I need help for a build!

By devotedknight, in X-Wing

I’m going to a tournament so and I need a new build. (I usually play bombers.)

This is what I will be facing. In most cases I don’t know what up grades that they will play.

3 Players will be playing Chewbacca, with C3P0 and a gunner, and a few Z-95 or something.

1 Player will play a mini swam of 3 Bandit Squadron and Airen Crahen with Carran Horn

1 Player will play Whisper with VI and Intelligence Agent and equiped with a Advanced Cloaking Device. and a few Academy Pilot he uses as blockers.

1 Player will play a traditional Tie Swam

1 Player will play an Wedge With ST, Dutch with a Ion Cannon, Airen Crahen with ST and a Bandit Squadron.

Which is better

1st

Soontir Fel with VI

Carnor Jax with VI, TC

Howlrunner VI

Academy Pilot

Academy Pilot

Or

Soontir Fel with VI

Carnor Jax with VI, TC

Boba Fett with VI and Recon Specialist

Edited by devotedknight

How do you know in advance what everyone is bringing? That's kind of... curious.

Id replace Jax.

He usually dies before becoming useful

How do you know in advance what everyone is bringing? That's kind of... curious.

I have the Farce on my side!

I practice with these guys.

Id replace Jax.

He usually dies before becoming useful

Because of Whisper and the advanced cloaking device, I'm going High PS to catch him before he cloaks. Well that's the plan anyway.

Veteran Instincts on Boba is a good idea. I think VI on Fel is questionable, though.

Sounds like a load of very competitive lists. In both cases, definitely replace VI with PtL on Soontir. It almost goes without saying, and you'll do fine against the Phantoms anyway with PS9. Without Push the Limit, Soontir is just too expensive for his survivability and meager firepower, even at PS11. With push the limit you get a little bit more of both, more mobility, more everything and PS9 is fine.

Carnor Jax can have VI, but that's more personal preference.

Everyone is worried about Phantoms and they are kitting out in response to that. Interceptors unfortunately suffer even more against whatever anti-Phantomry the opponent brings. So you are facing endless waves of the ever efficient Headhunter and the big Falcon itself, with some TIE fighters thrown in the mix. I'd think about what can take on that number of small, cost efficient ships which looks like 4-7 per squad listed. Maybe add more ships. Your first list has 5, which is getting there. More ships will help against Falcons and Phantoms (by blocking) alike.

If there was an answer that itself wasn't headhunters or Phantoms or falcons I'm sure we'd have it figured out by now. So ultimately fly what you are comfortable with and will perform best with. Good luck!

I’m going to a tournament so and I need a new build. (I usually play bombers.)

This is what I will be facing. In most cases I don’t know what up grades that they will play.

3 Players will be playing Chewbacca, with C3P0 and a gunner, and a few Z-95 or something.

1 Player will play a mini swam of 3 Bandit Squadron and Airen Crahen with Carran Horn

1 Player will play Whisper with VI and Intelligence Agent and equiped with a Advanced Cloaking Device. and a few Academy Pilot he uses as blockers.

1 Player will play a traditional Tie Swam

1 Player will play an Wedge With ST, Dutch with a Ion Cannon, Airen Crahen with ST and a Bandit Squadron.

Which is better

1st

Soontir Fel with VI

Carnor Jax with VI, TC

Howlrunner VI

Academy Pilot

Academy Pilot

Or

Soontir Fel with VI

Carnor Jax with VI, TC

Boba Fett with VI and Recon Specialist

Okay with your squad lets do some stat counting.

Squad 1 has 12 firepower with up to 4 bonus from howl runner (not including range 1 bonus). 12 hull with average agility of 3. 3 shots will be before the Chewie and 2 will be blockers.

Squad 2 has 9 firepower with 12 hull 4 shields but with an average agility of 2.6. The lower agility being on the bigger ship which will make the shields and hull go down fast.

Against Chewie I would say stay at range 3 until you take out a considerable amount of hit points then close into range one for the kill. Having 4 agility makes it hard even for gunner to hit. Also C-3PO and Title can only prevent 2 damage per turn so you will want to throw no less than 6 attack dice a turn. If you can throw all 12 (or the maximum of 25 attack dice in a turn) then that would be the way to go.

Sounds like a load of very competitive lists. In both cases, definitely replace VI with PtL on Soontir. It almost goes without saying, and you'll do fine against the Phantoms anyway with PS9. Without Push the Limit, Soontir is just too expensive for his survivability and meager firepower, even at PS11. With push the limit you get a little bit more of both, more mobility, more everything and PS9 is fine.

Carnor Jax can have VI, but that's more personal preference.

