Escalation Compendium

By DraconPyrothayan, in X-Wing

Hey y'all

In preparation for a local Escalation match, I was hoping for folks to comment with their excalation builds, to help my local players wrap their heads around this new fleetubilding format.

Also, seeing several escalation fleets in one spot may help folks refine their own fleets to better combat an emerging metagame.

Hey, I think this is a great idea.

Here is the list I was thinking of.

Round 1 (58/60)

Wedge (29)

Biggs+Shield (29)

Round 2 (90/90)

Wedge (29)

Biggs+Shield (29)

Luke+R2D2 (32)

Round 3 (120/120)

Wedge+Shield (33)

Biggs+Shield (29)

Luke+R2D2+Shield+Draw Their Fire (37)

Rookie Pilot (21)

Round 4 (150/150)

Wedge+Shield (33)

Biggs+Shield (29)

Luke+R2D2+Shield+Draw Their Fire (37)

Rookie Pilot (21)

Wes Jenson+VI (30)

Round 1 (60/60): Omicron Shuttle w/Vader, Academy Pilot x3

Round 2 (90/90): Howlrunner, Omicron Shuttle w/Vader, Academy Pilot x4

Round 3 (114/120): Howlrunner, Omicron Shuttle w/Vader, Academy Pilot x5, Alpha Squadron Pilot

Round 4 (150/150): Howlrunner, Omicron Shuttle w/Vader, Academy Pilot x6, Alpha Squadron Pilot x2

Alright. I've got 3 builds that I want to throw out there.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Phase 1

Outer Rim Smuggler + Navigator + Intelligence Agent + Anti-Pursuit Lasers

Blue Squadron + Advanced Sensors

[58]

Phase 2

[ Blue Squadron +Advanced Sensors] + Ion Cannon

Blue Squadron + Advanced Sensors + Ion Cannon

[89]

Phase 3

[ Blue Squadron +Advanced Sensors + Ion Cannon] + Engine Upgrades

[ Blue Squadron +Advanced Sensors + Ion Cannon] + Engine Upgrades

[ Outer Rim Smuggler + Intelligence Agent + Navigator + Anti-Pursuit Lasers] + Millennium Falcon Title

Rookie Pilot + R2 Astromech

[120]

Phase 4

[ Rookie Pilot + R2 Astromech ] + Engine Upgrades

Rookie Pilot + R2 Astromech + Engine Upgrades

[150]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Phase 1

Bounty Hunter + HLC

Gamma Squadron + Seismic Charges

[60]

Phase 2

[ Gamma Squadron + Seismic Charges] + Assault Missiles

Gamma Squadron + Seismic Charges + Assault Missiles

[90]

Phase 3

[ Bounty Hunter + HLC ] + Rebel Captive + Seismic Charges

Captain Jonus + Determination + Seismic Charges

[120]

Phase 4

[ Captain Jonus + Determination + Seismic Charges ] + Assault Missiles

Gamma Squadron + Seismic Charges + Assault Missiles

[150]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Phase 1

Academy Pilot

Academy Pilot

Academy Pilot

Academy Pilot

Academy Pilot

[60]

Phase 2

Academy Pilot

Howlrunner

[90]

Phase 3

Academy Pilot

Scimitar Squadron

[118]

Phase 4

Scimitar Squadron

Scimitar Squadron

[150]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Edited by DraconPyrothayan

Here is the list I took to my first escalation tourney, with my thoughts on each build....

60

Biggs - R2-F2, Steath Device

Blue Squad - Adv Sensors

This list fell apart against a superior opponant. Biggs still died quite quickly and there went A) my defence and B) my points sink. In future, i'd probably either keep Biggs cheaper and/or not introduce him till later rounds.

