The Rise of Ragnarok Squadron!

By RagnarokSquadron, in X-Wing Squad Lists

As I prep for Regionals on May 30th, I'll be using this thread as a place where I put down ideas for squads I want to try out. I'll spell out my thought process behind each squad, and report any results that my testing shows.

There won't be much in the way of a pattern for posting squads, and I'm mainly doing this to have all my results in one place (although critique or review from the group is not discouraged).

My first list, in order to make sure the first post conforms with the purpose of the subforum, is as follows:

  • Corran Horn (42) = E-Wing (35) + R2-D2 (4) + Lone Wolf (2) + Fire-Control System (2) + Veteran Instincts (1)
  • Gold Squadron Pilot (23) = Y-Wing (18) + Ion Cannon Turret (5) + BTL-A4 (0)
  • Gold Squadron Pilot (23) = Y-Wing (18) + Ion Cannon Turret (5) + BTL-A4 (0)
  • Bandit Squadron Pilot (12) = Z-95 Headhunter (12)
  • Total = 100 points

Playtest record: 3-0-1

The idea behind this list is to use the Bandit as a blocker, while the Warthogs come in behind it to put a couple of double taps on the blocked target. Meanwhile, Corran skirts the edge of the battle, hopefully staying at range 2-3 of the enemies, while staying as far away as possible from the rest of the team to get the most mileage out of Lone Wolf.

First battle I took out two TIE Interceptors and Kath Scarlet. It was rough going, but I did manage to lose only the Bandit in the match (Corran was dropped to one hull, but managed to fully recharge the shields). I am worse-than-mediocre at blocking, as it is not my typical style of play. The Warthogs proved durable, if not very agile, and the action economy needs to be spent only on the ion double tap.

Squad shows promise, but definitely has some room for improvement, both in construction before games and execution on the table.

Edited by RagnarokSquadron

Good luck! Let us know how it goes.

Lone wolf being alone sounds a bit risky. I do like that you fit those ships in though. It's just a really tight fit.

What about dropping r2d2. Gives you room for fcs which is a much needed upgrade. Actually drop lone wolf for fcs. Then up to you on EPT and whether r2d2 is worth it.

Good luck! Let us know how it goes.

Thanks! I'll be updating with more playtesting soon, and I've got a couple of squads I'm going to get up tonight just for the sake of the list building excercise.

Lone wolf being alone sounds a bit risky. I do like that you fit those ships in though. It's just a really tight fit.

What about dropping r2d2. Gives you room for fcs which is a much needed upgrade. Actually drop lone wolf for fcs. Then up to you on EPT and whether r2d2 is worth it.

I am crazy nervous about dropping R2-D2 from Corran. As I mentioned, R2-D2 was the only reason Corran survived, as I had been knocked all the way down to one hull before being able to regenerate all three shields.

I will say, however, that I'm intrigued by swapping Lone Wolf for FCS on Corran. I'm not sure my particular playstyle suits running a flanker solo like that, especially one so expensive as Corran. I'll give it a shot next time I have it on the table, and we'll see if I like the idea better. Thanks for the suggestion!

Consider Predator as well to replace Lone Wolf. While it isn't as strong defensively (cos it doesn't do anything for that), it's easier to proc and gives a huge increase to damage output, especially vs. swarm of any faction since it becomes nutter butters against low ps pilots.

New squad idea. This one comes from Scum & Villainy.

  • Prince Xizor (40) = StarViper (31) + Predator (3) + Autothrusters (2) + Virago (1) + Advanced Sensors (3)
  • Syndicate Thug (24) = Y-Wing (18) + Blaster Turret (4) + Proximity Mines (3) + R4 Agromech (2) + BTL-A4 (0) + Bomb Loadout (0)
  • Binarye Pirate (12) = Z-95 Headhunter (12)
  • Binarye Pirate (12) = Z-95 Headhunter (12)
  • Binarye Pirate (12) = Z-95 Headhunter (12)
  • Total = 99 100 points

Playtest record: 0-0

The idea here is that the mini-swarm of pirates will act as both a shield for Xizor, as well as PS1 blockers against all sorts of things. Xizor has Autothrusters for defense, Predator for offense, and maneuvers pretty well. He designates a target, which the Syndicate Thug then comes in for a double tap to finish it off.

