Tournament Options

By Sonikgav, in X-Wing

Going to a tournament pretty soon and i just cant make my mind up on what to fly. I figured id try and get some options and thoughts from the combined experience pool ;)

Option 1 - Escort Duty 100pts

-Echo - Recon Specialist, FCS, Vi, ACD

-Soontir - PTL, Stealth Device

-OGP - Engine Upgrade, Tactician

Bus does the blocking, smaller guys do the hurting. Tactician interferes with those PTL/Stress Clear plays.

Option 2 - Hammer and Sickle 99pts

-Oicunn - Ruthlessness, Ysanne Isard, Gunner, Mara Jade, APL

-Echo - Recon Specialist, FCS, Vi, ACD

Oicunn smash, makes a pest of himself and Echo picks off the scraps. Tempted by Engine upgrade too but it doesnt trigger his ability and im not planning him to do more than get into the melee. Also considering dropping Mara Jade and taking the same build on Rear Admiral Chiraneau instead.

Option 3 - Co-Pilots Unite 100pts

-Chebacca - PTL, Nien Nunb, Recon Spec, Falcon Title, Tactical Jammer

-Leebo - Determination, HLC, Jan Ors, Outrider Title

Leebo flies 'outside' of Chewie, offering a wall of protection for the R1 Donut, most likely to get me lynch mobbed.

Option 4 - Flying (almost) Naked 99pts

-Etahn A'baht - Advanced Sensors, PTL

-Biggs Darklighter

-Bandit Squadron

-Bandit Squadron

-Bandit Squadron

Lots of Bodies, lots of movement. Essentially a rebel swarm with a couple of tricks with Biggs and Etahn.

Advanced Sensors, PTL

So yeah, lots of varied and different things rattling around my head. Im not used to the tournament scene though as its normally too far to travel to my local so what will give me the best chance at putting up some competition?

Edited by Sonikgav

I like Option 2. I personally drop Recon Spec. for Rebel Captive on Echo. It makes shooting at Phantoms an even more PITA than it already is. Don't know how viable Echo is though, Whisper is the safer bet nowadays.

I take it with Option 3 you don't own C3 otherwise you would run him. Could be an annoying list to face, but I don't know how easy it would be to fly. Keeping Chewie as a buffer is a nice idea, but I don't think PTL is that great of a choice. I would run Predator and Gunner instead of Numb and Rec Spec. Chewie will be in the thick of it drawing fire, but he will also be dishing it out effectively. Leebo should be staying on the outside edge of the fight and trying to keep out of arcs.

Option 4 is decent but I would drop the Protos down to Bandits (if you have 3) and add PTL & Adv. Sensors on Etahn. He becomes so much better when he can turtle up with focus/evade.

I like Option 2. I personally drop Recon Spec. for Rebel Captive on Echo. It makes shooting at Phantoms an even more PITA than it already is. Don't know how viable Echo is though, Whisper is the safer bet nowadays.

I take it with Option 3 you don't own C3 otherwise you would run him. Could be an annoying list to face, but I don't know how easy it would be to fly. Keeping Chewie as a buffer is a nice idea, but I don't think PTL is that great of a choice. I would run Predator and Gunner instead of Numb and Rec Spec. Chewie will be in the thick of it drawing fire, but he will also be dishing it out effectively. Leebo should be staying on the outside edge of the fight and trying to keep out of arcs.

Option 4 is decent but I would drop the Protos down to Bandits (if you have 3) and add PTL & Adv. Sensors on Etahn. He becomes so much better when he can turtle up with focus/evade.

I personally always prefer Echo. The only advantage i think Whisper has is that one extra higher PS. Echo is FAR harder to block or predict in my experience but ill consider the Rebel Captive. I just always thought having both an offensive and defensive focus every turn seemed cool.

With #3 yeah youre right, i dont have 3PO but i figure the build i have there, as long as Chewie can drop stress he's getting 2 Evades and a Focus every turn (i fly them as close wingmen) though yeah i see your point. Ive looked at it a few times and thought "I wish Chewie had a little more offensive bite".

As for #4, i figured there was something out there but im not that experienced with the E-Wings. I honestly didnt know what worked on him and i just assumed the boost + extra Agility on the A-Wing made them the better choice. Ill edit in that change right now.

Edited by Sonikgav

One last thing, for option #2

I know people prefer Echo with Rebel Captive over Recon Specialist, but would it be any better to drop the APL on the Decimator to run a Gunner on Echo, or is that overkill with the FCS?

I can still focus or Barrel Roll for arc dodging, and while not as much of a PITA as Rebel Captive, Gunner helps boost that damage probability.

Edited by Sonikgav

I think #2 is the most interesting using the Decimator and a Phantom. I've wanted to try a heavy Admiral backed but a nimble Echo although that does give up some other upgrades and the highest available PS. Although Oicumm is a different beast who actually WANTS to run into things the Admiral with an Engine Upgrade may be able to avoid some of those shots which could become important when facing a swarm. I also like the suggestions going with a Rebel Captive in there to help hinder the really high PS ships.

