Cannot decide between 2 IA lists

By Sekac, in X-Wing

I keep flip-flopping between these 2 lists:

29: Dutch w/ Ion Turret, R2 Astro

25: Blue Squad w/ Advanced Sensors

23: Rookie w/ Flechettes

23: Rookie w/ Flechettes

Total: 100

Good control, efficient with orders, but Dutch shoots first which isn't ideal (though not terrible).

27: Roark w/ Ion Turret, Recon Specialist

27: Dagger Squad w/ Advanced Sensors

23: Red Squad

23: Red Squad

Total: 100

A more straightforward approach. Everyone is PS 4 so they all move at the same time, then Roark lets whoever has the juiciest target shoot first, and can ion last.

Thoughts?

Edited by Sekac

If you can field them against each other (I'm guessing you can, as that requires BB and XXXX, which you'd probably want anyway), do a best of 7 tournament of one vs the other, swapping initiative each time.

That should give you a large enough sample size to figure out which fleet handles better in your hands.

Would that I had the time for all that! No, I probably have about 2 more games before my tournament.

On a side note, I can't actually field all that. I only have one B-Wing as my store has not been able to restock them since their first release. But...I've got one ordered for...you know, whenever....

To me, the second list looks a bit better. A Dagger Squad is the way to go with AdvS, and the Reds provide some solid firepower. Plus, with Flechettes on the Rookies in the first list, it might be difficult to get your ordnance off.

Personally, though, I would suggest swapping Roark's ICT for a blaster turret; you have the Rec Spec already, and, without any flechette torps or stressbots, there's not a big reason to have ion damage. And a three-attack turret is nothing to sneeze at.

Just my thoughts.

Do you just want us to pick a list, or are you open to possible changes?

Playing against each other 7 times will only display which list is most dominant against the other, not against anything else.

Create 7 different lists and play both against each list and compare the results......no wait......that will only show which is best against those 7 list.......

......what if 1 of those 7 lists beats both of your lists? Abandon your lists and use that one, playing against all 7 list.......when one wins abandon the current list and play the new list......no wait......this is getting silly.....

.......list 1......

No........list 2, yeah, list 2

Sorry :D

Edited by slim chaney

To me, the second list looks a bit better. A Dagger Squad is the way to go with AdvS, and the Reds provide some solid firepower. Plus, with Flechettes on the Rookies in the first list, it might be difficult to get your ordnance off.

Personally, though, I would suggest swapping Roark's ICT for a blaster turret; you have the Rec Spec already, and, without any flechette torps or stressbots, there's not a big reason to have ion damage. And a three-attack turret is nothing to sneeze at.

The ordnance bit on the rookies in the first list is kinda true, but I would only give them torps with Dutch around. He gives them a target lock after a few other ships have moved around and mitigates the usual folly of ordnance on low PS ships.

I'm definitely sticking to the ion turret. Ions were useful long before stressbots and flachettes, and will continue to be. I won't be facing any phantoms with this list so those synergies are less important. An ion cannon shot definitely will ruin an interceptors day, even without back up.

Do you just want us to pick a list, or are you open to possible changes?

Totally open to suggestions, as long as they are somewhat similar to this format. 4 ships, no falcon, no more than one turret, etc.

Dagger + Adv Sensors = 27, not 25.

Blue with advanced sensors won't get used much to avoid blocking, only for actions before red maneuvers.

Dagger + Adv Sensors = 27, not 25.

Oops! Good catch. Luckily the points total was still right. Edited.

Blue with advanced sensors won't get used much to avoid blocking, only for actions before red maneuvers.

Less useful than on a dagger for sure. I still use it quite a bit on blues though.

To me, the second list looks a bit better. A Dagger Squad is the way to go with AdvS, and the Reds provide some solid firepower. Plus, with Flechettes on the Rookies in the first list, it might be difficult to get your ordnance off.

