Beating "panic attack" style builds

By Russells teapot, in X-Wing

small problem with aggressors versus Bs is that you have to get incredible (un)lucky for IG-88B's (hah) ability to matter :P

same strategy applies versus aggressors as with every other ship, abuse the **** out of obstructions because you're not catching them otherwise (especially not with one of the slowest ships in the game), but (just like with Flechette Defenders) that stress can be crippling because it severely hinders their ability to train arcs on you (and stacked stress is just painful; also not something flechette cannons can do :()

Edited by ficklegreendice

The only squad that I really feared flying against with Panic Attack, was a Swarm. There's just too many ships to lock down. You have to fly very differently to beat the swarm.

XXXZZZ, BBBBZ, Etahn + 5Z, 8 TIEs, and even the old-fashioned Howlrunner + 6 TIEs should have a lot of success. Control builds get better and better as the number of ships they have to control shrinks, so bringing more ships is a surefire way to get a handle on them.The question of whether two IGs could do it is an interesting one, and I suspect it depends on luck and the specific control build. The one the OP is talking about (with just one Tactician) is probably on the easier end for IGs to handle, but a list with more stress (and more varied sources of stress) would be a lot more difficult.

If Soontir is the man to kill now I think IG's will get caught in the crossfire, much like Soontir was caught when people tooled their lists to hunt Whisper.

Edited by TasteTheRainbow

This squad will actually a good counter to Rebel Control/Panic Attack:

4 X Storm Sqd. + Title + AC + SU (on 2)

They won't really care about actions for attacking, they'll throw a consistent 2 attack at only 1 agility ships. They will shoot before the Rebel ships too. With any luck you can possibly burn one down before it gets to shoot. Also, just do the evade action every turn. You are going to make the 22 hitpoints go quite far.

Edited by Jo Jo

This squad will actually a good counter to Rebel Control/Panic Attack:

4 X Storm Sqd. + Title + AC + SU (on 2)

They won't really care about actions for attacking, they'll throw a consistent 2 attack at only 1 agility ships. They will shoot before the Rebel ships too. With any luck you can possibly burn one down before it gets to shoot. Also, just do the evade action every turn. You are going to make the 22 hitpoints go quite far.

Think I'd rather ahve 4 tempests with AC, Title, and Cluster mIssiles.

The only way to win is not to play.

The only way to win is not to play.

Does that mean you're leaving the X-wing community?

The only way to win is not to play.

Does that mean you're leaving the X-wing community?

nah, it means he's playing tic-tac-toe or testing possible outcomes of thermal-nuclear war

Edited by ficklegreendice

I thought I would sum up some of the Weaknesses listed.

Panic Attack is weak against cards that don't require actions to activate, like Predator, Auto thrusters, Lone Wolf, R2-D2, Sensor Jammer, etc.. ( Predator really hurts )

It can struggle against Swarm Type builds. Any time your facing more then 4 ships. It can also struggle against Multiple Big base ships that can clog lanes and limit maneuvering.

It's slow, so it can be kited, Harder to pull off if the the B's and Y take the middle, but it can still be done.

One agility means it doesn't dodge much.

What makes Panic Attack good right now, is that in the competitive scene we are seeing a lot more 2 and 3 ship squads. As ship counts get smaller, Control gets stronger. As long as swarms don't dominate the meta, then control will be a good choice.

Panic Attack is weak against cards that don't require actions to activate, like Predator, Auto thrusters, Lone Wolf, R2-D2, Sensor Jammer, etc.. ( Predator really hurts )

The Predator bit is probably worth underlining. Control lists typically rely on 15-20 points of upgrades, so they often default to cheap generic pilots. In the Blue/Blue/Gold/Gold list Russell's teapot is talking about, a ship with Predator very nearly gets a free target lock every time it attacks, against whatever target fits inside its firing arc.

And that frees up the ships' real actions for defense or repositioning, or frees them up not to be worried about stress or collisions in pursuit of a decent shot. It's a huge threat.

3x Shadow Squadron + ACD+FCS. Give 1 Intel Agent if you don't care about the Initiative.

Decloak to the side (If you have Intel Agent look at a dial before deciding which way to go...chances are he's going to stay in formation). Note how the Panic ships move. Move up 2. Barrel Roll to either side and back 1/2 base length. Dump 4 dice on those 1 agility ships. Recloak. Repeat...with Target Locks from then on.

