Escalation Question

By SDCC, in X-Wing

Do you build up or do you build a 150 points squad and pull it apart?

I'm attending my first escalation tournament in in a couple of weeks and I've started by building up.

My first pass was this...

R1
Royal Guard Pilot (22), Push the Limit (3), Royal Guard TIE (0)
Bounty Hunter (33)
R2
Add Royal Guard Pilot (22), Push the Limit (3), Royal Guard TIE (0)
Add Stealth Device to each Squint
R3
Add Academy Pilot (12) x 2
Add Ion Cannon and Prox Mine to the BH
R4
Add Delta Squadron Pilot
Ends up at 149 points.
I've mainly gone for ships I like to be honest, and hopefully it gives me a chance at each stage.
How do you guys go about it?

Well, there's a bit of list-building theory subtleties to Escalation. In evaluating a list, I tend to ask myself the following questions:

A re the ships that are absolutely core to your gameplay in Wave 1?

A Bounty Hunter and a Royal Guard + PTL... I'm gonna say "Yes".

I s there a point in which you can have the core build of your ships that is prevented due to your upgrade choices?

No. Your BH and 2x Royal Guards + PTL occur as swiftly as the points allow.

A re there rounds with outlying initiative bids?

No. You constantly and consistently have an initiative bid of "1". However, due to the fluctuating nature of the meta, 1 isn't strong enough in Round 1, and likely not enough in Round 3.

H ave you added ships/upgrades simply because you have the points to do so?

Signs point to "Yes". The Academy Ties, Delta, Ion Cannon, Proximity Mine, and Stealth Devices seem to purely be purchased because you had spare change, and not because they counter issues your fleet might face at these levels.

C an this fleet consistently beat the truly insane potential metagame in Escalation?

Your opponents can start with 5 academy pilots, one incredibly slippery Whisper with an escort, or a single Fat Han in Round 1. By round 4, they can become 7 Acadamies, Howlrunner, and 3 bombers for an 11 ship Howlrunner swarm, a nightm are of hypermobile damage, and an immutable wall of shields and flesh hull. And then there's the ΔΔΔΔΔ list, w hich is good as a yardstick, if not as a list.


Does this fleet hold up in the face of this? I think you'll struggle a bit more than you want to, but it's a good start.

Remember: You don't need to specifically add 30 points at each stage: the maximum number of points merely increases by 30. You can float some points to purchase specific pilots, even if they are normally too expensive.

Edited by DraconPyrothayan

I typically start at/around 150 with what I want to end up with and break that down. It sounds like we build squads in a similar fashion (ships we like vs. what the 'haftawins' tell us to build). GL in your Escalation tourney. I've participated in about 5 and really enjoy the change of pace from the 100 Dogfights.

My last esc was just a 3 rounder (60-90-120). I ran Soontir and Carnor with push on both (58/59 points). Then added a shuttle with some 'stuff'...then added the BH. I took 1st (my first tourney win in any format). Your list looks like a lot of fun, however, in my experience you're likely to face either 'big' named pilot lists or swarms in that first round. Do you think you can deal with a 'fat' Han/Dash/Deci?? I'm not saying you can't I'm truly asking. Of course every region has it's own 'meta' but something to keep in mind. Let us know how you make out.

Thanks guys those are great replies!

Well, there's a bit of list-building theory subtleties to Escalation. In evaluating a list, I tend to ask myself the following questions:

A re the ships that are absolutely core to your gameplay in Wave 1?

A Bounty Hunter and a Royal Guard + PTL... I'm gonna say "Yes".

I s there a point in which you can have the core build of your ships that is prevented due to your upgrade choices?

No. Your BH and 2x Royal Guards + PTL occur as swiftly as the points allow.

A re there rounds with outlying initiative bids?

No. You constantly and consistently have an initiative bid of "1". However, due to the fluctuating nature of the meta, 1 isn't strong enough in Round 1, and likely not enough in Round 3.

H ave you added ships/upgrades simply because you have the points to do so?

Signs point to "Yes". The Academy Ties, Delta, Ion Cannon, Proximity Mine, and Stealth Devices seem to purely be purchased because you had spare change, and not because they counter issues your fleet might face at these levels.

C an this fleet consistently beat the truly insane potential metagame in Escalation?

Your opponents can start with 5 academy pilots, one incredibly slippery Whisper with an escort, or a single Fat Han in Round 1. By round 4, they can become 7 Acadamies, Howlrunner, and 3 bombers for an 11 ship Howlrunner swarm, a nightmare of hypermobile damage, and an immutable wall of shields and flesh hull. And then there's the ΔΔ Δ ΔΔ list, w hich is good as a yardstick, if not as a list.


Does this fleet hold up in the face of this? I think you'll struggle a bit more than you want to, but it's a good start.

Remember: You don't need to specifically add 30 points at each stage: the maximum number of points merely increases by 30. You can float some points to purchase specific pilots, even if they are normally too expensive.

Spot on at each point. I straight away knew I wanted two PTL Squints and a BH. I was originally planning for a normal 100 squad tournament and it changed, but I wanted to keep what I'd started practising with.

I didn't give any thought to initiative at all to be honest with you.

After my first three ships I started picking things I just liked. Which meant bang a couple of TIEs in with enough points to get in my favourite ship design wise. Plus I do like the white k-turn. Stealth Device has worked well for me (lucky I know), but the BH upgrades were just a punt and could easily be changed.

I think I'm just afraid of being out gunned early. But there is a lot of space to tinker.

I typically start at/around 150 with what I want to end up with and break that down. It sounds like we build squads in a similar fashion (ships we like vs. what the 'haftawins' tell us to build). GL in your Escalation tourney. I've participated in about 5 and really enjoy the change of pace from the 100 Dogfights.

