Squads for this weekends tourny

By DarthStarkiller, in X-Wing

So I have my first tournament this weekend where we can field 1 Imp and 1 Rebel squad and choose which one we want to field before each match.

Here are the squads I have been flying lately:

Saber Squadron Pilot

Opportunist

Targeting Computer

Kir Kanos Targeting computer

Stealth Device

Kath Scarlet

Marksman

Mercenary Copilot

Grand Total 100

Rebel

Chewbacca

C-3PO

Predator 3 points

Millenium Falcon Title

Gunner

Blue Squadron Pilot x2

Total 98 Points

Im debating on maybe switching the 2 Blue Squadron Pilots for:

Keyan Farlander

Opportunist

Fire Control System

Luke Skywalker (Crew)

B-Wing/E2

What do you guys think?

Edited by DarthStarkiller

Take the blues instead. They're good hard hitting ships. I really like that build.

Sadly it's easier to put together a good rebel build that takes less work to win with than with an imperial squad.

Sorry but to be honest I think your imp build is trash. You can let me know if I'm wrong though. I've been wrong before.

Do you have any recommendations on how to make it less trashy? I appreciate the feedback.

Kir Kanos doesn't go well with Targeting Computers. If you are using his ability, you aren't using the TC and the TC was a waste of 2 points. If you use the TC you don't use his abilty which means that you wasted 2 points on getting Kanos instead of a Royal Guard. I think that Kir Kanos has a cool ability and would like to play him more but I find that not being able to take PTL makes it hard to use him. He needs to be taking an evade to power his ability which means he doesn't get to use the rest of the Interceptor's awesome action bar. You would probably be better off dropping him down to a Saber or RGP with PTL and modifications of your choice.

Opportunist is nice but it means that you aren't taking PTL on your Saber Squad. PTL lets you posistion yourself better, focus and ecade to maximize defense, or focus and target lock to maximize offense. I hate saying that you need to to take PTL on Interceptors instead of other EPTs but it does help them out quite a bit.

Marksmanship is usually kind of a weak choice because it doesn't have the flexibility of the focus action but I think that it does have some additional value on Kath. You are putting a lof of points into trying to get the most out of Kath's ability. I think you'd be better off switching Merceny Copilot for Rebel Captive, Kath's ability can only trigger once per attack and I think you might find it hard staying at range three and I think that the MC really works best with an HLC where you aren't giving your target an extra green die at range three. If you can find two extra points switch the MC for a Gunner instead. That crew will help you get the most out of Marksmanship since it can be used to modify the follow up attack as well.

I need to check the points but I am pretty sure you could do:

Kath w/Marksmanship and Gunner

2 x RGP w/PTL and TC

That keeps the list similar to your original but I think it will be stronger.

Kath w/VI, Rebel Captive, Engine Upgrade

2x RGP w/PTL and TC

That focuses less on triggering Kath's ability but makes her more able to deal with Phantoms.

In either case you could drop the RGPs to Sabers and add a Seismic Charge to Kath.

I do like the dilemma that Kath w/Marksmanship and Gunner gives your opponent when they are looking at their evade token and a single crit to cancel. Do they cancel it, take a stress, and let you shoot at them again or do they just eat the crit.

I'll add that mercenary copilot on Kath would most likely have more synergy if you had an engine upgrade to move out of range (or get to range 3).

Interceptors without push the limit are doable, but in order to get them for their true value, you need outside assistance like Vader with a squad leader or, when it's available, a shuttle with fleet officer (passing on focus tokens). Push the limit on them is always a safe and efficient bet.

The only time I use targeting computer on ties are:

Soontir Fel + PtL

Backstabber

Black Squadrons

With the standard tie fighters, it's only effective if they aren't the ones being shot at. There has to be a more dangerous target for your opponent to blast. Otherwise, as others have stated, you aren't using their native abilities (evade, boost/br)they need so much.

Ok so i playtested my Imp squad and these are a few things ive noted:

I was trying to use Saber Squadron Pilot as a flanker but found it hard to place him because he typically moved way before my target.

