I want to learn arc dodging, need a simple Soontir Fel list.

By bmwrider, in X-Wing Squad Lists

Anyone have a good idea for a list?

The plan is to Improve using Soontir and a simple list with few abilities to bog down my brain so I can focus on Sootir and arc dodging.

I am familiar with the Firespray so I figure this ship will free up a few brain cells.

I only own 1 Firespray

I want to reduce the number of abilities I have to keep track of and I am not good with swarms, I crash a lot when I use more than a few ships.

Edited by bmwrider

How's this? Added the Royal Guard pilot as a wingman for Fel. Tactician on the Firespray can help lock down targets for the arc-dodgers.

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)
Bounty Hunter (33)
Tactician (2)
Royal Guard Pilot (22)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)
Total: 100

I like TC on Fel better than SD. Swap those out, and take two Bounty Hunters. Consult with your physician in the morning.

Sontir Fel with Push the Limit, Autothrusters (32)

Bounty Hunter with Intelligence Agent (34)

Bounty Hunter with Intelligence Agent (34)

Intel agents let you see what the few ships higher than Fel are doing before you move him, and Fel himself just dances around everything

I like TC on Fel better than SD. Swap those out, and take two Bounty Hunters. Consult with your physician in the morning.

Wouldn't Stealth Device be more forgining for new players?

I was thinking of picking up another Firespray but for now I only have one.

Wouldn't Stealth Device be more forgining for new players?

I was thinking of picking up another Firespray but for now I only have one.

SD is a crutch for anyone. I'd say it's okay if you want to spare yourself some frustration, but by the very same token, it's enormously frustrating to lose a 3 point upgrade whenever your green dice fail you - and it happens all too often. That choice, ultimately, is yours.

You said you wanted to learn arc dodging, so focus on your maneuvers. Play your cards right and hopefully you won't have to roll any green dice at all. That kind of incentive should be enough, and if it isn't, the first time you land Fel right behind some poor sap at range 1 and smash it to pieces with F/TL, you'll be thankful you brought TC instead.

Wouldn't Stealth Device be more forgining for new players?

I was thinking of picking up another Firespray but for now I only have one.

SD is a crutch for anyone. I'd say it's okay if you want to spare yourself some frustration, but by the very same token, it's enormously frustrating to lose a 3 point upgrade whenever your green dice fail you - and it happens all too often. That choice, ultimately, is yours.

You said you wanted to learn arc dodging, so focus on your maneuvers. Play your cards right and hopefully you won't have to roll any green dice at all. That kind of incentive should be enough, and if it isn't, the first time you land Fel right behind some poor sap at range 1 and smash it to pieces with F/TL, you'll be thankful you brought TC instead.

You make a good point

Sontir Fel with Push the Limit, Autothrusters (32)

Bounty Hunter with Intelligence Agent (34)

Bounty Hunter with Intelligence Agent (34)

Intel agents let you see what the few ships higher than Fel are doing before you move him, and Fel himself just dances around everything

I like it, I will have to get another Firespray

Turr Phennir is a good ship to run. I played yesterday and ran circles around an Agressor.

His pilot ability is "After you perform an attack, you may perform a free boost or barrel roll action."

Essentially move in close and try to stay out of arc or near the edge of his arc. After you fire, you can boost or barrell roll out of his arc and set up for the next attack. Make sure you are not stressed when you do this or you will lose the extra action.

For Soontir, I was able to 5-straight, boost with a soft left 1, and then Push-the-Limit Barrell roll into position on the side of a Firespray to get a shot in the first round of my game. Turr came in from the left in a similar way and both got in shots that were out of both of the Firespray's arcs.

I was able to take the Firespray out in a couple of rounds this way

I am thinking about trying Tetran Cowall. His abilities lets you choose a 1, 3, or 5 K-turn when you reveal the normal 3 or 5 K-turn on the dial.

If you want to focus on arc dodging with an Imperial list, here is a great idea. Granted it will take some getting used to, but it will give you PLENTY of opportunity. Two PS9 Arc dodgers with the Interceptors and double-focus and Mangler with the Firespray. Pretty simple and deadly!

