Re-Developing List: Baron's Focus. Make it modern.

By Rakky Wistol, in X-Wing

Another list that just keeps making come backs...

Original List:

Fel + PTL + Stealth

BH+Seismic

Backstabber

DarkCurse

Updated List:

Fel+ PTL + Hull

BH+ Recon

Backstabber

Nightbeast

Favorite Variant: Turr's Hunting Pack

Turr+ PTL + Hull

BH+ Recon + Seismic

Backstabber

Nightbeast

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The Core Parts:

Fel/Turr loaded: Either pilot is a nightmare if they live to end game. Fel is more offensive and higher PS (important these days) and Turr dodges arcs like no other and is moderate enough PS to matter. You want either of these pilots to move late and shoot early to elimnate a threat before it fires in the second round of firing. Also, both are great bait; if your opponent turns to face take them out, lead them on that merry chase while the other 2 cogs in your list do the dirty work. CONS: even turtled up with PTL and Hull, they are a lot of points in a ship with low HP; often don't get touched or get one shot... seldom fall in the middle. Variant: A few new ships fill the point slot (other aces, cheap defender, cheap phantom) but this slot is pretty CORE to the build.

Bounty Hunter: No matter the load out, this is your workhorse. Takes fire and fires back, and, depending on load out, can carry an extra trick or two (double focus, stress, auto damage...). The other "Core" piece. Put it in the middle or on one flank and make your opponent decide to deal with it early and get chewed up by your ace and 2 very point efficient ties. Cons: lowest PS in the list; otherwise awesome. Variant: You can put a shuttle in this spot for similar points with varying results or upgrade to a named pilot (but then you're probably talking a Scarlet Cowgirl or Fetigator list).

Backstabber: No other pilot draws hate fire like Backstabber. You paid 2pts less than an alpha for no boost and +5PS under most circumstances. Brings an extra die to this list for cheap and paired with any other tie fighter adds a 3rd threat that you are punished for ignoring. CONS: occasionally, very seldom, you pay 4 pts for an academy tie that gets focused down on...that means your ace and/or BH took 1-2 less shots. That's a win win. Variant: You can put an alpha here for the same firepower and a little more maneuverability but I don't recommend it at the PS loss.

Nightbeast/Darkcurse: Both ties tend to live longer than any tie fighter should. Nightbeast might as well be called "Fel Jr.". He takes an action and gets a free focus. Con: "makes him predictable"; don't believe the haters. Tie dials and combat aren't rocket science to begin with and NB gets a focus when he chooses a green and bumps. Do that all day when given the chance. Darkcurse is just ace vs. a small subsection of builds. He serves a similar function to NB but has no offensive upside where NB can be defensive with Evade and Focus or arc dodge with BR and still focus or bump and still focus. Con: he's not NB. Variant: you can downgrade either of these ties to a lower PS tie with minimal impact on your every day flying; the big loss is PS. Clocking in at 31-32pts there are many swap out options.

The "Tricks":

-Assault on 3 fronts. BH or Ties in the middle and your Ace and the other on the flanks. Maneuver so that you all have shots engagement round and force your opponent to choose a direction.

-PS matters. You're going to shoot at 9/6/5/3 ish... Your targeting priority will make or break your game. 3 ships firing at PS 5+ often kill a ship per turn and prevent focus fire, the 4th is often your most accurate and cleans up before the PS1-2 get a chance to respond.Luke might shoot first and even shoot 3 times...unless he gets lucky or you're unlucky you're alive and you can probably kill one of his rookie wingmen every round for the first 2 rounds. That's a reduction of 2 shots instead of just one. That's the entire health of up to 2 of your ships. Not foolproof tactic but certainly a concern for this "fragile" list.

-There is no good choice in targeting priority: Fel has the dodge to absorb fire or the wheels to get outta dodge, Turr is the reverse, getting out of the way; BH will live through a focused round of fire unless your dice really really hate you, recon helps with this as much as offense; the 2 named ties function as a "third ship" that even if you hate fire on probably only takes down 1 of 2 ships. Turn to face any of the 3 threats and the other 2 will make you pay. You don't want to face Fel/Turr in the end game or a Focus/Seismic BH... but can you let BS and NB nip at your flanks an entire game for 5-7 dice a round?

- RUN! Everybody but BS can turn tail and run and run effectively. If your opponent over commits, run and let the other ships do their job.

-Never give up. Any of the 3 parts of your list that make it to end game can be monstrous against a decimated force in the end game. This list also tends to rattle off kills pretty fast as the BH shooting last usually softens up a target for next rounds high PS pilots to finish before they shoot.

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So how do you modernize this list? CAN you improve it without making it too different? What new pilots/upgrades/tactics will be needed to continue to compete in today's developing meta?

Hey, this is a really cool post. Thanks for your informative post on Soontir Fel builds.

I don't know if it improves the build, but an option would be:

27 Soontir Fel

3 Push the Limit

33 Bounty Hunter

3 Recon Specialist

14 Black Squadron Pilot

3 Predator

14 Black Squadron Pilot

3 Predator

You lose the abilities and PS of the named TIEs, and Soontir's hull upgrade, but the Black Squads get what basically amounts to free Target Locks. Is that worth it? Probably not, but it might be worth a try.

Edited by DR4CO

Another thought:

Fel + PTL + TC

BH + Recon

Dark Curse

Backstabber

Hey, this is a really cool post. Thanks for your informative post on Soontir Fel builds.

Glad to Help. I've always liked this list but personally prefer the Turr version (will change back now due to PS escalation, likely).

