PS9 squad questions...

By Intys Rule, in X-Wing

Whisper + Recon Spec + FCS + VI + ACD

Fel + Royal Guard Tie (Stealth Device, Hull Upgrade) + PTL

Mauler Mithel + VI

99 points

All ships are PS9. Whisper with Recon Specialist to basically spam Focus tokens and spend one for attacks and have 2 for defense. 4 attack dice.

Fel with the usual PTL, SD and HU to increase survivability. Maybe swap SD for Shield Upgrade for 100pts total. 4 attack dice at Range 1.

Mithel with HU again for survivability. 4 attack dice at Range 1.

99 points for a shot at initiative.

All are PS9 so I can see where my opponents land and can barrel roll/boost/decloak as appropriate and with all of them at PS9, I can choose any order of activation. They also all shoot at the same time so if I play it right, that's 1-2 small ships gone in one shooting phase.

So far, I've been having lots of fun flying this list and my defeats have been because of poor positioning or generally being unaware of the opponent's capabilities. I've played this list a few times now and I don't know if I'm just getting a bit more stupid (it happens!) but I can't seem to find a gaping weakness with it. I've taken down Falcons, Outriders, and even Shuttles with it and so far, Fel seems to survive most of my fights. I lose Whisper sometimes due to bad rolls; she can really only take so many attacks before the green dice start to betray her. Mithel usually dies when the opponent decides to take down the weakest ship first or if he ends up in the crosshairs of lucky attack rolls.

Today, I lost against a 2x Tie-D list with HLC on one and Lone Wolf on the other, plus a few other upgrades, but that was because I underestimated their white-K turn. I pressed the attack when I should've done hit-and-run-and-reposition-and-hit-again tactics and he just K-turned all over me. If I had avoided jousting, I could've had a better time but I wasn't thinking/concentrating very much since I had an Imperial Assault game coming up.

Please tell me what my build is weak against. I can't fix something if I don't know it's broken (or how it's broken).

Thanks for your time and advice!

Edited by Intys Rule

Fat turrets. They just don't die and sooner or later you have to reposition but they keep shooting. Not much you can do except pray to the Dice gods!

One Falcon I can probably deal with. It depends on how fast I can drop the escorts. I've played against Outriders with turreted HLCs and without really going to Range 1, I've killed those lists quite reliably after I kill the 2-3 escorts.

Two big ships with turrets, yeah, I can see having difficulty with it but since I've almost-exclusively played with Interceptors and Phantoms (and exclusively Imperial ships), this has been my problem from Day 1 ;)

Anyone else?

Recon Spec swap for Rebel Captive or try to take something like 97 pts for a large Init bid.

If you are aiming for PS 9, better get to choose what you want in each matchup!

I like the idea though. Mauler + VI is a pretty neat ship right now.

Autothrusters is auto include on Soontir once Scum Hits.

Also id drop Mauler and take Turr with VI instead, this makes it so you don't have shield/hull on Soontir. But i dont think he needs it with autothrusters, If you can spare the points Lone wolf and Auto thrusters on Turr is Fantastic, I watched my friend just soak up fire from two turreted ships no problem.

Autothrusters is auto include on Soontir once Scum Hits.

Considering anything an auto-include is a surefire way to stifle your creativity.

Considering anything an auto-include is a surefire way to stifle your creativity.

Some are necessary or good enough that they do become auto-include. VI and ACD on Phantoms, for instance. Otherwise, they are extra, extra squishy with one-hit-kill-sauce on the side.

I'm not sure on the Autothrusters though. Same with Lone Wolf. That card looks so good on paper but in practice, once the dogfight starts, it's hard to be range 1-2 of a friendly, not unless I'm flying with just 2 ships but even then, focusing fire (or trying to) means my ships will generally be in the same area and Lone Wolf cannot kick in. It is surprising how big a Range 2 radius is.

I have tried Rebel Captive so many times before and going up against Rebel players, it's not really much of a big deal for them because they can afford to fly slow and get rid of the stress. The only time I think it'll be worth it is if I'm flying against another high PS ship like HSF or Phantom.

Mauler + VI has been a surprising discovery for me. 4 attack dice at range 1 and he gets ignored often enough (Pfft! Just another Tie!) that he can come in and do his thing.

Autothrusters on arc-dodgers seems like a good counter to turret ships though.

