Panic attack style list deployment?

By HRCBlade, in X-Wing

I am planning on trying out the panic attack style list ( 3 blue B's and gold squad y with ion). I was wondering what type of deployment is best used with this list. Do you set your ships up in a swarm of 4 or run the b's together and the y wing out by itself. Help and ideas greatly appreciated .

My thoughts are to run all in a group to use as many guns as possible on an initial target as possible

Hi there, I created a Vassal log file that goes over how I would set up my asteroids and my starting moves against different types of builds. I don't have anything for set against Scum, and this was before Debris fields were in use, but I think it will give you some good idea's to start with. I used Vassal 5.2.0 for this. If you want to view this log you will need that version. some of the ships a rocks won't show up if you use the current version. If you don't have vassal and don't really want to get it, let me know, and I'll see what I can do bring those idea's to this topic. I love this squad, and I still think it's very good right now.

Here's a link to that file.

https://www.dropbox.com/s/arhu62xl37vnx9o/AsteroidPlacement.vlog?dl=0

With Debris fields being added to the mix, and the increase in Large base ships, I might swap a tactician for an Ion Cannon. I would pick the 3 largest Debris fields as my pool of obstacles.

Hi thanks for the response I don't have vassal? And not sure my phone or work computer have the ability to use it so you have any other format? Thanks again

Hi thanks for the response I don't have vassal? And not sure my phone or work computer have the ability to use it so you have any other format? Thanks again

I'll go through the log and see about maybe taking a few screen shots and write all of the txt out.

Hi thanks for the response I don't have vassal? And not sure my phone or work computer have the ability to use it so you have any other format? Thanks again

I'll go through the log and see about maybe taking a few screen shots and write all of the txt out.

This is so exciting! I think control could be incredibly strong at the moment, so to get a lesson from the master himself is thrilling!

It's going to be really hard for me to translate my log file to an explanation here. I'll share some of my openings, and hopefully others who have run this build will also chime in and give their thoughts too. Lots of people have played this and I imagine many have played it more then I have at this point. ( I have hard time playing any squad longer then a couple of weeks ).

With the new FAQ/Tournament updates, I would use the 3 largest debris fields. It's one more item that can help with stress generation and add to your control. In general I like to slow roll out of the gate and see where my opponent is going to go. One of the openings I do is I line up my ships like this

Y B B B

The B's are all a 1/2 a range 1 template from each other, and the Y is a full 1 template move away from the nearest B. I then move each B 1 forward then Barrel Roll right and back. The Y then runs into the back of the B. Then things look like this

Y

B B B

All your ships are still behind the opening range 1 line. You can do this again, and you will be just outside of the line.

That's one opening that I've used and it's served me well.

Edited by mrfroggies

There's a great post over here (https://community.fantasyflightgames.com/index.php?/topic/142688-beating-panic-attack-style-builds/) that talks about how to beat Panic Attack. It's an interesting thread.

One of the Squads that your vulnerable to is Swarms, so this is the squad type that you need to know how to beat, and having a plan will up your chances significantly. In the past most "swarms" were some variety of 7 or 8 tie fighters. Now you have a lot more variety to consider BBBBZ, 7Z + feedback, XXXZZZ, and variations of Tie's. In the past lots of swarm players flew in formations, you still see this, but it's not as common as it use to be. Lets look at a case where the swarm player likes flying in a formation. In general most swarm players like to put their asteroids/debris fields in the corners. They want room to maneuver their big block of ships. Knowing this can help you. These examples are going to be full of assumptions, but they are reasonable guesses based on past experience. Many Swarm players will put 2 of their 3 rocks in your corners, and one in their corner, you want to place the first rock R4 from the middle of your edge. Then place your other 2 rocks between your first and the one in the corner. It will looks something like this (Their rocks are @ and yours are # )

@

#

# #

@ @

YBBB

You want to use the rocks to force them to break formation. If you can break their formation and they can't bring all their guns to bare on you, then your chances go way up. Your ion turret will be important as it will keep some ships pointed the wrong way which will help to buy you time to thin the swarm some. If you can take out a couple of ships before they can take out 1 of yours, then you have a good chance.

If they don't fly in formations, then things get tricky. If they split their ships into say 2 groups, then you have to look for an opportunity to pounce on one of the groups before the other can join the combat. This is much easier said then done. You will have to use the obstacles to help with this. Sometimes at the beginning of the game, before the first dials are on the table you can see that one of the groups has a bad or limiting line of movement. If this is the case then you want to go after the other group. I know that this has a lot of generalities, but I hope your find this helpful.