I like a lot more than "here's a build, what do you think"... Some examination of tricks/tactics and roles makes the list better and gets the mental juices flowing. Hope to do more of these in the future.

Original List:

Fel + PTL + Stealth

BH+Seismic

Backstabber

DarkCurse

Updated List:

Fel+ PTL + Hull

BH+ Recon

Backstabber

Nightbeast

Favorite Variant: Turr's Hunting Pack

Turr+ PTL + Hull

BH+ Recon + Seismic

Backstabber

Nightbeast

...So how do you modernize this list? CAN you improve it without making it too different? What new pilots/upgrades/tactics will be needed to continue to compete in today's developing meta?

So I've always liked the Wave 3 version with Recon, since (as you point out) your opponent is stuck in a fork: focusing on the Hunter takes a while and leaves you open to fairly dangerous harassment by the TIEs, while killing Soontir lets the Firespray crawl up your tailpipe. And although Soontir is very arguably nastier in the late game, the Hunter is pretty cruel too, and both are survivable enough to push the other one into that endgame scenario. I think it still works, because Fel is an able opponent for even a Defender or Phantom, and a Hunter can give a Phantom fits--especially if you make the straightforward swap of a Rebel Captive for the Recon Specialist.

But if you want to punch it up with the sexy new stuff, I'd play around with substitutions for the core pieces… this is just noodling, by the way, and not anything I've tried on the table yet.

* Substitute a Phantom for the Interceptor. *

Fel fully loaded costs 33 points and occupies a flanking/DPS role, which is almost enough room for Echo:

"Echo" (30)

Veteran Instincts (1)

Advanced Cloaking Device (4)

Bounty Hunter (33)

Recon Specialist (3)

"Backstabber" (16)

Academy Pilot (12)

Total: 99

* Substitute a Defender for the Firespray. *

I know the community is divided on whether or not this is a good idea, but hear me out. You can exchange Bounty Hunter + Recon for Delta + Ion Cannon and gain 3 points back, which allows you to trade up one of your TIE Fighters for a second Interceptor. That list might look like this:

Soontir Fel (27)

Push the Limit (3)

Stealth Device (3)

Delta Squadron Pilot (30)

Ion Cannon (3)

"Backstabber" (16)

Alpha Squadron Pilot (18)

Total: 100

You lose a bit of durability and a bit of PS, but gain control and a bit more firepower. If the 9/6/5/3 PS lineup works better for you, you can also run Soontir/Onyx + Ion/Backstabber/Night Beast.

* Change out the TIE fighters for Bombers. *

The disadvantages are obvious: two Scimitars will typically carry less offense than Backstabber and Night Beast, and you give up a lot of PS going from 6/5 to 2/2. The upside is that you gain a lot of defensive efficiency, which means you can afford to be a lot more aggressive with the Bombers than you would with the Fighters. So instead of pairing them with Fel, let them play offensive line for the Firespray, taking the first few hits and then blocking to deny actions. That could look like this:

Soontir Fel (27)

Push the Limit (3)

Stealth Device (3)

Bounty Hunter (33)

Tactician (2)

Scimitar Squadron Pilot (16)

Scimitar Squadron Pilot (16)

Total: 100

Also note the swap to Tactician from the 3-point Recon Specialist--you have to squeeze that extra point into the TIEs, and it's a nice upgrade for the Firespray and its auxiliary arc.

Edited by Vorpal Sword

Good stuff vorpal. Phantom swap certainly plays well instead of Fel/Turr. Not so sure about BH/phantom swap...

Red-Dead Focus subs out Fel + PtL + SD/HU for Carnor + PtL + SU and makes all your shots hurt, especially from your BH (can also swap RecSpec for the Captive for more shutdown).

You made three mistakes. First, you made the list. Second, Fel flying with non-squints.. F***ing insulting. But the worst mistake. That's right, paring him with Bounty Hunters. We don't need their scum. :D

Darth Vader/TIE Advanced + Daredevil + Engine Upgrade

Soontir Fel/TIE Interceptor + Royal Guard TIE + Push the Limit + Stealth Device + Targeting Computer

Turr Phennir/TIE Interceptor + Veteran Instincts + Stealth Device

I actually run a Veteran build, but it is only a 3 ship build following some of the same ideas you presented.

Vader uses his two actions to boost and Daredevil into range and out of the enemy firing arc. Fel uses PtL in the same way, but gets a free Focus as well as his two actions. Turr gets into someone’s face, shoots them, and boosts right past them/our of their firing arc. They all move and fire at the same time! On top of that, Vader and Fel get the added bonus of having targeting computers.

I like the ideas guys. These are some great lists.

Might I add the Phantom Hunting Version:

Soontir Fel + PTL

Boba Fett + Rebel Captive + Predator/PTL (my vote is Predator)

Academy Pilot

Academy Pilot

99pts

Gives you 2 high PS ships for Echo (sort of Whisper) hunting. Trades out higher PS ties for low PS blockers though, which is both good and bad, especially with mid PS ships becoming less prevalent. Good news is, they'll likely have to take out Fett/Fel at some point to come out ahead in points, letting the stress flow freely at some point. Could also trade out Boba for Kath for 98pt bid or Target Comp on Fel.

Has anyone had experience with Fel vs Echo? Fel vs Whisper obviously depends on initiative, but anyone give that a try? I wonder if he'll fit in as an Echo counter...

Red-Dead Focus subs out Fel + PtL + SD/HU for Carnor + PtL + SU and makes all your shots hurt, especially from your BH (can also swap RecSpec for the Captive for more shutdown).

Jax is on my "try it" list for this build as is a VI Cowall for cheap PS.

What other "aces" fit?