Tournament Indecision: Pick My List

By Vorpal Sword, in X-Wing

I'm headed to tomorrow's Regionals in Broomfield, CO. I've been busy with real life, and therefore not at the tabletop as much as I'd like, and therefore I'm rusty.

But I'm also trying to stay optimistic about my chances, and if I do get shellacked I'd rather not have an oversight in list-building be the thing that did me in. So which of the following would you run, and why?

(1) Return of Bride of Son of Fettigator

Bounty Hunter (33)

Rebel Captive (3)

Boba Fett (39)

Veteran Instincts (1)

Navigator (3)

Engine Upgrade (4)

Slave I (0)

"Dark Curse" (16)

Total: 99

PS10 means Fett can react to the game state when he reveals his dial, with the intention of arc-dodging like a boss and/or getting in the face of any Phantom who comes a-knockin'. Dark Curse does his defensive thing up a flank while the Bounty Hunter takes potshots and hopes to make the Captive count in the endgame.

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(2) Old-Fashioned With A Twist

"Dutch" Vander (23)

Ion Cannon Turret (5)

Roark Garnet (19)

Ion Cannon Turret (5)

Garven Dreis (26)

Blue Squadron Pilot (22)

Total: 100

Back in the day, I got a lot of mileage out of Dutch/Gold/Garven/Rookie: it's a good all-around choice with control, firepower, hit points, and the ability to stack actions wherever it would do the most good in a particular round. This update holds the hit points and control constant, but adds in the B-wing's ability to reposition and Roark's instant promotion to PS12. Of my three candidates, I'm most comfortable flying this one.

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(3) An E-wing And A Prayer

Corran Horn (35)

Veteran Instincts (1)

Fire-Control System (2)

R2-D2 (4)

Engine Upgrade (4)

Knave Squadron Pilot (27)

R3-A2 (2)

Tarn Mison (23)

R7 Astromech (2)

Total: 100

I don't think this is the strongest build for Corran, but is nicely Phantom-proofed. I do think this list can win, but it's way out of my comfort zone: I'm often impatient on the board and I enjoy a good brawl, but this will take careful and patient play. And my E-wings haven't been on the table much.

On the other hand, it's the most agile of the three and has a good claim to having the best firepower.

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Note that I'm asking which of these lists you'd run--not what your favorite unrelated list is, or that I should be running a Falcon, or that I'm a dirty traitor to the Rebellion and/or the New Order, or that Phantoms are overpowered. Feel free to tweak, but please explain exactly what changes you'd make and why.

Of your three lists, the one I have the most faith in is #1. I love Dutch, and I think Roark is very potent, but two ICTs in a list is one too many.

Double Firesprays for the win!

Edited by WonderWAAAGH

If you are not comfortable with #3, I would drop it from consideration. Of the remainder, #2 is solid and is the one I would probably use as-is (but I am unusually partial to ion control). #1 is fine, but I cannot help but think hyper-mobile Fett would be better served with Expert Handling. I would swap Dark Curse for Backstabber as well. I find DC too easy to safely ignore, so BS provides a better piece of bait to tempt your opponent to leave Fettigator for last.

Play the one you are most comfortable with.

If you are not comfortable with #3, I would drop it from consideration. Of the remainder, #2 is solid and is the one I would probably use as-is (but I am unusually partial to ion control). #1 is fine, but I cannot help but think hyper-mobile Fett would be better served with Expert Handling. I would swap Dark Curse for Backstabber as well. I find DC too easy to safely ignore, so BS provides a better piece of bait to tempt your opponent to leave Fettigator for last.

I agree with this.

Re edited to make sense.

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Bounty Hunter (33)

Intelligence Agent (1)

Boba Fett (39)

Veteran Instincts (1)

Seismic Charges (2)

Gunner (5)

Engine Upgrade (4)

"Night Beast" (15)

Total: 100

View in Yet Another Squad Builder

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I think your first list #1 is pretty solid. Take what I say with a grain of salt as I have not flown F-31s yet.

I think you have too much invested in mobility and upgrades, plus Fettigator isn't known to be cost effective. There are only 8 attack dice and in general, they have no beneficiaries.

BH with Rebel Captive is really cool. Having the 23 HP with DC's tankiness is really nice.

Here is my recommendation:

With some better flying, you can lose some of the options that Nav gives you. If you NEED to, you have Engine left as a way of changing angle.

This allows you to take Gunner, which will help in hitting high Agi targets. Its also an non-action benefit for dice, allowing you to use it even if you had used Engine Upgrade. This might help in chewing off APs or hitting Howl, or interceptors, increasing your potential vs those lists.

Taking off Rebel Captive also lets you take a Seismic Charge for some area damage. Also gives you Intel Agent on the other BH to help improve your use of Fett + EU.

Dropped Dark Curse to Night Beast as an evade and a focus is pretty good turtling also.

This should retain a considerable amount of mobility change, PS10 vs Phantoms and lots of HP and a Tie that has some hope of surviving.

It increases its overall damage output with actionless Gunner and Bomb, and its high HP

but loses Nav and Rebel Captive.

Edited by Blail Blerg

Yeah, I'd say #1 is the list to go with. I play similar list but with Backstabber instead of Curse.

