Thoughts on a new list (BBZZA)

By Ailowynn, in X-Wing

I've been flying this list and have found success with it in practice, but I'm not certain how well it'll hold up in a tournament setting. Any feedback is welcome, particularly if it comes from experience with a similar list.

HUNTING THE BEES

Green Squadron Pilot (19)
Predator (3)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
Dagger Squadron Pilot (24)
Advanced Sensors (3)
Dagger Squadron Pilot (24)
Advanced Sensors (3)
TOTAL: 100 points
I fly it like this:
Z Z A
B B
The A-Wing is a flanker, plain and simple. Predator is excellent, as it gives you very nearly a focus-lock each turn to play with, or allows you to evade without totally sacrificing offense. Sure, you don't get focus + evade like you would with PtL, but you also don't have to put up with all those stress tokens. Against four-ship lists, it'll be a solid little ship. Against TIE swarms, if your opponent makes the mistake of ignoring the A-Wing, it'll chew through those PS 1 ships without too much of a problem.
The Z-95s have actually been the stars of the squad several times; in my opinion, they're the new most underrated ship. Everyone's excited over the Defender and Phantom and E-Wing, but everyone hates the poor little Headhunter. In this list, the Zs take the brunt of the first round of firing. They're usually the only ships that all of the opponent's ships can hit, and, with a focus and three agility dice, they actually last fairly long. Focused fire will generally bring down one of them, but the Bs behind are still safe. Next round, I'll either fly the Z in to use it as a blocker, or, depending on my opponent's list, just keep him with the Bs. The other guy either loses some actions from blocking, or has to decide whether to slag the Headhunter or try to bring down a B-Wing.
If the Headhunter(s) don't get focused down, they very quickly become just about as annoying as an A-Wing darting around. They make good blockers, and give me a couple of extra defense dice to play with. If they do get focused down, that means my B-Wings just got two or three more rounds to unload their firepower. The two Headhunters are, after all, less than a quarter of my squad points combined. But they can still be a thorn in the side if they live.
The major problem that I've run into is high-agility ships. Having just two three-attack ships in my list means that landing a hit can be difficult. However, this hasn't been much of a problem with five Rebel ships on the board. Eventually, a few hits get through, and that's usually all it takes. Phantoms are difficult, but the A-Wing and B-Wings (with AdvS) can usually get some shots in when it decloaks. Them g-g-g-g-ghooooooosts are the toughest opponents I've faced for this squadron, but it can usually pull through.
So there it is. Comments? Critiques? Will this hold up as well as it has for me so far, or have I just been lucky?

I'll concentrate on taking out the B-Wings first, as they're fragile, high-damage, and high-point.

That being said, a tight asteroid thicket will serve you well, with two Adv. S Bs and an A.

Pilots
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Blue Squadron Pilot (25)
B-Wing (22), Advanced Sensors (3)

Blue Squadron Pilot (25)
B-Wing (22), Advanced Sensors (3)

Biggs Darklighter (26)
X-Wing (25), R5 Astromech (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

100 points

obviously there is a drop in PS on the B's but Biggs might keep them alive a bit longer flying in a formation like

Z Z

B B

X

I'll concentrate on taking out the B-Wings first, as they're fragile, high-damage, and high-point.

That being said, a tight asteroid thicket will serve you well, with two Adv. S Bs and an A.

Usually it's possible to time it so that, on the first round of shooting, the only ships that all of the opponents' ships can hit are the Zs (since they're on the front line). Thanks for the feedback though.

Pilots

------

Blue Squadron Pilot (25)

B-Wing (22), Advanced Sensors (3)

Blue Squadron Pilot (25)

B-Wing (22), Advanced Sensors (3)

Biggs Darklighter (26)

X-Wing (25), R5 Astromech (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

100 points

obviously there is a drop in PS on the B's but Biggs might keep them alive a bit longer flying in a formation like

Z Z

B B

X

That's a good idea. I'll have to try it out next time I get the chance.

Edited by Ailowynn

the r5 is just a filler, i don't know how useful it will actually be. can always drop it for initiative

I think if your looking for a 1 point filler Astromech for Biggs R4-D6 is probably better, it saves him from blowouts against Phantoms, and also against just a bad evade roll as well vs. 3 hits.

I think Biggs looks good too. Lets you concentrate a lot of fire power. whats that.. 13 attack dice? with 3 that die off Biggs pretty fast?

Bbbzz's... I likes.

Meh, Biggs is a cop-out IMO. Besides an all 2 PS list is a feeding frenzy for anything with Predator (which there will be a lot of).

I like the OP's original list. It'll be even better when Aces comes out. Drop 2 points off that A-wing to upgrade those Bandits to Talas (sooo worth the 1 pt). Or give it expert handling for more flankiness.

Meh, Biggs is a cop-out IMO. Besides an all 2 PS list is a feeding frenzy for anything with Predator (which there will be a lot of).

I like the OP's original list. It'll be even better when Aces comes out. Drop 2 points off that A-wing to upgrade those Bandits to Talas (sooo worth the 1 pt). Or give it expert handling for more flankiness.

I'll be trying this exact set-up as soon as aces drops. I ran the same thing in a tournament a couple weeks ago, but using 3 Talas instead of the GSP (TalaDagger Knights.) It worked better than I expected, but it got shut down hard in the tournament proper by several phantoms

I had a very similar thought on the way into work this morning. I like the idea of the 2 Z, 2 B, and X Wing list. Very viable I think.

Your idea on BBZZA is strong, though personally I would try this,

2x - Blue Squadron Pilot (25) - B-Wing (22), Advanced Sensors (3)

3x - Bandit Squadron Pilot (16) Z95, Cluster Missiles (4)

Your damage output on round one shooting is a max 24 which would wreck just about anything. I would run it like this,

B ZZZ B