List feedback solicited

By MrMoody, in X-Wing

Okay, here are the goals for the list:

1) Be effective against the following squads:

A. Han or Chewie Gunner Falcon + Z95s

B. Whisper + VI + Friends

C. Etahn + Z95 swarm

2) Not be one of the above lists everyone is trying to counter.

Therefore I wanted:

A) Named PS10+ Pilot for phantom fighting, preferably with Engine Upgrade

B) Able to throw lots of dice at named Falcons, preferably from many sources to weaken C3PO effect.

C) Have lots of HP, but not overly based on ships heavy with Hull (due to Etahn)

D) PS3 or above to limit Predator.

So here is what I came up with:

Corran Horn + VI + EU + R2D2 + FCS

VI gets him to PS10 with added EU maneuverability, R2-D2 lets him regain shields if he has to bug out. FCS to boost his second attack.

Tala Squadron X 4

Idea is to let Corran trouble Phantoms, and rush Falcons rolling 14 attack dice on the first pass across 6 attacks. Hopefully the Falcon shoots at Corran and he can bug out and get a shield back for his return trip. If they choose this, the Talas have a good chance of surviving the early pass. If not, then I'll take an unmolested Corran who can think about getting to range 1 for his 2 attack round.

But this got me thinking, I could sacrifice a Tala and up my alpha strikes, hopefully bringing lots of anti-Falcon firepower (lots of dice, lots of attacks) to bear. The added bonus is that the remaining Talas become much more of a threat. My opponent now has to try to judge his range on them and consider dealing with them earlier.

And that list looks like this:

Corran Horn + VI + EU + R5-P9+ FCS

Switched out R2-D2 to gain a point. A little lesser use, but it gets me Deadeye on Blount.

Tala Squad + Cluster Missiles

Tala Squad + Cluster Missiles

Lt. Blount + Ion Missiles + Deadeye

The idea being to use Blount to Ion the Falcons and possibly Phantoms and Etahns of the world, priming them possibly for 2 attack round missile fire from the Talas. Corran does his thing as the hammer to the Talas anvil. I don't like losing the HP, but I like all the extra factors for my opponent to deal with.

Thoughts and ideas?

Edited by MrMoody

I would use Tycho with ptl, vi, and test pilot, outmaneuver, chardaan refit for your post-rebel-aces-phantom- hunter. Not as many points. I know if I saw that list I would focus of the e-wing and I could probably destroy it before it could destroy as many squad points as I would kill. Though Corran is a slippery one with vi. Personally it's too lopsided on points for my taste.

I like your first list, but agree that adding some kind of alpha strike might be preferable. But Cluster Missiles are not the way to do it--even against 1 Agility--unless you have some way to stack actions.

I can think of lots of things to do, most of which are the result of some kind of change to Corran's loadout. But if I were you, I'd look seriously at Homing Missiles on Tala Squadron, or else Concussion Missiles + Munitions Failsafe.

Another option is to switch 2 Talas for Biggs to help protect Horn in the first list. Also consider R7-T1 and Advanced Sensors on Horn instead of EU and FCS, similar effect but is cheaper and lets you boost before K-turns and what not which can be great for dodging arcs.

Edited by stmack

I like your first list, but agree that adding some kind of alpha strike might be preferable. But Cluster Missiles are not the way to do it--even against 1 Agility--unless you have some way to stack actions.I can think of lots of things to do, most of which are the result of some kind of change to Corran's loadout. But if I were you, I'd look seriously at Homing Missiles on Tala Squadron, or else Concussion Missiles + Munitions Failsafe.

The way I look at the naked cluster against Falcons and other 1 agi ships is that they up an attack of 2v1 (or 2v2) to 6v2. It takes from an average 1.125 hits assuming focus to an average of 2.375. Worth it, I'm not sure, but it is an improvement against a high priority target, and it is a lot of attacks that C3PO has no part in without investing too much in missiles that may never fire. That said, I'll have to look at the math on Homing Missiles vs. naked Clusters. My understanding of the math is that Clusters always outperform Concussions regardless of action boosts. EDIT: Wow. Has that totally backwards. Further down I've added Concussions to the list. Thanks for making me look!

As for Corran, I really do want to trim his build, but I can't find a way to do it without neutering him against Phantoms. VI and EU seem almost mandatory if I want him to fill that role. Plus EU and VI help his survivability against everyone. I could drop FCS, but that really lessens the use of his second attack. What are your thoughts on how to regear Corran?

Edited by MrMoody

Another option is to switch 2 Talas for Biggs to help protect Horn in the first list. Also consider R7-T1 and Advanced Sensors on Horn instead of EU and FCS, similar effect but is cheaper and lets you boost before K-turns and what not which can be great for dodging arcs.