I like #1 to maybe mess up an opponent's phantoms. I hope I don't play you though...that list will wreck mine.

My vote is for list 1 as well, good tankiness, anti-phantom with super fettigator and a tie for flanking. I know you said no suggestions, but isn't backstabber the same point value? Might be nice to have 9 attack dice per round instead of 8.

Edited by swimmingordy

My vote is for list 1 as well, good tankiness, anti-phantom with super fettigator and a tie for flanking. I know you said no suggestions, but isn't backstabber the same point value? Might be nice to have 9 attack dice per round instead of 8.

Me, upthread:

Feel free to tweak, but please explain exactly what changes you'd make and why.

Totally pleased to hear suggestions, and replacing Dark Curse with Backstabber is exactly the kind of oversight I'm happy to have corrected--I do indeed want all the attack dice I can get, and DC's extra defensive mojo is going to wasted when everyone is watching Fett.

I like #1 to maybe mess up an opponent's phantoms. I hope I don't play you though...that list will wreck mine.

Going to Broomfield? Feel free to say hi. I'll be wearing a gray shirt with a Phantom on the front.

That would be my vote anyway, otherwise 8 attack just isn't enough to get kills quickly. What is your thinking on rebel captive over recon specialist? I don't disagree, I like being able to evade and target lock when it suits me, were you thinking about anti-phantom targeting?

Other upgrade cards I would consider:

Tactician is great because it works on the rear arc as well,

Dropping intel agent and putting on EUs on both firesprays would be good for ingress and escape when you need it (low health), or seismic charges or proton boms on fettigator would truly be devastating on any ship trying to outmaneuver you.

What is your thinking on rebel captive over recon specialist?

In the end-game I think the Captive is stronger, because your opponent has just a single ship to focus on and someone's going to have to take that stress. It's also better against Phantoms because it doesn't require me to get it in a firing arc.

I think you will have the hardest time playing list 3. Therefore, i will pick list 3.

Another idea with #1 is to demote dark curse down to night beast and give Boba a seismic charge. Boba with VI is the best seismic carrier in the game. A fantastic use of 2 pts.

One thing I forgot to mention is that I like dark curse here because that will probably be the easiest target and that with the other two large ships. Going to time helps you. If you take out one of their 25 pt ships you technically are in the lead

Phantom or not, Fett is over rated and over priced IMO. Not worth the pts, especially in a tourney setting where pt efficiency matters greatly.

I like number 2.

I never leave home in a firespray without Gunner. It is sooooooo good. The first salvo strips focus and evade and the second salvo claims lives.

I would consider trying to get Expose on a firespray too. Since your primary weapon can fire both forwards and backwards it is pretty easy to get into range 1 for a re-rollable 5 attack dice. That just eats ships in one round of firing and you don't have to use it if you are in a bad spot.

I used Expose on Wedge a few days ago and he was just a killing machine. Biggs was taking hits like a champ and Wedge was ripping through ships. 5 attack dice against a 2 agility TIE is just unfair. With a Firespray, it is now a re-rollable 5 attack dice.

But the odds of hitting on five attack dice are excellent - meaning you won't often use gunner, thus loading a Firespray with 9 points of upgrades that aren't synergizing.

But the odds of hitting on five attack dice are excellent - meaning you won't often use gunner, thus loading a Firespray with 9 points of upgrades that aren't synergizing.

True, but Gunner is much more useful at range 2 and 3 with a high PS ship because you are usually shooting 3 dice at a ship with Focus and/or Evade where your odds of hitting are much lower. You strip tokens then do damage.

Agreed! But using expose with that takes an action thus it's 4 dice unalterable. I would rather use one of the three other actions the Firespray offers vice adding another action into the mix that subsequently hinders my own defense for multiple shots against me vice my one attack.

#1 is the stronger list in the current meta-game. Good luck and let us know how you did at the event.

I like #1 to maybe mess up an opponent's phantoms. I hope I don't play you though...that list will wreck mine.

Going to Broomfield? Feel free to say hi. I'll be wearing a gray shirt with a Phantom on the front.

I'll be there for sure...I'm the young(ish[on second thought that may be wishful thinking]) guy with the old guy hair, and I hope you do bring list one, I'd love to play against it :D

Can't wait to play against some awesome new people!

Edited by Futant420

Its a good thing no one runs Captain Yorr, cause that's just a bad matchup for your captive.

I'm headed to tomorrow's Regionals in Broomfield, CO. I've been busy with real life, and therefore not at the tabletop as much as I'd like, and therefore I'm rusty.

But I'm also trying to stay optimistic about my chances, and if I do get shellacked I'd rather not have an oversight in list-building be the thing that did me in. So which of the following would you run, and why?

(1) Return of Bride of Son of Fettigator

Bounty Hunter (33)

Rebel Captive (3)

Boba Fett (39)

Veteran Instincts (1)

Navigator (3)

Engine Upgrade (4)

Slave I (0)

"Dark Curse" (16)

Total: 99

list #1 has the coolest name. I'd go with that one. You'd be surprised how much of a factor having a cool list name can be. Demoralization has a strong influence on the weak minded.