Can't Run From Darkness

By zjungle, in X-Wing

Hi with regionals coming up soon I been testing list for a bit I come up with this list.

Howlrunner (18)

Black Squadron Pilot (14)

Opportunist (4)

Black Squadron Pilot (14)

Opportunist (4)

Carnor Jax (26)

Swarm Tactics(2)

Alpha Squadron Pilot(18)

It can beat HS1st, and some 4 scum lists but is there any Improvments or things you would change.

Thanks

Hi with regionals coming up soon I been testing list for a bit I come up with this list.

Howlrunner (18)

Black Squadron Pilot (14)

Opportunist (4)

Black Squadron Pilot (14)

Opportunist (4)

Carnor Jax (26)

Swarm Tactics(2)

Alpha Squadron Pilot(18)

It can beat HS1st, and some 4 scum lists but is there any Improvments or things you would change.

Thanks

You will get little use from Swarm Tactics on Jax, drop it on Howlrunner. Jax should run separate from your swarm, he is too expensive to make him an obvious target. It is his job to fly up behind your enemy and deny tokens while your swarmlet beats face.

Hi with regionals coming up soon

...

Carnor Jax (26)

You should know that Jax is still not legal.

Edit to add:

I would drop the ST and drop the alpha to have a 4th Tie to fly in formation.

Edited by BahnCalamari

Hi with regionals coming up soon

...

Carnor Jax (26)

You should know that Jax is still not legal.

Also that. Forgot to mention it. They have said they'd update the rules late spring, but no cards from Imperial Aces are currently tournament legal, including Jax and Opportunist.

I could swap Opportunists for exposes and jax for fel or a big ship

Expose probably wont help youll be losing that focus + Reroll, and your only re rolling one dice with 3 attack. Its your call, I like mini Interceptor swarms personally 3 -4 ties and 2 interceptors / 3 Interceptors plus ties.

I could swap Opportunists for exposes and jax for fel or a big ship

Normally I'd say never run Interceptors without Push the Limit, but Jax can sometimes get by without it. Soontir Fel MUST have PtL to make the best use of his card text.

Also, Expose is mathematically terrible, especially on TIE Fighters. The fact that Expose costs an action is crippling to the card's usefulness, especially to low-attack ships and also, the empire in general. The Empire doesn't have a lot of action-sharing pilots, so you can't also give him a focus without giving Howlrunner Squad leader and therefore reducing her defense. 2 Focused dice average more hits than 3 naked dice, even next to Howlrunnner.

So if expose i wont help what would be recomended

Difficult to say without knowing what you own.

Just based on what ships you've listed, try this:

Howlrunner

Mauler Mithel

Dark Curse

Saber Squadron+Push the Limit

Saber Squadron+Push the Limit

99 Points

Fly your 3 TIE fighters around as a group, flank with the Interceptors.

I generally shy away from upgrades on TIE Fighters, other than giving Howlrunner defensive upgrades IE Elusiveness+Stealth Device. If you have enough fighters, though, the all named TIE fighter list has done well for me. All six Named TIEs comes to 97 points, so you can give Howlrunner a Stealth Device.

Also, this list won the local Store Championship:

Howlrunner+Adrenaline Rush

Soontir Fel+Push the Limit+Stealth Device

4 Academy Pilots

100 Points

Again, the Swarmlet distracts while Fel flanks.

Carnor Jax

Howlrunner w/ swarm tactics

Mauler Mithel

Backstabber

Alpha Squadron interceptor

leaves 3pts for a defense upgrade on Howl or Jax (whichever you'd prefer), has higher overall PS, MM & BS get their extra attack die easier than Black Squadrons w/ opportunist. Stress restrictions not withstanding, Jax's PS8 means that in first round of shooting majority of enemy ships could have focus before Jax can swoop in to stop them. Even if they can't use it, having it stops Opportunist in first round.

I understand the theorycraft behind it, just not sure if BSP w/ Opp are stronger than MM & BS in the midgame even w/ Jax in the mix, especially when those two save you 3 points to spend elsewhere.

You could even drop swarm tactics to have 5 points to upgrade the Alpha to something more fun.

100pts

Carnor Jax

Lt. Lorrir

Howlrunner

Mauler Mithel

Backstabber

Edited by AnsibleTheta

Imps i own 3 TIE/LN 3 TIE/IN 1 TIE/B 1 TIE/AVD 1 Shuttle and 1 Firesrapy 31

You have the ships for this list.

Turr Phennir + PTL + Shield Upgrade (32)

Mauler Mithel (17)

Dark Curse (16)

Bounty Hunter + Seismic Charges (35)

The strength of this list is ALL four ships can put 4 attack die on their target. Even if you are not at range 1 you still can hit hard. Lots of choices for the enemy to decide on. It flys best as a lose group that can converge on the same spot for combat. Your opponent will be forced to turn away from something and then that is when they lose.

It is also just fun to fly.

You only have 15 total hits in your whole squadron. I think this will be a fun list to fly, but it can fall apart fast with just a little bad luck.

I'm not sure I like Howelrunner with Interceptors. It sounds great, but Interceptors have to rely on their amazing maneuverability to avoid shots (or good shots) against them. It does not really lend itself to formation flying.

I also like Opportunist of Interceptors rather than TIEs because they clear the stress so much better.

Jax is now legal for reagnals