Help me beat him.

By Kaudia, in X-Wing

Grey Squadron 20

-Ion Turret 5

Grey Squadron 20

-Ion Turret 5

I know we moved on a bit from here, but isn't this a waste of points going grey over gold? I'm going to lose the PS battle anyway, right? Wouldn't I rather run gold and modify or droid?

Yeah... I got ninja'd hardcore. ..

23 Red Squadron Pilot

1 R2-D6

1 Veteran Instincts

22 Blue Squadron Pilot

3 Advanced Sensors

(or FCS for initiative)

*Ahem*

PS6, some action economy, and a possible initiative bid. It's about as good as you're like to get.

Even better than Ion turrets might be Flechette Torpedoes. Save them until he's PtL'd, then fire them at him. he'll be double stressed the next round, meaning easy movement and no position modifications or tokens to save him.

Edit: the reason it works so well is that unlike an ion cannon, you don't have to hit for it to work. So either you get him stressed after he PtLs, or you force him to consider not pushing the limit as often.

Edited by That One Guy

Just play one ship!

Corran Horn + R2-D2 + Sensor Jammer + Lone Wolf + Engine Upgrade (49)

He will hate you after a few turns.

Gold Sqdn - Ion Cannon, R2-D2 27pts

Rookie Pilot - R2 Astromech 22 pts

Target lock with both of them to ensure that when you do get shots, you're more likely to hit. Be aggressive with the Y-Wing. Don't be afraid to push him up to get the shots with that Ion Cannon.

Just play one ship!

Corran Horn + R2-D2 + Sensor Jammer + Lone Wolf + Engine Upgrade (49)

He will hate you after a few turns.

No named ships. House rule.

23 Red Squadron Pilot

1 R2-D6

1 Veteran Instincts

22 Blue Squadron Pilot

3 Advanced Sensors

(or FCS for initiative)

*Ahem*

PS6, some action economy, and a possible initiative bid. It's about as good as you're like to get.

Sorry. Tried to ask how you fly? Point at one another so as to cover each other?

Just play one ship!

Corran Horn + R2-D2 + Sensor Jammer + Lone Wolf + Engine Upgrade (49)

He will hate you after a few turns.

No named ships. House rule.

Gold Squadron Pilot + R3-A2 + Ion Cannon Turret (25)

Rebel Operative + Ion Cannon Turret + Tactician (23)

Or

Wild Space Fringer + Heavy Laser Cannon + Recon Specialist + Outrider + Shield Upgrade (49)

Edited by Osoroshii

23 Red Squadron Pilot

1 R2-D6

1 Veteran Instincts

22 Blue Squadron Pilot

3 Advanced Sensors

(or FCS for initiative)

*Ahem*

PS6, some action economy, and a possible initiative bid. It's about as good as you're like to get.

Sorry. Tried to ask how you fly? Point at one another so as to cover each other?

Bait with the B-Wing, because he won't be able to react to the X. Take advantage of the fact that he'll have to outguess you instead of vice versa.

Edited by WonderWAAAGH

4 Zs. Fly well.

Really though, HWK with ICT, moldy (24) and Y-wing with ICT + R5P9. If he tries to turtle up and run away. You get to save up focuses and recover shields. Dont worry too much about damage. If you hit a PTL'ed stressed Int. Its gonna die.

Rookie with R2D2 and Y-wing with ICT and R2 astromech or flechette torps.

Bwing with B/E and Intel agent + B with AdvSen

Btw. Which droid is R2-D6? I don't see it and I have no idea what it is.

Also, I play a 24 or 48 pt format, which seems more fun. Also no named pilots.

in the 48 format, its simply two 24 lists put together. You still can't take a Defender for instance.

At 24 you have a lot less problematic options:

no RG PTL

no naked Sigma

no Rookie R2D2

this ensures that everything can be an equal match to the most basic list: 2 Ties or 2 Zs.

See if they were Saber PTLs, its a little easier to combat.

Heck... what do you think would win... a Saber with PTL or a Red with R2 astromech?

Tycho ptl and a goldie with ICT

No named pilots. :(

I don't think the game is balanced very well around 50 points, or no named pilots. With those particular restrictions Royal Guard + PTL interceptors are extremely strong because most things that can really give them a hard time are very limited (higher PS to avoid arc dodging, YT-1300s, etc. cannot even be used).

With PS6 interceptors, and no named ships on both parts, you will have troubles getting anything that they can't arc dodge. Turrets are the most obvious solution, and can completely shoot down Push the limit interceptors, since ion + stress = bad.

I would use

Gold Squadron Pilot (18)
Ion Cannon Turret (5)
R3-A2 (2)
Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Flechette Torpedoes (2)
Total: 50

Have you tried:

Grey Squadron Pilot
R2-D6, Ion Cannon Turret, Push the Limit
&
Rookie Pilot
Have the Y-wing to take the point and Target Lock + Focus and fly the Rookie in the rear.

Btw. Which droid is R2-D6? I don't see it and I have no idea what it is.