With that in mind I am thinking of trying

Mauler Mithel with PTLt/Engine Upgrade

This makes Mauler hit just as hard at range 1 as the Interceptor, while having the same type of maneuverability and for the same points. And with a Higher PS i should have an easier time maneuvering him into position.

Kath i found hits very hard.... when the merc co pilot can proc, I agree that Gunner might be better for the points Unfortunoutly the Points dont seem to be very favorable, so im thinking of swithing out for a shuttle. Maybe Yorr? I dont know much about my new Shuttle but they seem like nice support ships? Any thoughts on how to upgrade the shuttle would be nice, or how to keep Kath in.

Kir Kanos was a waste of time, he didnt work as i intended which was to keep him at range with Kath to lob shots into the fray and maybe add an additional hit, it worked and i liked the additional hit marker that was added, but my dice rolls kinda sucked and it didnt really work as i intended.so Im thinking of adding Jax with PTL?

Im having a hard time figuring out the imperials, as Blail Blerg noted, it is easier to get a nice rebel squad together. Of course it could be that maybe im just not flying the imperials the way they should be flown. lol

Anyway thanks again for the imput guys, i appreciate it.

Up the saber to a RGP, don't make mauler that way, he is NOT as mobile. yes he does have all the same but he has a white 2 turn and not a green one, so that PtL will be much harder to destress from. I would actually say try something like this:

Royal Guard Pilot — TIE Interceptor 22
Push the Limit 3
Hull Upgrade 3
Royal Guard Pilot — TIE Interceptor 22
Push the Limit 3
Hull Upgrade 3
Kath Scarlet — Firespray-31 38
Marksmanship 3
Mercenary Copilot 2
Still has the same feel as your original idea, but gives you some insurance and some decent firepower.

I didn't offer any suggestions for Imps, because I'm no good with a Firespray and I tend to throw in some hard counters to expected meta.

I dont' want to ever try killing a Phantom shooting after it shoots and moving before it shoots. Just... a headache. Not good ofr tourney play either as you burn yourself out mentally very fast, unless you're good at this stuff.

The above list looks okay. I'd pass on the Merc co-pilot, drop a hull and take gunner though.

Here's what I would do... though its not great:

Soontir Fel (27)
Push the Limit (3)
Hull Upgrade (3)
Royal Guard Pilot (22)
Push the Limit (3)
Kath Scarlet (38)
Veteran Instincts (1)
Rebel Captive (3)
Total: 100
If you don't care about Phantom's... feel free to simply put marksmanship on kath instead. and dropping the royal to saber gives you room for merc copilot.
if you're really lucky or good, you can even drop the hull, but i like it in case i goof or if im up against a R3 turret.
Or marksmanship, and intel agent. =D Helpful against Phantom too!
Edited by Blail Blerg
Soontir Fel (27)

Push the Limit (3)

Hull Upgrade (3)


Kath Scarlet (38)

Marksmanship (3)

Mercenary Copilot (2)


Academy Pilot (12)


Academy Pilot (12)


Total: 100



Ok so i playtested my Imp squad and these are a few things ive noted:

I was trying to use Saber Squadron Pilot as a flanker but found it hard to place him because he typically moved way before my target.

With that in mind I am thinking of trying

Mauler Mithel with PTLt/Engine Upgrade

This makes Mauler hit just as hard at range 1 as the Interceptor, while having the same type of maneuverability and for the same points. And with a Higher PS i should have an easier time maneuvering him into position.

...

It was already mentioned but while a lot of things may look similar the increased number of green maneuvers is what helps make PtL viable on an Interceptor. Without all of those green maneuvers to dump stress Mauler is going to have a much harder time making the most of PtL. If points are limited I'd say that the Royal Guard Pilot w/ Veteran Instincts (PS 8) may actually serve better despite lacking PtL; it even costs a point less, acts later/shoots earlier, and give you that 3 die primary attack at all ranges.