How much control should you build into a list?

By The_Brown_Bomber, in X-Wing

This is for those control players out there?

is it possible to play SOME control in a list for it to be useful control

or

is control ALL OR NOTHING?

im looking at pilots like Palob and Kavil for scum but also standard Gold Squadron Pilots for rebels and B-Wings.

what mix of ions do you use in with other Turrets and Cannons?

Usually at least 2 I think. Or just rebel captive ok.

But control isn't really necessary. Twirly moves arent needed when you can bash the opposition In.

You can make do with just a little.

It is important to note there are also different ways of control, some which require that the entire list is built around it. In which case it is all or nothing, as that is how they are made to work.

e.g. rebel Panic Attack

And Captain Jonus and the Pulsars:

Captain Jonus — TIE Bomber 22
Determination 1
Flechette Torpedoes 2
Seismic Charges 2
Hull Upgrade 3

Scimitar Squadron Pilot — TIE Bomber 16
Cluster Missiles 4
Ion Pulse Missiles 3

Scimitar Squadron Pilot — TIE Bomber 16
Cluster Missiles 4
Ion Pulse Missiles 3

Scimitar Squadron Pilot — TIE Bomber 16
Cluster Missiles 4
Ion Pulse Missiles 3

This looks like a really fun list. Makes me want to buy 4 bombers.

When it comes to control it takes 2 ships usually to control 1. A single stress token is not enough to stop maneuvers and prevent actions. Also ion tokens don't prevent actions so movement is possible through boost and barrel rolls.

I recently ran a list that was two shuttles that each had flechette cannon, FCS, and Tactician. It worked very well with putting multiple stress on ships. Was really good for locking down ships while Whisper went in and mopped up.

I'm trying to put together a full ion control list. The goal would be to ion until their ships fly off the mat. :) Not the most practical but it will piss off my friends. And that's what matters.

I'm trying to put together a full ion control list. The goal would be to ion until their ships fly off the mat. :) Not the most practical but it will piss off my friends. And that's what matters.

You'll probably want at least one stress to keep them from boosting around to stay towards the center.

If you can stress and Ion in the same turn, the ship targeted can be ignored in the next turn.

In my opinion, there are 2 types of control lists:

Disruptive lists: these are lists with 1 or 2 elements that are just plain annoying. A fleet with a rebel captive is an example. A single flechette cannon can yield similar results. It won't knock you off the board, but in the right circumstances... dang I'll be annoying!

Real control list: these are lists designed to either land multiple stress on a same ship or at least 2 ion shots against the same target. The thing is that they won't cause as much damage as other lists, but if you ion the enemy so he can't shoot (or is driven in an asteroid or off the board) or if you pile so many stresses on an elite pilot (like Soontir) then it evens the odds. EDIT: also combinations of stress "and" ion.

Edited by dotswarlock