Let him come to you and just stay as far back as possible. Once you've focused down 2 Panic Ships you always have a Phantom who wont be Ioned and/or stressed and is free to jump around and get R1 side arc shots.

If you want to be real nasty:

3x Sigma Squad +ACD+FCS+Tactician.

Same setup, your still PS3 to his PS2. Except you've now stressed him and are limiting his actions. His only options are to accept being stressed each turn, move into R1 (and start eating 5 dice to his 1...with Target Locks) or to move back to R3 (giving you a 5th evade) out of Ion range.

Edited by kell553

Panic Attack is weak against cards that don't require actions to activate, like Predator, Auto thrusters, Lone Wolf, R2-D2, Sensor Jammer, etc.. ( Predator really hurts )

The Predator bit is probably worth underlining. Control lists typically rely on 15-20 points of upgrades, so they often default to cheap generic pilots. In the Blue/Blue/Gold/Gold list Russell's teapot is talking about, a ship with Predator very nearly gets a free target lock every time it attacks, against whatever target fits inside its firing arc.

And that frees up the ships' real actions for defense or repositioning, or frees them up not to be worried about stress or collisions in pursuit of a decent shot. It's a huge threat.

When I see a ship with Predator on it, it's target priority goes way up.

3x Shadow Squadron + ACD+FCS.

Decloak to the side. Note how the Panic ships move. Move up 2. Barrel Roll to either side and back 1/2 base length. Dump 4 dice on those 1 agility ships. Recloak. Repeat...with Target Locks from then on.

Let him come to you and just stay as far back as possible. Once you've focused down 2 Panic Ships you always have a Phantom who wont be Ioned and/or stressed and is free to jump around and get R1 side arc shots.

If you want to be real nasty:

3x Sigma Squad +ACD+FCS+Tactician.

Same setup, your still PS3 to his PS2. Except you've now stressed him and are limiting his actions. His only options are to accept being stressed each turn, move into R1 (and start eating 5 dice to his 1...with Target Locks) or to move back to R3 (giving you a 5th evade) out of Ion range.

How will that squad fair against other builds? Fat Han says yum, Whisper or Soontir will eat them up, Super Dash will be happy to see that.

Quick derail: I've seen a few people in this list talking about "kiting"- what exactly does that mean?

Quick derail: I've seen a few people in this list talking about "kiting"- what exactly does that mean?

kiting is when you provoke a bloak and start leading him around on a merry goose chase (like a kite on a string) while your buddies keep pouring on fire

gif (surprisingly) relevant

prank-water-thrown-trash-can-on-head-kic

Edited by ficklegreendice

How will the list fair against other builds? Certainly not as well, though I think the long range sniping shots will become the forte of Phantoms.

However, the OP was not concerned with other builds. He was asking what could take on Panic Attack type builds and have a good chance of winning.

His paper, my scissors. Rocks need not apply.

I've had no problem smoking these builds with dash and corran. Arguably my favorite matchup. Really any high end list can handle it, people just have to learn not to fly straight into it.

I've flown against this with dual aggressors and while it was difficult, it was manageable. The ICT are no match vs autothrusters. The only thing I was afraid of was tactician, but I dealt with that by intentionally running into the B's. I'll take a single range 1 shot vs 2 range 2 shots. And if the bump was slightly angled, it also prevents the b-wing from kturning, letting me boost and sloop.

This squad will actually a good counter to Rebel Control/Panic Attack:

4 X Storm Sqd. + Title + AC + SU (on 2)

They won't really care about actions for attacking, they'll throw a consistent 2 attack at only 1 agility ships. They will shoot before the Rebel ships too. With any luck you can possibly burn one down before it gets to shoot. Also, just do the evade action every turn. You are going to make the 22 hitpoints go quite far.

Think I'd rather ahve 4 tempests with AC, Title, and Cluster mIssiles.

Word... me too, but I think having the higher PS will help. You'll have to win initiative. I want to be shooting before the Rebel control list so I have a decent chance taking one off the board. Moving after them helps to so you can dodge an arc or two with a Barrel roll.

I've had no problem smoking these builds with dash and corran. Arguably my favorite matchup. Really any high end list can handle it, people just have to learn not to fly straight into it.

Well it goes for any build it all depends on who is flying it.

Sure you can say you played against a skilled opponent or not, but that doesn't mean you'll win against any skilled opponent. A skilled player in your area does not count for all skilled players

Same goes for myself.