Gives all PS3+ pilots an EPT if they dont have one.

I'd think I'd go with;

Gold, ICT, R3-A2

Blue, Advanced Sensors

First turn; shoot your B to remove tokens from a ship then try to Ion+Stress it with the Y. The Y isn't very good at shedding stress, but if you can keep the enemy ship Ioned afterwards, you'll only have to use the droid once. Then you know where he is going to be next turn so you close in to finish him.

Edited by Joostuh

If you could catch him reasonably often in your firing arcs,

2 x Blue + FCS

If not, either

Gold + ICT + R5-D8

Gold + ICT + R5

Plenty of choices for astromechs there: You could go R2-D2, or R5-P9, or R4-D6, even double R7s.

What do you guys think about two gold Y wings with ion turrets and flechettes?

I'm not sure how much those torps will help you but you could swap them for astromechs like an R7 T1 or two R7s to help your defense and have a pseudo boost ability
I like the 2 R7s. There will be times those Squints are at Range 3 and R7 gives you a lot more useful action when you don't have a shot. (TL for defense).

I think the odds are stacked against the OP, but 2 Golds w/ion and R7 seems like the only list with a chance given the limitations.

Flechettes feel like a waste. Trying to get those higher PS Interceptors in arc is a real problem.

Still think they would be a waste (flechettes) with an ioned target?

Yes. Once the target is ioned, I'm going to want to concentrate on keeping him that way much more than I care about giving him a stress. And I'd rather have 3 modified dice with my ion rather than 3 unmodified dice and a stress. So I'd still take my ion shots first as keeping him ioned is a higher priority to me than giving him a stress.

If I happened to ion him while he was already stressed (as in your example), then he is still stressed. Much better to try to keep him stressed and ioned rather than double-stressed.

If he had more more than one damage, a modified ion turret is more likely to kill him than unmodified flechettes.

And if I really thought stressing him was important, I'd take R3-A2 first, be able to ionize and stress at the same time, and be able to "fire" it more than once if need be.

Did you beat him yet?

I would go with:

Red Sqd with R2D6 + VI for the 6 PS

Then either Blue Sqd + AS

Or

Rookie with R2D2 for some survive ability

You may want to drop a point to say FCS on the Blue Sqd or R2D2 to R5P9 on the rookie to get the initiative.

Your options are limited with 50 pts against arguably the best 50pt list in the game.

Ioning him is your best option, but I would use a HWK to do so and add a little trick to it.

Red Squadron Pilot (27)
R3-A2, Flechette Torpedo
Rebel Operative (23)
Ion Cannon Turret, Tactician
You have lost the initiative no matter what you do, so he will move last and fire first anyway. This list allows you a very good chance of ioning and stressing one of his ships or maybe even stressing both in a turn.
Stress and ion are the RGP/PtL combo's Achilles Heal. It will still be an uphill fight, but he will have to think very carefully about where he is positioning his fighters now and that gives you a tiny edge to be exploited.

Why not try Outer Rim Smuggler (27) and gold squadron with ion (23). It has a lot more hp and is harder to arc dodge. You still get 3 attack dice at range 1 with the smuggler, which is doable with it's large base.

Just play one ship!

Corran Horn + R2-D2 + Sensor Jammer + Lone Wolf + Engine Upgrade (49)

He will hate you after a few turns.

No named ships. House rule.

you know sometimes house rules break the balance of the game. You are literally playing half the game. 50pt squads and no named pilots. The Royal Guard is the highest generic pilot at PS6 and it has the Elite Pilot Talent upgrade, if fact only 3 other generic pilots can get the EPT upgrade. The only one on the Rebels side is the Green Squadron Pilot on the A-Wing and he's only a PS 3. You might as well add another House rule that you can't use EPT upgrades to bring back some balance or ditch the other house rule.

I'm kind of surprised to have only seen A-Wings come up once. How about this:

Green Squadron Pilot (19)

A-Wing Test Pilot (0)

Push the Limit (3)

Wingman (2)

Charrdan Refit (-2)

Green Squadron Pilot (19)

A-Wing Test Pilot (0)

Push the Limit (3)

Wingman (2)

Cluster Missiles (4)

Fly in formation to concentrate fire, and keep strees off each other. Clusters will help burn through his defensive tokens, or could be swapped for another Charrdan and a mod to buff survivability.

Also, I play a 24 or 48 pt format, which seems more fun. Also no named pilots.

in the 48 format, its simply two 24 lists put together. You still can't take a Defender for instance.

At 24 you have a lot less problematic options:

no RG PTL

no naked Sigma

no Rookie R2D2

this ensures that everything can be an equal match to the most basic list: 2 Ties or 2 Zs.

See if they were Saber PTLs, its a little easier to combat.

Heck... what do you think would win... a Saber with PTL or a Red with R2 astromech?

The Saber w/ PtL is almost as bad as the Royal except for that PS loss which could help even the playing field.

I haven't seen anyone here suggest that the Sigma could be counter to the RGP+PtL at 25 points so are we so sure that's a problem?