list that limit the opponet

By luck5275, in X-Wing

i have been playing around with making list that essentially limit what the opponent can do and want some opinions on how to make them more effective at what they do. (i know they are probably not the best list in the game its more about playing with their pieces per say )

list 1

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Limiting
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100 points
Pilots
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Colonel Vessery (36)
TIE Defender (35), Veteran Instincts (1)
Captain Kagi (36)
Lambda-Class Shuttle (27), Sensor Jammer (4), Tactician (2), ST-321 (3)
Carnor Jax (28)
TIE Interceptor (26), Royal Guard TIE (0), Targeting Computer (2)
list 2
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An Interesting Combo
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98 points
Pilots
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Kath Scarlet (54)
Firespray-31 (38), Ion Cannon (3), Seismic Charges (2), Predator (3), Gunner (5), Slave-1 (0), Munitions Failsafe (1), Flechette Torpedo (2)
Scimitar Squadron Pilot (22)
TIE Bomber (16), Flechette Torpedo (2), Proximity Mines (3), Munitions Failsafe (1)
Scimitar Squadron Pilot (22)
TIE Bomber (16), Flechette Torpedo (2), Proximity Mines (3), Munitions Failsafe (1)
list 3
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For Fun
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99 points
Pilots
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Rebel Operative (23)
HWK-290 (16), Ion Cannon Turret (5), Tactician (2)
"Hobbie" Klivian (30)
X-Wing (25), R3-A2 (2), Flechette Torpedo (2), Munitions Failsafe (1)
Rebel Operative (23)
HWK-290 (16), Ion Cannon Turret (5), Tactician (2)
Rebel Operative (23)
HWK-290 (16), Ion Cannon Turret (5), Tactician (2)

list 4

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Ves + Stress
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100 points
Pilots
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Colonel Vessery (43)
TIE Defender (35), Cluster Missiles (4), Ion Cannon (3), Veteran Instincts (1)
Scimitar Squadron Pilot (19)
TIE Bomber (16), Flechette Torpedo (2), Munitions Failsafe (1)
Scimitar Squadron Pilot (19)
TIE Bomber (16), Flechette Torpedo (2), Munitions Failsafe (1)
Scimitar Squadron Pilot (19)
TIE Bomber (16), Flechette Torpedo (2), Munitions Failsafe (1)
any other ideas of list that can just throw a wrench in your opponents plans

These all look fun to try. I used to be a fan of having duplicate ships, but I prefer having more varied lists. I really like that first list; it looks like something I might try. Have you flown any of these yet?

I am trying to think of lists that wouldn't care about your disruptive tactics. I like the Proximity Mines, but I can see how beefy ships won't care so much, like YT's.

I have Regionals this weekend, but after that I am going to play some of these lists. I've already had decent success with a list similar to "Limiting" list, and It was also a fun change. I did 't have Vessery at the time, so I look forward to trying him out. But I also REALLY want to use Scimitar + Proximity Mines to disrupt TIE phantoms. I think there is definite potential there.

the only one i have got to try so far is a version of vess + stress that used ion pulse missiles instead of flechette torps as i didn't have them at the time this weekend i plan to try a few of these out. it did well i played against a dual named phantom build i will say that vessery did almost all the work in the game but that's kinda expected.

Stressy cow.

OGP, adv sensors, gunner, tactician, engine upgrade 35

OGP, adv sensors, gunner, tactician, engine upgrade 35

Fel, ptl 30

so i got to play around with some of these this weekend List 1 performed well the only thing i'm thinking is that the title on the shuttle isn't worth the 3 points. also thinking of trying to switch tactician for rebel captive .

list 2 while it won didn't seem to do much of what i thought it would. the proximity mines did keep the opponent tight in the middle as i dropped them on my side of the board to help keep them inside the asteroid field and make it hard to maneuver. but kath while doing alot of damage spent more time shooting in her back arc then front so never really got to use the flechette for stress and took an early crit and lost her pilot ability (it was also the only hull damage she took all game).

i did expermient with some rebel stuff ( i usaly only play empire) and came up with this combo using what i own that seemed really effective i just havn't figured out what to really pair it with as i don't do alot of games as rebels

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[unnamed Squadron]
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58 points
Pilots
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"Hobbie" Klivian (30)
X-Wing (25), R3-A2 (2), Flechette Torpedo (2), Munitions Failsafe (1)
"Dutch" Vander (28)
Y-Wing (23), Ion Cannon Turret (5)
the next question is order of operations on this. can i use the R3 and clear the stress with the burning the target lock for the flechette torpedo? or do i have to spend the target lock before i declare the target of the attack? it makes sense to me that the declaring the target comes first but figured id check.

I find that blowing up my opponent's ships really limits what options s/he has to use. ;)

For your original List #1, I'd swap out Tactician and put Weapons Engineer instead. With the title, it doubles up the number of possible pre-Target Locked ships that Vessery will have to choose from for his attack.

you are correct blowing up my opponent's ships is always the end game lol but control is always a big factor in games if you know what they can or can't do helps you know where you need to be. (plus sometimes its fun to just frustrate someone by taking away there tricks) i thought about the weapons engineer ill probly give it a try one of these days. I'm defiantly looking into tweeks for the first squad i will say in the game i played Jax just dropped like turn 2... that may of just been cuz i rolled all blanks and he rolled all hits but still sucked. no amount of limiting can change bad/good rolling