Killing the Smugglers

By Edrahil135, in X-Wing

So I was in a tournament this last weekend and got torn apart.

Some of it was bad rolls, and some of it was bad maneuvering/tactics. I've got rabbits' feet and horseshoes in the mail to help with the first one, but I'd like some pointers on the second one.

I was running:

Omicron Shuttle

HLC

Engine Upgrade

Intel Agent

Alpha Squad Pilot

Stealth Device

x2

Academy Pilot x2

99 pts.

The idea with this list is to hit hard with the shuttle and the interceptors, and block/harrass some with the fighters.

But, 3 out of 4 games i played I ran up against the YT and got shut down. game 1, it was an ORS and 3 xwings, game 2 was Han and Chewie, game 3 was Chewie garvin and dutch. (as a point, game 4 was against luke biggs and wedge, and I tore them a new one).

Any recommendations on how to take care of YT's using a list similar to the one above? Especially the dual YT list, which was just silly strong. I ended up killing chewie, but Han (who was always further away from my grouping, guy flew really well.) had maybe 2 shields left at the end of the game.

I think the list has merit. Not a fan of interceptors with out ptl (those things are nice against dual yts), if you are keeping this list, use the APs to action deny the yts, usually the dual YTs like to fly one behind the other and then stay away from range 1 with the rest of your crafts. Keep the focus or evade tokens rolling on the interceptors because boost and barrel roll aren't going to help near as much against a turret. Maximize the lambdas range 3 attacks but that goes with out saying and more then likely you were already doing this. Just my 2 cents. If I were to change the list up but keeping the same feel, drop the intelligence office and hlc, grab adv on the lambda, then switch the alphas with stealth to sabers with PtL. So it would still be a 5 ship list.

When you are fighting YT-1300, you need to maximize shots, and have everyone shoot together. Don't block, since blockers can't shoot.

Remember any time you can shoot at a YT-1300 it can shoot at you. So this changes the way you dog fight. You can't try to avoid his firing arc unless your entire force is simply out of range. What you want is to be able to shoot with all your ships at once. Sure he will be shooting back at you every turn you have a shot on him, but you should get three or four shots on him. Even with their 2 attack dice TIEs are pretty likely to hurt YT-1300's when they shoot. Their defense is that they can take a lot of hits. So all you can do is hit them a lot.

Best way to kill YT-1300 fly slow and in formation. Don't worry about minimizing shots back, just maximize your attacks on the YT-1300. If you do this, you will find that they die fast.

I do like Interceptors, but the possibility of YT-1300 in tournaments is why I don't like them at tournaments. They lose their best advantage against YT-1300, the ability to maneuver out of firing arcs. And they always are high on anyone's target priority list.

That I have to highly disagree with. Intecptors are actually really good against 2 YT lists due to the high agility and focus/evade combo. Not only that but you can spare a single AP to block both because they will be flying in formation (also if you block the front one the back YT is still open to full attacks from every one if you played it right), with out actions YTs are sitting ducks, sure they hurt, but most of that damage will be avoidable, even more so when they can't modify their dice. I've flown enough against YTs to know most of the preconceived notions of them being destroyers of interceptors to be false, that only holds true when you don't plan your attacks ahead of time. The biggest thing though is you don't wanna fly into range 1 against YTs, they will shred you at that range.

Th guy who fielded the dual YT's was keeping them abreast of each other, so a train wreck wasn't as likely, and I'd have to devote two ships to block both of them. (a great move on his part).

... drop the intelligence office and hlc, grab adv on the lambda, then switch the alphas with stealth to sabers with PtL. So it would still be a 5 ship list.

I see the reasoning behind PtL. But, adv sensors on the Abyssal Space Manatee seems to be a waste of points without something else on it. Is there something I'm missing.

An alternative I'm considering for my Lumbering Nebula Giraffe is the OGP with a gunner and engine upgrade, and maybe FCS. Means less damage output, but potentially more reliable output.

I know the general consensus against lists like HSF is to kill Han (or insert named YT Pilot here). But against an ORS (+Chewie and the Falcon title) with 3 Rookie x-wings running escort, what do people think would be a better move? Killing the turret, or taking out the harder hitting x-wings?

Th guy who fielded the dual YT's was keeping them abreast of each other, so a train wreck wasn't as likely, and I'd have to devote two ships to block both of them. (a great move on his part).

... drop the intelligence office and hlc, grab adv on the lambda, then switch the alphas with stealth to sabers with PtL. So it would still be a 5 ship list.

I see the reasoning behind PtL. But, adv sensors on the Abyssal Space Manatee seems to be a waste of points without something else on it. Is there something I'm missing.

An alternative I'm considering for my Lumbering Nebula Giraffe is the OGP with a gunner and engine upgrade, and maybe FCS. Means less damage output, but potentially more reliable output.

... adv sensors on the Abyssal Space Manatee seems to be a waste of points without something else on it. Is there something I'm missing.

Advanced Sensors mean never having to lose your action (to Red Maneuvers or Collisions). It's admittedly better on B-Wings, but still a hell of a powerhouse upgrade for the Shuttle.

Consider the following, as you have an Engine Upgrade.

You want to snipe them with your HLC, but are unsure of the range to do so.

  1. You see them coming forward, and decide on a Full Stop, knowing that they'll close the gap into your range, and you'll keep your action.
  2. Oh no! They decided on a 1-Turn + Barrel Roll instead of a 2 Forward! How unexpected!
  3. You decide to Target Lock the ship (using Adv. Sensors) to measure range before moving.
  4. They successfully stayed out of range. Poop.
  5. Ah well, TL unsuccessful, which means you can now BOOST at them, to close the gap!
  6. Now that you've done a 1 bank/forward at them, they're decidedly in range, your full-stop occurs, and they're facing the wrong way. Sweet!