Ok, so after some thoughts ive refined and ended up with...

Hammer and Sickle - 98pts

Echo - Rebel Captive, FCS, Veteran Instincts, ACD

Chiraneau - Ruthlessness, Ysanne Isard, Gunner

This is 98 points. My final choices to make with those points are as follows...

- Upgrade Rebel Captive on Echo to a Gunner

- Take Whisper instead of Echo for better PS (i prefer Echo for more movement)

- Add APL to Chiraneau as a blocker

- Add both Tac Jammer + Intel agent to Chiraneau to help protect/predict moves for Echo

- Add either Tac Jammer or Intel Agent and save a point for Initiative

Edited by Sonikgav

Ok, so after some thoughts ive refined and ended up with...

Hammer and Sickle - 98pts

Echo - Rebel Captive, FCS, Veteran Instincts, ACD

Chiraneau - Ruthlessness, Ysanne Isard, Gunner

This is 98 points. My final choices to make with those points are as follows...

- Upgrade Rebel Captive on Echo to a Gunner

- Take Whisper instead of Echo for better PS (i prefer Echo for more movement)

- Add APL to Chiraneau as a blocker

- Add both Tac Jammer + Intel agent to Chiraneau to help protect/predict moves for Echo

- Add either Tac Jammer or Intel Agent and save a point for Initiative

My thought on Chiraneau: With his natural pilot ability, he's got a substantially higher than normal chance to hit than most pilots. I'd figure out how to add more defense to him, possibly ditching FCS and/or Gunner to do so.

Ok, so after some thoughts ive refined and ended up with...

Hammer and Sickle - 98pts

Echo - Rebel Captive, FCS, Veteran Instincts, ACD

Chiraneau - Ruthlessness, Ysanne Isard, Gunner

This is 98 points. My final choices to make with those points are as follows...

- Upgrade Rebel Captive on Echo to a Gunner

- Take Whisper instead of Echo for better PS (i prefer Echo for more movement)

- Add APL to Chiraneau as a blocker

- Add both Tac Jammer + Intel agent to Chiraneau to help protect/predict moves for Echo

- Add either Tac Jammer or Intel Agent and save a point for Initiative

My thought on Chiraneau: With his natural pilot ability, he's got a substantially higher than normal chance to hit than most pilots. I'd figure out how to add more defense to him, possibly ditching FCS and/or Gunner to do so.

Its more to strip away defences with the first shot, then hopefully land the second. Also meaning Echo may have a more vulnerable target to hit.

Ok, so after some thoughts ive refined and ended up with...

Hammer and Sickle - 98pts

Echo - Rebel Captive, FCS, Veteran Instincts, ACD

Chiraneau - Ruthlessness, Ysanne Isard, Gunner

This is 98 points. My final choices to make with those points are as follows...

- Upgrade Rebel Captive on Echo to a Gunner

- Take Whisper instead of Echo for better PS (i prefer Echo for more movement)

- Add APL to Chiraneau as a blocker

- Add both Tac Jammer + Intel agent to Chiraneau to help protect/predict moves for Echo

- Add either Tac Jammer or Intel Agent and save a point for Initiative

My thought on Chiraneau: With his natural pilot ability, he's got a substantially higher than normal chance to hit than most pilots. I'd figure out how to add more defense to him, possibly ditching FCS and/or Gunner to do so.

Its more to strip away defences with the first shot, then hopefully land the second. Also meaning Echo may have a more vulnerable target to hit.

The point Dracon's trying to make is that most of the time the Admiral will actually punch through himself thanks to his ability, so Gunner won't trigger enough to make it worthwhile. It's been my experience with him, as well. Something like Engine Upgrade to help arc-dodge would likely be far more useful overall.

I would also consider moving the Captive from Echo to the Admiral, who will be getting shot at far more. (it also basically hard-counters opposing Phantoms).

Its only 3 dice (normally) though. Is that really enough to not bother with Gunner? The damage still isnt guaranteed to get through even if i can reliably put down hit dice.

The build is starting to unravel again lol. Every time i post a list its never fine tuning, its always "nah youre playing him wrong, start again" ;lol.

Ah well back to the drawing board.

How about i meet in the middle?

Hammer and Sickle - 99pts

Echo - Intel Agent, FCS, Veteran Instincts, ACD

Chiraneau - Ruthlessness, Ysanne Isard, Gunner, Rebel Captive

Better Arc dodging from Echo, i may need to test Gunner really. If i drop Gunner, then i may want to drop Ruthlessness and it changes the whole build. If i did, it probably would be Engine Upgrade i went for, which then frees up enough points to go back to Recon Spec on Echo... Too many options.
Edited by Sonikgav

Ok, so after some thoughts ive refined and ended up with...

