My list for LGS's first ever Regional

By DarkFather, in X-Wing

Well, my local store has managed to get a Regional for X-Wing on the 29th of this month, after another store (5+ hrs away) had to cancel. I'm not sure how many players the store is expecting, but we have been advised we could hit 20+ thanks to out-of-towners. If that happens, that will more than double the amount of local players. While I hope that is the case, I personally don't see it happening. But fingers crossed. If it does end up being a 'locals only attendance' I can pretty much expect to be facing...


5 other players (give or take). They'll be likely to run Rebels for the most part, and 1 or 2 may run Imperials. I know to expect at least 1 Marksmanship/Gunner Chewbacca + 2 Ion Y-Wings. There's bound to be at least 2 Assault Missiles at any point, and my most hated of guns the Autoblaster. Oh, and at least 1 if not 2 different lists with Tyco in them (a local favourite it seems). DS-wise Soontir Fel + Bounty Hunter + TIE/ln's.


Since I’m pretty much an Imperial only player, I have decided to run the following list for our area’s inaugural Regional tournament.


Imperial.

Turr Phennir + Veteran Instincts (26)

Dark Curse (16)

Omicron Group Pilot + Heavy Laser Cannon + Gunner (33)

Academy Pilot (12)

Academy Pilot (12)

Total – 99 points


My plan is to run the 2x AP’s as wingmen for the OGP, and use them as interference predominantly. Blocking flight lanes and generally being an annoyance. The AP’s other task, depending on situation, will be as a clean up crew. OGP’s first and foremost job will be ‘turret control’. Anything with a turret/360 degrees will be OGP’s priority target. YT-1300′s beware. Meanwhile, Dark Curse will be offered as bait to take the heat of Turr Phennir, who will be my ‘Hammer’ to OGP’s ‘Anvil’.


Depending on opponent’s force, my setup plan is to have TP and DC deployed away from the OGP group. Not polar opposite sides. The OGP group will setup hugging one edge of the mat while TP and DC will be roughly rb2 in from the opposite side. I want to get the 2 of them into any asteroid field as soon as possible and make use of the TP’s maneuverability, and DC’s ‘no focus/reroll annoyance’. OGP and the AP’s will patrol around the edges of asteroid fields with the AP’s entering when/where needed, hoping to get out of arc shots and basically clean up after OGP and TP have reduced shields with their higher ROF.


That’s the plan anyway. Whether or not it comes to fruition only time will tell. So far my test games with some of the local players have proven positive.


Cheers

Edited by DarkFather

Pretty decent list, but I have some minor tweaks to fully optimize it for you.

First off, lose HLC to pick up Engine Upgrade and Fire Control System .

HLC is unlikely to ever let you use Gunner .
With FCS , your Gunner 'd shot is ALWAYS Target Locked (for free), giving you Han Solo levels of Gunner y Goodness.
Engine Upgrade turns your Shuttle from the least maneuverable ship in the game to one that is stupidly fast, and is now capable of turning around.

See SableGryphon's Lambda 101 and Lambda 102 threads for more info.

You are now at a 98 point fleet, which I would suggest turning into a 100 point fleet by either upgrading VI to Push the Limit on Turr, or promoting Dark Curse to Howlrunner.

When using the PTL +Turr combo, have PTL trigger only on Turr's in-combat action, rather than the normal action spot.

This lets you boost AND barrel-roll (or either + evade) to get out of firing arcs beautifully, or failing that, to get farther out of range and evading so that you can survive the unavoidable attack.
This combo is also absolutely monstrous, enough that I'd consider demoting Dark Curse to give the man a Stealth Device

Also, why the devil do you have a white background for all of your text? It makes it hard to read from a standard computer :/

Here is my version.

Turr + PTL (28)

Backstabber (16)

(x2) AP (24)

OGP + FCS + Ion Cannon + Gunner

Total 99 Points

Turr with PTL as per DraconPyrothyan.

With only (2) APs Howlrunner is not going to do much and is target number one. Backstabber can be used as a flanker opposite of Turr. Get both of their firing arcs in the same place at the same time. Backstabber at range 1 from the side or rear throws four attack die.