Personally, though, I would suggest swapping Roark's ICT for a blaster turret; you have the Rec Spec already, and, without any flechette torps or stressbots, there's not a big reason to have ion damage. And a three-attack turret is nothing to sneeze at.

The ordnance bit on the rookies in the first list is kinda true, but I would only give them torps with Dutch around. He gives them a target lock after a few other ships have moved around and mitigates the usual folly of ordnance on low PS ships.

I'm definitely sticking to the ion turret. Ions were useful long before stressbots and flachettes, and will continue to be. I won't be facing any phantoms with this list so those synergies are less important. An ion cannon shot definitely will ruin an interceptors day, even without back up.

Do you just want us to pick a list, or are you open to possible changes?

Totally open to suggestions, as long as they are somewhat similar to this format. 4 ships, no falcon, no more than one turret, etc.

I only ask because I love Dutch, but I've never been terribly fond of disposable ordnance. I would probably remove both the Flechettes and R2 ( :( ) and upgrade one of the Rookies to Garven. Then you have two PS6 sharing TLs and focus tokens, and two workhorse PS2 ships.

Edited by WonderWAAAGH

Yeah, I could do that, but I'd have to drop the R2 unit as well... I'll ponder that...

Yeah, I could do that, but I'd have to drop the R2 unit as well... I'll ponder that...

Yeah, I'd be loathe to let the R2 go, but Dutch still flys well enough without it. Alternatively, you could consider downgrading the Advanced Sensors to FCS for that one point.

Also, with adding garven, your opponents will think twice before gunning for Dutch. It makes them choose their first target, instead of making the choice immediately clear.

I've also had great success with:

Dutch w/ ion

Biggs w/ r2f2

Blue squadron x2

Everyone guns for Biggs, then Dutch but by the end you still have two tanks alive late in the game. Fly slow, let them come to you, keep Biggs at distance for the first round, making them target Dutch or a blue then bring him in closer to help out.

Works great so far

I've also had great success with:

Dutch w/ ion

Biggs w/ r2f2

Blue squadron x2

Everyone guns for Biggs, then Dutch but by the end you still have two tanks alive late in the game. Fly slow, let them come to you, keep Biggs at distance for the first round, making them target Dutch or a blue then bring him in closer to help out.

Works great so far

I'm getting the impression you like Biggs like I like Dutch.

Dutch-ion, Biggs, tarn, rookie is 97 points

Dutch-ion, Biggs, tarn, rookie is 97 points

Add R2 and R7 and you're golden.

Actually Dutch is my boy as well. I have him in most rebel lists I run. Biggs is just too good to ignore when running named pilots that you know your opponents will be gunning for. I run Biggs in that list to keep Dutch alive. As a character though, i love Biggs. Sweet kicka$$ helmet design, best buds with Luke, a mustache like a sexy space caterpillar on his upper lip. What's not to love?

Yeah, I could do that, but I'd have to drop the R2 unit as well... I'll ponder that...

Yeah, I'd be loathe to let the R2 go, but Dutch still flys well enough without it. Alternatively, you could consider downgrading the Advanced Sensors to FCS for that one point.

Yeah, between those 2, I think I'd go with dropping the astromech. It's not like Dutch will be stressed ALL that often. I've never actually used the FCS, and probably shouldn't choose now to experiment with it. I'm not a fan of it on paper because it telegraphs your next move and gives your opponent a turn to react. AS keeps people guessing which I like.

Dutch doesn't get stressed that often, but when he does you really feel it. Not only are you denied the use of his pilot ability for a turn or two, but the freedom of movement that your turret usually affords you is compromised by the necessity of performing a green maneuver. That's the kind of bad situation that can tip a match in your opponent's favor, so substituting the R2 is not a decision I take lightly.

Edited by WonderWAAAGH

Yeah the reset turn can be tricky with out the R2, but between the two, I think I'd miss the advanced sensors more. I use those at least half the time, and I wouldn't need the R2 more than once.