90

Biggs - R2-F2, Steath Device

Blue Squad - Adv Sensors, HLC

Rookie Pilot - R2

This list was quite solid and I won this round. I can see the list falling apart a little when Biggs dies as it's all PS2. Would have been better to have a named X-Wing, or have taken a dagger in the earlier list

120

Biggs - R2-F2, Steath Device

Blue Squad - Adv Sensors, HLC

Rookie Pilot - R2

Blue Squad - Adv Sensors, HLC

This list fell apart due to the dice. I am always hesitant to say it was the dice after a bad game, as usually with skill you can mitigate some below average dice and with analysis I can usually spot my flaws and the real reason I lost. This game, however, it was the dice. I lost Biggs and all shields on a B-Wing in 1st round of shooting (to another XXBB list). I lost the Rookie and the injured B wing in the second round (I did kill an X), leaving B to face BBX.

This list is quite solid and I like the list. I would probably have liked to have Daggers instead of Blues for the extra PS, or even a Wedge, Luke or Wes instead of the Rookie for that Bang factor.

150

Biggs - R2-F2, Steath Device

Blue Squad - Adv Sensors, HLC

Rookie Pilot - R2

Blue Squad - Adv Sensors, HLC

Blue Squad - Adv Sensors, HLC

as with the previous lists, this list struggled for PS, especially after Biggs went down.

I hope my list, and insights into it's biggest flaw will help.

Hey, I think this is a great idea.

Here is the list I was thinking of.

Round 1 (58/60)

Wedge (29)

Biggs+Shield (29)

Round 2 (90/90)

Wedge (29)

Biggs+Shield (29)

Luke+R2D2 (32)

Round 3 (120/120)

Wedge+Shield (33)

Biggs+Shield (29)

Luke+R2D2+Shield+Draw Their Fire (37)

Rookie Pilot (21)

Round 4 (150/150)

Wedge+Shield (33)

Biggs+Shield (29)

Luke+R2D2+Shield+Draw Their Fire (37)

Rookie Pilot (21)

Wes Jenson+VI (30)

I like your idea of an XXXXX Luke + Biggs combo fleet. However, I'm not sure yours has been fully idealized yet.

Luke + R2-D2 is just about the nastiest thing you can put on the field in the 60 point match-up. Dude has survivability akin to a Firespray-31.

Similarly, Wes Jansen does more for his allies than does Wedge at 90 points, by removing a Focus Token or a Target Lock, but I'd have to playtest a bit to find out if I want additional survivability or extra firepower. Either way, Wes and Wedge should both be out by the 3rd wave.

Now, for the Final Wave: I'm thinking additional pilot-skill and utility might be better than all of those shield upgrades you've thrown about. PTL + R2 Astro or Engine Upgrades are both better to me than a Shield, excepting possibly on Luke. However, we've got other great pilots that add to our interaction chain, so I'd like to have Garven Dreis show up instead of a Rookie Pilot. True, that's 5 points worth of upgrades that could have gone elsewhere, but I think his focus-passing more than makes up for it. Moreover, I want to give Wes Jenson a Swarm Tactics, which can bring Wedge down to 8, or bring Biggs and Garven up to 8, making it significantly better for your in-fleet interactions than VI, though using a VI and an R2 Astromech on Wedge in the final build also works well.

That gives us:

Luke Skywalker + R2D2 + DTF [33]

Biggs Darklighter [25]

{58}

Luke

Biggs Darklighter + Hull Upgrade [28]

Wes/Wedge [29]

{90}

Luke (+r2-d2 + dtf)

Biggs (+ hull upgrade)

Wes (Possibly VI here)

Wedge

{119/120)

Luke (+ r2-d2 + dtf)

Biggs (+ hull upgrade)

Wes Jenson + Swarm Tactics [31] (Possibly VI, for 30)

Wedge Antilles + Push the Limit [32] (Possibly with R2 Astromech, for 33)

Garven Dreis [26]

{150}

Edited by DraconPyrothayan

Here is the list I took to my first escalation tourney, with my thoughts on each build....

60

Biggs - R2-F2, Steath Device

Blue Squad - Adv Sensors

This list fell apart against a superior opponant. Biggs still died quite quickly and there went A) my defence and B) my points sink. In future, i'd probably either keep Biggs cheaper and/or not introduce him till later rounds.

