Squads on the edges

By Biophysical, in X-Wing

Just because of how I am, I tend not to enjoy playing well established and understood lists. Part of it is because I think pretty highly of myself and think I can devise a list that can compete that no one has seen before. Part of it is that I don't like to use one of the handful of well-understood lists. Part of it is that I don't get to play as much as I'd like, and I know that lots of other people will have a lot more experience than me playing with and against common archetypes, so I should go for something unexpected to limit my disadvantage.

What I'm wondering is what lists do people like me play? I don't just mean fun lists that you play knowing you'll be at a disadvantage. I mean lists that you'd be willing to take to a Store Championship. I mean lists that you think you can play against the well-known power lists with every intention of winning. If you have one of these lists, I'd appreciate it if you shared it here.

What's the list?

Why is it good?

What are it's weaknesses?

What's your plan for taking on the mainstream archetypes (Swarm, Fat Turrets, Phantom, any others in your area)?

I'll start, because it's only fair (there's a small threat in the Battle Reports section where I discuss this in a little bit more detail):

What's the list?

Rexler Brath, VI, HLC, Shield Upgrade, Ion Pulse Missile

Colonel Vessery, Decoy, HLC, Shield Upgrade

Why is it good?

It's surprisingly durable and has great long-range firepower. 2-small based ships is hard to pin down in the asteroid field so there's a maneuverability advantage there. You can pack a ton of firepower into a very small point on the board.

What are it's weaknesses? 2 small ships without turrets are pretty susceptible to a full-court-press control list. The Defenders do okay while stressed, and the odd ion can be dodged, but lots of ion turrets can cause real problems if you don't take something out first.

What's the plan for taking on mainstream archetypes?

Swarm: I try to set up in an offset jousting position into the asteroids. This way, if the swarm wants to concentrate all fire, they'll have to go over the rocks. You try to get a good range 3 turn, because most of those 2-dice guns will bounce off 4 green dice, while your HLCs won't have the same problem. As the groups close, I try and pick disengagement routes through the rocks that let me K-turn and start chasing. If I can pick off a few ships with minimal damage, I'll start jousting at close range and using that white-K to get the action advantage.

Fat Turrets: Rexler Brath can cripple large ships early without much extra luck. Range 3 is the optimal postion, as your defense is strongest, and your offense is no weaker. Consequently tailing the turret is the goal. You're harder to arc dodge and you can control range easier. The Ion Pulse Missile helps in restricting the Fat Turret's good moves. Obviously things are a little different against Dash, but I've never played him with this list, so any thoughts would be wholly theoretical.

Phantoms. You have 1 HLC that moves and shoots at PS10. You have another that can shoot at PS10 if a target wanders into his sights. That's a big no-go zone and a big unknown for phantoms.

Thanks for reading and thanks for posting.

I've enjoyed playing the following list, and am thus far 16-3 with it.

Corran w/ VI, FCS, R2D2, EU

Tycho w/ ATP, PR, PTL, DD, EI

Proto w/ CR

It's good because it's a fast maneuverable list that can setup blocks with the prototype, and then use the DD + Boost with Tycho to setup the killer R1 PR shot. Corran's double tap is good too.

It is weak to elite PS9+ squads as Tycho can't take advantage of his maneuverability against any of them. But if there's a single target under PS9, he can make it pay while Corran handles the rest. It's also reliant on green dice, as there's only a total of 13 health on the table, all behind 3 agility.

Swarm: I actually haven't played against a true swarm before with this list, but against the mini swarms I've gone against, Tycho is awesome at arc dodging everything, Corran is great at closing in for the kill and then running away and regening, and any time they shoot at the prototype is a time that they're not shooting at the two main threats. This will likely go to time, but as long as 3 die - which should be really easy (prockets = 1 dead, DT = 2nd dead). I'd have to play defensively to make sure I don't lose Tycho or Corran though, as that'll be difficult to come back from.

Fat Turrets: Launch the Procket and R1 double tap on the same turn. With TL+F for the Prockets, and TL for Corran's attack, that's an average of 10.75 <booms> rolled. Add in a R2 from the Prototype for another 1.5, and no large ship is going to be able to live through much more after that.

Phantoms: Use the prototype to block off one path, and Tycho to aim at another other (they really don't like eating the prockets to the face), tunneling it into the Corran kill zone. Double tap for the kill. If it doesn't fall for the bait, the Tycho can Procket it for the kill.

Rebel control: Again, I haven't personally played against one of these with this list, but Tycho is immune to stress, and with both Boost and DareDevil, can greatly relocate his position even with just a 1 forward. Corran is a bit more vulnerable to a stress + ion combo, but with FCS still has a way to modify his attacks. And with both BR, EU, and a decent green dial, if he only gets a stress or an ion, it's not that big of a deal.