Soontir Fel — TIE Interceptor 27
Push the Limit 3
Autothrusters 2
Turr Phennir — TIE Interceptor 25
Veteran Instincts 1
Autothrusters 2
Bounty Hunter — Firespray-31 33
"Mangler" Cannon 4
Recon Specialist 3

If you wanted to REALLY get crazy with arc dodging madness, go with this list. It's a little more involved from a brain cell perspective, but good god, the maneuvers!!!

Soontir Fel — TIE Interceptor 27
Push the Limit 3
Autothrusters 2
Turr Phennir — TIE Interceptor 25
Veteran Instincts 1
Autothrusters 2
"Echo" — TIE Phantom 30
Veteran Instincts 1
Fire-Control System 2
Rebel Captive 3
Advanced Cloaking Device 4
Good luck and have a GREAT time!!

I prefer SD WAY over TC: SD with Auto gives you nearly the same survivability vs any turret also against most 2dice attacks provided you don't get bumped. Just try it yourself: Han cannot kill Soontir on average until about the same time he dies with auto and SD.

TC is also a trap: 2 more points and using one of your actions to TL instead of a defensive action. I see Soontir as damage over time. Sometimes you really need 2 focuses and 1 evade. or even a BR/boost out of arc, into an evade and focus.

Green dice failure is a thing though. Thankfully getting four literal blanks is a lot harder than getting 4 blanks/focus. Still happens though.

You can always try Hull Upgrade too, but you will need to concentrate fire on fat ships as you will have only moderately better survivability. Try the dice yourself, you'll see.

TC is not a trap; it's a two point upgrade with situational utility, and it pays massive dividends when you're done arc dodging and ready to inflict some pain.

Turr Phennir is a good ship to run. I played yesterday and ran circles around an Agressor.

His pilot ability is "After you perform an attack, you may perform a free boost or barrel roll action."

Essentially move in close and try to stay out of arc or near the edge of his arc. After you fire, you can boost or barrell roll out of his arc and set up for the next attack. Make sure you are not stressed when you do this or you will lose the extra action.

For Soontir, I was able to 5-straight, boost with a soft left 1, and then Push-the-Limit Barrell roll into position on the side of a Firespray to get a shot in the first round of my game. Turr came in from the left in a similar way and both got in shots that were out of both of the Firespray's arcs.

I was able to take the Firespray out in a couple of rounds this way

I am thinking about trying Tetran Cowall. His abilities lets you choose a 1, 3, or 5 K-turn when you reveal the normal 3 or 5 K-turn on the dial.

These are great combos. BMWrider, if you want to learn arc dodging try flying all three interceptors. Soontir's classic build is always Push the Limit, but the upgrades can vary from stealth, autothrusters, hull upgrade, shield upgrade or targeting computer, or some combination of those.

I prefer autothrusters and a shield or hull myself. Targeting computer gives some extra punch, but with only three hull I think you should focus on survival more. Hence hull or shield. Stealth is fun, but you can still be one-shoted and you lose the card when you get hit. If you like the thrill of living by the dice though it is fun. With the prevalence of turrets autothrusters is a wise choice, but you should fly like you don't have it. It won't always come through.

Tetran and Stay on Target is great, but the PS7 can make your tactical choice easy only against lower PS ships that move first. Against higher PS if you are changing the dial it's because you realized you should have done something different. Check out the latest FAQ, this combo is very similar to Boba Fett and Navigator.

My current list is:

Soontir, Push the Limit, Royal Guard Tie, Autothrusters, Shield Upgrade

Turr, Vetran Instincts, Royal Guard Tie, Autothrusters, Shield Upgrade

Tetran, Stay on Target, Royal Guard Tie, Autothrusters, Shield Upgrade

I think it is a good mix for arc dodging enjoyment with some crit and turret insurance. If you are ever up in Lansing PM me and maybe we can meet up for a game!

The first imperial list I had any success with (pre wave 4) looked like this

Soontir fel 27

Push the limit 3

Targeting computer 2

Night beast 15

Academy tie 12

Kath Scarlet 38

Veteran instincts 1

Mercenary co pilot 2

Modernize the list by dropping the co pilot for autothrusters (co pilot was sub par anyway) and you're good to go! Vi on kath helps her and soontir get ships off the board before they shoot if they get a shot at Soontir.

ITS A TRAP

Idk, sounds like a win more.

