Any of these look tourney worthy?

By Bjorn Rockfist, in X-Wing

I will be heading to my first tourney soon and have 3 lists I have been trying out. All 3 work well against the standard lists I see heading to tourneys alot.

First is:

Ten Numb + Advanced Sensors + Autoblaster

(2) Dagger + Advanced Sensors + Ion Cannon

99 points

I know it is only 3 ships and only has 24 damage soak. It has also served well in making my opponent's ships go where I want them to, even a large ship, the next round. It gives me the regular 3 attack dice normally and the Ion and Autoblaster when I can/need them.

Second is:

(4) Blue Squad + Advanced Sensors

100 points

It is at least 4 ships with a nice 32 damage soak. I also have the Advanced Sensors to let me pull off actions then K-Turns when needed.

Third is:

Biggs Darklighter + R2-D2 + Shield Upgrade

(3) Gold Squad + Blaster Turret

99 points

It again is 4 ships with a damage soak of 30. The turrets make up for the Y-Wings slow and steady dial. With Biggs flying with them me will take the brunt of the abuse for awhile. Only downfall with this is the Dark Curse ruling with Blaster Turrets. So I have had to take him out the old fashion way everytime.

These list may be total garbage for tourney play as I have not had a chance at one til now. Any friendly advice is welcome and thank you ahead of time.

Four Blue Sqads is a scary prospect to see on the other side of the board. That said, most of these lists (with the exception of maybe the third) would be susceptible to a maneuverable squad able to to take down one ship per turn with focused fire and then stay our of the remaining arcs for the last kills.

I will be heading to my first tourney soon and have 3 lists I have been trying out. All 3 work well against the standard lists I see heading to tourneys alot.

First is:

Ten Numb + Advanced Sensors + Autoblaster

(2) Dagger + Advanced Sensors + Ion Cannon

99 points

I know it is only 3 ships and only has 24 damage soak. It has also served well in making my opponent's ships go where I want them to, even a large ship, the next round. It gives me the regular 3 attack dice normally and the Ion and Autoblaster when I can/need them.

Second is:

(4) Blue Squad + Advanced Sensors

100 points

It is at least 4 ships with a nice 32 damage soak. I also have the Advanced Sensors to let me pull off actions then K-Turns when needed.

Third is:

Biggs Darklighter + R2-D2 + Shield Upgrade

(3) Gold Squad + Blaster Turret

99 points

It again is 4 ships with a damage soak of 30. The turrets make up for the Y-Wings slow and steady dial. With Biggs flying with them me will take the brunt of the abuse for awhile. Only downfall with this is the Dark Curse ruling with Blaster Turrets. So I have had to take him out the old fashion way everytime.

These list may be total garbage for tourney play as I have not had a chance at one til now. Any friendly advice is welcome and thank you ahead of time.

List 1 - Don't really care for Autoblasters or Ion Cannons, but if you can get them to work together then that would be awesome. I think you need to try some practice games with this list to see if you can make it work.

List 2 - Really solid list, my only concern is that it requires you to own 4 Advanced Sensor cards. In casual play this wouldn't be a big deal, but in a tournament you have to have the cards. If you don't borrow them then you need to own 4 Lambda Shuttles. I like the shuttle, but I don't think I would buy 4 just so I could run 4 B-wings with advanced sensors.

List 3 - I really hate the blaster turret. I was really excited for it before it came out, but the fact that it costs a focus is a really high price. Of course it is better on the Y-wing than the HWK because if you don't have a focus you still have 2 attack dice to attack with. I am also not sure what Biggs is for. If I had no-named Y-wings, I think I would prefer them to get shot at over my named X-wing. I think this is the weakest of the three lists.

Four Blue Sqads is a scary prospect to see on the other side of the board. That said, most of these lists (with the exception of maybe the third) would be susceptible to a maneuverable squad able to to take down one ship per turn with focused fire and then stay our of the remaining arcs for the last kills.

Killing one ship per turn is hard against B-wings. You can count on doing some damage, but they can take a pretty serious beating before they die. I think a TIE Swarm could probably do it, maybe lots of cluster missiles (but these are not that common)

I will be heading to my first tourney soon and have 3 lists I have been trying out. All 3 work well against the standard lists I see heading to tourneys alot.

First is:

Ten Numb + Advanced Sensors + Autoblaster

(2) Dagger + Advanced Sensors + Ion Cannon

99 points

I know it is only 3 ships and only has 24 damage soak. It has also served well in making my opponent's ships go where I want them to, even a large ship, the next round. It gives me the regular 3 attack dice normally and the Ion and Autoblaster when I can/need them.

Second is:

(4) Blue Squad + Advanced Sensors

100 points

It is at least 4 ships with a nice 32 damage soak. I also have the Advanced Sensors to let me pull off actions then K-Turns when needed.