90

Biggs - R2-F2, Steath Device

Blue Squad - Adv Sensors, HLC

Rookie Pilot - R2

This list was quite solid and I won this round. I can see the list falling apart a little when Biggs dies as it's all PS2. Would have been better to have a named X-Wing, or have taken a dagger in the earlier list

120

Biggs - R2-F2, Steath Device

Blue Squad - Adv Sensors, HLC

Rookie Pilot - R2

Blue Squad - Adv Sensors, HLC

This list fell apart due to the dice. I am always hesitant to say it was the dice after a bad game, as usually with skill you can mitigate some below average dice and with analysis I can usually spot my flaws and the real reason I lost. This game, however, it was the dice. I lost Biggs and all shields on a B-Wing in 1st round of shooting (to another XXBB list). I lost the Rookie and the injured B wing in the second round (I did kill an X), leaving B to face BBX.

This list is quite solid and I like the list. I would probably have liked to have Daggers instead of Blues for the extra PS, or even a Wedge, Luke or Wes instead of the Rookie for that Bang factor.

150

Biggs - R2-F2, Steath Device

Blue Squad - Adv Sensors, HLC

Rookie Pilot - R2

Blue Squad - Adv Sensors, HLC

Blue Squad - Adv Sensors, HLC

as with the previous lists, this list struggled for PS, especially after Biggs went down.

I hope my list, and insights into it's biggest flaw will help.

Adv Sensors + HLC make your Blues hellla-expensive.

You might do better starting with them first (2x Blues + HLC = 58 points and lots of sniping damage), followed by either a 3rd, or by Biggs, depending on whether you're comfortable with early kills, or have a need for early tankiness. Either way, this seems to be flowing into a Biggs walks the Blues build.

Also, I am not sold on the R2-F2, the Stealth Device, or the R2 Astromech, even if you convince me of your 32 point Blue Squadron Pilots. Those three simply aren't that good in this scenario. (R2-F2's die bonus is not as good as a Focus Token in a single combat by a wide enough margin that it really is only preferable against a Swarm, Stealth Device hates Focused Fire, like what Biggs faces daily, and R2 Astomech is amazing on a pilot with PTL, and mediocre against everything else). 7 points is a lot of upgrade room, particularly if you want to boost Pilot Skill.

Also, please note my Outer/Blue/Blue/Rookie/Rookie build. It may interest you :)

Round 1 (60/60): Omicron Shuttle w/Vader, Academy Pilot x3

Round 2 (90/90): Howlrunner, Omicron Shuttle w/Vader, Academy Pilot x4

Round 3 (114/120): Howlrunner, Omicron Shuttle w/Vader, Academy Pilot x5, Alpha Squadron Pilot

Round 4 (150/150): Howlrunner, Omicron Shuttle w/Vader, Academy Pilot x6, Alpha Squadron Pilot x2

Rather similar to my swarm build, but you chose a Doomshuttle and 2x Interceptors over my 8th Tie and 3x Bomber.

Really, its a hard match-up to call either way, excepting in Round 3 when my swarm should theoretically have an edge.

A few older threads I thought we should post here as well


Nate Wolfman's "Escalation Build" , featuring builds by Nate Wolfman, SmashTheDean, Pandademic, Bohrdumb, Revenchrist, and Domingo

Haggis McHaggis' "New Escalation Rules" , featuring builds by DoubleNot7, Rob Jedi, godofcheese, gentgeen, McBain, and Haggis McHaggis.

McBain's "Thematic Escalation squad, competitive or average for a tournament? , featuring a build by McBain

Tintip's "How to handle this Escalation build" , featuring builds by Tintip and Cubanboy

Ailowynn's "Escalation and Squadron Building" , featuring builds by MajorJuggler and Cubanboy

Ailowynn's "Escalation and Squadron Building" , featuring builds by MajorJuggler and Cubanboy

Looking back at this:

You can still do some amazing swarm lists, even with being capped at "only" 8 TIEs.