Swapping Mauler for Turr.... I don't see the point. True, Turr will be PS9 with VI, but that means I have two squishy Intys instead. 2 hit points less, but Turr gets a second action after an attack... I'll have to try it out but without PTL, that boost or barrel roll usually isn't enough to get him out of danger.... then he's a squishy 3HP ship. However, I've scraped by a few battles with both Mauler and Fel at 1HP thanks to their Hull Upgrade. Heck, I'd make the Stealth Device a Shield Upgrade but I want that 1 point for initiative bid.

Biggest question I see with more people playing 999 lists when autothrusters and the Advanced fix is what you would bid for initiative. Against another 999 or even a 2 ship 99 list, if you don't get to choose initiative, and you have to move your entire list first, that will really mess you up. Will people go down to 96 points of initiative?

Autothrusters is auto include on Soontir once Scum Hits.

Considering anything an auto-include is a surefire way to stifle your creativity.

Except AT on Soontir, that's about as close to a must have as beer is to wings and pizza.

I agree that autothrusters give you more bang for the buck on Soontir and give you some points to spend elsewhere. With all those extra points, I made up this list for when the raider finally drops:

Darth Vader (29)
Calculation (1)
Advanced Targeting Computer (1)
TIE/x1 (0)
Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
"Whisper" (32)
Veteran Instincts (1)
Advanced Cloaking Device (4)
Total: 100
Can drop Calculation from Vader but honestly initiative is a tricky thing with a 999 list. Do you want to move first or shoot first against other nines? I'm not sure.

Autothrusters is like PTL on Soontir, almost a must.

For initiative questions, unless you're Whisper, moving last is better.

Autothrusters is auto include on Soontir once Scum Hits.

Considering anything an auto-include is a surefire way to stifle your creativity.

The only times you would not use AT on Soontir are those where you are not using any mods at all on him. Otherwise, it's up there with PTL. There are other EPTs that he could use, like Opportunist, but PTL is the one that dovetails the best with his pilot ability and pilot skill. No one in their right mind would consider Marksmanship or Expert Handling on Soontir. VI is only slightly less insane.

Autothrusters is as good as a hull upgrade at range 3 or when being attacked by a turret, and his cost is still only 32 points. It still leaves room to play with for his second mod slot, which could be a Stealth Device (now substantially better on him thanks to the ability to modify one die), Hull or Shield Upgrade (protection against Vader Crew) or Targeting Computer for offense.

I agree that autothrusters give you more bang for the buck on Soontir and give you some points to spend elsewhere. With all those extra points, I made up this list for when the raider finally drops:

Darth Vader (29)
Calculation (1)
Advanced Targeting Computer (1)
TIE/x1 (0)
Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
"Whisper" (32)
Veteran Instincts (1)
Advanced Cloaking Device (4)
Total: 100
Can drop Calculation from Vader but honestly initiative is a tricky thing with a 999 list. Do you want to move first or shoot first against other nines? I'm not sure.

Ridiculous question. Whenever you can, choose to move last (unless it's Whisper vs Fat Han). Your 9/9/9 squad will fall apart if it cant get the other 9/9/9 squad into arc.

Autothrusters could have made my Soontir (who had hull upgrade) go from dying to not even scratched when I played with him the other night. 3-4 hits that got through would have been evaded. You would be insane not to take it over other mods

I love Targeting Comp on Soontir...not 100% sold on losing out for the extra evade.

Rebel Captive is also good against ships that use PTL every turn, like Soontir or Fat/Super/Whatever Dash. You can really shut down a Dash with one.

I love Targeting Comp on Soontir...not 100% sold on losing out for the extra evade.

Love TC too, but you get two modifications on Soontir... Autothrusters replace Hull/Shield upgrade. Stealth vs Targeting Computer is more of a style choice.

I agree that autothrusters give you more bang for the buck on Soontir and give you some points to spend elsewhere. With all those extra points, I made up this list for when the raider finally drops:

Darth Vader (29)
Calculation (1)
Advanced Targeting Computer (1)
TIE/x1 (0)
Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
"Whisper" (32)
Veteran Instincts (1)
Advanced Cloaking Device (4)
Total: 100
Can drop Calculation from Vader but honestly initiative is a tricky thing with a 999 list. Do you want to move first or shoot first against other nines? I'm not sure.

I love this list; the calculation is so much better on a 2 attack ship then 3.

This list will surely replace my "niners" with phennir,fel and whisper when imperial raider comes out.