My first 100p list

By Pestage, in X-Wing

I'm pretty new to X-wing, but have played it a few times with friends. Next week I have a 100p match coming up, and it's the first time I have sat down for myself trying to figure out a good list.

Any feedback on this list is appreciated.

Howlrunner (PS8)

Squad Leader

Mauler Mithel (PS7)

Marksmanship

Major Rhymer (PS7)

Cluster Missiles

Proton Torpedoes

Captain Jonus (PS6)

Proton Torpedoes

The basic idea here is to be able to give out free actions with squad leader on Howlrunner, since he is the highest PS, so the bombers will be able to both focus and target lock based on this. I'm also hoping that my opponent will be too worried about the bombers to care about the two tie fighters.

I will fly all four ships in a box formation to protect the bombers from any initial jousting, and then use Major Rhymers ability to attack with cluster missiles at a possible range 3. Captain Jonus will also give the other bomber a nice bonus with 2 additional attack dice on any secondaries.

For late-game most secondaries will most likely be used, so my plan is to break up the formation and fly two groups with one tie fighter and bomber in each, coming from each side of the playing field.

Feel free to give me any additional tips on this list and strategy, thanks!

If the idea is to pump up the bombers, howlrunner might not be a great idea in the first place. Best case scenario is she will let you reroll 3 attack dice per turn (as she has 3 friendly ships in your list) but in reality, mauler wants to get close whilst the bombers want to sit back, so it's unlikely you'll have everyone in range one of howlie, and even if you do he bombers may well be putting out ordinance.

It's hard to advise what to recommend as a replacement without knowing your ships. Can you post what you have available and maybe we can hash out some ideas for what you're looking to ache ive but with a little more synergy?

Good point on Howlrunner, didn't really think that one through I guess.

I'll make a list of what ships I have and how many, I'm sure there are tons of possible synergies here I never even thought about.

Imps

Tie Fighter x3

Tie Advanced x1

Tie Bomber x2

Tie Interceptor x4 (2 expansions, 1 Imp aces)

Tie Phantom x2

Tie Defender x2

Rebels

X-Wing x2

Y-Wing x2

A-Wing x2

B-Wing x2

X95 x3

Edited by Pestage

The general problem with Squad Leader is that it requires an action to use and timing can sometimes be important. Since the PS of your other ships is so close to Howlrunner though, they'll go so soon after Howlrunner that it should work.

Without any defensive upgrades Howlrunner is going to drop very quickly so her points will be mostly wasted. Most guys will be going after her first. I would try to find a way to fit Push the limit or stealth on Howl.

I know conventional wisdom says put Howlrunner with as many ships as possible to maximise her ability, but don't feel that is THE ONE AND ONLY way to run her.

It's funny because I was messing around with TIE Bombers yesterday and came up with a similiar sort of list. I had Jonus, 2 Scimitars and Howlrunner with Squad leader, for exactly the same reason you did. She was there for that, and to give the bombers a little more teeth after their payload had been launched. Wasn't optimised, but it seemed like fun.

Keep in mind, this is far from ultra competitive, but just something that could be fun.

Scimitar Squadron Pilot (16)
Flechette Torpedoes (2)
Ion Pulse Missiles (3)
Seismic Charges (2)
Munitions Failsafe (1)

Scimitar Squadron Pilot (16)
Flechette Torpedoes (2)
Ion Pulse Missiles (3)
Seismic Charges (2)
Munitions Failsafe (1)

Carnor Jax (26)
Push the Limit (3)

"Howlrunner" (18)
Squad Leader (2)
Stealth Device (3)

Total: 100

View in Yet Another Squad Builder

Pick a ship, and try ion it at long range by focusing with your bomber and getting the target lock through howlrunner. Next turn, fly into range one where they can't use tokens from Carnor, and everyone gets rerolls from howlrunner.

Use flechette torps to cause stress if the opportunity comes up, or just as long range damage otherwise.

Howlrunners a waste without a swarm to buff so not really worth taking for high PS alone after all shes just in a tie fighter.

Basically imperials work with strength in numbers and what you have here is an unshielded 4 ship list thats low on attack power and liable to die pretty fast.

If you want something along those lines instead take a jonas brothers list, two tie defenders with Heavy Laser Cannon, and jonas with the predator EPT it'll mince stuff nicely.

...

I will fly all four ships in a box formation to protect the bombers from any initial jousting, and then use Major Rhymers ability to attack with cluster missiles at a possible range 3. Captain Jonus will also give the other bomber a nice bonus with 2 additional attack dice on any secondaries.

...

Jonus allows friendly ships at Range 1 to reroll up to two attack dice. His ability doesn't grant additional attack dice.

Beyond that, I may drop Howlrunner for some of the above reasons as she really doesn't bring a lot to a small squad - she rocks with bigger groups of ships for certain though. I'd probably bring Dark Curse or Backstabber instead. I've used Determination as an EPT for Jonus to good use in past battles. Given the high hull / lack of shields on the TIE/Bm they'll often pick up criticals. I also find Jonus is better without any torp/missiles in the tubes, but I'll bring a bomb on him instead.

