100 Point Friendly Game-Rebels vs. Imperials

By huttlord, in X-Wing Battle Reports

Got in a game of x-wing this afternoon.

The lists:

Rebels-100 Points

Garven

Biggs-Hull Upgrade

Rookie Pilot

Green Sqaudron Pilot-Push the Limit, Stealth Device

Imperials-99 Points

Kath Scarlett-Deadeye, Tactician, Slave I, Cluster Missile, Flechette Torpedo, Munition Failsafe

Onyx Sqaudron Pilot-Ion Cannon

Backstabber

The lists obviously aren't optimized in any way for super competitive play, just kind of using things that we wanted to try. I just recently got a phantom and was really wanting to try out some kind of stress build. Thus, the tactician on Kath. I normally don't use ordinance, but threw on flechette torps since they're cheap and would hand out a stress against squishier ships regardless of range and a cluster missile since the target would get double stress if I shot them at range two. Deadeye went on just so I could have a little more flexibility when it came to choosing targets, and munitions failsafe because I had an extra point and it might give me the opportunity to land more stress using the ordinance.

The defender went into the list because I wanted to have an ion weapon to hit the ship that Kath stressed so I would know where they were going and deny them an action. I was debating on whether I should use a defender or a shuttle with ion cannon, but ultimately went with the defender since it can white k-turn and follow the ship it ions in a jousting situation. Also, I just picked up the defender and felt like using it lol.

Finally, Backstabber rounded the list out as a flanker. Cheap and fairly effective, I figured he could be used to get some nice flanking shots and possibly make my opponent fly a bit differently to account for him.

The table had the asteroids (from my perspective) grouped in a tight triangle in the upper left corner with the rest making a trail to the lower right corner. I set up my defender and Kath in the lower right corner with Backstabber deployed towards the left of the board, angled towards the middle. My opponent deployed all of his ships across from the defender and Kath, but they were all angled towards the middle facing Backstabber.

I don't remember the exact turn by turn and I failed to take any notes, so I'll just try to sum up the highlights.

Turn one I move up and he banks his guys towards my defender and Kath. His rookie pilot goes towards the asteroids to go after backstabber.

Turn two I get a range two shot at Biggs with the cluster missiles and the ion cannon on the defender, resulting in biggs loosing both shields and one hull, and recieving two stress and an ion token. He took all four shields off of Kath.

Biggs somehow lives for two more turns despite being shot at by Kath and the defender, both at range one for one of the shots, and by Backstabber with a range one and out of arc shot. He finally dies on the turn after.

Garven finished Kath off with a range one shot...and was destroyed by a range one shot from the defender, who managed the four damage he needed while Garven's defense came up as two blanks.

The game came down to a range one shot from the A-Wing to Backstabber. The attack dice came up...three damage! I had to roll at least one evade since Backstabber had a stress and therefore had no action. I rolled them and managed to get a single evade. Backstabber lived on one health and time was called.

That put the points at 54-48 in favor of the imperials. A (barely squeeked out) modified win for me. Overall, it was a fun game with more PS variations on the board than I'm used to seeing. The stress build was pretty fun, and even though I didn't get to hand out as much stress as I would have liked to I'll definitely be trying the list out a bit more.

I'm thinking of dropping Backstabber, munitions failsafe, cluster missiles, and changing the defender to the PS one pilot in order to get an OGP w/ion cannon in the list. I kind of want a second ion cannon and that is the cheapest way to get it I believe. It would also take the build to 26 hp but would remove the flanker. If I end up going that route, I would also change out deadeye for VI.

So, what does everyone think? What do you think of the lists and what could be done to improve them? Keep in mind, they won't be taken to tournaments and were just done more or less "for fun."

I appreciate and look forward to any feedback I recieve. Thanks!

Try this maybe:

FIRESPRAY-31: · KATH SCARLET

Tactician

Push the limit

TIE FIGHTER: · BACKSTABBER

Targeting Computer

TIE DEFENDER: · COLONEL VESSERY

Veteran Instincts

Ion Cannon

Edited by old_school_overlord

I'm not a huge fan of PtL on the firespray. The fact that it is a large based ship and has so few green maneuvers makes it difficult to manage and a bit predictable once it gets stress, and running with a stress token makes it a bit too weak on both offense and defense. 3 naked attack and 2 naked defense is a bit too low.

Vessery seems pretty good. I think if I use him in a list I'd like a shuttle (maybe Jendon) with weapons engineer and possibly ST-321 to start getting a good amount of target locks out early and on good targets.

I definitely want to try out Vessery with some target lockers, but I don't think it really keeps with the stress theme of this particular build.

Okay!

Let them eat stress:

TIE DEFENDER: · COLONEL VESSERY

Swarm Tactics

LAMBDA-CLASS SHUTTLE: OMICRON GROUP PILOT

Fire Control System

Engine Upgrade

Tactician

Intelligence Agent

TIE PHANTOM: SHADOW SQUADRON PILOT

Fire Control System

Stygium Particle Accelerator

Tactician

Actually, I might give this a go myself.

Edited by old_school_overlord

That seems like something that could be fun to try. I would just be worried having a low PS phantom with SPA instead of ACD.

My only experience with a phantom was echo+acd+vi+recon spec, and judging by my opponents face he wasn't finding the experience to be very casual.

The Shadow will be rocking either 2ag+1 evade+1 focus, or 4ag+1 evade, so still not super vulnerable, and it still has good agility to do a bit of arch dodging. The intelligence agent should help out with moving first I think.

Just played another game tonight with the same list as last time against Jendon with upgrades, a heavily loaded up bomber, an interceptor, and Night Beast. Ended up winning 100-0. I did have some pretty good luck in the game, getting a good crit on the bomber and one shotting the interceptor during the first combat, but I also feel like i flew pretty well.

I can't get enough of the ion cannon white k-turn combo of the defender and Backstabber in general. Getting a stress or two on a ship then hitting it with the ion cannon and k-turning behind it is just so amazing. First combat I hit the bomber for three damage and two stress with the cluster missiles on Kath and for another damage and an ion token with the defender. Keeping a ship like a bomber from getting actions and controlling their movement is so important.

Backstabber did absolute work. He one shot the interceptor in the first combat, then killed Nightbeast and put a couple damage on Jendon later in the game. Having four dice with a focus for being out of arc at range one is so good for only 16 points. He might be one of my new favorite pilots.

I think next game I'll rework the list a bit to add in the phantom with tactician to try to hand out even more stress. Hopefully it works well. The four dice primary should really help the damage output of the list.

Edited by huttlord