It'll be interesting to put this on the table and see what happens. The StarViper was the one new ship I was looking most forward to when Scum & Villainy released. I'm hoping that the Segnor's loop and the white hard turns will lead to some favorable positioning. Should be interesting to see what I can do with the Binayres against hyper mobile ships such as IG-88 or Soontir Fel. That will will probably decide many of my matches with this list.

Edited by RagnarokSquadron

I'd very strongly recommend finding the points for the Virago title and Advanced Sensors on the StarViper.

I see the StarViper as playing a similar role to a TIE interceptor for Scum - relatively fragile, decent firepower, and exceptional maneuverability. However, it doesn't have the dial for Push the Limit, which means that all you've really got is a slow-ish ship with the choice of a boost or a barrel roll - good, but not the super arc-dodger you're looking for.

The key for me is the use of advanced sensors. The ability to re-position before your movement is exceptionally useful, especially when used with an angle-changing boost. The added choice of the two S-loops only increases this unpredictability.

To give you an idea as to how well this works, I was able to take down an Intel Agent Echo (post-FAQ) with Guri (though it was a **** close thing). Try it and see how well it works for you...

Edited by Hedgehogmech

Those points will be easy to find. Dropping the Proximity Mines brings me to four points under, which will allow Xizor to carry the title and Advanced Sensors. Allow me to make those adjustments, as I feel like I will enjoy that loadout much better than the current version. Thanks for the input!

Might as well throw this one on here, since I've had some success with it.

  • Colonel Jendon (31) = Lambda-class Shuttle (26) + ST-321 (3) + Fire-Control System (2)
  • Scimitar Squadron Pilot (23) = TIE Bomber (16) + Concussion Missiles (4) + Proximity Mines (3)
  • Scimitar Squadron Pilot (23) = TIE Bomber (16) + Concussion Missiles (4) + Proximity Mines (3)
  • Scimitar Squadron Pilot (23) = TIE Bomber (16) + Concussion Missiles (4) + Proximity Mines (3)
  • Total = 100 points

Competitive Record: 2-2 in Swiss, 463 MoV, 0-1 in Elimination

I did an extensive write-up on this squad over in the Battle Reports subforum. I like the way it plays, but it is a surprisingly finesse squad. If I'm flying perfectly, it is a dangerous squadron. If I make just one mistake in my piloting, or my opponent out-guesses me just once, it takes too long to recover, and it usually spells doom for my squad. I'm looking to tinker with the lineup a bit, but as-is, it's very solid, and lots of fun.

Well, the Corran list ran into some trouble, but it was entirely pilot error. I had dropped a Scum list of IG-88B, Palob, and Serrisu to just IG-88B. I then proceeded to k-turn a full health Warthog off the map, the damaged Warthog went down to an HLC shot, and Corran was dropped to one hull. After a few rounds of futility from both Corran and IG-88B, we decided to call it a draw. Very casual setting, I wasn't on top of my game, and the results show that. Still think this can work, just needs more practice.

Very much a fan of replacing Lone Wolf with FCS on Corran. When I am not on mobile I will post a photo of the Warthogs doing their job splendidly. It was such a better experience today, I may even toss VI on Corran to get that PS 10 slot.

Next week I will be testing the above S&V list, we'll see how it performs.

As promised, here is the photo of the Rebel Warthogs doing what they do best; causing traffic jams that the opponent can't get out of.

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The "Horny Warthogs" continue to rack up some relatively impressive wins. Yesterday I took out a Kath/Emon dual Firespray list, losing just one of the Warthogs. The playtest record now sits at 3-0-1, and this squad has gone up against a variety of different squads. I'm starting to lean very heavily towards this list being my Regionals squad. I came up with another Scum list I want to tinker with a little bit more in the next week, but at this point, it's pretty clear that this squad fits my style of play the best, and I'm having a blast learning the Y-Wing dial. Stay tuned for further updates.