Possible changes I'm considering - I've thinking about switching EU for SU on Corran. This would allow R2D2 to regen 4 shields, which could keep him in the fight longer. But I'm weary of doing this because I find myself boosting more often than Barrel Rolling. Furthermore, with the 5 straight + boost, I can outrun all non-EU ships in order to get to a safe place to regen shields, at which point I can continue doing 3str + boost, or 2bank + boost to keep my distance. I've also thought about VI instead of DD. This frees up 5 points (plus technically a 6th from init), which could be used to upgrade the prototype to a rookie, or a green w/ PTL. Furthermore, it would put both of my threats at PS10, however it would reduce Psycho Tycho down to basically a regular A wing, so he wouldn't be as effective. DD has proven to be very useful for arc dodging and getting into R1 (either with the combo of boost, when I otherwise wouldn't have been able to get in R1, or by itself, allowing me to F+E to have defense for the return fire, or F+TL if I hadn't gotten one already).

Edited by Khyros

Thanks. That's exactly what I was hoping to see. There's only so much one can discuss Fat Han/Falcons/the upcoming cards and how they'll change the game (or not). That's a tough call on Tycho. VI is great because it lets you use your maneuverability against everyone. Daredevil is so awesome, though. Here's a goofy thought: what if you spent the points you would spend on trading EI/DD for VI and put them into torpedoes for Corran. It fits your alpha strike ability, and you could do cool things like having your double-tap be a torpedo shot. Their shields are probably down and tokens spent. It's one of those options to have if you thing your regular attack isn't going to finish someone off, or you just want to put a crit on a big ship on the first pass.

I don't know if we need to get all that complicated in this repetitive meta. All I have are two quota to meet

Quota 1: can I kill phantoms?

Quota 2: can I kill fatties?

The Famous & Expendible

7 Tie Swarm featuring V.I Howl, Mauler Mithel, Backstabber, and four Academy Pilots?

Can I kill phantoms?

Complete toss up because of all those green dice, but I brought both the Ties that can transcend their 2 dice initials and the only PS 10.

Can I kill Fatties?

I can kill more Fatties than heart disease.

Stress Wes and los Banditos

Featuring V.I Wes Jenson with Engine & R3-A2, Biggs w/Hull, and 3 Bandit Squadron Pilots

Can I kill Phantoms?

The moment Wes gets them in arc (trivial with EU banks rotating his arc), they're 2 agility tie fighters

Can I kill fatties?

I certainly brought enough dice for it, and Biggs is the only pilot that can turn their fool-proof 360 arc against them.

The Baron and the Most Dangerous Game

Featuring Baron Soontir Fell w/Push the Limit and Stealth Device, also 2 Bounty Hunters

Can I kill Phantoms?

Surprisingly, yes. It's not just Soontir too, the firesprays have such massive arcs and bases that it's not that difficult to spray fire at the zippy little bastards. Their speed (large base movement) and bulk also make them very good blockers.

Can I kill fatties?

Bounty Hunters have some of the greatest bulk and "speed" (large base movement) for their cost. Combine all that with rear arcs, and they become premier killers of fatties.

If Soontir sticks to range three (2 focus, 1 evade, 5 greens...even I can't **** that up), you present fatties with 3 very unattractive targets to pour fire onto.

Edited by ficklegreendice

Wow, those are some fun lists!

I liked the 3 Delta Defenders with Ion Cannons posted in another forum.

I like

Vessery with VI

bounty Hunter with Rebel Captive

Shuttle with Mara Jade or Vader, Engine Upgrade

I've done a lot of shuffling on the upgrades, such as cluster missles on Vessery instead of the EU, or Outmaneuver. I've also put on and taken off FCS on the Shuttle, as it really helps with Target Locks for Vessery.

Why is it good?

between Mara Jade and Rebel Captive, your enemy is going to get stressed. Fly the shuttle into their face and block, 0 move, block some more and pass out Stress like candy. The shuttle also brings 3 red dice and usually target locks, then shoots last (ie, you get Vessery's free lock first, then have your TL for your own attack), meaning that you can usually stack on a lot of hits.

The ships are tough, so a single bad roll, even on the defender, won't mean automatic defeat. 26 health doesn't just vanish. The 3 agility and 2 agility make it last longer too.

Shooting out the back side of the BH can give you a lot of in arc shots, letting you try to fly out of their arc as often as possible.

The shuttle can either doom and try to drop some crits, or Stress bomb to give your enemy more predictable movement to line up your shots.

Weaknesses:

The Great White Bison is only going to get 2 or 3 shots tops. It can't turn, it can't dodge, and it can't turn. It can go down very fast to a smart opponent without getting more than a single shot off.

A lot of your damage comes from Vessery. It is hard to decide when to fully commit him, as you don't want to get into a Joust, as they will shoot everything at him first, and once he's gone, it is very hard to come back. Best to get the other two in their jowels and then bring Vessery in at full speed to lay on some hurt (focus TL on every attack. Yes please.)

Rocks. The rock placement will make or break you. Vessery needs straight lines to really shine, and good luck maneuvering the cow through a tight field. Use your rocks wisely.

Main Archetypes:

Swarm: Don't go right at them. Drag them through the rocks, then go in from both sides, bringing Vessery in the back, and the shuttle into the middle. Get them all stressed and broken up, then have the BH and Vessery tag team 1 a turn. Good luck..