So my OGP build does not have the engine upgrade. I understand this OGP build will not turn around. However I have flown similar five ship builds and in my experience the shuttle does not last long enough to turn and get back into combat. The Ion Cannon allows you a range 3 shot that does not get an extra evade die. This works great on B wings due to their 1 evade die or the ORS.

Edited by gz1962

If you're really worried about the Shuttle's accuracy Fire Control systems would be cheaper than gunner. That said, going with what you have Doom Shuttle(Omnicron and Vader) would be better. It's self sacrificing, but guaranteed crits can be amazing against Imp lists, and helpful against everything not named Chewbacca. Even then the extra damage can be key...

This is a pretty good list though. I like it.

If you're really worried about the Shuttle's accuracy Fire Control systems would be cheaper than gunner.

Better yet, get both!

The interaction goes, step by step, thusly.

  1. Attack an enemy
  2. Gain a Target Lock on that enemy
  3. If Step 1 resulted in 0 damage, Attack that same enemy
  4. Spend the Target Lock procured in Step 2 to re-roll even 1 die.
  5. Gain a Target Lock on that enemy.

That said, going with what you have Doom Shuttle(Omnicron and Vader) would be better

I'd say its more of a lateral slide than "Better", and that's including the price change. Doomshuttle is also a good build, but is a far distance from what the original poster wanted to do.

Try out a "Buzzsaw Shuttle" (fcs+ gunner) for yourself, and revel in the consistency of massive amounts of damage!

Adding an HLC to Buzz saw seems overly expensive. Buzzsaw is redundant/mostly wasted points(The Gunner at least) against 1 Agility ships, while HLC with Target lock fairs better. It depends what he's fighting.

Pretty decent list, but I have some minor tweaks to fully optimize it for you.

First off, lose HLC to pick up Engine Upgrade and Fire Control System .

HLC is unlikely to ever let you use Gunner.
With FCS, your Gunner'd shot is ALWAYS Target Locked (for free), giving you Han Solo levels of Gunnery Goodness.
Engine Upgrade turns your Shuttle from the least maneuverable ship in the game to one that is stupidly fast, and is now capable of turning around.

I like the change a lot. My thinking behind using the HLC was to deny the extra defense dice at rb3 (secondary weapon). Am I putting too much emphasis on the importance of the extra dice by using that weapon instead of my primary? Either way, I posted this to see what others thoughts were. I have 11 days before the tourney. I am going to give your changes on OGP a run and see how they work.

You are now at a 98 point fleet, which I would suggest turning into a 100 point fleet by either upgrading VI to Push the Limit on Turr, or promoting Dark Curse to Howlrunner.

When using the PTL +Turr combo, have PTL trigger only on Turr's in-combat action, rather than the normal action spot.

This lets you boost AND barrel-roll (or either + evade) to get out of firing arcs beautifully, or failing that, to get farther out of range and evading so that you can survive the unavoidable attack.

I have never thought of using PTL like that. That is ingenious. Again, I think I will also give this a try, and see if it suits my playing style (well the way I use Turr anyways). I'll see if I can wrap my head (and limited skills) around it.

This combo is also absolutely monstrous, enough that I'd consider demoting Dark Curse to give the man a Stealth Device

Demoting DC will be hard for me to do. There are a lot of Blaster Turret users in my meta. DC is just too handy, sorry.

Also, why the devil do you have a white background for all of your text? It makes it hard to read from a standard computer :/

I had cut'n'pasted the text. I have since 'fixed' the problem however.

Cheers

Edited by DarkFather
When using the PTL +Turr combo, have PTL trigger only on Turr's in-combat action, rather than the normal action spot.

This lets you boost AND barrel-roll (or either + evade) to get out of firing arcs beautifully, or failing that, to get farther out of range and evading so that you can survive the unavoidable attack.

Also, why the devil do you have a white background for all of your text? It makes it hard to read from a standard computer :/

I had cut'n'pasted the text. I have since 'fixed' the problem however.

