Tournament Tomorrow! Two Zs or a B?

By Tsiegtiez, in X-Wing

I've got a tournament tomorrow and have a list I'd like to run, but I'm trying to fine-tune it. I figured some input from you all wouldn't be a bad idea!

Jan Ors

-Nien Numb

-Ion Cannon Turret

(31)

Nera Dantels

-Fire Control System

-Flechette Torpedo

-Flechette Torpedo

(32)

Blue Squadron Pilot

-Fire Control System

(24)

Bandit Squadron Pilot

(12)

Total: 99 Points

I've played with it a bit, and frankly the four-dice stress-turret of Dantels with Jan is incredibly effective against basically any small ship. It's nice if I can stress and ion the same ship in the same turn, but it isn't something I shoot for; Jan is usually too squishy. Nera's real bonus is that I can peel off from shooting even after her first shot, and try to stay out of arcs for her two torpedoes to fire, so her Pilot Skill and Agility aren't very important when she has ordnance. Jan with ICT and Nien is pretty stock, it flies as well as you'd expect, but keeping her in Range 3 of Nera is my only priority for the first act of the match.

The rest of the list (and that last point) are kind of throwing me, because I don't know the best way to spend it. So far, I've been using an FCS Blue B-Wing for some more reliable damage, and a Bandit Z just to fit in a fourth ship. But, that one B-Wing is the same cost as two additional Headhunters. With Jan on the field, I'm thinking that I can get more use out of more ships, and especially against Falcons, the more attacks I have, the better. That said, the B-Wing is a little better unsupported, and generally doesn't get blown to dust in a single attack.

So, the main question I've got: take the B-Wing? Or two Z-95s instead? I would really appreciate any input or constructive criticism! Jan and Nera are the core components, I'm open to suggestions that will help them the most.

Bonus question: is there a one-point EPT that would really benefit Nera or Jan? I tried Vet Instincts on Nera, and unfortunately her Pilot Skill just doesn't tend to matter much (and 5 -> 7 isn't a big enough leap anyway). I'm thinking Determination might give Jan a little more staying power, just in case, but I'm trying not to have her shot at much anyway.

VI on Jan is the difference between ioning a Phantom and failing to ion a cloaked Phantom.

If you bump the Bandit up to a Tala, enemies with Predator only get a single re-roll.

Determination on Jan isn't a /bad/ idea, just kind of random. I've had games where it never does anything, and games where it's discarded 3 crits.

VI on Jan is the difference between ioning a Phantom and failing to ion a cloaked Phantom.

That's sort of what I'm worried about. I mean, VI and Nien give me some options to hopefully move into Range 2 of a Phantom, so that's fun, even if Jan doesn't have any positional actions.

I thought about the Tala pilot, but I would much rather be able to bump better with the Bandit. Plus, then the Z and B-Wing have interchangeable order for movement.

I've had those game-changing moments with Determination before, and yeah, random is the best word for it! I figure it's a point of insurance that could potentially swing a match for me, but from what you said I think VI might be the stronger bid. More useful more frequently, I think.

VI on Jan is the difference between ioning a Phantom and failing to ion a cloaked Phantom.

If you bump the Bandit up to a Tala, enemies with Predator only get a single re-roll.

Determination on Jan isn't a /bad/ idea, just kind of random. I've had games where it never does anything, and games where it's discarded 3 crits.

I would just consider how quickly you want to fly, if you want to fly in a relative block formation, how you want to deploy, and what you expect to be facing.

Personally, I would do the 3 z's so I would have the option of grouping them up or splitting the zs and having them as their own tiny swarm and using nera and the hwk as a 2-ship flanker.

That being said, I wonder why you're choosing Jan here? If you're expecting to face phantoms then why not have Roark? Nera's 360 flechettes hitting before the phantom's recloak is why you'd want flechettes so that she can't perform her cloak action after the attack.

And an additional bwing would get melted by a phantom, they are slow and cumbersome with 1 green die. The zs have less firepower but may be able to better compete with whatever the phantom's partners are. I also like bandits because they are low ps and could serve as good decloak blockers.

More ships, even with less red dice, will also be effective against yt-1300 builds. The flechettes won't be as effective against the hulks, but with Nera and her hwk partner just picking at the yt's partners, you should be okay.

If you're more comfortable with just flying a block of rebel ships, I don't blame you. I don't usually attempt flying higher ps guys with my low ps guys as a safety precaution.

Anyway, it's up to you ultimately and your comfort level, but Roark may be a more competitive Nera counterpart, depending on your local meta.

Good luck, have fun, and fly casual!

*edited to correct my lame cell phone typos.

Edited by romulanwarbird

Good luck, have fun, and fly casual!

Thanks very much!

I really appreciate the input. I think you're right, and I think I'll be bringing the three Headhunters for better blocking and focus-fire on big targets. I know they're pretty fragile, but I think they're less beholden to a single poor attack roll than the B-Wing would be. But, with a focus token handy, they might be able to last a little longer.

As for Jan over Roark, well, I'm less concerned about Phantoms simply because I've got Nera anyway, and I feel adding an attack die to the Flechette Torpedoes is what really makes them offensively viable. Four dice in 360° with a bonus stress token firing at PS5 seems stronger to me than three dice with the same threat level firing at PS12. I understand that the three dice against an uncloaked Phantom is a big deal, but I'm worried that then I would be building too much to directly attack Phantom lists and would struggle more against Falcons and 4Rebel lists. A pair of virtually inescapable four-dice attacks can really knock out a VIP like Wedge or Soontir, not that those fighters are any less effective because I throw a stress token on them.

Thanks again, I appreciate the input!

I like your original list, but I also agree with Vi on Jan.

Awesome! Hope you did well! I'm eager to hear your results! :)

Thanks for the interest! Unfortunately the tourney kind of fizzled when I was the only one that showed up (just a small store tournament). I should be able to get in a couple casual games on Wednesday though, I'll update with how I think the list plays!