Hammer and Sickle - 98pts

Echo - Rebel Captive, FCS, Veteran Instincts, ACD

Chiraneau - Ruthlessness, Ysanne Isard, Gunner

This is 98 points. My final choices to make with those points are as follows...

- Upgrade Rebel Captive on Echo to a Gunner

- Take Whisper instead of Echo for better PS (i prefer Echo for more movement)

- Add APL to Chiraneau as a blocker

- Add both Tac Jammer + Intel agent to Chiraneau to help protect/predict moves for Echo

- Add either Tac Jammer or Intel Agent and save a point for Initiative

I'd probably want to cut FCS from Echo and give Chiraneau boost; this could help it arc dodge and with his ability acting as a kind of Focus the additional available action could be useful. I see the arguments for ditching Gunner on the Admiral, and if those are good enough there then gunner on Echo is equally bad, but you REALLY want to make sure those attacks are hitting which is why I think you should keep it.

An nice thing about the list is that with two PS 8s you get to pick how you activate and shoot which can be a big boon to you

Then how about...

Echo - Vi, ACD, Rebel Captive/Recon Specialist

Chiraneau - Ruthlessness, Ysanne, Gunner, Engine Upgrade

I REALLY think, with the loss of FCS that gaining more Focus will be needed on Echo. Most opponents (ie anything that isnt another Phantom) wont mind picking up stress if it means finishing him off when i only have 2 ships in the fight.

Edited by Sonikgav

There was a thread (last week I think) about how ruthlessness is really not that good. It relies on your opponent flying a specific way to work. Predator, lone wolf, or opportunist are far more likely to work persistently and give you more damage output overall.

Option 2 - Hammer and Sickle 99pts


-Oicunn - Ruthlessness, Ysanne Isard, Gunner, Mara Jade, APL


-Echo - Recon Specialist, FCS, Vi, ACD


Oicunn smash, makes a pest of himself and Echo picks off the scraps. Tempted by Engine upgrade too but it doesnt trigger his ability and im not planning him to do more than get into the melee. Also considering dropping Mara Jade and taking the same build on Rear Admiral Chiraneau instead.




Option 3 - Co-Pilots Unite 100pts


-Chebacca - PTL, Nien Nunb, Recon Spec, Falcon Title, Tactical Jammer


-Leebo - Determination, HLC, Jan Ors, Outrider Title


Leebo flies 'outside' of Chewie, offering a wall of protection for the R1 Donut, most likely to get me lynch mobbed.



These two.


Option 3 is more newb friendly imo. Why not go Dash, and PTL on dash. Remove Jan Ors. Drop Tac Jammer, Nien and Recon Spec for Gunner. Then Draw Their Fire on Chewbacca.



Tank plus tons of damage. 4 dice TL F Dash + 3 dice Gunner Chewbacca.


Honestly. Fly what you like. I still have Biggs walks the doggs as a go to and it does well in experienced hands.

Option one is close to what I enjoy flying. Which is Soontir Fell with Targeting COmputer, Shuttle with Title, and Vessery with HLC and VI. it should work somewhat well. Not sure that I like the phantom more than a Defender with HLC. both are sweet toys. Also never discount a shuttle with Engine upgrade being hilariously good.

Option 2 I have no votes on. The only Decimator I have run so far is like 58 or 60 point builds,

Option 3 feels like that you want to have the Tantive 4 upgrade cards involved in it some how. (Not my cup of tea)

Option 4 is good clean fun. As long as you dont draw too many rebel lists. Imperials hate criticals.

My thoughts:

Option one is fine, but I would use Whisper rather than Echo because the extra Focus token you get from Whisper's ability is quite helpful. Whisper also gives you better chances against Fat Han if you put VI on Whisper, as Whisper (at PS9) might have a chance of shooting before Han.

Option two is not my cup of tea. Looks like Oicunn will probably get lit up early and that would leave Echo as your sole attacker.

Option three is good, but take out Sensor Jammers and put in something else. I think Sensor Jammers takes up too many points. Chewbacca is already quite tanky.

Option four is interesting.

There was a thread (last week I think) about how ruthlessness is really not that good. It relies on your opponent flying a specific way to work. Predator, lone wolf, or opportunist are far more likely to work persistently and give you more damage output overall.I

In general that maybe true but with only two ships on the Imperial side it is intended to help counter swarm type squadrons which might otherwise eat a Decimator alive. If it helps keep them from swarming I'd call that a win.

On the Decimator in a two ship build Lone Wolf may get triggered often but almost always offensively which lessens its impact. Opportunist has some use requirements which may be hard to meet if attacking at PS 8 and picking up the Stress isn't doing a Decimator any favors. Predator certainly is a good choice but is it an end all on a high PS Decimator?

For most ships I'd definitely agree with other EP over Ruthlessness but with a Decimator I can really see its merits. A Decimator with a Gunner also cuts down the value of those upgrades that increase the hit chance as they decrease the Gunner potential even when they would also trigger with the Gunner's attack.