150 points

Howlrunner + Swarm Tactics + Stealth Device (23)

Mauler Mithel + Swarm Tactics (19)

Backstabber (16)

Dark Curse (16)

Academy x4 (48)

Royal Guard Pilot + Push the Limit + Stealth Device (28)

With Swarm tactics, it fires at: 8/8/7/7/6/6/6/1/1

It's very easy to get that list optimized at each point bracket. Rebels won't have these kinds of options until the refit A-wing and Z-95 come out.

Edit: Another funny option is to just get nothing but Delta Squadron Pilots.... boring as heck and probably not super competitive, but at least you spend exactly the maximum number of points each jump, no strings attached! :P

The hardest part of this list is actually the first 60 points. I would probably go with:

Round 1 (60 points)

Howlrunner + Swarm Tactics (20)

Dark Curse (16)

2x Academy Pilot (24)

Fires at 8/8/6/1

Round 2 (89 points)

Howlrunner + Swarm Tactics (20)

Mauler Mithel (17)

Dark Curse (16)

3 x Academy Pilot (36)

Fires at 8/8/7/6/1/1

Round 3 (120 points)

Howlrunner + Swarm Tactics + Stealth Device (23)

Mauler Mithel (17)

Backstabber (16)

Dark Curse (16)

4 x Academy Pilot (36)

Fires at 8/8/7/6/6/1/1/1

Round 4 (150 points)

Howlrunner + Swarm Tactics + Stealth Device (23)

Mauler Mithel + Swarm Tactics (19)

Backstabber (16)

Dark Curse (16)

4x Academy Pilot (36)

Royal Guard Pilot + Push the Limit + Stealth Device (28)

Fires at 8/8/7/7/6/6/6/1/1

  1. You can obviously swap out the order of Backstabber and Dark Curse being introduced to your preference.
  2. The "swarmiest" though has got to be Python's 8 TIEs + 3 Bombers (awesome!)

Edit: a low-PS Interceptor filled variation, with 1 point left for initiative bid.

Round 1 (56 points)

Howlrunner + Stealth Device + Swarm Tactics

3x Academy Pilot

Round 2 (89 points)

Howlrunner + Stealth Device + Swarm Tactics

1x Alpha Squadron Pilot

4x Academy Pilot

Round 3 (119 points)

Howlrunner + Stealth Device + Swarm Tactics

2x Alpha Squadron Pilot

5x Academy Pilot

Round 4 (149 points)

Howlrunner + Stealth Device + Swarm Tactics

3x Alpha Squadron Pilot

6x Academy Pilot

2nd Edit: and.... here's an idea for a post Rebel-Aces build:

Round 1 (60 points)

Dagger Squadron Pilot

Dagger Squadron Pilot

Bandit Squadron Pilot

Round 2 (88 points)

Dagger Squadron Pilot

Dagger Squadron Pilot + Advanced Sensors

Bandit Squadron Pilot

Biggs

Round 3 (120 points)

Dagger Squadron Pilot

Dagger Squadron Pilot + Advanced Sensors

Bandit Squadron Pilot

Biggs

Keyan Farlander + Push the Limit

Round 4 (150 points)

Dagger Squadron Pilot

Dagger Squadron Pilot + Advanced Sensors

Bandit Squadron Pilot

Biggs

Keyan Farlander + Push the Limit + Advanced Sensors

Dagger Squadron Pilot + Advanced Sensors

Edited by MajorJuggler
  1. The "swarmiest" though has got to be Python's 8 TIEs + 3 Bombers (awesome!)

I've also figured out 3 more ways that you can match the numbers, though you do lose Howlrunner for both of them.

  • 8x Academy Tie + 3x Alpha Squadron (Interceptors!)
  • Post-Wave-4: 8x-Bandits + 3x Gold Squadron (Z-95 + Y-Wing)
  • Post-Rebel Aces: 5x Bandit + 6x Prototype + Chardaan Refit.

All 3 break down as 5 of the 12 pointers on Round 1, and then add 30 points worth of ship every turn thereafter (12+18, or 15+15, respectively). I do like the Howlrunner/Bomber version best, though :D

I also realize that my version of the Howlrunner/Bomber fleet would also be easily workable for a Pilot Skill boost, by sacrificing a single Academy Pilot (a 10 ship fleet, instead of an 11 ship fleet).

