Stumbled on to a list. Dont know if its very good or very bad after 2 games.

By JustRob, in X-Wing

Up-date Time!

So I played 2 games tonight and thanks to WWHSD for the suggestion on Howlrunner. It is a better use of points. For sure.

I practiced using a Pinwheel formation keeping the Black pilot up front and howlrunner and soontir further back from the opponent.

The list I played against twice:

Horton Salm
Unique
When attacking at Range 2-3, you may reroll any of your blank results.
Horton Salm/Y-Wing (25)
R2-D6 (1)
Proton Torpedoes (4)
Proton Torpedoes (4)
Engine Upgrade (4)
Veteran Instincts (1)
30 points
“Dutch” Vander
Unique
After acquiring a target lock, choose another friendly ship at Range 1-2. The ship may immediately acquire a target lock.
“Dutch” Vander/Y-Wing (23)
R7 Astromech (2)
Ion Cannon Turret (5)
15 points
Prototype Pilot #1
Prototype Pilot/A-Wing (17)
Chardaan Refit (-2)
15 points
Prototype Pilot #2
Prototype Pilot/A-Wing (17)
Chardaan Refit (-2)

Game 1 was a lesson about how formation flying can and will go wrong. He managed to get one of the prototype guys to block the formation. This split them up, out of howlrunner range and wingman. I probably should have cut my losses and got Turr and Soontir out and looked to pick away slowly. However I tried to push in harder and crashed Soontir into an asteriod and he promptly died the game was gone by this point. That was down to my poor flying. But 2 Tie fighters with Wingmen are still tough to take down, K turning and removing Stress is useful.

The proton torpedoes hit really hard but we did some maths and at range 2 against an evaded and focused interceptor you can expect to either lose 1 hull or None. I think it was 32% of nothing and 36% of 1 hull. I think that highlights how hard it is to get into those interceptors.

Game 2 went much better. With an asteroid feild in the middle I flew down one side in the Pinwheel and did an L shape round the asteroids. The Awings closed in from behind but I ignored them to get all four ships onto Dutch. Horton didnt have shot due to the asteroids. With all four of them on Dutch he went down in 1 turn. From there I ran the Fleet away to regroup and then Kturned to face the Awings with Horton out of range.

Somehow All 4 ships didnt bring down the front Awing and their 2 shots a piece took out Holwrunner in a single turn! Ouch

From here I took the three ships into range 1 of Horton to avoid the protons and took him down in Two/Three more turns. From there it was a clean up of the A wings.

So lessons to take away. If flown well the combined firepower is enough to really damage a ship and probably wipe it.

If the formation is to be split up then I imagine I must realise this ahead of time and be prepared to accept a poor position and turtle up for a turn to get all guns pointing on a Target.

So I think Player skill is really important in this list. And Patience.

"Whisper" (32)

Veteran Instincts (1)

Fire-Control System (2)

Gunner (5)

Advanced Cloaking Device (4)

Soontir Fel (27)

Push the Limit (3)

Turr Phennir (25)

Veteran Instincts (1)

Total: 100

Similar list, and by far my favorite, only ever lose to Han when I fly this

So do you think that my list would struggle against this your one? Initiative may play a large part. Yours definitively has big offensive fire output. Can I ask What you would you do to try and counter this list? I like the idea of this list so thinking about how people would counter it is a needed step.

I would go after all your ships with lower PS then 9 first (Leaving Soontir for last) ofc the Black Squads would go down first. Arc dodging would take prio over offence in the begining, leaving your ships with lowers PS useless against mine.

Once only Soontir is left i predict having at least 2 ships left, and then I would go for Soontir.

That's very general, but it has worked great in similar matches before. All ships at PS9 with great options for movement do really well vs list with no turrets.

edit: Depending on the situation I would have Whisper go for Soontir, with buzzsaw build stealth device wont even last 1 round (might even 1 hit Soontir). In that scenario rest would just be a mop up.

I agree that this would be a tough match up. I think against this list I would abandon the pinwheel in order to get more arc coverage. 50% of the time I get to move Soontir after your PS 9 Ships so that may provide something.

I did some Maths to look at The Buzzsaw Whisper shooting at Turr or Soontir Turtled up (Stealth Focus Evade) at Range 1:

38% 0 Hits

36% 1 Hit

19% 2Hits

5% 3 Hits

0% 4 Hits

This doesnt take into account for Soontir having 2 focuses for the gunner shots.

Then if I shoot back at Range 1 (Assume Whisper Shot First has recloaked and has 1 focus remaining from Pilot Ability) I assume I only have 1 reroll from howlrunner and no focus as I used it to defend.

50% 0 Hit

23% 1 Hit

16% 2 Hits

7% 3 Hits

2% 4 Hits

So overall Whisper is likely to do more damage because he is more liekly to get at least 1 damage. But on 2/3/4 Damage there is not much to it.

If Soontir Shoots First

Soontir Vs Whisper Range 1

Soontir With 1 reroll 1 Focus

Whisper with 2 Focus

4% 0 Hit

15% 1 Hit

38% 2 Hits

34% 3 Hits

9% 4 Hits

The Whisper back at soontir is the same as before. Interesting.

Sorry this has now become somewhat rambling!

Time to cut this post off............

So I now have a bit of a Dilema.

The Howlrunner variant is better than the Target lock. So I want her in the list. However adding Carnor in replacement of Turr would also make the Formation DEVESTATING at Range 1 of anything. It would also seriously buff up the defense at range 1, meaning that I could be really very aggressive with the list. Hoever this takes the points to be 101. i.e. - not do-able.

So my options would be to:

1. Replace Howlrunner with Mauler Mithel (Wingman) and replace Turr with Carnor

Advantages : Makes the list a lot more potent at range 1 offensively and defensively

Means that staying close around Howlrunner is not as crucial so perhaps makes the list more flexible and less formation orientated.

Disadvatages : The range 2-3 shooting is not as strong

Doesnt draw fire away from the Two interceptors as much. - In fact makes them much more of a target.

2. Replace Soontir with Carnor

Advantages : Takes intitiative bid to 99Points So good against PS8 opponents

Makes the list a lot more potent at range 1 offensively and defensively

Means that staying close around Howlrunner is not as crucial so perhaps makes the list more flexible and less formation orientated.

Disadvantages: Lose a potential Phantom killer

Not as strong late game

More dependent on formation

Loosing a Pilot skill 9 ship.

I cant see many other options. I want Howlrunner Carnor and Soontir but it just doesnt fit!

Would you agree with my assessment of the situation? What would your choice be.

Edited by JustRob

Any list is good if it works for you. Theoretically, with the point systems, every list has an equal chance. It all depends on how you play it....and luck. If a list fits your play style, then it's a good list. You can make it work. Oh, you might have to tweak it every once and a while, but you should do that all the time anyways.

Any list is good if it works for you. Theoretically, with the point systems, every list has an equal chance. It all depends on how you play it....and luck. If a list fits your play style, then it's a good list. You can make it work. Oh, you might have to tweak it every once and a while, but you should do that all the time anyways.

Wise words!