My last esc was just a 3 rounder (60-90-120). I ran Soontir and Carnor with push on both (58/59 points). Then added a shuttle with some 'stuff'...then added the BH. I took 1st (my first tourney win in any format). Your list looks like a lot of fun, however, in my experience you're likely to face either 'big' named pilot lists or swarms in that first round. Do you think you can deal with a 'fat' Han/Dash/Deci?? I'm not saying you can't I'm truly asking. Of course every region has it's own 'meta' but something to keep in mind. Let us know how you make out.

I don't think I've ever ran a build that is a known thing. I just put some things together with a rough idea in my head and give it a go. If I don't personally like what I'm looking at I have no interest.

I've not played against a Deci or Dash or yet, but I know I really don't like Fat Han's (surprise). I checked in at the last tournament this past weekend and watched a couple of games. Very mixed lists so I didn't much of an idea.

I'm getting my Decimator for Xmas, so next year I'll have a different option.

The idea of two Interceptors, two Defenders and a Firespray intrigues me for instance. Plenty if firepower, with decent manoeuvrability.

Edited by SDCC

Has anyone got any Imp escalation lists they've had a good time with?

I had a pretty good time with this last month. Haven't played it against any decimators yet. Round 1 is a huge gamble. If you get matched up to any anti phantom turret lists it's going to hurt. It's pretty strong in rounds 3 & 4 since your getting the best of both worlds( Phantom and full size swarm)

Round 1 (58 points)

Whisper

Gunner

Advanced Cloaking Device

Sensor Jammer

Veteran Instinct

1x Academy Pilot

Round 2 (88 points)

Howlrunner

1x Academy

Round 3 (118 points)

Backstabber

1x Academy

Add Swarm Tactics to Howlrunner

Round 4 (148 points)

2x Academy

Add Stealth Device to Howlrunner

Add Stealth Device to Backstabber

I don't own any phantoms yet but it does look like an interesting list.

I'm wondering about this....

1. Bounty Hunter and a Doomshuttle = 57
2. Soontir with PTL =87
3. Carnor with PTL = 116
4. 2 x Black Squadron TIE. HU on both Interceptors. = 150

I don't own any phantoms yet but it does look like an interesting list.

I'm wondering about this....

1. Bounty Hunter and a Doomshuttle = 57
2. Soontir with PTL =87
3. Carnor with PTL = 116
4. 2 x Black Squadron TIE. HU on both Interceptors. = 150

Why Black Squadrons, if you're not giving them EPTs?

Has anyone got any Imp escalation lists they've had a good time with?

Round 1

5x Academy TIE

Round 2

+Howlrunner

+Academy TIE

Round 3

+OGP w/EU & Gunner

Round 4

+OGP w/EU & Gunner

Incidentally, my own Escalation list:

I started with :

Round 1: 5x Academies

Round 2: + Academy + Howlrunner

Round 3: + Academy + Scimitar (+ 2 point Initiative bid)

Round 4: + 2x Scimitars

In rounds 3 and 4, I expected Howlrunner to die early, so if I sacrifice a ship, I'll buff her defenses.

I basically only fear fleets with Assault Missiles (You can fire 8 at once in Round 4, which will slay me) or Ruthlesseness (En masse only. Otherwise, the Ruthless ship is dead ASAP).

By Round 4, I want to have at least 10 ships, but may be persuaded to go down to 9 if I truly need the upgrades.

So: 5, or 17-21 points of wiggle-room.

What am I expecting to see in my local metagame?

Fat Han, HSF, Phantoms, Swarm, Assault Missile Barrage, and Synergy fleets.

  • I do not fear Fat Han, HSF, or Synergy fleets.
  • Assault Missile Barrage is a counter to my fleet, so I need to protect against this, even if I have relatively small odds of facing it.
  • Phantoms will assassinate Howlrunner, and then I have no damage, so I need to protect against this.

How do I protect against them?

  • Do not sacrifice my Swarm, or this match-up will worsen.
  • Kagi on the Flank.
  • Gunner, Stress to prevent Adv. Cloak, Blocking to prevent Decloak, Non-Combat damage, and possibly more.

Can I repurpose any of these counter-picks to counter multiple things?

  • Kagi can theoretically have Gunner and Stress mechanics, though the Phantom eats him alive in the end-game.
  • The Swarm deals with the Blocking aspect easily enough.
  • The Scimitar possibilities add Non-Combat damage through Bombs.

In which waves are these fleets problematic?

  • The Assault Barrage fleet will likely start with them in Wave 1. Doing so earns him a maximum of 3 assault missiles against 5 TIEs. I can fly out of formation easily enough then.
    In Wave 2, he can have 5 with Munitions Failsafe as well. Against 7 TIEs, this is now officially an issue.
  • The Phantom fleet will likely start with them in Wave 1.
  • If I counterpick at Wave 1 or Wave 2, Fat Han (et al.) will become a threat again.

Now I have a dilemma with no elegant solutions.

I don't own any phantoms yet but it does look like an interesting list.

I'm wondering about this....

1. Bounty Hunter and a Doomshuttle = 57
2. Soontir with PTL =87
3. Carnor with PTL = 116
4. 2 x Black Squadron TIE. HU on both Interceptors. = 150

Why Black Squadrons, if you're not giving them EPTs?

That Dracon....is a really very good point!

I guess I didn't want to be completely last on the PS, but if they were low they could block too?

Say I changed them too APs I'd have 4 points to play with. Which to me means popping something on the BH.

I've been thinking about from the POV of having a good amount of HP (32), attack dice (16) and agility dice (16 again).

Edited by SDCC