I made mentioned I've wrecked duel Ig88 on the board with three b

But against a different opponent that may not be the case

Just because you beaten it with dash and Coran doesn't mean you'll win every time against a variety of players

If you play on vassal you may very well find it hard to beat against some of the best opponent, but then again maybe not

My point is there is no win all beat all list really.

You just have to outfly and out think your opponent.

I flew against a fat dash build with it last night, my opponent is still sort of new, and I made some mistakes

But once I had dash stress and ion it was so easy to close in on him and my opponent conceded

The panic attack build is strong, but like any list has weaknesses

It's just a matter to exploit that weakness

This squad will actually a good counter to Rebel Control/Panic Attack:

4 X Storm Sqd. + Title + AC + SU (on 2)

They won't really care about actions for attacking, they'll throw a consistent 2 attack at only 1 agility ships. They will shoot before the Rebel ships too. With any luck you can possibly burn one down before it gets to shoot. Also, just do the evade action every turn. You are going to make the 22 hitpoints go quite far.

Think I'd rather ahve 4 tempests with AC, Title, and Cluster mIssiles.

Word... me too, but I think having the higher PS will help. You'll have to win initiative. I want to be shooting before the Rebel control list so I have a decent chance taking one off the board. Moving after them helps to so you can dodge an arc or two with a Barrel roll.

I don't think this list has a huge advantage over it than any other solid list Tbh

First off tempest are ps2 so even with initiative the b and y will get to return fire before it's removed off the board.

If the panic attack squad gains the initiative bid then they can get into a good blocking position.

Also if all four tempest only do two dmg each all the b has to do is dodge one and next round try get him out of there and come back around a round or two later.

Sure stress isn't going to hurt the tempest in their actions, but when multiple stress it will slow them down.

Be doing mostly green moves and no red. So much more predictable plus you won't get that evade or focus for defense, and if the y manages to ion which will be easy on a ship with multiple stress that is one less ship to worry about

I think it would be a fun game and both sides have a chance to win, but i think panic squad may still have a slight upper hand.

Just the other night I was playing panic attack squad and I lost a bwing early on

I actually thought it was game over for me, but once I had a ship stressed and ion, managed to turn around, I made a excellent come back.

Point being losing a bwing ya it'll hurt it, but don't under estimate this squad

I was impressed, I thought it was game over, off to a bad start, but in the end that was the only ship I lost

The AC Tie Advance will have an edge in that it doesn't care too much about actions, but it also derives a huge advantage from guaranteed evades or barrel-rolling. Not being able to k-turn also shuts them out of the joust and their profiles, while harder, will probably not make it through a B-wing's health + 3 dice without modifiers.

Now the cluster missiles are scary, but I don't think a squad full of CM tempests are going to be terribly effective against a wide variety of match-ups. They are 25 points each, though, so it should be feasible to include two in a list.

That's why I'd got Storm squadron. Shoot before any of the Rebel control lists shoots and I move after them so I can react to their movement.

Hopefully you can get one off the board when the furball starts and you don't get simultaneous return fire.

That's why I'd got Storm squadron. Shoot before any of the Rebel control lists shoots and I move after them so I can react to their movement.

Hopefully you can get one off the board when the furball starts and you don't get simultaneous return fire.

we talking CM Storm or naked Storms?

CM Storms are clocking in at 27, which is more than I want to pay

AC Storms at 23 or maybe even ATC at 24 are easier to swallow for anti-generic duty

Ya even so if your moving after them you can't barrel roll when landing on top of one.

They'll get to shoot first but even so, if the bwing your firing on rolls an evade or two he'll live to fire back, and next round will either try to fly away and come back another round, or sacrifice himself to block and clump everything up.

Then again you may kill a bwing before it gets to shoot, but the bwing will get a chance to roll for each attack and if he has a focus has a good chance to stop a couple of hits.

Even with one bwing off the table it's not game over which I found out the other night.

I'm not trying to say either list can't beat the oyher. I think it make for a fun game, but both squads have a good chance to beat the other. Imo the panic attack may have a slight advantage

I don't think however that four tempest or storm would be an exact counter.

The best counter is drown them with numbers. Tie swarm being the first that comes to mind.

Stressing or ion a tie, so what?

Or multiple ships like ties teamed up with some good flankers. Fel, whisper, Backstabber

The bs and y don't move fast and if you joust with a mini swarm and flank with a dangerous ship, your making that player make a choice, split up? Possibly weaken his squad by not having all ships focus fire

Or

Does he turn his back on one threat over another

Edited by Krynn007

Defenders, IGs, and swarms should work nicely