Devilmator/Whisper Tournament List

By Amplified, in X-Wing Squad Lists

I'm looking for some feedback on a couple of Daredevil Decimator/Whisper list ideas I'm kicking around for the store championships:

DEVILMATOR + WHISPER (VADER/AS VARIANT)

100 points

PILOTS

Captain Oicunn (57)
VT-49 Decimator (42), Daredevil (3), Mara Jade (3), Darth Vader (3), Dauntless (2), Engine Upgrade (4)

“Whisper” (43)
TIE Phantom (32), Rebel Captive (3), Advanced Sensors (3), Veteran Instincts (1), Advanced Cloaking Device (4)

and the alternative:

DEVILMATOR + WHISPER (ISARD/FCS VARIANT)

100 points

PILOTS

Captain Oicunn (58)
VT-49 Decimator (42), Daredevil (3), Mara Jade (3), Ysanne Isard (4), Dauntless (2), Engine Upgrade (4)

“Whisper” (42)
TIE Phantom (32), Rebel Captive (3), Fire-Control System (2), Veteran Instincts (1), Advanced Cloaking Device (4)

Any thoughts on these two lists? So far I've been mostly running the Vader variant as I really like being able inflict damage without rolling dice, but I see the upsides of the alternative as well.

TIE PHANTOM: · "Whisper" (32)
Veteran Instincts (1)
Fire Control System (2)
Advanced Cloaking Device (4)
Gunner (5)
VT-49 DECIMATOR: · Commander Kenkirk (44)
Determination (1)
· Darth Vader (3)
· Mara Jade (3)
· Rebel Captive (3)

My build if you want something to compare to

Im currently testing this build:

Whisper (44 points)

- Gunner

- ACD

- VI

- FCS

Kenkirk (55 points)

- Mara Jade

- Ysanne Isard

- Rebel Captive

- Determination

I was just thinking about a Daredevil build like yours.

I would say, no Ysanne is better, since potential to be stressed at start of combat.

I was thinking...

Oicunn + Daredevil + Engine + Dauntless + Gunner + Mara Jade/Rebel Captive + Moff Jerjerrod

Whisper + VI + ACD + FCS

I was just thinking about a Daredevil build like yours.

I would say, no Ysanne is better, since potential to be stressed at start of combat.

I was thinking...

Oicunn + Daredevil + Engine + Dauntless + Gunner + Mara Jade/Rebel Captive + Moff Jerjerrod

Whisper + VI + ACD + FCS

Yeah, the same thought regarding Ysanne ocurred to me today. That's an interesting take on the list. I've tried Gunner before on this set-up, but I honestly found I rolled at least one hit on 3-4 attack dice most of the time and that the 5 points for Gunner wasn't coming into play often enough to be worthwhile.

I'm guessing you want people to focus on Whisper first in that list? I kind of like the idea of forcing a difficult target prioriity decision by having RC on Whisper, but I can see the argument the other way too.

I put Rebel Captive on Oicunn mostly because, if the game ever gets to Phantom vs Oicunn, it is REALLY hard to win without Captive. Also, it's great for bearing PTL Dash, PTL Corran, even things like Fat Han, since it forces enemies to take green moves allowing you to ram more easily, or sneak into range 1, or force an enemy to boost to avoid range 1.

It is good on Whisper, sure, but you get to hand out a LOT more stress from the Deci, I've always felt.

As for Gunner, with Oicunn and Daredevil, maybe it won't be necessary. It's really there to help you beat high Agility targets, or to force Fat Han to take 1 damage rather than risk blowing both his evade token and C3PO just for the Gunner fire to dish out 2 or 3 hits. Also, with no Predator, you need SOME way to make sure your shots from Oicunn are actually doing damage. It is very important in a 2 ship list. For that reason, I like to keep it. However, you may find success without it just fine. I just regretted not having it in like 1 game vs Soontir Fel, haha.

Also, Moff Jerjerrod is good for stopping Injured Pilot and Damaged Wngine crits, which might murder this build that spends many pts on making that poor ability work.

I put Rebel Captive on Oicunn mostly because, if the game ever gets to Phantom vs Oicunn, it is REALLY hard to win without Captive. Also, it's great for bearing PTL Dash, PTL Corran, even things like Fat Han, since it forces enemies to take green moves allowing you to ram more easily, or sneak into range 1, or force an enemy to boost to avoid range 1.

It is good on Whisper, sure, but you get to hand out a LOT more stress from the Deci, I've always felt.

As for Gunner, with Oicunn and Daredevil, maybe it won't be necessary. It's really there to help you beat high Agility targets, or to force Fat Han to take 1 damage rather than risk blowing both his evade token and C3PO just for the Gunner fire to dish out 2 or 3 hits. Also, with no Predator, you need SOME way to make sure your shots from Oicunn are actually doing damage. It is very important in a 2 ship list. For that reason, I like to keep it. However, you may find success without it just fine. I just regretted not having it in like 1 game vs Soontir Fel, haha.

Also, Moff Jerjerrod is good for stopping Injured Pilot and Damaged Wngine crits, which might murder this build that spends many pts on making that poor ability work.

Those are really good points, I think I'm going to try the list your way and see how I like it. I'm leaning to using RC instead of Mara Jade on that build as well, honestly Mara seems to only really pay off against swarms anyway, vs the reliability of RC.