That leaves you with

Howlrunner

Obsidian
Obsidian
Obsidian

(57)

Gamma
Obsidian
(88)

Gamma
Obsidian

(119)

Gamma
Obsidian

(150)

for PS of 8, 4,4,4, 3,3,3,3,3,3.

Edited by DraconPyrothayan

Hey, I think this is a great idea.

Here is the list I was thinking of.

Round 1 (58/60)

Wedge (29)

Biggs+Shield (29)

Round 2 (90/90)

Wedge (29)

Biggs+Shield (29)

Luke+R2D2 (32)

Round 3 (120/120)

Wedge+Shield (33)

Biggs+Shield (29)

Luke+R2D2+Shield+Draw Their Fire (37)

Rookie Pilot (21)

Round 4 (150/150)

Wedge+Shield (33)

Biggs+Shield (29)

Luke+R2D2+Shield+Draw Their Fire (37)

Rookie Pilot (21)

Wes Jenson+VI (30)

I like your idea of an XXXXX Luke + Biggs combo fleet. However, I'm not sure yours has been fully idealized yet.

Luke + R2-D2 is just about the nastiest thing you can put on the field in the 60 point match-up. Dude has survivability akin to a Firespray-31.

Similarly, Wes Jansen does more for his allies than does Wedge at 90 points, by removing a Focus Token or a Target Lock, but I'd have to playtest a bit to find out if I want additional survivability or extra firepower. Either way, Wes and Wedge should both be out by the 3rd wave.

Now, for the Final Wave: I'm thinking additional pilot-skill and utility might be better than all of those shield upgrades you've thrown about. PTL + R2 Astro or Engine Upgrades are both better to me than a Shield, excepting possibly on Luke. However, we've got other great pilots that add to our interaction chain, so I'd like to have Garven Dreis show up instead of a Rookie Pilot. True, that's 5 points worth of upgrades that could have gone elsewhere, but I think his focus-passing more than makes up for it. Moreover, I want to give Wes Jenson a Swarm Tactics, which can bring Wedge down to 8, or bring Biggs and Garven up to 8, making it significantly better for your in-fleet interactions than VI, though using a VI and an R2 Astromech on Wedge in the final build also works well.

That gives us:

Luke Skywalker + R2D2 + DTF [33]

Biggs Darklighter [25]

{58}

Luke

Biggs Darklighter + Hull Upgrade [28]

Wes/Wedge [29]

{90}

Luke

Biggs

Wes (Possibly VI here)

Wedge

{119/120)

Luke

Biggs

Wes Jenson + Swarm Tactics [31] (Possibly VI, for 30)

Wedge Antilles + Push the Limit [32] (Possibly with R2 Astromech, for 33)

Garven Dreis [26]

{150}

Under the Escalation rules the ships from previous waves must keep the same upgrades in future waves. So your list is illegal under the Escalation rules. You can add upgrades but not take them away.

Edited by zathras23

Under the Escalation rules the ships from previous waves must keep the same upgrades in future waves. So your list is illegal under the Escalation rules. You can add upgrades but not take them away.

I am sorry that this was not clear. There is actually two variations here.

One fleet has Wes stay naked at the 120 match, which eventually turns into Swarm Tactics on him, and PtL on Wedge.

The other gives Wes Veteran's Instincts at the 120 match, which gives Wedge PTL + R2 Astromech.

I know that you cannot swap VI for Swarm Tactics, and I apologize for any confusion.

  1. The "swarmiest" though has got to be Python's 8 TIEs + 3 Bombers (awesome!)

I've also figured out 3 more ways that you can match the numbers, though you do lose Howlrunner for both of them.

  • 8x Academy Tie + 3x Alpha Squadron (Interceptors!)
  • Post-Wave-4: 8x-Bandits + 3x Gold Squadron (Z-95 + Y-Wing)
  • Post-Rebel Aces: 5x Bandit + 6x Prototype + Chardaan Refit.