I thought about Biggs. It is probably a great change...for anyone but me. I've just never been able to put him in just the right spot and I typically get him blasted.

Why ion falcons when you can blow them up outright?

Dump Blount for Cracken? If Cracken can unload cluster missiles the granted 2 actions will allow your Talas to focus lock their missiles. Though concussions would be fine, you may want to consider assaults for use against swarms and lists with Biggs.

I'm sure VI is viable for Horn...but marksmanship? FCS? Two target locked attack with marksmanship..that's like having 2 ships make an attack run...hard to pass up eh? Is it worth VI? Just another thing to consider!

I would use Tycho with ptl, vi, and test pilot, outmaneuver, chardaan refit for your post-rebel-aces-phantom- hunter. Not as many points. I know if I saw that list I would focus of the e-wing and I could probably destroy it before it could destroy as many squad points as I would kill. Though Corran is a slippery one with vi. Personally it's too lopsided on points for my taste.

I'm working on this for a probably pre-aces tourney, so all the greatness of VI and Chardran wouldnt be able to make a Tycho build. In the current meta I don't want to get into an initiative bid game against Whispers. Whatever Tycho costs, you can add another 3-4 points to his cost for initiative bid and still not get initiative (I've been seeing 97 and some 96 point builds)

Why ion falcons when you can blow them up outright?

Dump Blount for Cracken?

That said, the Cracken idea has merit to accomplish the same goal. If he can TL anyone (probably won't get the Falcon due to PS) with Clusters, he can pass TLs to the other Zs who will be in range during the combat phase. I like that very very much actually.

Edited by MrMoody

Why ion falcons when you can blow them up outright?

Dump Blount for Cracken?

That said, the Cracken idea has merit to accomplish the same goal. If he can TL anyone (probably won't get the Falcon due to PS) with Clusters, he can pass TLs to the other Zs who will be in range during the combat phase. I like that very very much actually.

Tough side of that unfortunately is that Cracken becomes a big target and needs range 2. It's pretty solid otherwise.... But risky

Now VI means he's a 10...then he can blaze in to 2 and likely deliver that cluster and get out unscathed. If Horn is at 1 or 2 are you shooting the Z or Horn?! Maybe yer shooting Biggs lol! Sorta what I love about the game.. Too many option and too few points!

Ok, so this is what I worked up trying to fit Cracken in

Corran + VI + Engine + R2-D2

Cracken + VI + Clusters

Bandit + Concussion

Bandit + Concussion

So I've gained the possibility of Cracken passing TLs to the other Z95s allowing them to fire Clusters on the first go with Focus. What I don't like is the idea that Cracken can get 1 shotted by the Falcon and the whole thing falls apart. So I added VI to him. If someone flies a VI'd Han and also happens to one-shot him, those are the breaks I guess. I changed the Clusters to Concussions, though I still am considering keepin one Cluster just to keep the range options open. Everyone works at 2, but one Z works at one and the other works at 3. Even if my opponent maneuvers well, I can get off at worst 2 and at best all 3 that way.

I lost FCS on Corran and bumped Talas down to a Bandit which opens them up to Predator, but I'm less worried about that than some of the other things.

I keep looking at R5-P9 on Corran, but I just keep envisioning wanting to boost him if I want to bug out of the fight and not having a focus to regain a shield.

Edited by MrMoody

I would use Tycho with ptl, vi, and test pilot, outmaneuver, chardaan refit for your post-rebel-aces-phantom- hunter. Not as many points. I know if I saw that list I would focus of the e-wing and I could probably destroy it before it could destroy as many squad points as I would kill. Though Corran is a slippery one with vi. Personally it's too lopsided on points for my taste.

I'm working on this for a probably pre-aces tourney, so all the greatness of VI and Chardran wouldnt be able to make a Tycho build. In the current meta I don't want to get into an initiative bid game against Whispers. Whatever Tycho costs, you can add another 3-4 points to his cost for initiative bid and still not get initiative (I've been seeing 97 and some 96 point builds)

Since your pre-aces (like all of us) ignore my advice. I'm looking forward to Tycho with vi at ps 10 (moving after and firing before whisper with vi (ps9)

Ok, so this is what I worked up trying to fit Cracken in

Corran + VI + Engine + R2-D2

Cracken + VI + Clusters

Bandit + Concussion

Bandit + Concussion

...I keep looking at R5-P9 on Corran, but I just keep envisioning wanting to boost him if I want to bug out of the fight and not having a focus to regain a shield.