Everyone is worried about Phantoms and they are kitting out in response to that. Interceptors unfortunately suffer even more against whatever anti-Phantomry the opponent brings. So you are facing endless waves of the ever efficient Headhunter and the big Falcon itself, with some TIE fighters thrown in the mix. I'd think about what can take on that number of small, cost efficient ships which looks like 4-7 per squad listed. Maybe add more ships. Your first list has 5, which is getting there. More ships will help against Falcons and Phantoms (by blocking) alike.

If there was an answer that itself wasn't headhunters or Phantoms or falcons I'm sure we'd have it figured out by now. So ultimately fly what you are comfortable with and will perform best with. Good luck!

I've never considered the Z as a focus in my lists, though I do favor them when filling out a list. That being said, would you have any recommendations for a Z focused list as the first points allotted, or are they relegated to filler? I just ask because if the meta is going to be dominated by those 3, I would rather play the Z's.

VI and Recon on Boba is a good idea. Soontir with PTL is a must.

That leaves you with 27 points to play with.

- 2 Academy pilots with a hull upgrade on Soontir

- Sigma phantom with Stygium particle accelerator

- 2 obsidians with initiative bid of 1

- RGP with PTL or Daredevil and targeting computer

- Turr Phenir with VI

- Tetran cowell with daredevil or PTL

- OGP with FCS and Engine Upgrade

- Doom shuttle and a TC on soontir

Or you can depart from this and do:

BH with Rebel Captive

BH with Tactician

Lambda with Advanced sensors and Engine Upgrade and 1 point initiative build.

This list goes for the stress on falcons and phantoms. Depends on what you have in your fleet.

So ultimately fly what you are comfortable with and will perform best with. Good luck!

That would be four Bombers, with a nice mixture of missiles and bombers. I can't seem to get them to work!

Soontir with PTL goes without saying. That upgrade was made with him in mind, or, the other way around. That upgrade and pilot just go together. I also run Stealth Device with Soontir if I have the points available. That extra roll for a chance to evade is helpfull. Not always 100% but good enough.

I have been running Dark Curse alot lately. He is just a tie fighter but a good ability. I rarely run him with any upgrade. He seems more than enough on his own.

If you have it, kit an Omicron shuttle with a pair of tacticians. That'll keep those silly falcons flying in predictable ways and phantoms hate stress like vampires do sunlight.

LAMBDA-CLASS SHUTTLE: OMICRON GROUP PILOT

Tactician

Tactician

TIE INTERCEPTOR: · SOONTIR FEL

Push The Limit

FIRESPRAY-31: · BOBA FETT

Veteran Instincts

Recon Specialist

Edited by bubblepopmei

So ultimately fly what you are comfortable with and will perform best with. Good luck!

That would be four Bombers, with a nice mixture of missiles and bombers. I can't seem to get them to work!

I've seen 5 Bombers with Howlrunner as a bomber swarm. It has resilience, firepower galore. No bombs no missiles. Not too great on maneuvers and tricky to keep in formation with Howlrunner all the time. It might feel similar though.

No idea how to get actual bombers to work right, I have no experience with them. I like your lists above, just practice a few games with them and see what feels comfortable.

I've never considered the Z as a focus in my lists, though I do favor them when filling out a list. That being said, would you have any recommendations for a Z focused list as the first points allotted, or are they relegated to filler? I just ask because if the meta is going to be dominated by those 3, I would rather play the Z's.

I was highlighting the Z's because they are one of the common ships between many list archetypes and they are so incredibly efficient for their points. Z's as a focus is different... I've seen successful Etahn + Xwing + 3 Z's where the focus is mainly Etahn generating as many crits as possible, so 3 Z's and something else makes the most sense as filler. I'd only call it a half-Z list because although 3/5 ships are Z's, only 36-39/100 pts are Z's. Similarly, Chewie is half the points even though 1/4 of the ships in a Chewie + Z's squad.

The only headhunter focused squad I can think of is one that is entirely composed of Z's, the 7 or 8 headhunter swarm.

My friend regularly runs a swarm of Z's, and usually to good effect. You can view some battle reports featuring them

The first is against me, 2 battles. One is less pretty than the other :P

http://community.fantasyflightgames.com/index.php?/topic/112387-battle-for-the-best-wave-4-ship-pure-tie-phantom-list-squares-off-against-tala-z-95s-twice-2-reports-3mb/

Against 3 Defenders.

http://community.fantasyflightgames.com/index.php?/topic/110421-7-z-95-headhunters-vs-3-tie-defenders-176mb-of-images/

You might have seen these already, but its the only examples I know about off the top of my head.

As William Gibson wrote in Johnny Mnemonic:

I put the shotgun in an Adidas bag and padded it out with four pairs of tennis socks, not my style at all, but that was what I was aiming for: If they think you're crude, go technical; if they think you're technical, go crude. I'm a very technical boy. So I decided to get as crude as possible.

You're trying to match them in an arms race, why not try a different route and just smash?

What are some of the rules about build, like you need a minimum of 9 attach dice and 12 hull. Does any one know?