Fly casual. Have fun. If you win, that's a bonus.

:)

If you can handle the Phantom:

"Whisper" (32)
Veteran Instincts (1)
Rebel Captive (3)
Advanced Cloaking Device (4)
Delta Squadron Pilot (30)
Soontir Fel (27)
Push the Limit (3)
Total: 100
Jonus Brothers:

Delta Squadron Pilot (30)
Heavy Laser Cannon (7)
Delta Squadron Pilot (30)
Heavy Laser Cannon (7)
Captain Jonus (22)
Squad Leader (2)
Seismic Charges (2)
Total: 100
This one is my favorite:

Colonel Vessery (35)
Outmaneuver (3)
Proton Rockets (3)
Rexler Brath (37)
Veteran Instincts (1)
Proton Rockets (3)
Scimitar Squadron Pilot (16)
Seismic Charges (2)
Total: 100
A PS10 Pilot against Phantoms.
Vessery's TL+F and 2 Proton Rockets means NOTHING will live.
One extra bomber in there for some added interference.
Just ask if you can borrow someone's Veteran Instincts. It comes in the Firespray or the Falcon.
Proton Rockets are from Rebel Aces.
Edited by Blail Blerg

If you can handle the Phantom:

"Whisper" (32)
Veteran Instincts (1)
Rebel Captive (3)
Advanced Cloaking Device (4)
Delta Squadron Pilot (30)
Soontir Fel (27)
Push the Limit (3)
Total: 100

In that squadron a potential option for the Delta would be another souped up Interceptor. A RGP w/ VI + HU + SU is just a little weaker(and misses the white 4k) but is PS 8 instead of PS 1. RGP w/ PtL + Hull + TC is also 30 points. I guess I'm trying to say that unless you're using the Delta for things that only the Defender can do you may be better off using an Interceptor with a much higher rated pilot.

Now the squad using Jonus and two HLC equipped Deltas IS something I could stand behind. There you're take advantage of on of the Defenders properties and also utilizing the ability of Jonus. In the OP's squadron Jonus's abiilty is really under used.

I applaud anyone wanting to fly TIEs and Bombers. I really love them. However, they are tricky and using ordnance tends to put a lot of wrinkles in your plans.

For myself, I do like to fly Jonus, but I don't tend to give him secondary weapons, because the re-roll doesn't apply to him.

Regarding Howlrunner, she's great, but you shouldn't waste her actions on someone else. You'll want to protect her with at least her own Focus action.

I don't like Marksmanship much. I just don't see that action as worth the three points that it costs. Plus a straight-up focus can be used defensively, and it doesn't cost those three points.

But go and have fun! Figure out of you like bombers. If so, fly them and learn their tricks. If not, find other ships that trip your triggers.

I concur with much of the advice given previously. Even though it's a casual match, there is nothing wrong with trying to work together something that is good and/or effective.

Based off of your initial list, I came up with the following:

Major Rhymer + Proton Torpedoes + Cluster Missiles + Deadeye + Hull Upgrade (38)

Captain Jonus + Determination + Seismic Charges (25)

Darth Vader + Cluster Missiles + Marksmanship (36)

Total: 99

Lots of flexibility here...you can move the hull upgrade around at your preference, or drop it in favor of more ordinance on Rhymer. Both Vader and Rhymer benefit from Jonus. Flying against this list, I'm not sure who I would focus first...it seems either way on the first pass you have some potent firepower to worry about. After Vader's missiles are away he can drop out of formation if need be and cause some havoc.

I was also thinking about Outmaneuver on Vader instead of Marksmanship, and then probably going with Proton Rockets (if you had it).

Oh, also...Deadeye. This allows you to take your one action and use it to fire ordinance while still maintaining rerolls via Jonus. You don't have that focus like you would from a double action, but it should still be pretty potent. If you are REALLY looking for that double action you could Squad Leader Vader in this case, or utilize PtL... I just can't figure out a way to get rid of that extra stress except Wingman... because of the Bomber's green straits.

If you like the bombers, a good complement to them would be Colonel Vessery. Bombers want to target lock, and he gets free target locks from them. If you pair him with Rhymer make sure Vess gets Veteran Instincts so Vess shoots before Rhymer has a chance to spend his target lock.

Thanks for all the feedback guys, it really opened up my eyes to the use of Howlrunner, and also that I totally misread Jonus' ability. I really love Tie Fighters and Bombers, but I have been looking around at different lists and I see that there's something called "Doom Shuttle", which looks really interesting.

I'm actually going to get myself a couple of shuttles and see what kind of fun I can get myself into with target lock handouts.

I think they made a mistake with Jonus. They should've made him re-roll only his weapons. He would be like an Imperial Horton.