Escalation - How to Beat Super Falcon at 60 Points

By Spike IT, in X-Wing

Playing in an escalation tournament in a couple weeks and expect to see some Super Falcons in Rebel squadrons. At 60 points, a Super Falcon with C3PO and the usual other refinements seems to be nearly unstoppable and can be an excellent basis for building into the future rounds. So question #1 is - how would you beat one of these things at 60 points?

The 2nd question is - how would you this 60-point anti-Falcon build in a competitive 150 point final round build?

My first thought was a couple Blue squadrons with HLCs, and an FCS on 1 seems to have a chance. 4 attack dice from each and the ability to withstand a few shots from the Falcon before dying is definitely a plus. The 1 defense die of the B-Wing probably also negates the points spent on Gunner/Luke.

A swarm of 5 APs might have a chance. It will be a war of attrition - you can potentially expect to lose a TIE per turn - can the remaining TIEs that are dwindling potentially each turn do enough damage with 2 guns each to take out a Super Falcon?

Another option is a play on something a friend threw together for a furball last week - 2 Sigma Squadrons pilots with a Recon Specialist and Stygian Particle Accelerators. It has the 4 attack dice of the B-Wing option (5 at range 1). The 2 hull/2 shields are a drawback but
it has the potential for some strong defense preventing the hits with 2/4 evade dice, an evade token, and 2 focus token. But how would you utilize something like this as the basis for the additional rounds?

Thoughts anyone?

Thanks in advance.

Lee

How about:

Wedge Antillies + PTL + R2 Astro 33

Tarn Mision + R2-D6 + Outmanoeuvre 27

More or less negates C-3PO and basically turns the YT into a 13HP Decimator.

Both ships can be flow independent of each other and if attacked Tarn effectively has PTL as well but without the stress.

Whether your 10 HP can survive against the 13HP Han + Luke + MF Title + EU + ….2 point upgrade (no PTL or Predator as that would be 61 points) remains to be seen but it seems like an OK counter list that isn’t completely terrible against any other list.

Wedge is a good option like Mace mentioned

Any maneuvarable ship you can get outmaneuver on is another great idea

Two Blue squadron bwing with Heavy laser cannons and one with fire control systems That'll chew him up pretty fast as well.

4 ties maybe able to do the job

Dark Curse

Nightbeast

Mauler Mithel or backstabber

Academy pilot

2 Defensive pilots that he should have a hard time to take out

Mauler or backstabber gets plus one die if range one or out or his arc.

I managed to defeat a han shoots first build with 3pO on it the other night and I only had 3 academy and howl left.

Just make sure you use that academy to block him to take his action away, and that's one less evade he will have.

I find with this Han build that everyone seems to be using is he is using his actions to boost and evade and rarely does he have a focus so they rely on his rerolls and gunner, which I find in a lot of cases just doesn't do mass damage.

Edited by Krynn007

What About Chewi with a Gold Squadron (not really what it seemed you were looking for i know), that could chew(i) up a super falcon!

5 academy pilots, throw 20 attack dice at it every round and it can only shoot back at one of them

5 academy pilots, throw 20 attack dice at it every round and it can only shoot back at one of them

Wouldn't that be 10 dice, 15 at best?

What do you guys think oft an escalation list starting with

- Colonel Vessery, HLC

- Dark Curse, TC

I was pretty succesful against a super Han list for the first two rounds of escalation, but I am not aure whether it was primary because of luck / Bad flying from my opponent...

If against chewie then I suggest HLCs and high attack fighters such as interceptors. If 60 points go into the falcon then you already know how to destroy over half your opponent's squadron. B-wings with HLC is also good because they get 4 attack dice.

The C-3PO falcon title makes it so you will have to get atleast 3 hits a turn to do damage. So don't attack with less than 6 firepower a turn. C-3PO can only at a max give the falcon 1 evade result. Same for the Falcon Title.

It should really be easier to take down a SuperFalcon on it's own than it is to take it down in a full 100 point list - you'd only have one target, and no support ships to worry about. You can focus all of your firepower on it, and in return the Falcon can only shoot at one of your ships per turn - unless you're really unlucky, it will take the Falcon a minimum of 2 turns to destroy one ship.

Pack your list with as much firepower as possible - 3 attack dice ships, (with Outmanuever if you can afford it). Job done.

Corran Horn with VI, FCS, R2-D2

Plus 18 points to add Airen Cracken (you'd have to drop VI on Horn), Tala with Homing Missiles (no evade token can be used, if the Falcon saved one) or a Prototype Pilot with title, Predator, and Refit(if Aces are out in time).

Prior to the super falcon I would run a swarm and mix in two interceptors one with PTL and howl with PTL. It was not uncommon for me to do 10+ damage in the first engagement on a falcon. It got to the point where my normal play partners stopped running falcons against me. There is still no good way for the falcon to withstand a swarm.