Fat Turrets: Kill the turret first. If you load into the turret with everything you have, which is three 3 atk ships that get target locks and have decent toughness, you can bring down the turret fairly quickly. Then it's clean up. But, you have to take down that turret. Two fat turrets? Focus fire and try to limit shots? Is that the same strategy for everyone? Use the shuttle to block as often as possible.

Phantoms: Yikes. This is rough, as Vessery DOES NOT turn on a dime, except when K Turning. The BH is probably your friend here, as Rebel Captive plus double Arcs, and an angry Albino Steam Tank driving into the thing are your best bet. Get it stressed, kill it quick, scatter and regroup to deal with the escort. Phantom and Decimator? I don't even know. Kill the Phantom fast if you can? I think the Decimator might just take too long, and both will have you in arc. If you can split them, and feed the shuttle to the Decimator, all the better.

I just play with friends right now, and we have a LOT of fat han, but not many Imperial Players.

I really like this one: The Baron and the Most Dangerous Game

Featuring Baron Soontir Fell w/Push the Limit and Stealth Device, also 2 Bounty Hunters

Can I kill Phantoms?

Surprisingly, yes. It's not just Soontir too, the firesprays have such massive arcs and bases that it's not that difficult to spray fire at the zippy little bastards. Their speed (large base movement) and bulk also make them very good blockers.

Can I kill fatties?

Bounty Hunters have some of the greatest bulk and "speed" (large base movement) for their cost. Combine all that with rear arcs, and they become premier killers of fatties.

If Soontir sticks to range three (2 focus, 1 evade, 5 greens...even I can't **** that up), you present fatties with 3 very unattractive targets to pour fire onto.

I have yet to test this live, but I like how it looks on paper.

Luke w/ veteran instincts, R3-A2 & engine upgrade

Roark w/ ion turret

Wild Space Fringer w/ HLC & tactical jammer

3pts left for either Moldy Crow or a recon specialist on Roark or WSF

Roark hides behind Fringer, boost PS to 12, combo with V.I Luke w/ R3-A2 to make life hard for named phantoms. It feels like it will be a comfortable mix of durability, control elements, maneuverability & firepower (though I admit the firepower is somewhat lacking) It serves as a flexible base as the last few points can be rearranged many ways. Luke up to Wes or Wedge, RecSpec into tactician or flechette or swap ion turret for blaster +recspec. Tacjammer is optional, if the 1pts is needed elsewere (Chewbacca crew on WSF or Roark for example)

I really like this one: The Baron and the Most Dangerous Game

Featuring Baron Soontir Fell w/Push the Limit and Stealth Device, also 2 Bounty Hunters

It's also the hardest

All these lists differ from the 2 ship meta in that your ability to coordinate them, predict your opponent, and plan a few turns ahead is much more important than just arc dodging after everyone has moved.

You'd think the swarm would be the toughest to co-ordinate, but Ties have the awesome barrel-roll and the best maneuver in the game (white 1 turn). X-wings, Z-95s, and Firesprays not only lack the 1 turn, but they can't move after their maneuver . You make the slightest miscalculation and you'll have a 7-ship pile-up on your hands.

So, who do you think would be the most ****** in that scenario? The 19 point tie fighter? The 36 point x-wing that can slap focus/target-locks and still stress enemies? Or the 33 point tie fighter?

These are very cool lists. Thanks, everyone, for posting. It shows how many ways you can approach this game.

I have yet to test this live, but I like how it looks on paper.

Luke w/ veteran instincts, R3-A2 & engine upgrade

Roark w/ ion turret

Wild Space Fringer w/ HLC & tactical jammer

3pts left for either Moldy Crow or a recon specialist on Roark or WSF

Roark hides behind Fringer, boost PS to 12, combo with V.I Luke w/ R3-A2 to make life hard for named phantoms. It feels like it will be a comfortable mix of durability, control elements, maneuverability & firepower (though I admit the firepower is somewhat lacking) It serves as a flexible base as the last few points can be rearranged many ways. Luke up to Wes or Wedge, RecSpec into tactician or flechette or swap ion turret for blaster +recspec. Tacjammer is optional, if the 1pts is needed elsewere (Chewbacca crew on WSF or Roark for example)

Do you have the outrider title?

I really like this one: The Baron and the Most Dangerous Game

Featuring Baron Soontir Fell w/Push the Limit and Stealth Device, also 2 Bounty Hunters

It's also the hardest

All these lists differ from the 2 ship meta in that your ability to coordinate them, predict your opponent, and plan a few turns ahead is much more important than just arc dodging after everyone has moved.

You'd think the swarm would be the toughest to co-ordinate, but Ties have the awesome barrel-roll and the best maneuver in the game (white 1 turn). X-wings, Z-95s, and Firesprays not only lack the 1 turn, but they can't move after their maneuver . You make the slightest miscalculation and you'll have a 7-ship pile-up on your hands.

So, who do you think would be the most ****** in that scenario? The 19 point tie fighter? The 36 point x-wing that can slap focus/target-locks and still stress enemies? Or the 33 point tie fighter?

