Tournament list help

By darthmorti, in X-Wing

So I'm playing in my first tournament soon and need a little help with what to fly.

List 1: bhx2 and soontir with ptl and stealth device

List 2: krassis w/ hlc, merc co, seismic, soontir w/ ptl and shield upgrade, and howl runner with stealth

Any help on which list i should use or mods. On them would be great. Thanks all.

List 2 simply isn't very good.
Howlrunner's only ever boosting Soontir Fel, but is highly unlikely to be flying near him.

Krassis + HLC and Soontir + PTL are the cores of the fleet, which leaves you with 27 points to play with.

List 1 is fairly solid, though :)

Well what about list 2 with royal guard with ptl. In the place of runner

That would definitely be stronger. The only drawback is that you have two squishy ships. If you are comfortable with interceptors though, you should do ok.

How about #1 but modified thusly;

Bounty Hunter w/ Recon Specialist x2

Turr Phennir w/ PTL

With Fel, as it always is, if someone gets a solid shot against him, the whole thing could go up in smoke. I've done double BH's before, with various escorts, but BH w/RecSpec makes for a solid diverse fighter, and taking two is even better. You'll be able to take a decent hit, and still have Focus left over for your attack.

The trick with that list is to get good at setting up shots out of your rear arc. People tend to fly these things like anything else, and you really shouldn't; make those hard turns and get the rear shots while you escape if you can. You're forcing your opponent to have to guess which way you're going to go, so luring them in for a nice option select where you get a shot either way is going to win it.

Where it falls apart with your Krassis idea is that he's only effective from the front, at Range 2-3 for his ability to pay off. Your idea of Howlrunner doesn't stack on the HLC and swapping for a Royal Guard leaves you with two ships that could get smoked on a lucky shot, leaving Krassis without much support. I've always felt that the Firespray's unique pilots were weird that way, and especially Krassis. I've also felt that the Firespray chassis and its upgrade slots make it so versatile, and while I don't want to go all-in and say it's the best "ship" in the game, it can do a lot if set up right, and the Scum pilots look like the cure for that.

2 BH's cover each other nicely. When you're deploying, set them up not facing the opponent's edge, as is common for most ships, but facing the sides, and line them up about 3-4 small bases apart. Now, whichever way your opponent deploys, you either fly to it and bank over, or immediately K-turn on turn 1 to reposition, clear the stress on turn 2 and engage.

You'll be deploying most of your stuff before your opponent, which is common in the current meta of high PS ships, but doing it that way lets you K-Turn and correct if they go the other way. It's pretty simple and effective. When I first started doing dual BH's around Wave 3, it raised a lot of eyebrows in the early Swiss rounds, so you might throw some people with your deployment. A better player won't be shaken, but at least they'll respect you more within the game, which itself can be helpful.

Thanks for the idea. I really want to fly the dual sprays to get as much practice with them as I can for scum. I'm so looking forward to that exp. With the named sprays and the ig ships' and new swarm possibilties. The fun and villainy seem end less

I like this, you get a super maneuverable and deadly bobagator and two hard hitting and tough bombers. Whose firing torps is never wasted, because they still stress on a miss. Lastly, seismic charges are always fun!

Bombs Away!

100 Points

58 points

Boba Fett

Heavy Laser Cannon, Seismic Charges, Outmaneuver, Navigator, Engine Upgrade

21 points

Scimitar Squadron Pilot #1

Flechette Torpedoes, Seismic Charges, Munitions Failsafe

21 points

Scimitar Squadron Pilot #2

Flechette Torpedoes, Seismic Charges, Munitions Failsafe