Third is:

Biggs Darklighter + R2-D2 + Shield Upgrade

(3) Gold Squad + Blaster Turret

99 points

It again is 4 ships with a damage soak of 30. The turrets make up for the Y-Wings slow and steady dial. With Biggs flying with them me will take the brunt of the abuse for awhile. Only downfall with this is the Dark Curse ruling with Blaster Turrets. So I have had to take him out the old fashion way everytime.

These list may be total garbage for tourney play as I have not had a chance at one til now. Any friendly advice is welcome and thank you ahead of time.

Don't be too nervous about putting B-wings out in small groups; they fair much better under pressure than most other ships if you are smart with your maneuvers, especially with advanced sensors. The last squad is definitely the weakest, however. The blaster turret has a notable lack of aggressive punch without another ship granting it a target lock, due to its need to use focus. Save some points on Biggs and give each of these an Ion turret. You will perform much better with the significant amount of field control this gives.

List 2 - Really solid list, my only concern is that it requires you to own 4 Advanced Sensor cards. In casual play this wouldn't be a big deal, but in a tournament you have to have the cards. If you don't borrow them then you need to own 4 Lambda Shuttles. I like the shuttle, but I don't think I would buy 4 just so I could run 4 B-wings with advanced sensors.

The E-wing comes with Advanced Sensors. Pumped.

Four Blue Sqads is a scary prospect to see on the other side of the board. That said, most of these lists (with the exception of maybe the third) would be susceptible to a maneuverable squad able to to take down one ship per turn with focused fire and then stay our of the remaining arcs for the last kills.

Killing one ship per turn is hard against B-wings. You can count on doing some damage, but they can take a pretty serious beating before they die. I think a TIE Swarm could probably do it, maybe lots of cluster missiles (but these are not that common)

Good point, but I think that whichever b-wing you focused on would die early in the next exchange. Maybe not one per turn, but it could be something more like one per every 1.5 turns. Depending on pilot skill and attack order that could be almost the same thing.

I was leaning more towards the first list. I have played it the most will great results. The number of Advanced Sensors cards is not an issue. As a former Star Wars toy collector...I got 4 shuttles. I agree the third list was the weakest of my narrowed down trio. I will do some testing with the 4 Blue Squad over the next few days and go from there.

I thank you all for the advice I was thinking of dropping the third list and you helped me with that decision.

I'm not sure how well it would fair and it puts a lot of points into one ship but I wonder about this as a combination of 1 and 3.

Ten + AS + EU + PtL + Autoblaster

Dutch + Ion

Grey + Ion

It's 99 points so you could put in an astromech. The idea is to have you two "slow and steady" ionizers while you have the hyper-maneuverable Ten who we'd hope can dance out of firing arcs and into R1 of a target to unload on with many uncancelable hits. I'll admit I'm not a big fan of the Autoblaster so that is five points that could do something for the other ships.

What about?

(2) Dagger Squad + Advanced Sensors + HLC

Blue Squad + Advanced Sensors + HLC

100 points

It is still only 24 damage soak but is a constant 4 attack dice and negates a targets's extra agility die for range 3.

OR

(2) Grey Squad + Ion Turret

(2) Blue Squad + Advanced Sensors

100 points

It gives me 32 damage soak, 2 360 degree ions, and 2 actions before moving.

(2) Grey Squad + Ion Turret

(2) Blue Squad + Advanced Sensors

100 points

It gives me 32 damage soak, 2 360 degree ions, and 2 actions before moving.

I'd switch that to:

Gold Squad and Ion Turret (x2)

Dagger Squad and Advanced Sensors (x2)

Y-Wings don't have any default ability to reposition (barrel roll or boost), so the higher PS doesn't gain you much. Dagger B-Wings have the chance to evade arcs a little bit better due to possessing a barrel roll and moving before all PS 3 and less ships.

Your knowledge is sound and noted oh cat god!

Where's the Lambda or the Interceptors?

Where's the Lambda or the Interceptors?

LOL I had this list

Jendon + ST-321 + Vader + Sabotuer

(3) Saber Squad + VI

100 points

I just didn't care for it that much

I've run the four Blues list a few times and it is quite nice. It sounds like you have a bit of time to try out some wrinkles, so let me suggest swapping out two of the Adv. Sensors for Ion Cannons. That is a variant I've been running recently, and I quite like it. In addition to all the typical Ion advantages, it gives you a way to avoid the Range 3 bonus agility die.

If you're going to run multiple Ions, what about switching out a Y wing for a named HWK? Even someone as lowly as Roark can offer some interesting tactical advantages.

If you're going to run multiple Ions, what about switching out a Y wing for a named HWK? Even someone as lowly as Roark can offer some interesting tactical advantages.

I have a build that does just that:

Rorak+Ion

Gold+Ion

Blue+Adv. Sensors

Biggs

This leaves you with three points. Sometimes I use it for a Recon crew for the HWK, other times to promote my Blue to a Dagger.