I've been playing a variation on panic attack, 2 b's with tac, y wing with ion turret and r3a2 and roark with turret and nein nunb. I see a few more phantoms in my area and don't have the necessary tacticians. My deploy is pretty similar though, put the y wing pretty much at the outer edge, and put the b wings approximatly range 2 away from each other ship. Roark ends up in different places depending on what I'm up against/ thinking/ how the map looks. My typical open is approximatly

Y B B

H

The one thing i do differently that has worked for me is I set two of my rocks at about range 3 from my corners. I don't like rocks in my own corner as it hurts my slow play. I'm super torn on what obstacles to bring, I kind prefer asteroids still because they have a greater negative effect, but the larger and more synergistic debris deserves testing. Definitely defer to mr froggies over me over me, i've only been playing the list a few months now but i've thoroughly enjoyed it.

It's going to be really hard for me to translate my log file to an explanation here. I'll share some of my openings, and hopefully others who have run this build will also chime in and give their thoughts too. Lots of people have played this and I imagine many have played it more then I have at this point. ( I have hard time playing any squad longer then a couple of weeks ).

With the new FAQ/Tournament updates, I would use the 3 largest debris fields. It's one more item that can help with stress generation and add to your control. In general I like to slow roll out of the gate and see where my opponent is going to go. One of the openings I do is I line up my ships like this

Y B B B

The B's are all a 1/2 a range 1 template from each other, and the Y is a full 1 template move away from the nearest B. I then move each B 1 forward then Barrel Roll right and back. The Y then runs into the back of the B. Then things look like this

Y

B B B

All your ships are still behind the opening range 1 line. You can do this again, and you will be just outside of the line.

That's one opening that I've used and it's served me well.

If the b are barrel rolling right, how is the y crashing in behind it?

In your example Y B B B are they going straight?

Ahh I think I understand

It's viewed from your opponent side of the board

How has this faired out for you vs Phantoms, interceptor, and fat Han type builds any suggestions?

You normally set up on a side or more towards middle of the board?

Highly considering this for store tournament

Edited by Krynn007

With the new obstacle rules you also really need to consider the setup of the debris clouds. No doubt for a list like this you would take 3 or the largest debris cloud tokens.

I'd probably choose the three biggest rocks over debris tokens. You're not hurting for stress delivery, so obstacles that prevent shots and deal more damage seem more valuable than those that simply add more stress and a 1/8 chance of a critical.

I'd take the biggest rock and debris.

I'd take the biggest rock and debris.

I think that would be my first choice to try out. I'm not sure what is going to be the best for this squad, so I think you may want to just try different things.

It's going to be really hard for me to translate my log file to an explanation here. I'll share some of my openings, and hopefully others who have run this build will also chime in and give their thoughts too. Lots of people have played this and I imagine many have played it more then I have at this point. ( I have hard time playing any squad longer then a couple of weeks ).

With the new FAQ/Tournament updates, I would use the 3 largest debris fields. It's one more item that can help with stress generation and add to your control. In general I like to slow roll out of the gate and see where my opponent is going to go. One of the openings I do is I line up my ships like this

Y B B B

The B's are all a 1/2 a range 1 template from each other, and the Y is a full 1 template move away from the nearest B. I then move each B 1 forward then Barrel Roll right and back. The Y then runs into the back of the B. Then things look like this

Y

B B B

All your ships are still behind the opening range 1 line. You can do this again, and you will be just outside of the line.

That's one opening that I've used and it's served me well.

I'm little confused by this diagram

If the b are barrel rolling right, how is the y crashing in behind it?

In your example Y B B B are they going straight?

Ahh I think I understand

It's viewed from your opponent side of the board

How has this faired out for you vs Phantoms, interceptor, and fat Han type builds any suggestions?

You normally set up on a side or more towards middle of the board?

Highly considering this for store tournament

This has worked very well for me. I do have other setups but this one has been my main one. If you have Vassal you should check out the log file. One main thing that has worked is having my ships spread out and using the barrel roll action as needed. Once a Phantom has a stress on them, they become way more predictable. With the new rule for decloak, you will have an even better idea where they might be going. So far I haven't had much trouble with Interceptors. That being said, you never want to face Soontir at the end, unless you have him way out gunned. As for Fat Han, you have to slow play and don't let yourself get kited. If you can tag him with a couple of stress early on, he just can't move fast enough to get away, and your ships should be able to burn him down. If you can kill Han then really it's your game to lose at that point.

I'd probably choose the three biggest rocks over debris tokens. You're not hurting for stress delivery, so obstacles that prevent shots and deal more damage seem more valuable than those that simply add more stress and a 1/8 chance of a critical.

but stress alone doesn't really control the players movements. They have a choice to restrict their movements to green and get their action back or if they think they can clear a firing arc do a white maneuver to get to safety and then shake off the stress. In order to control with stress you need to double stress or pair it with ion.

But that is the thing with control builds. The way I figured it is that you need 2 ships to control one of your opponent's ship. One to stress and one to pile on another stress or ion token. There are only a few ships that can do both (biggest example is Y-wing with R3-A2 and Ion or Flechette torpedoes.)

Come to think of it the most successful control builds force your opponent to never take such actions such as with Palob + Opportunist, Canor Jax, or Sensor jammer. Those builds make people choose to not take actions rather then become wasted or give them an advantage.