Cheers

I noticed the fix when I came back to the forum, but now you've got a splash of the problem in the selected area.

Glad you liked my notes! DC's definitely significantly better in a BT-heavy meta, so let him lie! Pity that Carnor Jax won't be legal yet ;) .

Turr's enough of a ninja that the SD's not that necessary.

Since your local meta is Turret-heavy, concentrate on finding ways that Turr can shoot at Range 1-2, and then get into Range 3 with his double ability, or possibly behind an asteroid.

His ability is best used against firing arcs, so the blasted things are his natural counter. Proceed with caution.

OK. After reading through all the posts in this thread, my list has evolved, somewhat slightly, BUT... I have 6 points unaccounted for...

Turr Phennir + Veteran Instincts (26)

Dark Curse (16)

Omicron Group Pilot + Gunner + Fire-Control System (28)

Academy Pilot (12)

Academy Pilot (12)

Total 94 points.

For 6 points (and now a little more info about my meta) I am thinking along the lines of...

Stealth Device for either (or both) TP & DC

Stealth Device for OGP (using him as a long range shooter)

1x Shield Upgrade for either TP or DC

Engine Upgrade for OGP (but would that be counter intuitive since I want to use it as a sniper?)

SD/SU on either TP or DC + Anti Pursuit Laser on OGP.

Another Co-Pilot for OGP.

Thoughts?

Cheers

Engine and PTL instead of VI are my suggestions, but you've heard that.

EU isn't going to be counterintuitive for a sniper: It lets your Sniper get away when cornered, and set up on the other end of the board if you wish. See SableGryphon's Lambda 102 (and 101) thread(s) for more information.

Once Imperial Aces comes out, given what we know about your local meta, trade Turr for Carnor Jax, who prevents pilots in R1 from focusing (or evading) or spending focii (or evades). This will give you victories upon victories, followed by a metagame-shift, at which point you can switch back to Turr.

So where in what state is this regional at?

Well, my local store has managed to get a Regional for X-Wing on the 29th of this month, after another store (5+ hrs away) had to cancel.

Not sure what you're talking about here, there is no Regional Championship scheduled before May 3 according to the official FFG schedule. Perhaps you're taking about a Store Championship?

If this is a regional, what state is it?

Looked at your profile and saw you lived in Australia.

Edited by Imperial Rebel

Yes, I'm in Australia. Queensland to be exact, and it's most definitely a regional. I've seen the 'kit', and it states regional.

EU isn't going to be counterintuitive for a sniper: It lets your Sniper get away when cornered, and set up on the other end of the board if you wish. See SableGryphon's Lambda 102 (and 101) thread(s) for more information.

OK, I see what your getting at now. I'll go with that as well and see how it works for me.

Cheers

My bad for not checking the profile first. Good luck!!!

My bad for not checking the profile first. Good luck!!!

It's all good. Thanks for the well wishes.

Cheers.

Hahaha... I have been corrected by my LGS owner... What I thought was a Regional today is actually a SC. It starts in a couple of hours. I've been playtesting this list for the last couple of weeks and feel confident in using it now. So I guess time will tell.

Here goes nothing.

Cheers

Buzzsaw is redundant/mostly wasted points(The Gunner at least) against 1 Agility ships,

This is hyperbole. Even against a ship with 0 Agility, you will roll 0 hits 12.5% of the time at Ranges 2-3. It's true that Gunner is less likely to trigger against lower Agility defenders, but it's by no means "wasted points".

And FCS is useful all on its own, regardless of defender stats.

All that being said, I've tested Buzzsaw vs. AS/HLC extensively, and I think the AS/HLC shuttle comes out slightly ahead.

Hahaha... I have been corrected by my LGS owner... What I thought was a Regional today is actually a SC. It starts in a couple of hours. I've been playtesting this list for the last couple of weeks and feel confident in using it now. So I guess time will tell.

Here goes nothing.

Cheers

Good luck! Let us know how you did with your squad.

Just posted the SC info in the Batreps subforum. It was a great day.

Here is the write-up.

Cheers