Escalation List Ideas

By LunaticPathos, in X-Wing

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?

Edited by LunaticPathos

Welcome to the Compendium :)

http://community.fantasyflightgames.com/index.php?/topic/105546-escalation-compendium/#entry1072885

So, as I see it, your 150 point has Soontir Fel, Turr Phennir, 2x Saber Squadrons, and a Doomshuttle, ehh? I like it.

I am not sold on putting Darth Vader AND a Rebel Captive on the same ship, though. Vader, being a self-damaging card, means your ship is unlikely to last into the end-game, which is what the Rebel Captive wants to do.
I'm also not sold on Anti-Pursuit Lasers on a Shuttle on principal.

Consider either a 32 point SableGryphon Buzzsaw-shuttle (Gunner, FCS, and EU only cost 3 more than Vader, RC, and APL, while giving you a nightmare for mid-high agility ships), or possibly consider trading away those 5 points from RC+APL for improving your Interceptors.

I prefer PTL on Turr Phennir over VI myself. The idea is to use PTL off of his free-action when he attacks, as opposed to using it in the activation phase like everyone else. Hit someone at Range 1, then Barrel-Roll AND Boost will get you out of most firing arcs.

Yeah, I can see PtL on Turr, especially with a prevalent lowPs meta. The local meta is fairly high PS, though, so he can't arc dodge after firing all the time. VI also let's him fly more agilely with Soontir, with the choice of who moves first.

The idea with Rebel Captive was to discourage firing on the shuttle, so Vader can use his power more. Alternatively, if they try to kill the shuttle to stop Vader, they stress, maybe get blocked and pinned by APL, giving the interceptors the maneuvering advantage. Usually, once I'm behind the enemy, I'm solid with the ints.