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By DarkFather, in X-Wing

Hi all;

With our SC over and done with and regionals a little while off, I have decided to get some play time in with my new toys (Aces)... Today I played 4 games with the following list, and it held up rather well (winning all 4 games).

Please - offer advice, tweaks, etc al.

Turr Phennir + VI (26)

Darth Vader + SL (31)

Kir Kanos (24)

Dark Curse (16)

Total (97)

Cheers

Why not toss in another vi, it doesn't look like you need initiaitive.

Edited by Stelar 7

This is what I am going to run this weekend.

1- Royal Guard

1- Royal Guard

1- Black Sq tie with vet in

1- Black Sq tie with Vet In

1- capt Yorr

Hi all;

With our SC over and done with and regionals a little while off, I have decided to get some play time in with my new toys (Aces)... Today I played 4 games with the following list, and it held up rather well (winning all 4 games).

Please - offer advice, tweaks, etc al.

Turr Phennir + VI (26)

Darth Vader + SL (31)

Kir Kanos (24)

Dark Curse (16)

Total (97)

Cheers

Edited by Cubanboy

Why not toss in another vi, it doesn't look like you need initiaitive.

could throw a hull upgrade on kir though

Edited by Mace Windu

You DON'T want initiative, because you want to be able to move last, so your interceptors can respond. Spend those last 3 points. Anywhere.

I'm personally not a fan of swarm tactics. You're paying 2 points to simply move an action to a different ship. That essentially leaves you with a fairly useless 1 action TIE Advanced in your list.

Your pilots are generally offensive (Vader the exception) so I would swap out Dark curse for Backstabber to get the extra damage. Your opponent is generally going to just leave Dark Curse for last anyway.

Kir Kanos is OK. Jax is much better. Vader's ability is amazing but his ship is terrible.

Hull / Shields are almost always too expensive to be worth it. Interceptors are the only possible exception since they are such glass cannons.

This is a complete retooling, but consider:

100 points

Soontir Fel + PtL

Carnor Jax + PtL

Turr Phennir

Backstabber

This list requires skill to fly.

Edited by MajorJuggler

I have found Targeting Computer useful on Kir (and Lorrir), but tossing a hull upgrade wouldn't hurt. I'd prob prefer Backstabber over Curse since attention will focus elsewhere, giving him some good shots.

Hi all;

With our SC over and done with and regionals a little while off, I have decided to get some play time in with my new toys (Aces)... Today I played 4 games with the following list, and it held up rather well (winning all 4 games).

Please - offer advice, tweaks, etc al.

Turr Phennir + VI (26)

Darth Vader + SL (31)

Kir Kanos (24)

Dark Curse (16)

Total (97)

Cheers

MJ is right that Squad Leader isn't necessary in this list and initiative isn't good for you. I use it when I have a low PS bomber to toss it a target lock that it might not have been able to use earlier in the round. I don't mind Vader as much overall as I think his two actions without stress and shields make up for some of his lack of maneuverability or firepower over Soontir with PTL.

My feeling on the list is it just isn't going to survive without more PTL, so while Turr doesn't need it, I'd still put it there over VI for evade/focus combo, especially as you will see YT lists where his ability is useless. So dropping dropping SL and VI but adding PTL is a wash and still leaves three points to spend.

As for Kanos, I know he looks shiny with that ability, but I don't think he is worth two points over a royal guard pilot when it essentially replaces an action, often before you know if you will use it that round. My change here is to swap him out for a Royal Guard, leaving you with five points and then add PTL and Targeting Computer, allowing him more survivability and almost as much firepower as Kir. TC may work on Turr as well, but due to the timing of using PTL on Turr (usually after he shoots to make use of his ability and allow him three actions), it may not be as useful.

I also prefer Backstabber over Curse as he will either hit harder than Curse or draw more attention, leaving your other ships more time to survive. As is, Curse will be a threat that can be dealt with on your opponent's terms. Not a necessary change if you like Curse, but one that is a net gain, IMO.

So, that leaves you with:

Turr with PTL

Vader

RG with PTL, TC

Backstabber

Edited by AlexW

Hey guys;

Well, I'm nothing if not willing to take on information, especially from sources I consider better than myself.

Let's see, I started with...

Darth Vader + Squad Leader (31)

Turr Phennir + Veteran Instincts (26)

Kir Kanos (24)

Dark Curse (16)

My meta is currently (or should I say has been) Blaster Turret heavy... that is until lately, since I started running Dark Curse in every list. I have indeed noticed a decline in BT usage, so now maybe it is time for DC to be shelved, for the time being. Time for Backstabber to make a comeback I think (and in turn for my 'flying him skills' to improve). So that moves me onto the following list...

Darth Vader + Squad Leader (31)
Turr Phennir + Veteran Instincts (26)
Kir Kanos (24)
Backstabber (16)
Kir Kanos's ability, when using him in conjunction with DV + SL, has done nothing but turn DV into 'effectively' an overpriced TIE/adv, since his 2nd ability is used to give Kir Kanos an evade ontop of his focus I usually give him. I've managed to make Darth even worse than he already is. this is not good, at all. Time for Darth to go back to the bridge of the Executor, and Kir Kanos to make way for Carnor Jax to have his chance to prove his worth to me. So now I move onto the following list...

Turr Phennir + Veteran Instincts (26)

Carnor Jax + Push the Limit (29)

Backstabber (16)

Points spare (29)

It's at this point I need to really look at my bro-mance with TP + VI. I have gotten so used to using him as my lead attacker (and most survivable squad member) that changing him in anyway (PtL in exchange for VI) honestly scares the Bantha Poodoo out of me. It is for that reason alone that I think I would prefer to leave TP the way he is, sorry. But that now leaves me with 29 points spare. What to do? I have spent some time pouring over my cards, bouncing to and fro from posts in this thread, and others, and have finally decided on the following (maybe final) list options....

Turr Phennir + Veteran Instincts (26)
Carnor Jax + Push the Limit (29)
Backstabber (16)
Royal Guard Pilot + Push the Limit (25)
Total Points (96)
I realise that I have in fact lowered my total points and increased my over-all firepower. My thoughts are (keeping in mind my lack of skillz and playstyle), that for those 4 points, I could use 3 points to fit Carnor with either a Stealth Device or Hull Upgrade - to extend his survivability (being in close range as he should be to make use of his ability). Or put the a 4 point Engine Upgrade on Backstabber to help him get into position faster.
Thoughts on the current list, and where to spend the 4 extra points effectively?
Cheers