I like this a lot better, and I agree that R5-P9 isn't the right choice. The other change I was pondering for Corran was R7-T1, like stmack said: it turns your 8 points of modification + astromech into just 3, which means you can afford FCS as well as turning your Bandits back into Talas or giving you a Hull Upgrade for Corran.

Ok, so this is what I worked up trying to fit Cracken inCorran + VI + Engine + R2-D2Cracken + VI + ClustersBandit + ConcussionBandit + Concussion...I keep looking at R5-P9 on Corran, but I just keep envisioning wanting to boost him if I want to bug out of the fight and not having a focus to regain a shield.

I like this a lot better, and I agree that R5-P9 isn't the right choice. The other change I was pondering for Corran was R7-T1, like stmack said: it turns your 8 points of modification + astromech into just 3, which means you can afford FCS as well as turning your Bandits back into Talas or giving you a Hull Upgrade for Corran.

Thanks for the feedback. I'll consider it, but it is more like an 8 point to 6 point downgrade, not 3. R7-T1 buys me a slightly worse boost - it is more defensive, I can only use it to adjust angle and get a ship in arc if I happen to be in arc of someone and at range 2 to boot. Hull Upgrade is my downgraded R2-D2 to beef up Corran. It does look tempting as a way to get FCS back on the table, but if it isn't obvious from my prior musings on this thread, I like to KNOW things will work - going to PS10 to combat phantoms, my earlier Blount setup to make sure I get missiles off, which turned into a Cracken at PS10 to make sure he works as intended, not using R5-P9, etc. EU and R2-D2 always work when I want them to.

Back to this list. I love it, but I keep having worries. It is very all or nothing. I went to tweak it some more to scale that back, and took it even further that way. Now it stands at:

Corran + VI + R2-D2

Cracken + VI + Clusters

Tala + Homing

Tala + Homing

It sets up awesome for an opening strafe of naked clusters, passing locks to the Talas for focused TL Homing Missiles. Hopefully devastating. I'm confident in my ability to get the missiles off, and the expected hits is great, but I'm really concerned I'm not seeing the ways my opponent will surprise me and it will all fall apart.

My usual practice partner just had a new baby, so I'm left just to muse on my own. I was greatly wanting to get more HP and more consistent firepower to the table, so I took ships I was comfortable flying and came up with this alternate list:

Biggs + R2-F2

Airen Cracken

Corran + VI + R5-P9 + FCS

Bandit

Cracken passes focus to Biggs so he is focused 3 agi before any bonuses. Later he can pass to Horn to regen shields if needed. There is nothing unfamiliar about this list, except I need more practice initial setup with Biggs, but I can do that somewhat solo.

Which would you fly?

Have considered Fettigator(boba fett+navigator)? I tried him the other night and he was able to keep any ship he wanted in his arc and shoot at 10 pilot skill. I really think he is the best option vs a phantom and he is really really good vs a YT especially with push the limit for those times when you are in multiple defense situations. Defenders seem to have an easier time with phantoms thanks to the 180 they can pull without stress. I have been having fun with a firespray/defender/shuttle combo. It has 26 hits of which 12 are shields.

I tried a similar Boba + VI + Engine build. I just don't have enough practice with him. Spent a lot of time going though asteroids and eventually flew him off the map when I didnt leave enough room for a hard turn. Beginner stuff that I'm afraid I still suffer with big ships. I like the build long-term, but near term I need a lot more practice.

He is worth the effort, I think we could see the firespray especially Boba as the hard counter to a phantom and he has always been good vs YT's and two dice builds. Heck, I would just have to say the firespray is good vs anything!

Boba Fett + VI + Navigator + Ion Cannon + Seismic Charge

Kath Scarlet + Marskmanship + Heavy Laser Cannon + Mercenary Copilot + Seismic Charge

Kath puts early pressure on something, generating easy hits and crits at long range w/ her HLC and Merc Copilot + Marksmanship. Her bomb is insurance against people flanking, though it's harder to use on her than on Fett. I'd drop it if I could think of something else good to give them (I was thinking Flechettes on someone for one round of stress insurance, but that would hurt the HLC's use; alternatively, APLs on Fett, but with his high PS he isn't likely to be bumped by any player worth his salt).

Standard Fettigator does what he does best, but adds an Ion Cannon so you can force enemy Phantoms into better positions for your next round. Generally he'll be shooting his primaries though. Bombs are useful on him on dirty arc-dodgers.

Two ships might seem too few, but the ships are tough and hit hard, and have the advantage of high PS. The only thing I'd think to change is drop the bombs from both and give someone a Shield Uppgrade (probably Fett) or give him an Engine Upgrade (for even more arc/range manipulation goodness. I also like his one because it doesn't need Rebel Aces or Wave 5 stuff, thus meeting one of OP's extra requirements.