All 3 break down as 5 of the 12 pointers on Round 1, and then add 30 points worth of ship every turn thereafter (12+18, or 15+15, respectively). I do like the Howlrunner/Bomber version best, though :D

With that many ships on the table you can't NOT have Howlrunner for a mere 6 points more as Imperials. Her AoE is simply way too good. Rebel Swarm will totally be a Thing though too.

Under the Escalation rules the ships from previous waves must keep the same upgrades in future waves. So your list is illegal under the Escalation rules. You can add upgrades but not take them away.

I am sorry that this was not clear. There is actually two variations here.

One fleet has Wes stay naked at the 120 match, which eventually turns into Swarm Tactics on him, and PtL on Wedge.

The other gives Wes Veteran's Instincts at the 120 match, which gives Wedge PTL + R2 Astromech.

I know that you cannot swap VI for Swarm Tactics, and I apologize for any confusion.

Ah, I thought you removed the equipped upgrades from Luke and Biggs for lists in the later rounds from the way you listed them. You might want to include all of the upgrades in later waves to avoid confusion.

Edited by zathras23

Under the Escalation rules the ships from previous waves must keep the same upgrades in future waves. So your list is illegal under the Escalation rules. You can add upgrades but not take them away.

I am sorry that this was not clear. There is actually two variations here.

One fleet has Wes stay naked at the 120 match, which eventually turns into Swarm Tactics on him, and PtL on Wedge.

The other gives Wes Veteran's Instincts at the 120 match, which gives Wedge PTL + R2 Astromech.

I know that you cannot swap VI for Swarm Tactics, and I apologize for any confusion.

Ah, I thought you removed the equipped upgrades from Luke and Biggs for lists in the later rounds from the way you listed them. You might want to include all of the upgrades in later waves to avoid confusion.

Didn't want to clutter the lists, but I'll edit them

Copied here for ease of discussion:

Here's a plan for an escalation tournament tomorrow:

60

Soontir Fel (27)

Push the Limit (3)

Royal Guard TIE

Targeting Computer (2)

Hull Upgrade (3)

Turr Phennir (25)

90

Turr Phennir

+Veteran Instincts (1)

Omicron Group Pilot (21)

Darth Vader (3)

Rebel Captive (3)

Anti-Pursuit Lasers (2)

120

Saber Squadron Pilot (21)

Opportunist (4)

Hull Upgrade (3)

150

Same as 120

Plus a Hull Upgrade for Turr Phennir

Focus on tough choice between going after Soontir or Vader Shuttle while blocking with the latter. I thought about PtL for Sabers but in combo with their low PS and shuttle blocking, I wonder if Opportunist will work well. Be nice if the shuttle could load APL and Engine Upgrade. Think i should swap APL and Captive for Engine Upgrade and Intelligence Agent?

Forgive my ignorance but what is this escalation you speak of?

Clearly it is the same base list expanding by a set amount of points every step, but is this an official tournament type? a mission/play format suggested by FFG? a fan created idea that is spreading?

Here's my first draft of my imperial escalation list I plan on running at our mini club tornament. Aimed for an Elite Tie Mini swarm supported by PTL squints and a heavy hitting Firespray.

Escalation 60

* T/F Black Squadron Pilot (17pts)

Targeting Computer, Veteran Instincts

* FS •Krassis Trelix (43pts)

Heavy Laser Cannon

Escalation 90

* T/F Black Squadron Pilot (17pts)

Targeting Computer, Veteran Instincts

* T/F Black Squadron Pilot (15pts)

Veteran Instincts

* T/F •"Night Beast" (15pts)

* FS •Krassis Trelix (43pts)

Heavy Laser Cannon

Escalation 120

* T/F Black Squadron Pilot (17pts)

Targeting Computer, Veteran Instincts

* T/F Black Squadron Pilot (17pts)

Targeting Computer, Veteran Instincts

* T/F •"Night Beast" (15pts)

* T/I Royal Guard Pilot (25pts)

