Store Tournament List

By Grapthar91, in X-Wing Squad Lists

After much thought and deliberation, I have given in to the meta and decided to fly a two ship list, although it may not be what you expect. It will not include a Falcon, YT2400 or Decimator. The list is as follows:

Boba Fett - 49

-Veteran Instincts

-Navigator

-Slave One

-Munitions Failsafe

-Ion Torpedoes

Kath Scarlet - 51

-Ion Cannon

-Seismic Charges

-Predator

-Gunner

The strategy is that Fett with Navigator and VI is the Phantom killer since he will move after the Phantom and can change his bank maneuver, if needed, to get a shot on the Phantom. He also has ion torpedoes to slow up any swarms for a turn or ion a large ship in tandem with Scarlet's ion cannon.

Scarlet is the damage dealer. She is there to do maximum damage to any large ships (or any ship really) encountered. She will use her ion cannon and seismic charges in tandem to deal some extra damage, if the opportunity presents itself. Also, if any large ship gets too near the board edge, the ion torpedoes and ion cannon will be used to help that point sink right off the board.

Weaknesses? Sure. It's only two ships and when one goes boom thats roughly half my points to my opponents and my ships aren't geared to be "tanks." Also, I can be ionned off the board as well, so those enemy ships will be public enemy number one for me.

So, I'm trying to bring back (if it ever was a thing) Scarlet Fett. All thoughts and criticisms are welcome. I've got thick skin so fire away. I'd like to know what I'm not seeing with this list and I'd like to know what you think it would struggle against and what it would do well against (if anything). Anyways, thanks for your time and as always, fly casual.

Ok, so after even more thought, I've made the following changes to the list.

Boba Fett - 48

- Veteran Instincts

- Navigator

- Seismic Charges

- Countermeasures

Kath Scarlet - 52

- Predator

- Gunner

- Ion Cannon

- Countermeasures

So the idea is to still have Fett as the Phantom killer and Scarlet deal the damage. Countermeasures is in there in case either one of them gets between a rock and a hard place and needs an extra evade dice. My dilemma is that I am seeing a lot of Whisper/Chiraneau builds at store championships. Should I take off Predator from Scarlet and add Veteran Instincts? If I did this, it would give me PS10 and PS9 pilots, but would reduce the offensive firepower of Scarlet. All advice is appreciated.

Ok. So, after much thinking and pondering and deliberating, here is the final list that I will be taking to the store championship in Springfield, MO on March 21.

Boba Fett - 52

- Ion Cannon

- Seismic Charges

- Veteran Instincts

- Navigator

- Engine Upgrade

Kath Scarlet - 48

-Veteran Instincts

- Gunner

- Engine Upgrade

There it is in all it's glory. What do you think?

Ok. So, after much thinking and pondering and deliberating, here is the final list that I will be taking to the store championship in Springfield, MO on March 21.

Boba Fett - 52

- Ion Cannon

- Seismic Charges

- Veteran Instincts

- Navigator

- Engine Upgrade

Kath Scarlet - 48

-Veteran Instincts

- Gunner

- Engine Upgrade

There it is in all it's glory. What do you think?

Part of me likes the idea of keeping the Ion Cannon on whichever ship has your Gunner, so if it whiffs, you still have another shot you can take. That said, with your Engine Upgrades, your best bet is to be using the bank off your Boost action to line up more rear-arc shots as you fly away, so your Ion Cannon won't see much play that way.

If you're worried about Phantoms, you could drop the Ion Cannon altogether for an Initiative bid, and Kath will be able to shoot on a decloaked Whisper, which is nothing to sneeze at. The Gunner will help her especially, so again, if your attack whiffs, you can fire again, or put them in a state where they eat that 1 damage rather than gamble on your Gunner again.

With Kath and Gunner, you also might get that perfect storm combo of rolling a Crit, which they cancel off with Evade dice, which gives them stress, which triggers your Gunner to fire again and potentially get a point or two of damage through, or cause a second stress token if you're really lucky. On a Phantom, it'd be as good as dead next turn with your two boosting Firesprays.

You could also lose the Cannon and Seismic Charge and go Gunner on Fett. Again, if you're worried about Phantoms, you don't get the Initiative bid, BUT you can use Boba to shoot first with a better quality of attack in case the dice betray you.

Mostly, the Firespray yields the best results when you can use that rear arc for maximum gain. Fettigator is great for that, especially when the Phantom has to commit to movement before you go, so if you set up a good first pass, you should be able to have your Firesprays bracket it in somewhere and shut it down.

You might even get lucky and play someone who doesn't appreciate the value in taking Initiative with your Phantom and you could take it on a roll-off, which would be an amazing twist of fate for you.

I think you are absolutely right. Gunner on Fett is much better that Ion Cannon and Seismic Charges, but I really think Navigator will help me more in lining up a shot, front or rear arc, in conjunction with Engine Upgrade. I also really like having PS 10 and 9 on Fett and Scarlet, respectively, so that I can move after most ships I will encounter. I agree with you that any cannon (as well as missile/torpedo) will be wasted points, since I should be firing from my rear arc as much as my front arc. Having said that, there really isn't any other option to fill out the last five points other than bombs. What do you think about the following:

Boba Fett - 50

- Proximity Mines

- Navigator

- Veteran Instincts

- Engine Upgrade

Kath Scarlet - 50

- Gunner

- Veteran Instincts

- Engine Upgrade

- Seismic Charges

I think you are absolutely right. Gunner on Fett is much better that Ion Cannon and Seismic Charges, but I really think Navigator will help me more in lining up a shot, front or rear arc, in conjunction with Engine Upgrade. I also really like having PS 10 and 9 on Fett and Scarlet, respectively, so that I can move after most ships I will encounter. I agree with you that any cannon (as well as missile/torpedo) will be wasted points, since I should be firing from my rear arc as much as my front arc. Having said that, there really isn't any other option to fill out the last five points other than bombs. What do you think about the following:

Boba Fett - 50

- Proximity Mines

- Navigator

- Veteran Instincts

- Engine Upgrade

Kath Scarlet - 50

- Gunner

- Veteran Instincts

- Engine Upgrade

- Seismic Charges

I don't have any personal experience with Proximity Mines, so I can't help you much there.

However, I've ran Seismics on Firesprays on numerous occasions, albeit with Bounty Hunters, and it's always good times. The mere threat of that rear bomb is enough to keep people off of you.

I've always looked at it this way; the Proximity mine has more damage potential, but it could also whiff, whereas the Seismic will guarantee a free damage.

The difference in the two is the timing of when you can place the bomb. The seismic is done when you reveal your dial, the mine is done when you can perform an action.

If you feel confidant that placing that Proximity Mine is going to yield some good results, then go for it, but I would practice and research how others are utilizing it specifically before going in blind on that.

For me, my charges were always on Bounty Hunters with RecSpec. I could run them as a pair and when you come at someone head on, after that first round of shooting, they have to decide how they're going to clear your Bounty Hunters. If it's lower Pilot Skill ships, they have to decide on either K-Turning over your ships and eating the seismic charges, or bumping you and you flying over them and getting rear-arc shots with an action.

Against ships that move after you, you can set up a block so next turn they have no choice to fly into your bombs.

Basically, if you're flying this list, the bombs will be a good incentive for ships to not get too close, which gives you more options to moon them as you take off, firing as you go.

The Firespray is a real "pilot's ship", in the sense that your ability to make good reads and move them around is going to be how you win. A bad call or two, and those tanks can get focus'ed down pretty quickly.