It's one of the reasons I really like the PS10 Defender in my list in the OP. It doesn't really re-position all that much, but it sure doesn't let anybody else re-position on it.

Oh right, forgot to mention

If you run Soontir and the Hunters, try to learn how to disengage

I took them to a tournament yesterday and threw away every victory because I got too blood thirsty.

The first game against echo, soontir (yeah, the only other player with the baron was my first round), and Yorr saw Echo absolutely murdered by a close range Soontir and a range 2 hunter. Yorr went down a two turns after as the entire squad poured fire on him (butt-arcs, yo).

Eventually, it came down to soontir and a firespray versus soontir, and I was easily on my way to winning by mod. But no, I had to fly the firespray off the board because I put him right in the corner to get a butt-shot off. Stupid stupid stupid

The second game I swear was set against me. Fat Han and Corran, both of them sectioned into a little alley-way of death because I put all the asteroids on one side of the table and the other player didn't notice :P After the first round, we had Han tangled in one hunter and in range 1 of the other, and Corran in range 1 of soontir.

Well, Bounty Hunter 1 lost four of his shields to a perfect Han roll + green dice blank and Bounty Hunter 2 had taken a direct damage critical to the hull from a perfect range 2 double tap + double green dice blank.

But all was not lost! Through careful management of sprays (the hurt one gets to stand in front of Han and block him to no end) I had worn down Han to 5 hull, knowing that as long as he was dead I could probably just murder Corran with Soontir.

So we were coming back around after the initial pass. No one was dead, but Corran (down to Hull), the Hunters (3 & 5 hull), and Hans (5) were all at death's door with Soontir only 1/3rd of the way there. He was coming back from either corner, while my squad was concentrated in the middle. The thought occured that I could just slow roll the sprays and untangle Soontir, meaning he wouldn't get a shot but he would be ready the turn after. But no, I thought I could pull a hard 3 to get Han in all 3 arcs.

Long story short, Soontir didn't even move that turn and was one-shot by range 1 Corran. stupid stupid stupid

So yeah. To anyone flying this, please remember:

1.) If you have to throw away half the squad, just ******* do it. Don't try to play perfectionist and get all 3 firing arcs all the time.

If you're running up against a PS 9 and fattie, you can suicide Soontir if it means killing the PS 9 because the hunters will devour the fattie.

If you're running up against a fattie and a not PS 9, smash the Hunters against the Fattie because Soontir won't give two ***** about whoever moves before him

2.) Don't be afraid to disengage. It might feel like you're losing shots, but the Hunters have butt-arcs for a reason. Soontir doesn't, but his speedy ass will be back the next turn.

That's my short PSA to anyone interested in trying out that list.

Edited by ficklegreendice

I enjoy flying a swarm but I was always disappointed by the low damage output from only 2 dice throwers. My opponents loved the Falcon and I saw tons of them so that is why I turned to the swarm. My answer was the interceptor. I threw this list together one night and went 4-0 with it the first night and I have gone 9-1 total when I have used it. I call it "The rock and a hard place".

Howlrunner w/PTL-21

Saber interceptor w/PTL-24

Alpha interceptor-18

Academy pilot x3-36

At first I didn't realize why this list was so much deadlier then a normal swarm. After playing it for a few times I realized that the interceptors throwing 3 dice with howlrunner are going to land 3 hits VERY often. This makes them absolute murder for any 1 defense ships. I found that opponents would do all they could to hit Howl early but PTL and careful flying would keep her at range 2-3 and make for poorer shots. I found that my opponents had to choose to between Howlrunner or two three dice ships that are going to be most likely landing 3 hits a turn. This had the very beneficial effect of allowing the academy pilots to either be ignored completely and make it into blocking position or get nice range 1 shots without being fired upon. A normal swarm would need to be flown more aggressively to get into range 1 where they just shred things but this swarm can fly more carefully and still do some longer range damage if needed. My one loss with this list was when I decided that I would see if the interceptors could be used as flankers. It was a close game but having howlrunner rerolls with 3 dice is too powerful to risk splitting up. I have been distracted by many of the new ships and I haven't played this in a few months but I would still consider it my go-to list against pretty much anything. In the current Falcon heavy meta this list will shred them very quickly.

Edited by Knucklesamwich

I know i won't shut up about it on here but Check out my Arvel List. I typically like to stick with themes for my lists. (Same pilot skill, One of each ship XYBA for example). I really like my Arvel List because A. Has 4 different ships. B. 4 Different named pilots all with special Abilities and they're abilities are used efficiently (Meaning good upgrades). C. All the same pilot skill meaning activation phase leaves with amazing options. I also am known for my formation flying and the typical staggering turn in where the ships do 1 bank 2 bank and 3 bank.

When developing this list I knew i was going to be up against phantoms and Fat Hans at nationals. The strengths i had against these lists were Ions from Dutch and Blount to shut down Phantoms. Arvel will be a nuisance to Fat Han and other big ships. The proton rocket on Arvel would make hitting Han a breeze and putting a decent amount of damage on him early on. Fortunately for me i never faced a fat han list. (Or unfortunately im curious as to how well i would do). And lastly synergy. Actions are the most important aspect to game next to maneuvering and i had lots of them.