Though I'm glad you've found some use of the card. Here I was thinking it would become obsolete.

I will say though that the extra damage is very welcome, but I'd still rather survive. The Interceptor just gets better longer the game goes. More better positionings you get.

Stealth device is a trap actually. You think it will give you better survival, but it only helps against the things the interceptor is already good at. Like dodging 2 & 3 dice attacks. Its prone to fail against 4 dice attacks, and its definitely going to fail against gunner or luke skywalker attacks.

The thing that kills Soontir more than anything else is not shots. Its bumping. Never bump and its questionable whether you even need Autothrusters.

As for targeting computer, the only thing to be careful of is the temptation to go for a TL + focus shot when there might be a couple shots coming your way. When in doubt, ALWAYS take evade and use your focus for defense.... the Target Comp is only worthwhile when absolutely no one has a shot on you.

I am still goin to completely disagree with you.

Stealth device mathematically makes you impossible to kill via turrets. If you like hull upgrade that can be good too.

The whole not getting shot at and bumping is correct as I've already addressed. Bumping kills ints even more. But in the assumption of near equal skill and or turrets you'll like that stealth device. The stealth device math ethically stops fat han. It's okay vs 2 dice shots provided you don't bump. Vs 3 and 4 dice shots you had best not get shot at. As usual but that leaves you a lot more room to exist if 2 dice and turrets don't affect you. Va dashs four dice you know about the doughnut.

Also in sum. Hull is fine too and gives you mathematical survivability that greatly increases your existence time against turrets enough that you might have a good chance to deal enough damage to make it even.

Turr Phennir is a good ship to run. I played yesterday and ran circles around an Agressor.

His pilot ability is "After you perform an attack, you may perform a free boost or barrel roll action."

Essentially move in close and try to stay out of arc or near the edge of his arc. After you fire, you can boost or barrell roll out of his arc and set up for the next attack. Make sure you are not stressed when you do this or you will lose the extra action.

For Soontir, I was able to 5-straight, boost with a soft left 1, and then Push-the-Limit Barrell roll into position on the side of a Firespray to get a shot in the first round of my game. Turr came in from the left in a similar way and both got in shots that were out of both of the Firespray's arcs.

I was able to take the Firespray out in a couple of rounds this way

I am thinking about trying Tetran Cowall. His abilities lets you choose a 1, 3, or 5 K-turn when you reveal the normal 3 or 5 K-turn on the dial.

These are great combos. BMWrider, if you want to learn arc dodging try flying all three interceptors. Soontir's classic build is always Push the Limit, but the upgrades can vary from stealth, autothrusters, hull upgrade, shield upgrade or targeting computer, or some combination of those.

I prefer autothrusters and a shield or hull myself. Targeting computer gives some extra punch, but with only three hull I think you should focus on survival more. Hence hull or shield. Stealth is fun, but you can still be one-shoted and you lose the card when you get hit. If you like the thrill of living by the dice though it is fun. With the prevalence of turrets autothrusters is a wise choice, but you should fly like you don't have it. It won't always come through.

Tetran and Stay on Target is great, but the PS7 can make your tactical choice easy only against lower PS ships that move first. Against higher PS if you are changing the dial it's because you realized you should have done something different. Check out the latest FAQ, this combo is very similar to Boba Fett and Navigator.

My current list is:

Soontir, Push the Limit, Royal Guard Tie, Autothrusters, Shield Upgrade

Turr, Vetran Instincts, Royal Guard Tie, Autothrusters, Shield Upgrade

Tetran, Stay on Target, Royal Guard Tie, Autothrusters, Shield Upgrade

I think it is a good mix for arc dodging enjoyment with some crit and turret insurance. If you are ever up in Lansing PM me and maybe we can meet up for a game!

thanks and I will give you a shout if I am up

I've only flown A-wings, but in my opinion people look down way too much on SDs. I use them all the time and yes, green dice fail when you give them reason to. The idea of arc-dodging is not getting shot at all, but that's pretty much impossible, so when you know you will get shot, you turtle up with Focus+Evade and try to keep at Range 3. I've rarely had my Stealth Devices go down without value. SD isn't going to magically save you from every shot, you'll have to make the most of the dice you roll. You're fighting to keep your Hull intact, not to keep your SD intact. If you want to survive, fly defensively.