and Separatist Alliance for volume but with waaay more chonk. XWA has done a lot of work to make other options than just the old triple ARC list.

The Big Winner: I think it’s entirely plausible that the Sinker Swarms are the winner, with the increased access to generics making them more effective and potentially out-beefing other factions.

The Big Loser: The faction lacks large base ship options, but points was not really going to fix the Gauntlet Fighter’s limited options – especially when it is competing with many strong options for the points.

What to Look At: Whilst not all of them have large amounts of loadout, some LAAT/I’s look like they are really valuable support pieces to disrupt opponents in this new meta.

Watch Out For: ARC’s are still a constant contender for the faction, and while it’s not possible to field five of them (thankfully), you can definitely expect to see squads with the usual offenders.

Separatist Alliance

Unlike other factions, Separatists could previously maintain a swarm already but it wasn’t particularly viable as a list. Generics were always present in some way and none of that really changes here with these points - other than some of the Vulture’s points have far more fidelity.

The Big Winner: General Grievous seems like the candidate for me, taking all the toys he needs to be a proper menace.

The Big Loser: I’ll avoid bashing the Gauntlet, and focus on the Hyena bombers – the lack of standardisation of their upgrade slots (generally) whilst the restricted list helps prevent spamming certain upgrades is the main reason for this. I may need to just tinker with them more in a list builder and perhaps that reasoning will become more apparent.

What to Look At: I have a suspicion with the Nantex making a return now that Ensnare is managed through the restricted list which makes them a great support piece – probably in the mix with those Hyena bombers I’m unsure about.

Watch Out For: Like their Scum counterparts – Firesprays become all the more dangerous with the standardisation of their upgrade bar, and as previously demonstrated a three ship list can lift in this new meta.

What Next?

This is probably the best time to just play games simply to explore lists using ships and pilots you’ve not used in a long time while the meta isn’t so established. For example, after trying to choose violence for the comp (which you can see the results of here) I’ve adjusted and am now playing around with:

R1-J5 — Fireball
Deadman's Switch
Advanced SLAM
Ship Cost: 6 

Vi Moradi — Resistance Transport Pod
Automated Target Priority
PZ-4CO4
Ship Cost: 6

C'ai Threnalli — BTA-NR2 Y-wing
Expert Handling
Dorsal Turret
R4 Astromech
Targeting Computer
Ship Cost: 7

Ben Teene — MG-100 StarFortress
Chewbacca
Veteran Turret Gunner
Skilled Bombardier
Proton Bombs
Ablative Plating
Ship Cost: 15 

Wrobie Tyce — RZ-2 A-wing
Heroic
Ship Cost: 8

Teza Nasz — BTA-NR2 Y-wing
Tierfon Belly Run
Dorsal Turret
R4 Astromech
Targeting Computer
Engine Upgrade
Ship Cost: 8

Now don’t start thinking I have a plan here. I don’t - as has been well established. But this list does have some tools that upset higher initiative aces courtesy of Vi Moradi’s Compromising Intel, which helps with pinning them down with blocking or deciding to drop a bomb. It has bodies to assist with objectives and volume courtesy of Ben Teene.

There’s a bit going on and I won’t lie the burden of execution can feel high - though all that sort of doesn’t matter with how much fun it is using these ships that previously didn’t get that much of a run. Half points on ships means even those fighters throwing out 2 dice matter, and death by a thousand cuts is still death.

So my recommendation is going to be that - short of playing in a comp - to get out there and try some new things in this meta and see what works. The power levels and scoring for objectives is different that having that three ship lists or TIE swarms are completely viable to play with. It all comes down to you. Let us know in comments what you’re running,

And as always, stay salty…

- Barry

 
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