The weakness of this list is 2 Fragile ships, with not a lot of Attack power, 9 total red dice.

I think one thing people underestimate in tournaments is the Random Variable. Not just dice, but match ups. You will never know nor can you prepare for what you can face. You can build a list entirely to defeat the current meta and face nothing but lists that counter you instead. Sure it's a risk your taking but i find it's better in the long run to fly lists you think will do well against any list. My Arvel faced mainly Rebel Swarms / Low ps Rebel squads and i faced 2, 2 Ship lists. Chewie Corran and a Echo Boba. Both of the lists I beat with this list. Full Battle report of the tournament in my Sig.

Flying non conventional lists makes the game more appealing to me. It sparks conversation and makes you stand out a little when you do well with it. A Big majority of the people at nationals were talking about my list and how effective it really was. (Or so I'd like to think). (Look at my ego, LOOK AT IT@!!!!!).

My main strategy with my list if you must know was to ion a HVT (High Value Target) place Arvel in his way/bump Arvel into him. Pass arvel focus and TL shoot procket in face???? Profit. Now with Intimidation released i kinda of want to try that on him to just really screw with Fat Hans, But this season im gonna try my hands at imperials since i flew nothing but rebel lists last season except one Fluffy Vader list (Which you should all go and try right now and have a laugh)

Vader, Swarm tactics EU

Mauler Mithel, Swarm Tactics

Backstabber

Black SP DTF

Black SP DTF

DTF didn't really do much in my games so i might change those to VI or even drop ST and add out maneuver to Vader

Anyways I'm sure you've heard enough from me, Back to the cave from which I cameth

Looks cool.

My only comment is that swarm tactics plus engine upgrade seems counter-intuitive - one wants to be hooning around the board like a gerbil on nitrous oxide, the other wants to be holding formation with the TIE/ln fighters. I'd always take either one or the other. Engine Upgrade and Outmaneuver, on the other hand, is a smart pairing.

I like seeing wierder lists. Plus, when people aren't used to facing a given chassis - say bombers or advanceds - it can give you a bit of an edge because they aren't as confident that they know how you'll move.

I have to say that Interceptors with Howlrunner is an interesting twist. Rather than a bandaid for the TIE/ln fighter's low firepower, she becomes a force multiplier for the TIE/in interceptors already impressive guns. Of course, the formation can't boost, but it's going to be stuck jousting (at least initially), so who cares?

The only question is if dropping to 5 TIE light craft gives you enough durability to trade passes with things like B-wings and X-wings.

Edited by Magnus Grendel

Lol, I came upon the same concept for trying to deal with the meta:

Tactical Bounty Hunters #1:

Soontir + PTL

Bounty Hunter + Tactician

Bounty Hunter + Tactician

Or

Tactical Bounty Hunters #2

Soontir + PTL + Target CPU

Bounty Hunter + Tactical Jammer

Bounty Hunter + Tactical Jammer

Both play similar, but have different passive effects that slightly affect how it plays. Tactician is pretty fun for tagging Phantoms and making them predictable for Soontir to get after. And who knew, I think Tactical Jammer actually has a good use when run on multiple Bounty Hunters. They cover each other when you ram with one, they cover Soontir when he might need to run. You could probably win games with NO upgrades (except PTL) on the ships, but adding those ones gives you some fun flavor that is quite enjoyable.

I myself have been running an Interceptor Swarm With:

Turr Phennir — TIE Interceptor 25

Veteran Instincts 1

Alpha Squadron Pilot — TIE Interceptor 18

Alpha Squadron Pilot — TIE Interceptor 18

Alpha Squadron Pilot — TIE Interceptor 18

"Howlrunner" — TIE Fighter 18

total- 98 points

I run the Alphas in a formation with Howlrunner while Turr flies as a flanker

Why is it good?

I find the extra attack dice really shred fatties while giving you a better chance at hitting phantoms than a regular TIE Swarm. No one expects a tie swarm where 4/5 of the ties have 3 attack dice. The extra maneuverability and attack of the interceptors also means that if needed the formation can break up and still give their target a real pounding. The 2 point initiative bid means I can usually get the drop on other PS 1 swarms. Howlrunner is not as important so if I lose her first thing its not as great a loss.

Weaknesses?

Only 5 ships and all of them dependent on green dice means that if lady luck is frowning on you today then you're going to be shot down quick if you aren't careful with position or target priority. Every 2 ships I lose is like losing 3 academy pilots.

Swarms:

I haven't fought another swarm with it but I figure the Interceptors can arc dodge Tie fighters pretty well with their better dials and action bars and very clearly outmaneuver Z-95s. A-wings could be an issue but I figure the Interceptors superior attack dice would give me an advantage.

Fat Turrets:

Depends on what it has for an escort. If its a two ship build I find I can usually swarm the escort and then the turret. Especially if Turr gets in a good position on the escort. If its a Fatty and a mini swarm I can usually focus the fatty then mop up the swarm with my superior dogfighters. If its two turret ships then I've just got to swarm the main damage to the best of my ability hoping that I've still got the firepower to deal with the other.