Push the Limit

* FS •Krassis Trelix (46pts)

Heavy Laser Cannon, Recon Specialist

Escalation 150

* T/F Black Squadron Pilot (17pts)

Targeting Computer, Veteran Instincts

* T/F Black Squadron Pilot (17pts)

Targeting Computer, Veteran Instincts

* T/F •"Night Beast" (15pts)

* T/I Royal Guard Pilot (27pts)

Push the Limit, Targeting Computer

* T/I Royal Guard Pilot (28pts)

Hull Upgrade, Push the Limit

* FS •Krassis Trelix (46pts)

Heavy Laser Cannon, Recon Specialist

Forgive my ignorance but what is this escalation you speak of?

Clearly it is the same base list expanding by a set amount of points every step, but is this an official tournament type? a mission/play format suggested by FFG? a fan created idea that is spreading?

It's in the new Tournament Rules.

  • You have 4 rounds of play: a 60 point round, a 90 point round, a 120 point round, and a 150 point round, at similarly scaling time limits
  • Each round must completely contain its predecessor, but you can add new upgrades into previously unfilled slots. The current naming convention is an initial wave of 60, followed by 3 30 point waves. Listing all 4 waves in their totallity becomes a rather long tautology ;-)
  • You may not have more than 4 of any given Large ship, nor may you have more than 8 of any given small-ship.

Here's my first draft of my imperial escalation list I plan on running at our mini club tornament. Aimed for an Elite Tie Mini swarm supported by PTL squints and a heavy hitting Firespray.

First off, for most of us, it's easier to critique when we see more clearly what you add in each wave, rather than the full wave in its entirity. Still, though, glad to see a new list joining us!

I like the concept, but I'm not sure how good Night Beast + 2x Blacks + VI + TC are, when you could get 4x Academies for 1 point less.

Heck, you could use that 1 point left over to give BOTH of your Royals a Hull Upgrade, or give them both Targeting Computers and give Krassis a Seismic Charge.

That would make your 150 point build one of the following:

4x Academy

Krassis Trellix + HLC + Recon + Seismic Charges

2x Royal Guard + PTL + Targeting Computer

or

4x Academy

Krassis Trellix + HLC + Recon

2x Royal Guard + PTL + Hull

The differences between the Hull + Hull vs Targeting + Targeting + Seismic don't show up in my roll-out until Wave 4, so the issue is up to preference. I personally prefer the latter option, as Seismic Charges are the bee's knees.
Wave 1:
Krassis + HLC

Academy

(55)
Wave 2:
Academy

Royal Guard

(89)
Wave 3
(KT + HLC) + Recon

(RG) + PTL

Royal Guard + PTL
(120)
Wave 4
(KT + HLC + Recon) [+Seismic?]
(RG + PTL) + Hull [or + Targeting Computer]
(RG + PTL) + Hull [or + Targeting Computer]
Academy
Academy
(150)
Alternatively, you could go with Krassis fully built, alongside an Academy, for your 60 point wave, but that makes the rest of them a bit more awkward. Given that most players put "bought points" in the 60 point wave, I felt it best to go with the flow.
Edited by DraconPyrothayan
Alternatively, you could go with Krassis fully built, alongside an Academy, for your 60 point wave, but that makes the rest of them a bit more awkward. Given that most players put "bought points" in the 60 point wave, I felt it best to go with the flow.

Got it for the Seismic Charges version.

I still prefer my previously posted roll-out, but this is a way to do it, with only a 6 point deficit on Wave 2, as opposed to my 5 on Wave 1, and 1 on Wave 2 from earlier.

Wave 1

Krassis + HLC + Recon + Seismic

Academy

(60)

Wave 2

24 points of either Royal Guard + Targeting Computer, or 2x Academy

(84)

Wave 3

24 points of either Royal Guard + Targeting Computer or 2x Academy

Academy

(120)

Wave 4

Remaining 24 points of either Royal Guard + Targeting Computer or 2x Academy

(RG) + PTL

(RG) + PTL

(150)

Edited by DraconPyrothayan