Interceptors love Dash's donut hole.

They Hate Han's fat butt but the 3 dice mitigate his shenanigans

The 0 evade means the Decimator can be taken down in one lucky round. The real trouble is his friend the phantom.

Phantoms:

3 attack on 4/5 ships and great maneuverability on my blockers means the Phantom is a bit easier to get into sights. Turr wins in PS vs Unupgraded Phantoms and usually has initiative vs ones with VI. I'd recommend spreading out rather than going in formation to try and catch the slippery little devils.

One of the things I'm noticing about a lot of these lists is that they carry some form of "Phantom Insurance" in the form of a PS9 or 10 pilot. It doesn't have to be expensive (see Sternguard777's 26 point Turr), but it does take the edge off of the total freedom that a Phantom might get if it completely won the PS bid.

One of the things I'm noticing about a lot of these lists is that they carry some form of "Phantom Insurance" in the form of a PS9 or 10 pilot. It doesn't have to be expensive (see Sternguard777's 26 point Turr), but it does take the edge off of the total freedom that a Phantom might get if it completely won the PS bid.

Aye. In order to be successful these days, you have to have a plan for Fat turrets and Phantoms. Having plans for other lists is a bonus. And there are two main ways to do that - Roark, and PS9+ (preferably 10+). It's even better when there's a stress or ion happening at PS10+.

During W4, I took the following list to the top 8 on the Thursday Flight of Gencon:

Roark w/ ICT

Dagger w/ HLC

Blackmoon w/ R3A2 + FCS

Bandit

There's nothing today that makes this list not work, so I'd consider it still viable.

Phantoms:

I fly it with the Blackmoon in front of the Dagger, but when engagement happens, I have the blackmoon go straight, and dagger bank (or bank + turn, or whatever). This way I'm pretty much guaranteed to get the Phantom in arc of one of these ships. At which point, Roark swarms that ship to PS12, and if it's the Blackmoon, then I get to stress him and I don't have to deal with cloak (if I have any other shots), and for sure don't have to deal with decloak (which means it much easier to line up the kill shot the next turn). If it's the Dagger, I get a uncloaked HLC shot on it, doing an average of 1.77 damage (assuming focuses on both attacker and defender). While neither way kills the phantom reliably, it's much easier to mop up 2 damage, or a uncloaked phantom the following turn.

Fat Turrets:

The Bandit soars ahead to setup blocks on the turret, which isn't too difficult to do - they're typically relatively predictable, especially while the E wing stresses it out. Meanwhile, the B is throwing 4 dice, rolling 3 <booms> and the E (which the turret wants to kill due to that stupid stressbot shutting down their arc dodging) can spend the F on defense (until it's known that the E is the target, at which point it switches to Evade), while maintaining 2.25 <Boom> via the FCS. Roark helps deal with the secondary threat by ioning him and keeping him out of the fight.

Swarms:

The nice thing about this list is that it is still a 4 ship rebel build. Ions always mess up swarms by preventing formation flying. HLC helps kill off Howl, and the Bandit gets to play R1 bumper cars, which is sub optimal, but any shots they take a the Bandit is a shot that isn't at the three larger threats. In the mean time, he gets to take free R1 shots (even if he'll be blocked more often than not - at least it's not a ship you care about being blocked). The best part is that you're only paying 4 points for PS, so unlike all of these PS9 and PS10 builds, you have more points to bear on the enemy.

Rebel Control:

This basically is a dog fighting rebel control list. While it does not have as many ions or stresses available to hand out, it does just fine with board control. And in the mean time, it can do actual damage as well, which is where the rebel control lists typically fall short. The Dagger likes to stay at range, and with the BR can do so relatively well as a flanker, so while he won't have an action to modify his attack at least he won't be drifting off being useless. The E can spend his action for defense, and rely on the FCS to modify his attack. And if they start stacking stress upon stress... the extra die from the HLC is almost like a free action (2 <boom> vs. 2.25 <boom>) and the E doesn't need to take an action due to the free TL from FCS.

I have a thing for X-Wings and to a lesser extent Z95s. Ive been running some kind of 4 ship rebel build since last years regionals. It started with 4 X-Wings and after wave 4 morphed into what you see below. Theres no phantom insurance but it will eat a fat han alive.

Hobbietown

X-WING: · Tarn Mison (23)

R7 Astromech (2)

X-WING: · Biggs DarkLighter (25)

X-WING: · "Hobbie" Klivian (25)

· R2-D6 (1)

Push The Limit (3)

Z-95 HEADHUNTER: · Airen Cracken (19)

Swarm Tactics (2)

My current list:

Vessery + Veteran Instinct

Scimitar Squadron

Scimitar Squadron

Soontir Fel + Push the Limit + Targetting Computer

I tried many version of this list, mainly to find who to take as the fourth wingman. I tried a third bomber all will ion missile and a HLC on Vessery, I tried a Bounty Hunter by removing VI from Vessery, I tried a Delta Squadron Pilot and I tried Turr with VI and gave a HLC to Vessery. In the end, the Baron took the crown. All the first options lacked a good PS and had a hard time against Phantom and Outriders, the Bounty Hunter is the list I had the most success but in the end, a large base, even with a rear firing arc, is not that hard to dodge. Turr had the PS but lacked survivability with all those turrets around but Fel can do both and is a killer against pretty much anything except turrets. Once Autothruster come out, I'll switch TC for it so it can fare better at range 3 and against turrets.

Why is it good?

It is a very resilient team, 21 hit point total is a lot to go through, especially when two of the 4 ship has 3 agility and one can turtle up with F+E or arc-dodge like crazy. The action economy is also very good with both Vessery and Soontir having two-three actions per turn. Both act at PS9 and 8 so except against the occasional PS10+, they maneuver late and shoot fast. The two bombers hard there to bother the opponent: TL the targets for Vessery, prefering to TL 2 different target so Vessery is not too predictable and at PS2, decent dial and 6 hull, they are surprisingly good blockers when there is a need for it. It's always nice to get in front of a unit, TL it, block his move and then close in with Vessery for a F+TL shot versus his agility without modifier.

What are his weaknesses?

Highly maneuvrable ship like the Phantom can still be a pain. It's not that bad since Soontir is there but still, since they'll probably take initiative,I have to spread my line of sight and pray that the dice god doesn't hate me. It's also a team that rely on the green dice to fare good. If Vessery become the priority target and the dice fails him, he can go surprisingly fast. Same goes for Fel, with only 3 hull and no shield, a bad green roll or a lucky crit can spell his doom if I'm not careful enough.

What's the plan for taking on mainstream archetypes?

Phantom: Like I said earlier, spreading my line of sight is generally the way to go against Phantom when you move after them. Two things that I try to use against them:

-Scimitars can be good to block decloaking locations, so it makes them more predictable.

-If Soontir move after, he will probably have a shot on him. But if he move first, since he will also shoot first against the Phantom 2 agility dice, they tend to avoid his sight at all cost, so when moving my ship, I tend to point all my other ships in another direction so that if he choose to avoid Soontir, all the others will still have a shot and vice versa.

Turrets: Turrets in general is not that bad to go against with this team. It is resilient, so the turret will have trouble getting pass all those HP and with potentially 10 attack dice going against it, the big ship can go down pretty fast, even with 3PO and Evade. The one that gave me the most trouble before was Dash because all my ship moved after him and he could just boost+barrel roll out of sight, but with Fel and Vessery moving after, he's much easier to get with the added bonus of sometimes getting in his range 1 band with Fel.

Swarms: More general approach. When I set my ship, I set Vessery with both Bombers and Fel as a flanker (duh). Vessery and the Bombers fly in formation at first, but all those ship are good on their own so I will break formation fast so that his swarm is easier to flank. Soontir usually have no problem outmaneuvering them and can turtle up if the needs arise,Vessery can take a beating against 2 attack dice ships with 6 HP and 3 agility dice, same can pretty much be said about Bombers, so they'll have trouble focusing down a ship.

Others: Pretty much the same thing as with against swarm. Try to focus down one target and then break from formation. Try to make the Bombers the more juicy target by TLing with them for Vessery (no focus for defense) while focusing with Vessery and arc-dodging with Soontir or F-E.

What's the list?

Whisper, ACD

Doomshuttle

Soontir Fel, PTL, TC.

Upgrsdes deoendent on mood.

Why is it good?

If you go for the easy target, the shuttle, the others get to cause havoc. If you leave the shuttle it has time to turn around and cause trouble.

What are it's weaknesses?

The heavy hitters don't have many hit points.

What's your plan for taking on the mainstream archetypes (Swarm, Fat Turrets, Phantom, any others in your area)?

Depends on the set pup really. For swarms i'd pile the shuttle in for some blocking fun, and for the rest i'd just like to position my ships to cause the opponent a headach on target priorities.

Sigma swarm

Sigma Squadron Pilot (25)
Advanced Cloaking Device (4)

"Howlrunner" (18)

Black Squadron Pilot (14)
Squad Leader (2)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Total: 99

View in Yet Another Squad Builder

The basic idea is to maintain a 6-ship pinwheel, keep the Sigma stocked with focus + evade from the Black Squadron. After the initial engagement, break formation as needed, utilize the Phantom as normal, Academies as blockers etc.

For a more detailed look, check out the dedicated thread

I know i won't shut up about it on here but Check out my Arvel List. I typically like to stick with themes for my lists. (Same pilot skill, One of each ship XYBA for example). I really like my Arvel List because A. Has 4 different ships. B. 4 Different named pilots all with special Abilities and they're abilities are used efficiently (Meaning good upgrades). C. All the same pilot skill meaning activation phase leaves with amazing options. I also am known for my formation flying and the typical staggering turn in where the ships do 1 bank 2 bank and 3 bank.

When developing this list I knew i was going to be up against phantoms and Fat Hans at nationals. The strengths i had against these lists were Ions from Dutch and Blount to shut down Phantoms. Arvel will be a nuisance to Fat Han and other big ships. The proton rocket on Arvel would make hitting Han a breeze and putting a decent amount of damage on him early on. Fortunately for me i never faced a fat han list. (Or unfortunately im curious as to how well i would do). And lastly synergy. Actions are the most important aspect to game next to maneuvering and i had lots of them.

The weakness of this list is 2 Fragile ships, with not a lot of Attack power, 9 total red dice.

I think one thing people underestimate in tournaments is the Random Variable. Not just dice, but match ups. You will never know nor can you prepare for what you can face. You can build a list entirely to defeat the current meta and face nothing but lists that counter you instead. Sure it's a risk your taking but i find it's better in the long run to fly lists you think will do well against any list. My Arvel faced mainly Rebel Swarms / Low ps Rebel squads and i faced 2, 2 Ship lists. Chewie Corran and a Echo Boba. Both of the lists I beat with this list. Full Battle report of the tournament in my Sig.

Flying non conventional lists makes the game more appealing to me. It sparks conversation and makes you stand out a little when you do well with it. A Big majority of the people at nationals were talking about my list and how effective it really was. (Or so I'd like to think). (Look at my ego, LOOK AT IT@!!!!!).

My main strategy with my list if you must know was to ion a HVT (High Value Target) place Arvel in his way/bump Arvel into him. Pass arvel focus and TL shoot procket in face???? Profit.

Would you mind adding a link to your Arvel list? I've somehow missed it.

One of the things I'm noticing about a lot of these lists is that they carry some form of "Phantom Insurance" in the form of a PS9 or 10 pilot. It doesn't have to be expensive (see Sternguard777's 26 point Turr), but it does take the edge off of the total freedom that a Phantom might get if it completely won the PS bid.

Aye. In order to be successful these days, you have to have a plan for Fat turrets and Phantoms. Having plans for other lists is a bonus. And there are two main ways to do that - Roark, and PS9+ (preferably 10+). It's even better when there's a stress or ion happening at PS10+.

During W4, I took the following list to the top 8 on the Thursday Flight of Gencon:

Roark w/ ICT

Dagger w/ HLC

Blackmoon w/ R3A2 + FCS

Bandit

There's nothing today that makes this list not work, so I'd consider it still viable.

Phantoms:

I fly it with the Blackmoon in front of the Dagger, but when engagement happens, I have the blackmoon go straight, and dagger bank (or bank + turn, or whatever). This way I'm pretty much guaranteed to get the Phantom in arc of one of these ships. At which point, Roark swarms that ship to PS12, and if it's the Blackmoon, then I get to stress him and I don't have to deal with cloak (if I have any other shots), and for sure don't have to deal with decloak (which means it much easier to line up the kill shot the next turn). If it's the Dagger, I get a uncloaked HLC shot on it, doing an average of 1.77 damage (assuming focuses on both attacker and defender). While neither way kills the phantom reliably, it's much easier to mop up 2 damage, or a uncloaked phantom the following turn.

Fat Turrets:

The Bandit soars ahead to setup blocks on the turret, which isn't too difficult to do - they're typically relatively predictable, especially while the E wing stresses it out. Meanwhile, the B is throwing 4 dice, rolling 3 <booms> and the E (which the turret wants to kill due to that stupid stressbot shutting down their arc dodging) can spend the F on defense (until it's known that the E is the target, at which point it switches to Evade), while maintaining 2.25 <Boom> via the FCS. Roark helps deal with the secondary threat by ioning him and keeping him out of the fight.

Swarms:

The nice thing about this list is that it is still a 4 ship rebel build. Ions always mess up swarms by preventing formation flying. HLC helps kill off Howl, and the Bandit gets to play R1 bumper cars, which is sub optimal, but any shots they take a the Bandit is a shot that isn't at the three larger threats. In the mean time, he gets to take free R1 shots (even if he'll be blocked more often than not - at least it's not a ship you care about being blocked). The best part is that you're only paying 4 points for PS, so unlike all of these PS9 and PS10 builds, you have more points to bear on the enemy.

Rebel Control:

This basically is a dog fighting rebel control list. While it does not have as many ions or stresses available to hand out, it does just fine with board control. And in the mean time, it can do actual damage as well, which is where the rebel control lists typically fall short. The Dagger likes to stay at range, and with the BR can do so relatively well as a flanker, so while he won't have an action to modify his attack at least he won't be drifting off being useless. The E can spend his action for defense, and rely on the FCS to modify his attack. And if they start stacking stress upon stress... the extra die from the HLC is almost like a free action (2 <boom> vs. 2.25 <boom>) and the E doesn't need to take an action due to the free TL from FCS.

I really like the analysis you've provided with this kind of list, because it's the sort that if I were to see it, my eyes would just slide on by, and my brain would see only "some Rebel ships", but on second glance with some explanation of how things work, it makes some sense.

The Write up and explanation of the list is in my Sig, but the list is Simply Dutch, Garven, Blount and Arvel. Ion Cannon Turret of Dutch, Ion pulse on Blount and Pronton Rocket on Arvel.